Custom Jutsu Submission - IV

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El Alucard

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Resubmitting the Janus Blessing tag now that I finally have advanced Fuuin (a couple of changes made to the entirety of the seal so I didn’t bold anything)


(Yanusu no shukufuku) Janus Blessing
Type:
Supplementary
Rank: S
Chakra: 50
Range: Short
Damage: N/A
Description: Janus blessing is a medical seal that can be infused with different chakra natures in order to bring about a mutation within the user’s body for a short time. This works by placing a natured chakra infused seal on the user’s body which absorbs foreign chakra or otherwise unknown energies. After absorbing foreign chakra, instead of it being added to the user’s chakra pool the absorbed chakra’s nature is infused with the chakra that was focused on the seal. The medical properties of the seal then enforce the spread of the new nature somewhat like a virus in the user’s chakra pathway system thus causing the user’s manipulation of what would be their normal techniques of that specific chakra nature to “mutate” into different variations based on the foreign chakra that was absorbed.

Note: Each biography may only have two different Janus Blessing seals on them at any given point.
Note: The user cannot simply make up a new seal every battle. An element has to be submitted with it’s mutations for approval if the user wants to use it.
Note: Every (blessing) element may only have a maximum of 3 mutations meaning you can have a fire blessing with 3 mutations and a water blessing with 3 mutations for example.
Note: Each mutation can only be produced by a maximum of 2 chakra types (Does not need to be but can.)
Note: The user may not use more than one Janus Blessing seal at a time. So if one of them is active the user cannot use the other. The user can also not use the blessings consecutively and has to wait 3 turns after one blessing has ended before using the other one.
Note: The seal can only absorb the Basic 5 elements,Ninjutsu or Raw Chakra, Adv.Elements. And Adv.Ninjutsu As such things like custom elements cannot be absorbed.
Note: The seal can only alter the Basic 5 elements, Adv.Elements and Adv.Ninjutsu. As such things like custom elements and raw chakra or ninjutsu can not be altered.
Note: The seal cannot absorb mixed natures or elemental combinations.
Note: Effects of the seal last for 5 turns after which the user may not use that specific nature for 3 turns after, in an attempt for the body to basically “factory reset the settings” to the nature that was altered.
Note: Each blessing can only be used thrice per battle with a 5 turn cooldown period between usage.
Note: Can only be taught by El Alucard

(Genshitekina kemuri no shukufuku)- Blessing of Primordial Smoke
A smoke infused Janus Blessing seal is placed on the user’s body which he can activate mentally, granting him the ability to absorb foreign chakra in order to mutate their regular smoke chakra and changing it’s normal nature to Primordial Smoke. Instead of the absorbed chakra being added to the pool of the user, it’s nature is infused with the user’s own smoke chakra. The medical properties of the seal enforce the spread of the new nature somewhat like a virus in the user’s body thus causing the user’s smoke techniques to “mutate”, in turn altering his normal smoke chakra’s nature conversion for a short period of time. After absorption all of the user’s regular smoke and custom smoke techniques take on a different variation for 5 turns, depending on the type of chakra consumed.

Mutation 1: Dark Smoke
A mutation that occurs when the smoke infused Janus Blessing seal absorbs fire or wind chakras causing it to mutate the users regular smoke to an extremely hot, pitch black, thick and more detrimental smoke cloud that suffocates, burns and destroys everything it comes across. Dark smoke can easily overcome Fire and Wind techniques as they are simply absorbed and used to make the mutation stronger by adding +10 damage, Neutral to Earth and weak to Water or very cold elements.
So basically it would require a Fire or Wind technique one rank higher to deal with Dark smoke or a rank lower if using water or cold elements. Earth is neutral so the same ranks will clash but more often than not due to its heat, Dark smoke will melt the through earth and continue onward albeit severely weakened.

Mutation 2: Esoteric Smoke
A mutation that occurs when the smoke infused Janus Blessing seal absorbs Water or Lightning chakra causing the user’s smoke to mutate to an electrically charged tar-like cloud which is constantly dripping leaving behind a trail of tar like puddles which can also be manipulated by the user. Esoteric smoke is extremely hard to move in and can easily overcome water and lightning techniques as they are simply absorbed, Neutral to Fire and weak to Wind and Earthen techniques. Wind would harden this form of smoke and earthen elements or various minerals would absorb the substance.
So basically it would require a Water or Lightning technique one rank higher to deal with Esoteric smoke or a rank lower if using wind or earth. Fire is neutral so the same ranks will clash but more often than not, due to its density Esoteric smoke will continue onward albeit severely weakened.

Mutation 3: Ordinance Smoke
A mutation that occurs when the smoke infused Janus Blessing seal absorbs unknown and foreign forms of raw chakra and energies (Including sage chakras, spiritual or magical chakras etc.) turning the user’s smoke to a fast growing, glowing nimbostratus cloud-like smoke that that seems almost sentient due to its extreme affinity or hunger to the specific foreign chakra or energy which was absorbed by the seal. Ordinance smoke will sense the specific chakra and energy which it absorbed regardless of its presence on the field and be attracted to it like a magnet meaning it is constantly seeking out the opponent’s chakra and techniques with the absorbed chakra signature no matter where they are (This was basically made to deal with CC an CCCJ but if it absorbs raw chakra in the form of ninjutsu it is attracted to the individual since all since all chakra signatures are different). It will then attach itself to the opponent or the source of the foreign chakra, draining them and growing very quickly; engulfing whole techniques, restricting the opponent’s movement etc. all whilst absorbing chakra/energy from the host or from the source until there is nothing left. Once all the chakra has been sapped out of the source it will move on to the next and onto the next until all traces of said chakra have been absorbed at which point the cloud will remain dormant as if asleep, just waiting for it’s next fix. It is fairly easy yet tricky to get rid of Ordinance smoke as a simple gust or blast of wind or earth a rank lower is enough to dissipate and as long as it does not attach itself to the source can be avoided it however, it’s love for a certain chakra type makes it hate all other chakra types and as such will be repelled by them or will avoid them making it easy for it to dodge fast A-rank techniques. Opponents would be forced to risk it coming close in order to deal with it. Ordinance smoke interacts differently with techniques and organisms as in, while techniques can be completely engulfed in one move organisms are different; for example let's say the Ordinance smoke attached to an organism's hand (Humanoid size), it would begin draining -10 chakra the first turn quickly growing enough to cover that organisms entire finger. It would then absorb -15 chakra the second turn quickly growing enough to cover the entire hand of said organism thus inhibiting two handed hand seals or holding stuff with that hand etc. Ordinance will then absorb -20 chakra the third turn quickly growing enough to cover an arm or leg of the organism's body. By the fourth turn it would take -25 chakra and have covered about a ¼ of the organism's body. By the 5th turn it would drain -30 chakra and would have covered half of the organism's body, at this point depending on where the smoke latched itself onto most movement would be lost. The 6th turn would see it draining -35 chakra from the organism as well as growth enough to cover half of the remaining half of the organism. By the 7th turn the entire organism would be covered however the Ordinance smoke would continue draining chakra in +5 increments each turn whilst growing until all chakra has been depleted. Safe to say larger organisms will take double the time to completely cover so large beings or summons will be completely engulfed in about 14 turns. Ordinance smoke has the same S&W as regular smoke.

Note: After absorption, all canon and custom smoke techniques take on their respective primordial forms for 5 turns.
Note: After the seal wears off and the user has waited 3 turns for their smoke chakra to revert to normal they have to wait an extra 2 turns to be able to use Smoke techniques of S-rank and above.
Note: Ordinance smoke mutation cannot be used with canon techniques.
Note: The Ordinance smoke mutation can only be used once. Attempting to use it more than once will cause it to turn on it’s user.
Note: All Primordial Smoke techniques cost +10 more chakra.
Note: The user cannot use their smoke seal to absorb naturally occurring elements unless there is some form of chakra within them; e.g. water from straight from the lake, fire from exploding kunai etc, lightning from naturally bad weather, regular wind etc.
Note: Can Only be taught by El Alucard.

-Declined- There's a lotta issues with this one overall, but it's not worth explaining them because you don't have advanced fuuin meaning you can't submit body seals, also you've not actually finished fuuin training as far as I can see, you're at B rank currently in the training grounds with AJ.
(Yanusu no shukufuku) Janus Blessing
Type:
Supplementary
Rank: S
Chakra: 40
Range: Short
Damage: N/A
Description: Janus blessing is a medical seal that can be infused with different chakra natures in order to bring about a mutation within the user’s body for a short time. This works by placing a natural chakra-infused seal on the user’s body which absorbs foreign chakra. After absorbing foreign chakra, instead of it being added to the user’s chakra pool the absorbed chakra’s nature is infused with the chakra that was focused on the seal. The medical properties of the seal then enforce the spread of the new nature somewhat like a virus in the user’s chakra pathway system thus causing the user’s manipulation of what would be their normal techniques of that specific chakra nature to “mutate” into different variations based on the foreign chakra that was absorbed.

(Genshitekina kemuri no shukufuku)- Blessing of Smoke
Mutation: Dark Smoke

This mutation occurs when the smoke-infused Janus Blessing seal absorbs fire chakra causing it to mutate the user’s regular smoke to an extremely hot, pitch-black, thick, and more detrimental smoke cloud that suffocates, burns, and destroys everything it comes across. The smoke retains all the elemental strengths and weaknesses of regular smoke however it does deal severe burning damage thus translation to +1 rank or +60 damage increase in all smoke techniques.

Mutation: Esoteric Smoke
This mutation occurs when the smoke-infused Janus Blessing seal absorbs water chakra causing the user’s smoke to mutate to a tar-like cloud which is constantly dripping leaving behind a trail of smokey tar-like residue which can also be manipulated by the user. Due to its tar-like nature, Esoteric smoke is extremely hard to move in and although it has the same strengths and weaknesses as regular smoke, opponents are forced to use the same rank techniques to deal with this mutation. Its tar-like nature also means any opponents trapped in esoteric smoke have their speed halved as the strength and required to move in Esoteric smoke will severely fatigue their muscles. Another thing worth mentioning is since this mutation is some pseudo-liquid the opponent is not only subject to suffocation but also to drowning. Inhaling or drinking this mutation is basically like inhaling or drinking carbon dioxide which is toxic, this will cause more fatigue and vomiting as well as dizziness and confusion resulting in a halving of the opponents tracking capabilities as well.

Mutation: Ordinance Smoke
A mutation that occurs when the smoke-infused Janus Blessing seal absorbs raw chakra and energies (Including sage chakra, spiritual or magical chakras, etc.) This causes the user’s smoke to turn to a fast-growing, glowing nimbostratus cloud-like smoke that seems almost sentient due to its extreme hunger to the chakra absorbed by the seal. Ordinance smoke will seek out the specific chakra signature of the person whose chakra was absorbed wherever they may be on the field and be attracted to it like a magnet meaning it is constantly attracted to not only the techniques with that chakra signature but also the source of them aka the opponent. This is targeted to special chakra variants like sage chakra and custom clan chakras and energies etc. It will not be attracted to regular elemental techniques not infused with aforementioned special chakra variations, for example regular basic 5, gen, AN and AE and all other such. Only aiming to engulf the opponent themselves and techniques infused with or using the special chakra variants. Once on the field it will constantly and relentlessly blitz towards the opponent at the same speed as indicated on the speed chart (S-rank AN = 13). It will then attach to the opponent or the source of the chakra, draining them and growing very quickly; engulfing whole techniques, restricting the opponent’s movement, etc. Once all traces of said chakra have been absorbed, the cloud will remain on the dissipate. It is fairly easy yet tricky to get rid of Ordinance smoke as it has the same elemental weaknesses as regular smoke and any technique of those natures are enough to dissipate and as long as it does not attach itself to the source can be avoided, however, it’s love for a certain chakra type makes it hate all other chakra types and as such will be repelled by them or will avoid them making it easy for it to techniques it’s faster than. Opponents would be forced to risk it coming close in order to deal with it. Ordinance smoke interacts differently with techniques and organisms as in, while techniques can be completely engulfed in one move organisms are different; for example let's say the Ordinance smoke attached to an organism's hand (Humanoid size), it would begin draining -10 chakra the first turn quickly growing enough to cover that organisms entire finger. It would then absorb -15 chakra the second turn quickly growing enough to cover the entire hand of said organism thus inhibiting two-handed hand seals or holding stuff with that hand etc. Ordinance smoke will then absorb -20 chakra the third turn quickly growing enough to cover an arm or leg of the organism's body. By the fourth turn, it would take -25 chakra and have covered about a ¼ of the organism's body. By the 5th turn, it would drain -30 chakra and would have covered half of the organism's body, at this point depending on where the smoke latched itself onto most movement would be lost. The 6th turn would see it draining -35 chakra from the organism as well as growth enough to cover half of the remaining half of the organism. By the 7th turn, the entire organism would be covered however the Ordinance smoke would continue draining chakra in +5 increments each turn whilst growing until all chakra has been depleted. Safe to say larger organisms will take double the time to completely cover so large beings or summons will be completely engulfed in about 14 turns. Ordinance smoke has the same S&W as regular smoke.

Note: Each biography may only have two different Janus Blessing seals on them at any given point.

Note: The user cannot simply make up a new seal in every battle. An elemental tag has to be submitted with its mutations for approval if the user wants to use it.

Note: Every elemental tag may only have a maximum of 3 mutations.

Note: The user may not have more than one Janus Blessing seal active at the same time.

Note: The seal can absorb the Basic 5 elements, raw chakra, adv. elements, and adv. ninjutsu. As such things like custom elements cannot be absorbed.

Note: Although it can absorb raw chakra the seal can only alter the Basic 5 elements, Adv. Elements and Adv.Ninjutsu.

Note: The seal cannot absorb mixed natures or elemental combinations.

Note: Effects of the seal last for 5 turns after which the user may not use the altered ability for 3 turns after in order to basically “factory reset the settings” to the element that was altered.

Note: The seal cannot absorb naturally occurring elements unless there is some form of chakra within them; e.g. water from straight from the lake, fire from exploding kunai, lightning from naturally bad weather, regular wind, etc.

Note: The seal itself can be used thrice meaning, each elemental mutation can be used once per battle with a 5 turn cooldown period between usage.

Note: Can only be taught by El Alucard

-Declined- this is extremely excessive, you've put so many different abilities in a single CJ and a bunch of them are completely over the top like putting +60 damage, tone it down remove some of the abilities from this compendium



(Shāshǒu qī)- Killer 7
Type:
Weapon
Rank: S
Range: Short-Long
Chakra cost: 40 (to change weapon forms)
Damage: N/A
Description: The Killer 7 token is an extremely versatile and dangerous weapon wielded by only the most dangerous assassins. It was named after its ability to morph into 7 different mystical weapons/tools, As stated earlier the token has 7 forms each producing different techniques and unique abilities accessible only in that respective form. It costs chakra to change the weapons form however it can be done simultaneously to the user performing other techniques, as such it can be considered a passive change.

- Qui control scissors are telekinetically controlled and can spin at high speeds to slice through various objects and block attacks like bullets, swords, kunai, etc. The two blades of the scissors can be separated and wielded independently of one another. When enhanced with chakra they become capable of easily cutting through even the strongest metals.
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- The Thousand Demon Daggers is a magical sword whose blade is made up of a thousand sword fragments. The user can manipulate all the individual fragments of the Thousand Demon Daggers to reform the sword's blade when it shatters, pass through enemy shields/defenses, rain fragments upon enemies, and expand the sword. However, although the Thousand Demon Daggers can cut through most things with ease, its nature as a “broken” sword means that it is mainly an offense type weapon, as it shatters whenever it is used for defense (S-rank techs)
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- Spider lily darts are a set of 6 telekinetically controlled poisonous darts shaped like red spider lily flowers and dipped in the user’s own custom poison (If they have one). They have the mystical ability to suck the life out of her enemies when they are pierced by them (-20 HP per turn). The spider lily darts originally look like spider lily buds, which bloom when the target dies. When the opponent is hit they are unable to remove the darts.
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- Gaiba Egg is a mystical egg capable of transforming the user into anything they want from small animals like dogs, rats, etc. To everyday inanimate objects like rocks, tiles, street lights, etc. This makes it a very useful tool for spying or hiding in plain sight while the user regains strength or stalks their target. The user will shatter the egg causing it to explode like a smoke bomb. Within the smoke, the user will be transformed into a pebble for example. The unique thing about the Gaiba is that it completely masks the user from some form of sensory, namely the user’s chakra signature and the scent will be “turned off” thus causing the opponent to think the user has fled or disappeared. The user essentially turns into a real pebble however they keep all their sensory functions as well as their mobility via retractable stick-like appendages. Because their chakra pathway system is “turned off” basically, it recovers quickly +50 per turn until the user is at full chakra or until the user reverts back to their normal form by their will.
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- Eyeless mage’s prayer beads are a loop 6 of extremely dense, telekinetically controlled red prayer beads that can fuse back together when cut in half, change the size and form a web of red chakra to trap an enemy, and when launched they move at speeds akin to S-rank lightning making them very hard to block. Being hit by one bead deals 30 damage however their extremely dense nature + speed means they are strong enough to pierce even large A-rank boulders or break bones upon contact
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- Black Dragon Whip is a long, barbed black whip that capable of dealing very deep cuts to opponents. It has the ability to split into three right before striking or wrapping the opponent thus causing misdirection. The opponent would think the whip was aimed at the arm but it would be split up at the last minute hitting his face or leg where the opponent hadn’t expected.
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- Ancient Dark mind Dagger is a liquid poison that takes the form of the blade of a dagger. The blade will melt and be absorbed into the body that is stabbed or sliced by it. The poison is purely psychological, and will slowly deteriorate the opponent’s sanity by -5 every turn. The effects of the person’s sanity are the same as those of persons affected by shinkaigan whereby you roll once per new threshold you enter, along with each of the previous thresholds. Effects are also the same.
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Note: Can only be taught by El Alucard
Note: User can only use one weapon at a time



-Declined- Same as above, you've just added dozens of abilities to this and a bunch of them are not approvable, damaging sanity is not allowed at all with customs, hiding your chakra completely makes no sense, passing through defenses with a sword is a no, just a lotta problems again.

(Satsugai Shuhou: Gaiba Kaihen)Killing Technique: Gaiba Transformation
Type:
Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage: N/A
Description: When and only when the Killer Seven token is in Gaiba egg form, the user will throw it onto the ground causing it to explode into a small cloud of smoke similar to a smoke bomb causing the user to transform into anything they want from small animals like dogs, rats, etc. To everyday inanimate objects like rocks, tiles, street lights, etc. The user in their transformed form cannot be sensed via chakra sensing, chakra seeing, or smell however, they keep all their sensory functions as well as their mobility via retractable stick-like appendages. The user also regains chakra because their chakra pathway system is “turned off” basically, it recovers quickly +50 per turn until the user is at full chakra or until the user reverts back to their normal form by their will.

Note: Requires a 3 turn cooldown period after the user reverts.

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-Declined- CW was declined but even then you can't recover 50 chakra a turn "because my chakra is turned off" if your chakra network was completely disabled you'd be a corpse being the first of many issues with that statement
 
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Python

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Name: Delve into the tranquil
Type: Offensive
Rank: A
Range: short-long
Chakra Cost: 30
Damage Points: 60
Description: The user takes a piece of gum and blows a normal sized bubble though as it begins to near the opponent it will burst automatically causing a flashbang effect temporarily blinding the opponent and whoever near the radius(5 meters) the flashbang placing them in a genjustu in which bubblegum will be seen around the enemy, the user can manipulate the genjustu to a certain degree such as manipulating the quantity of gum the enemy perceives (needs to be stated) such as 5-10 and what the bubble gum depicts such as if their is 5 bubblegum bubbles or 4 bubblegum gum walls that have enclosed in the walls or having the bubblegum already wrapped around specfic limbs of the opponent making him believe he is constricted after their eyes open from the flashbang etc. leaving the creativity of the illusion up to the user though it needs to have bubblegum involved in the illusion carnt have random entities such as wolfs or fake illusions of the user etc. But this leaves the opponent open to attack by the user as they believe they dealing with more bubble attacks.

Declined: Pick an actual illusion, whether it's walls closing in on a target or pieces of gum constricting a target because those are two very different things.
Name: Delve into the tranquil
Type: Offensive
Rank: A
Range: short-long
Chakra Cost: 30
Damage Points: 60
Description: The user takes a piece of gum and blows a normal sized bubble though as it begins to near the opponent it will burst automatically causing a flashbang effect temporarily blinding the opponent and whoever near the radius(5 meters) the flashbang placing them in a genjustu in which bubblegum will be seen and be felt by the opponent latching on to the opponent as he is blinded though the gum is already wrapped around them as they open there eyes the opponent feeling and not being able to see would have a harder time deducing if it was reality or not, having the bubblegum already wrapped around specific limbs of the opponent making him believe he is constricted after their eyes open from the flashbang. But this leaves the opponent open to attack by the user as they believe they dealing with being binded after the flashbang has went off.

Declined: How does the Gum cause a flashbang effect? And how can the user see themselves get trapped in this illusory Gum if they're blind? This needs to be rewritten because as is its incoherent.

oganum difinum
Rank: S
Type: Weapon
Range: N/A
Chakra: N/A
Damage: N/A
Description: is a sword made of durable chakra conductible metal in a stylized V shape which is pure steel black, with two serrated edges oblique to each other, narrow at the tip and connected by a handle. The inner-core of the serrated edges is lined by a thin layer of bubble-gum that creates membrane which the user can manipulate in order to perform Bubble-gum Ninjutsu or infuse it with Wind Ninjutsu. The blade has 3 abilities:

The Bubble-Gum membrane is self-regenerating, acting as a source for Bubblegum Ninjutsu. This can be used directly, acquiring a passive +10 chakra boost to the user's Bubblegum Ninjutsu, or infused with Wind Ninjutsu, acquiring a layer of Bubble-Gum that similarily infuses +10 chakra onto the Wind Ninjutsu. This infusion translates into a +20 damage boost when applicable. This is a passive Ability.

The Bubble-Gum membrane can be expanded up to the limits of Short-Range ( 5 meters radius ) by infusing 10 chakra onto the weapon, producing a bubble-gum barrier all around the user and the sword that dampens techniques that pass through it. This shaves off up to 20 damage from opposing techniques that pass through it. While intact, the user can still acquire the same boons from using the barrier as a source of Bubblegum Ninjutsu or Wind Ninjutsu. After an opposing technique passes through it, the barrier becomes unusable for the remainder of the turn. This is an active Ability that costs 1 move slot.

The chakra-conductive mental can be infused with 30 chakra to allow it to resonate through the Bubble-Gum membrane. This allows the user to chaotically vibrate their chakra which dampens opposing targets from accurately using their Enhanced Senses abilities and Chakra-based Sensory abilities, such as Sound or Chakra Sensory and Doujutsu users. When the membrane is expanded, it can shift light and smell in order to dampen non-chakra based sensory types, such as Inuzuka, Byakugan or Spiritual/Emotional Senses. This is an active Ability that costs 1 move slot, and can be maintained as long as the user spends 10 chakra each turn.

-Declined- This whole vibrating thing, it just doesn't work and doesn't make much sense, you're vibrating so hard that eyes can't see you? Noses can't smell you? Kinda insane honestly.

full burst moonlight

Rank: S
Type: Offesnive
Range: Short-Long
Chakra: 40
Damage: 60
Description:
The user gathers their star charka condensing a great deal of star chakra from their peacock feathers. This will cause all of them to crash into the ground in front of the user and sending them shredding underground, before emerging as massive spikes of exuberant razor-like feathers, with the ability to pierce even a large summon. With the spikes being loaded and bursting at the seems with star charka, it would ensue a series of explosions, causing massive damage and debris from all of them, obliterating whatever was caught within the 20 meter diameter of the blast radius. Due to the star charka natural radioactive properties and the large amount of star charka being released, a visible purple hue would be unleashed in the aftermath, the thickness of the environmental start chakra slowing down anyone caught within ( Translated as a loss of half, 1/2, of their base speed ) and a chakra corrosion effect ( shaving 20 damage off their Ninjutsu ) while within the 20 meter aftermath of technique. The explosion can be produced omnidirectional, 20 meters diameter in a perfect orb, or in a directional ellipse, reducing the backwards blast to 5 meters and creating a stretch of explosion up to 30 meters from the point of detonation.

Note: The user is immune to the hazing aftermath, due to their own MPM technique, but will be affected by the explosions if the initial spike bursts within range.
Note: Can be used thrice with 3 turns between usages

-Declined- I've mentioned this before, the radioactive effects of star chakra damages the user it's not an extra weapon for you, also those debuffs are insane and your chakra and damage numbers are off, you gotta proof read these in future.

interstellar commotion

Rank: S
Type: Offesnive, defensive, supplementary
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user will mould his star chakra and take a hold of their peacock feathers, manipulating them into a swirling mesh which will induce shape transformation. This would allow the user to shape their feathers into walls, pillars, cuboid, sphere or weaponry such as lances, swords, which would be thick and brimming with Star Chakra. They can be remotely manipulated to attack or defend, or they can be made to burst, by disrupting the epicentre of their radioactive core, expending the construct and producing an arching shrapnel explosion of star chakra, carrying sharp feather debris and radioactive energy. The explosion can have directionality and aim, or an omnidirectional orientation.

Note: Can be used 4 times a battle with 3 turns in between usages
Note: Drawback of -5 ( A Rank usage ) or -10 ( S Rank usage ) health to the user when performing this technique. The same drawback will be induced in those afflicted by the explosion or touched by the constructed by exposure to the radiation, until healed with a sufficient Medjutsu or Yang technique.

-Declined- as I mentioned above you're not able to use radiation as a debuff or damaging effect on opponents because that's not what star chakra does and it clashes with the actual radiation element.
 
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Osoroshī no Hakui | Horrible's Lab Coat
Type: Custom Weapon
Rank: N/A
Range: N/A
Chakra: N/A (-10)
Damage: N/A
Description: Horrible's lab coat is a special form of medical equipment used by certified Medical Ninja with Advanced Fuuinjutsu knowledge. It is a white doctors coat that fits tightly around Barney, with a row of buttons on the right shoulder, which are used to tighten the coat properly and to avoid it from being taken down or ripped off during battle. A chest pocket can be found on the left side with the symbol of Caduceus, which is the Staff of Hermes that features two snakes winding around the winged staff often associated with trade, liars, thieves, eloquence, negotiation, alchemy and wisdom. The coat is made from a light, elastic, tear and ignition resistant fabric that is imbued with a powerful advanced seal that manifests through the chest pocket which glows the symbol of Caduceus when used. Using his medical knowledge, Barney has imbued the coat with a chakra circulatory system, which was made to replicate his own. This has been achieved through experimentation with Medical Technique: Rebuilding Chakra Pathways during the period of isolation that Barney spent in his laboratory, deep in the heart of Yume Island. The end result was a coat that has the same chakra circulatory system like Barney, yet independent from his own. To use the coat, Barney has to spend 10 chakra per turn in order to fuel that independent chakra system, which can be filled up to 100 chakra points and every battle the count starts at 0 and as such can't be filled before a battle. There are two distinguished active abilities and one passive that Barney can utilize while wearing the coat and fueling it with his own chakra. While wearing the coat, Barney's mind starts getting overtaken by his alter ego known as Dr. Horrible, which is as his name suggests the dark side of Barney.

Juiced Boost (Passive) - Willingly, Barney can channel chakra for sealing techniques and his primary elemental affinity through the chakra circulatory system of the coat to siphon back the expended 10 chakra per turn in order to empower said techniques by +10 chakra for sealing techniques or translating that chakra increase into +20 damage for his primary elemental affinity. Performing techniques this way can only be achieved once per turn due to the siphoning effect requiring the chakra to be spent beforehand to fuel the coat. This is achieved passively in the same timeframe as the technique as it is directly channeled through the coat. The empowering effect cannot be achieved for the same fields in consecutive turns, meaning at best they can alternate. The empowering effect can be utilized to a maximum of 10 times per arc, but only up to 5 times per single conflict.

Slouch Pouch (Active) - The imbued advanced seal only manifests itself in the chest pocket that the coat has, and it has the ability to seal anything put into it, at the cost of 20 chakra, be it from Barney or the coat itself. For example, if Barney puts living tissue, organic matter, etc into it, the chest pocket will recognize its composition and seal it into a container within the proper medium required to prevent it from decaying and deteriorating. Once an object is sealed through the chest pocket, the coat has the ability to store the sealed object until Barney has a need for it. Visually, from the inside of the coat, the stored objects can be seen as drawn objects with their appropriate sealing formulae surrounding them. Essentially, it acts as a warehouse status and a library, allowing Barney to know all the objects that are sealed within the coat and containing a variety of sealing scrolls for a multitude of purposes. Once the need arises, only Barney can call forth of the sealed objects in the form of simple sealing scrolls that will slide through his sleeves and into his hands. Furthermore, this way the coat removes the need to carry pouches for various other ninja tools and weapons, which can be stored within the coat and slid through the sleeves without a cost of a move. Sealing anything through the chest pocket, however, does count as a move per turn and activating any sealing scroll counts as a move as well, depending on the technique that the scroll is used for. As such, techniques for scrolls would have to be posted separately, for reference.

Pocket Lock-it (Active) - Using the chest pocket found on the coat, Barney can erect from it, a generic translucent barrier that spans up to half of short range around himself in each direction, forming a short ranged half dome and is programmed to absorb and seal away chakra on contact. To exert the barrier, Barney has to expend up to 70 chakra, be it his own or stored from the coat, based on the technique being absorbed. Once the chakra from the technique has been absorbed, it gets pulled into the chest pocket and can be stored into the coat up to its limit. From there chakra can be released in the form of a foreign chakra infusion into Barney's own chakra system in order to replenish his chakra pool. This ability counts as one of the moves per turn and can only be utilized twice per conflict. Using the sealing prevents the user from using another sealing ability in the same or consecutive turn, after which the next sealing technique can't be an advanced seal, but a regular seal instead, up to and including A rank.

Note: Only McRazor can use this

-Declined- that restriction is still a one turn fuuin impediment dude, five times is still too much for a single battle when you're talking about a +20 damage +10 chakra boost with zero drawbacks. As for the NW arc thing, you realise there is already a system for returning usages during an arc when resting right.
Osoroshī no Hakui | Horrible's Lab Coat
Type: Custom Weapon
Rank: N/A
Range: N/A
Chakra: N/A (-10)
Damage: N/A
Description: Horrible's lab coat is a special form of medical equipment used by certified Medical Ninja with Advanced Fuuinjutsu knowledge. It is a white doctors coat that fits tightly around Barney, with a row of buttons on the right shoulder, which are used to tighten the coat properly and to avoid it from being taken down or ripped off during battle. A chest pocket can be found on the left side with the symbol of Caduceus, which is the Staff of Hermes that features two snakes winding around the winged staff often associated with trade, liars, thieves, eloquence, negotiation, alchemy and wisdom. The coat is made from a light, elastic, tear and ignition resistant fabric that is imbued with a powerful advanced seal that manifests through the chest pocket which glows the symbol of Caduceus when used. Using his medical knowledge, Barney has imbued the coat with a chakra circulatory system, which was made to replicate his own. This has been achieved through experimentation with Medical Technique: Rebuilding Chakra Pathways during the period of isolation that Barney spent in his laboratory, deep in the heart of Yume Island. The end result was a coat that has the same chakra circulatory system like Barney, yet independent from his own. To use the coat, Barney has to spend 10 chakra per turn in order to fuel that independent chakra system, which can be filled up to 100 chakra points and every battle the count starts at 0 and as such can't be filled before a battle. There are two distinguished active abilities and one passive that Barney can utilize while wearing the coat and fueling it with his own chakra. While wearing the coat, Barney's mind starts getting overtaken by his alter ego known as Dr. Horrible, which is as his name suggests the dark side of Barney.

Juiced Boost (Passive) - Willingly, Barney can channel chakra for sealing techniques and his primary elemental affinity through the chakra circulatory system of the coat to siphon back the expended 10 chakra per turn in order to empower said techniques by +10 chakra for sealing techniques or translating that chakra increase into +20 damage for his primary elemental affinity. Performing techniques this way can only be achieved once per turn due to the siphoning effect requiring the chakra to be spent beforehand to fuel the coat. This is achieved passively in the same timeframe as the technique as it is directly channeled through the coat. The empowering effect cannot be achieved for the same fields in consecutive turns, meaning at best they can alternate turns and can only be utilized for a maximum of 4 times per battle.

Slouch Pouch (Active) - The imbued advanced seal only manifests itself in the chest pocket that the coat has, and it has the ability to seal anything put into it, at the cost of 20 chakra, be it from Barney or the coat itself. For example, if Barney puts living tissue, organic matter, etc into it, the chest pocket will recognize its composition and seal it into a container within the proper medium required to prevent it from decaying and deteriorating. Once an object is sealed through the chest pocket, the coat has the ability to store the sealed object until Barney has a need for it. Visually, from the inside of the coat, the stored objects can be seen as drawn objects with their appropriate sealing formulae surrounding them. Essentially, it acts as a warehouse status and a library, allowing Barney to know all the objects that are sealed within the coat and containing a variety of sealing scrolls for a multitude of purposes. Once the need arises, only Barney can call forth of the sealed objects in the form of simple sealing scrolls that will slide through his sleeves and into his hands. Furthermore, this way the coat removes the need to carry pouches for various other ninja tools and weapons, which can be stored within the coat and slid through the sleeves without a cost of a move. Sealing anything through the chest pocket, however, does count as a move per turn and activating any sealing scroll counts as a move as well, depending on the technique that the scroll is used for. As such, techniques for scrolls would have to be posted separately, for reference.

Pocket Lock-it (Active) - Using the chest pocket found on the coat, Barney can erect from it, a generic translucent barrier that spans up to half of short range around himself in each direction, forming a short ranged half dome and is programmed to absorb and seal away chakra on contact. To exert the barrier, Barney has to expend up to 70 chakra, be it his own or stored from the coat, based on the technique being absorbed. Once the chakra from the technique has been absorbed, it gets pulled into the chest pocket and can be stored into the coat up to its limit. From there chakra can be released in the form of a foreign chakra infusion into Barney's own chakra system in order to replenish his chakra pool. This ability counts as one of the moves per turn and can only be utilized twice per conflict. Using the sealing prevents the user from using another sealing ability in the same and next two turns, after which the next sealing technique can't be an advanced seal, but a regular seal instead, up to and including A rank.

Note: Only McRazor can use this

-Approved-
 
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Lili-Chwan

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( Fuuinjutsu: Shishienjin Shinshoku Mushi ) Sealing Technique: The Vitriolage of the Corrosive Beetle

Type: Supplementary/Defensive
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage Points: N/A ( - Equivalent Damage )
Description: Similar to Four Violet Flames Battle Encampment, the user will produce a square barrier of purple flames which will corrode the damage from opposing techniques, which can be manipulated and moved around within range. The defensive barrier will shave the damage of any technique that clashes with it until it expires, as the purple flames corrode and consume the power within it, without damaging any living entity, unlike it's simbling technique. Depending on the chakra spent producing the barrier, it will be able to deal with a single technique of equivalent tier, shaving the damage until nullification, consuming it whole, or any number of lower tiered techniques. For example, a D rank usage ( 10 chakra ) will shave 20 damage, negating the damage equivalent to a generic D rank technique that clashes with it and expires, or any E rank technique that clashes with it until time expiration. People interacting with the flames won't feel any damage effect, but will have their techniques or modes rejected, like Doujutsu or Skill activations, if the tier is correctly applied ( based on equal chakra and double the amount in damage if applicable ), like a 3 Tomoe Sharingan activation requiring 30 chakra, and thus can be rejected by an A rank or above barrier.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 3 turns. A Rank and above can only last up to 2 turns and require 2 turn cooldown. A rank can only be used 4 times, S rank can only be used 2 times.
Note: A barrier will be overpowered without debuffing damage if hit with a technique 2 ranks higher, or with a difference of 20 chakra when interacting with techniques S rank and above. It is neutralized if it weakens/consumes a technique of equal tier, and is restricted to a maximum of 3 techniques of lower tier.
Note: This technique can thus be boosted externally once, with a chakra/damage debuff boost or a chakra tier boost. Damage boost won't have effect in this technique.

-Declined- I'm not keen on allowing a barrier that disables peoples KG's based on burning their chakra away especially when you're saying it can extend to things like the Sharingan or modes that require upkeep. It just wouldn't be reasonable within the game environment and doesn't make much sense.
 
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Drackos

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(Yubiwa no Soromon) – Ten Rings of Solomon
Type: Weapon
Rank: S
Range: Short – Long
Chakra: N/A (-20 per turn)
Damage: N/A
Description: The Ten Rings of Solomon are a set of golden rings created in the wake of the destruction of Solomon’s staff, lost after his journey to the Underworld. They are an enhanced version of Solomon’s first rings granted by God, forged in Ars Paulina outside of the axis of time. The rings were formed from the golden mist of Anutu, imbued into physical form with the blue sand of Suen, and then forged into a metallic form with the searing heat of Utu. The Divinity within the rings attunes itself to Solomon’s soul and his own replicas created through Anutu, granting him Authority over his own soul; this ability is called the Conflux of Souls. Soul replicas, up to ten, one per ring, under Conflux are placed under Solomon’s Authority, binding their presence to the field permanently unless they are destroyed or dispersed by Solomon. A byproduct of attunement binds the rings to Solomon, making it impossible to remove them unless Solomon wills it. The second consequence of the attunement causes Solomon’s soul and spirituality to gain Divinity, gaining toxic recoil to those that would interact with it. The recoil the opponent suffers from is Divine in nature, making it only reversible through techniques that would heal the spirit itself, specifically Utu. This inflicts 20 Spiritual damage per turn, for four turns. Because the Divinity afflicts the victim’s spirit itself, it reduces the Chakra present in their techniques by 10. Should the victim apply a second spiritual technique to the user the duration of the recoil will reset.

Confluence is the activatable ability of the Ten Rings, done so at the cost of a move. Its activation occurs within the same timeframe as a technique that creates or manipulates a Soul Replica, or at a different time upon an already created Soul Replica. The effects of Confluence do not necessarily activate when it is used, able to be activated whenever the user wills it as long as the infusion was applied. Confluence causes Soul Replicas to be pulled into the Rings of Solomon, binding the soul to Solomon’s own and conferring their own abilities and traits upon him. Alternatively, Confluence can be used to combine two or more Soul Replicas into one unit rather than into the Rings. Soul Replicas that are combined gain each others abilities and traits while also gaining an increase of 10 base Damage and Chakra, but these increased stats can only stack up to 30. Should two Souls have different damage values upon being combined then the one with the higher Damage and Chakra shall become the base value for the new unit. Confluence can be used again on the same combined Soul Replica to bring it into the Rings. Combined Soul Replicas still count towards the 10 Replicas able to be bound into the Rings, meaning 2 Replicas combined will still count as 2 Replicas bound.

(Utu: Mozaiku Keiyaku) – Truth: Mosaic Covenant
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short
Chakra: 50 (-10 per turn)
Damage: 100
Description: The user channels Chakra throughout their body to manipulate Utu creating a shroud of their Divinity around their person, like an aura tightly bound to their body. Within this aura of Utu a perfect replica of the user’s soul forms, visually appearing as a translucent blue glow around them that feels warm. The user’s replicated soul sustains itself independently, drawing on their Chakra while acting as a defensive shield around their person, able to ward off physical and even spiritual attacks. Those that lack proper defenses or Divinity and directly make contact with the replicated soul are afflicted by Utu’s standard toxicity. The presence of the soul does not hinder or block the user, their tools, seals, items, or anything they will to pass through the shroud of their replicated soul. Defensively, Mosaic Covenant protects the user from the auxiliary effects of techniques like heat associated with Fire Release; e.g. if the user is exposed to a Fire technique then the soul replica enshrouding their body will prevent that heat from reaching the user.
Note: Lasts for four turns.
Note: Can be used three times per battle.
Note: After this technique expires the user is unable to use S-Rank or higher Utu techniques for a single turn.

Both Approved, made slight edits.
 
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Alyx

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Resubmitting:

(Kuroi Kaminari: Kanōpusu) Black Lightning: Canopus
Type:
Supplementary
Rank: A - Rank
Range: Short - Long
Chakra: 30 ( +10 Infusion)
Damage: N/A
Description: Pleiades is an infusion technique utilized in order to turn regular lighting techniques into black lighting as well enhancing it. Through an application of the “Super Vibrating Lightning Release Sword”; the user increases the frequency of the technique in order become more destructive and sharper, while infusing with one’s black lighting chakra. This in turn causes the technique in question to gain the elemental strength and weaknesses of Black Lighting while gaining a boon in power. This boon is translated as a +1 Rank increase for techniques A rank and below however techniques S rank and above in order to gain a +20 DMG increase instead. This technique can only be used three times per battle which once activated, the user is unable to use black lightning techniques above S rank in the same turn. The user adds an additional hand seal into the original technique's original sequence (if any) and is activated in the same time frame as the original technique. This technique has a cooldown period of one turn between usages.

-Approved- Edits made, I decided to change the rank to A rank and the chakra cost to 30 with +10 being an infusion. I'm gonna remove the above A rank restriction as that's over the top and lower the usage limit to three. If you have any problems with these edits let me know.

(Ototon/Inton: sutaa raito suteeji) Sound/Yin Release: Starlight Stage
Rank: S- Rank
Type: Defensive
Range: Short-Long
Chakra Cost: 70
Damage Points: N/A
Description: Starlight Stage is a unique technique designed by Miyu; a representation of her love for musical performances. After weaving three hand seals; Miyu will release a hindering sound wave infused with yin energy. The unique combination is designed as Miyu’s “stage control”; the world around being her stage and anyone else involved as her audience. The soundwave in question moves in an omnidirectional manner – resonating with all foreign chakra within its’ path. This would cause said techniques that come into contact with the sound wave to forcefully converted into the same frequency of the sound wave and become a part of it, invoking yin release’s ability to absorb high amounts of chakra and utilizing its ability to change techniques to one’s desire. With this; Miyu can stop any number of techniques that’s collective amount of chakra equates up to 70 chakra points (i.e can absorb up to 1 B Rank and 2 C Ranks etc). Upon its release; a song is played within the vicinity – playing any song to the user’s desire. It naturally plays for three turns though it doesn’t inhibit anyone present ability to hear other things, alongside dazzling array of stars around the area reflecting the nature of the techniques absorbed (i.e fire would produce red stars etc). These are of course completely cosmetic and can willingly not be produced if the user desires. This technique can be used twice per battle, with a cool down of three turns between each use. Usage of Starlight Stage also renders the user unable to use Sound Ninjutsu and Yin Release of A rank and above in the same and next turn after use.

-Declined- at users request

(Genjutsu: Puredetaazu Wairu) Illusionary Arts: Predator's Wail
Rank: S - Rank
Type: Supplementary, Offensive
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: Through the use of three hand seals – the user will induce a rather ingenious illusion upon the opponent. Upon the final seal being casted; the target’s body would immediately begin to experience an illusion – where sound wave would be emitted; one resembling median alpha-rhythm frequencies. These frequencies are extremely dangerous to the human body, so much so that constant exposure to it can eventually kill a human. The illusion in turn would cause the target to perceive this sound wave, as it violently ruptures the brain’s cells and organ malfunction. However, in the sense of the user; the target will perceive the user also suffering from the sound waves as well. This is to create a deceptive illusion of a double-edged technique, with the intention of killing both parties involved; as upon the technique being casted – the illusion causes sensory type ninjas to perceive the sound wave as a foreign chakra, making it seem as though a third party created the attack instead. While this might seem simple, it also affects the target’s senses as well – reflecting the body shutting down from their brain being exposed to his level of frequency, with her basic senses shutting down. This makes them unable to accurately smell, see, taste, touch or even hear anyone of anything. In reality of course, the target is completely fine but due to the sheer mental strain the illusion produces, it causes them damage the longer they remain exposed to it but it also causes their real basic senses to become overwhelmed – rendering them unusable while exposed to the illusion. The user can further add more realism to the illusion on themselves and the opponent such as veins bursting, eyes reddening etc in order to further the illusions intentions. This technique can only be used twice per battle, with no illusions above A rank can be used in the same nor next turn.

-Declined- this one is a little convoluted to read, the main thing I have a problem with is the removal of all the opponents basic senses and also saying that their chakra sensory would percieve it as an enemy jutsu, what counter play is there to this? You can either go for the tricking sensory or the removal of some of the basic senses not both.
Updating
Changelog:
- Changing Name

(Kuroi Kaminari: Kyōakuna Zenchō) Black Lightning: Baleful Omen
Type:
Supplementary
Rank: A - Rank
Range: Short - Long
Chakra: 30 ( +10 Infusion)
Damage: N/A
Description: Baleful Omen is an infusion technique utilized in order to turn regular lighting techniques into black lighting as well enhancing it. Through an application of the “Super Vibrating Lightning Release Sword”; the user increases the frequency of the technique in order become more destructive and sharper, while infusing with one’s black lighting chakra. This in turn causes the technique in question to gain the elemental strength and weaknesses of Black Lighting while gaining a boon in power. This boon is translated as a +1 Rank increase for techniques A rank and below however techniques S rank and above in order to gain a +20 DMG increase instead. This technique can only be used three times per battle which once activated, the user is unable to use black lightning techniques above S rank in the same turn. The user adds an additional hand seal into the original technique's original sequence (if any) and is activated in the same time frame as the original technique. This technique has a cooldown period of one turn between usages.

Updating: Changelog:
- Changing Name and Slight Changes

-Update Approved-

(Bijuutsu : Negai) Tailed Beast Technique: Wishbearer
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: N/A (+10 Per Technique)
Damage Points: N/A
Description: A unique technique that utilizes the chakra of which a Bijuu is capable of transferring into it's Jinchuriki. This chakra is commonly refered in two different types, negative white chakra and positive black chakra as seen when a Jinchuriki/Bijuu is stabilizing the ratio within a Bijuudama. However this is infusion technique in which allows the Jinchurki to separately infuse one of the mentioned chakra forms above in order to achieve unique effects, while also recreating the ratio balance within i.e elemental ninjutsu.

Positive Black Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; allowing for the selected technique to have it's nautral weakness removed and instead behave akin to Bijuu Chakra; thus being neutral to all. This process is done by tampering with the ratio of the technique, allowing for the infused jutsu to be created just as normal but with the additional chakra it would play the role of neutralizing the selected technique. The infused technique of course remains the same; having i.e fire still capable of dealing burning damage etc. One cosmetic change however is the infused techniques tend to appear more darker than normal, showing that the technique is under the effects of the infusion.

Negative White Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; will seek to become enhanced and gain far more power than before. The technique in question will gain an additional rank for A Ranks and below while S Ranks and above will gain +20. This is based on the idea of wanting to empower other techniques the Bijuu has no inherit affinity towards such as the Nibi towards Fire Release and as such cannot be applied to it. One cosmetic change however is the infused techniques tend to appear more lighter than normal, showing that the technique is under the effects of the infusion.

Each infusion can only be used twice per battle; though the technique over all may be used four times. Infusion lasts as long as the applied technique, while this technique goes on a two turn cool while no S Rank and above Bijutsu in the same and next turn.



-Update Approved-

New Submissions

Dokkodo Training

( Dokkōdō: Shinjuku no Kagayaki ) The Alone Way: Shinjuku's Brilliance
Rank: N/A
Type: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Shinjuku’s Brilliance is not the name of a technique; but rather the teaching method/mindset of certain individuals. Among them are so few who fully acknowledge this method of combat, but some are also in much preference of it. This ability is presented in the character’s skill in utilizing Dokkodo through other forms of bladed weaponry outside of just swords. The most perfect example of this would be utilizing the skills through a spear or a chakra knife akin to Asuma’s. While the quality of this method is considered far less graceful than with a sword, it serves as a method of preparation for any weapon specialist. This is not a technique to be activated traditionally, only needing to be posted in one’s bio or start of a battle.

-Declined- DNR this simply isn't gonna fly, you use swords, you can use your fake SSS to change their appearance, but you use swords.
 
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The_Empire

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Blast Release: Internal Shockwave | Bakuton: Naibu Shogekiha
Rank: D-S
Type: Offensive
Range: Short to Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The user using a bo staff or any weapon and slams it into the ground or whatever target that is desired whichever way they see fit. The weapon once it hits its target will release a shockwave that cause internal damage that sends a shockwave in one or more directions of the user's desire. The internal damage to the ground can affect jutsus from the ground and people in the ground also. When it is used against a technique it destroys the technique from inside out. The user can use the recoil of the attack by causing it not to affect the user or use it as a wave to evade an technique.
Note: S rank only used every other turn and only used four times a battle.

-Declined- if you want to use this to dodge you'll need to specify it counting towards the freeform usage for that turn and specify just how far you travel and that wouldn't be up to long range. Also the range thing is an issue, a shockwave small enough to cause internal damage couldn't possibly reach long range, this reads a little like two different techniques smushed together, one is a long range explosive wave from a slam on the ground and the other reads more localised. You could get both in one technique but it'll need better wording.
 
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(Raiton: Shin Chidori) - Lightning Release: True One-Thousand Birds
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The True Chidori technique, aka the True One-Thousand Birds technique is a powerful literal variation of Chidori. The technique works by the user performing Lightning Blade in their hand and then waving it in front of themselves. Using extremely precise chakra control, the user will divide the Lightning Blade into 1000 parts and shoot them at their target while performing shape transformation to them so that they look like small white electric birds flying towards the target. While each bird is weak individually, due to them each having 1/1000th of the power of a Lightning Blade, when they hit the target they produce a small electrical explosion which can be deadly if they all hit their mark.
Note: Can only be used 3 times.
Note: Can only be used by those taught by Kooljay

-Declined- We haven't allowed chidori variants for years and that's not changing, though you should probably be thankful because dividing a jutsu a thousand times would result in each bird not even causing one damage point and the whole jutsu would do nothing.


(Raiton: Kirin Keitaku) - Lightning Release: Kirin’s Blessing

Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: N/a (-10 to user)
Description: Kirin’s Blessing is a supplementary usage of the Kirin jutsu created by Sasuke Uchiha. Like with Kirin, thunderclouds must be present within the sky and the user must use Chidori to tame and manipulate natural lightning. Instead of calling forth the lightning to strike down their foes, the user can call forth Kirin to strike themselves at lightning speed. Raiton specialists can then absorb the gargantuan amount of natural lightning into their body. Despite specializing in lightning chakra, the natural lightning is foreign to the body and shocks it(-10) before the body adjusts and absorbs it in harmony.

Upon doing so, the user is donned with a blue and white dragonic cloak made of pure lightning. This cloak protects the target from A rank or below raiton techniques and S rank doton techniques. The pure lightning within the body enhances the user’s speed by 2.5 times its base amount. The natural lightning also acts as an additional battery of 480 to use for raiton techniques. Due to the raw potency of the pure natural lightning, raiton techniques formed using lightning from the body’s battery receive a +30 to their damage. The raiton jutsu also moves at a speed of 1 rank higher and if logically can be formed and launched from the user’s hand’s without the use of handseals.

The jutsu ends once the battery has been exhausted or after 4 turns. Upon the jutsu ending, the user cannot use raiton jutsu above A rank for two turns due to their body recovering from being supercharged by natural lightning.
Note: Jutsu can only be maintained for up to 4 turns.
Note: Jutsu can only be used twice per battle
Note: Can only be used by Lightning Specialists or Sasuke Uchiha Bios.
Note: In the turn before the use of Kirin’s Blessing, the user must have used at least a B-Rank, Long Range Fire (Katon) technique directed at the sky.
Note: User needs to post Chidori, meaning that in the turn Kirin’s Blessing is used, the user spends 2 moves.
Note: Can only be used by those taught by Kooljay.

-Declined- You know you'd really be surprised by how many people think hitting themselves with a bolt of actual lightning would empower them, alas you're not iron man so this would just kill you.

(Uchiha Ryū Katon: Fenikkusu Ribāsu no Jutsu) - Uchiha Clan Fire Style: Phoenix Rebirth Technique

Type: Offensive
Rank: E-S
Range: Short-Long
Chakra: 5-40
Damage: 10-80
Description: The Phoenix Rebirth jutsu is an ancient Katon jutsu that can only be found in a hidden Uchiha Tablet, said only to be readable by Sharingan eyes. After weaving 5 handseals, the user breathes into existence a remotely controlled condensed fire construct in the form of a phoenix. The phoenix will then fly towards the target and erupt into a powerful blazing explosion. Afterwards the explosion will condense and a phoenix will be reborn anew while a bit weaker than before. Upon rebirth the jutsu loses two ranks of power. The potential rebirth cycle depends on the initial power of the jutsu when it was used.

  • S Rank: At the S ranked level, the jutsu is capable of reaching long ranges. The Phoenix is 4 times the size of Sasuke's hawk. The Phoenix can rise again at a B Ranked level of power.
  • A Rank: At the A ranked level, the jutsu is capable of reaching long ranges. The Phoenix is 2 times the size of Sasuke's hawk. The Phoenix can rise again at a C Ranked level of power.
  • B Rank: At the B ranked level, the jutsu is capable of reaching mid ranges from its point of creation. The Phoenix is the size of Sasuke's hawk. The phoenix can rise again at a D Ranked level of power.
  • C Rank: At the C ranked level, the jutsu is capable of reaching mid ranges from its point of creation. The Phoenix is 3/4 the size of Sasuke's hawk. The phoenix can rise again at an E Ranked level of power.
  • D Rank: At the D ranked level, the jutsu is capable of reaching short ranges from its point of creation. The Phoenix is 1/2 the size of Sasuke's hawk. The phoenix does not have enough power to rise again.
  • E Rank: At the E ranked level, the jutsu is capable of reaching short ranges from its point of creation. The phoenix is 1/4 the size of Sasuke's hawk. The phoenix does not have enough power to rise again.
Note: Can only be used by Uchiha Bios
Note: Can Only be used by those taught by Kooljay
Note: If the jutsu is extinguished by suiton, the rebirth cycle is ended.
Note: The Rebirth and Attack is a single timeframe. If the user doesnt have the phoenix attack immediately upon rebirth then the rebirth will be a single timeframe and the attack will be another single timeframe.
Note: After A Rebirth Cycle, the jutsu cannot be used for 2 turns.
Note: The Jutsu can only be used twice, meaning two rebirth cycles.
Note: The user can only use Katon, regular Ninjutsu, Taijutsu, Genjutsu, and Kenjutsu while using the jutsu.

-Declined- This just ignores jutsu clash rules for no apparent reason, I mean it could be possible if some additional ability was tied in to it, maybe yang or fuuin or just something other than fire that rebirths for some inexplicable reason.

(Magen: Sōsei-ki no Shussan no Jutsu) - Demonic Illusion: Genesis Birthing Technique

Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/a
Description: After weaving 5 handseal and clapping their hands together the user reaches into the deepest recesses of their target's mind to find their, thought to be forgotten, memories of being born. Upon finding their memories, the user casts an illusion on the target that replays back those memories with the target experiencing it from the point of view of their newborn self. While under the effects of the genjutsu the targets gross fine motor skills, and perception are reduced to that of a baby. The target loses the ability to control their eyes while also only being able to see roughly 8 inches in front of their faces. It is nigh impossible for them to form complex handseals or advanced maneuvers with their hands, arms, or legs. They cannot walk or lift their head.

Note: Can only be used by those taught by Kooljay
Note: Can only be used twice.

-Declined- this isn't how genjutsu works you don't just suddenly gain access to their memories but even then this is kinda weird, as far as paralysis genjutsu go and I tend to avoid allowing S rank full paralysis genjutsu without either a clear trigger or method of escape.
 
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Lili-Chwan

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( Fuuinjutsu: Shishienjin Shinshoku Mushi ) Sealing Technique: The Vitriolage of the Corrosive Beetle

Type: Supplementary/Defensive
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage Points: N/A ( - Equivalent Damage )
Description: Similar to Four Violet Flames Battle Encampment, the user will produce a square barrier of purple flames which will corrode the damage from opposing techniques, which can be manipulated and moved around within range. The defensive barrier will shave the damage of any technique that clashes with it until it expires, as the purple flames corrode and consume the power within it, without damaging any living entity, unlike it's simbling technique. Depending on the chakra spent producing the barrier, it will be able to deal with a single technique of equivalent tier, shaving the damage until nullification, consuming it whole, or any number of lower tiered techniques. For example, a D rank usage ( 10 chakra ) will shave 20 damage, negating the damage equivalent to a generic D rank technique that clashes with it and expires, or any E rank technique that clashes with it until time expiration. People interacting with the flames won't feel any damage effect, but will have their techniques or modes rejected, like Doujutsu or Skill activations, if the tier is correctly applied ( based on equal chakra and double the amount in damage if applicable ), like a 3 Tomoe Sharingan activation requiring 30 chakra, and thus can be rejected by an A rank or above barrier.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 3 turns. A Rank and above can only last up to 2 turns and require 2 turn cooldown. A rank can only be used 4 times, S rank can only be used 2 times.
Note: A barrier will be overpowered without debuffing damage if hit with a technique 2 ranks higher, or with a difference of 20 chakra when interacting with techniques S rank and above. It is neutralized if it weakens/consumes a technique of equal tier, and is restricted to a maximum of 3 techniques of lower tier.
Note: This technique can thus be boosted externally once, with a chakra/damage debuff boost or a chakra tier boost. Damage boost won't have effect in this technique.

-Declined- I'm not keen on allowing a barrier that disables peoples KG's based on burning their chakra away especially when you're saying it can extend to things like the Sharingan or modes that require upkeep. It just wouldn't be reasonable within the game environment and doesn't make much sense.
( Fuuinjutsu: Shishienjin Shinshoku Mushi ) Sealing Technique: The Vitriolage of the Corrosive Beetle

Type: Supplementary/Defensive
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage Points: N/A ( - Equivalent Damage )
Description: Similar to Four Violet Flames Battle Encampment, the user will produce a square barrier of purple flames which will corrode the damage from opposing techniques, which can be manipulated and moved around within range. The defensive barrier will shave the damage of any technique that clashes with it until it expires, as the purple flames corrode and consume the power within it, without damaging any living entity, unlike it's simbling technique. Depending on the chakra spent producing the barrier, it will be able to deal with a single technique of equivalent tier, shaving the damage until nullification, consuming it whole, or any number of lower tiered techniques. For example, a D rank usage ( 10 chakra ) will shave 20 damage, negating the damage equivalent to a generic D rank technique that clashes with it and expires, or any E rank technique that clashes with it until time expiration. People interacting with the flames won't feel any damage effect, but will have their techniques rejected. Inner Modes or Active skills like Eight Inner Gates, Sage Mode, Doujutsu, Chakra Sensory, etc, are not affected by this technique. This barrier entails a defense against techniques that pass through it, not against skills applied to a user that passes through the barrier. This is not the case with techniques like Elemental Taijutsu or the Raikage Armour, where they use their chakra to coat around their bodies.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 3 turns. A Rank and above can only last up to 2 turns and require 2 turn cooldown. A rank can only be used 4 times, S rank can only be used 2 times.
Note: A barrier will be overpowered without debuffing damage if hit with a technique 2 ranks higher, or with a difference of 20 chakra when interacting with techniques S rank and above. It is neutralized if it weakens/consumes a technique of equal tier, and is restricted to a maximum of 3 techniques of lower tier.
Note: This technique can thus be boosted externally once, with a chakra/damage debuff boost or a chakra tier boost. Damage boost won't have effect in this technique.

-Approved- I'm suspicious of this still though, I'll be keeping an eye on you.

( Fukuniku Bukijutsu: Harisakeru Gamagaeru ) Blow Gun Weapon Arts: The Puncture of the Embolic Toad


Type: Offensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage Points: 40-80
Description: While handling a Blow Gun-type of tool, the user will perform a violent jab, one hand holding the tube of the blow gun and the other covering the bottom hole. This will allow the weapon to pick up the air drag around and inside the hollow core, creating a more dense and weighty jab for them to then impale their target. The attack is made with sheer strength and expertise, and will puncture through the opponent's defenses dealing a great amount of damage, before the user taps the hand that was covering the whole, unleashing the accumulated air into a devastating air-blow that will expand the puncture wound chaotically, as the air embolism within the body of the target explodes creating a second instance of damage ( Critical Damage ). This can be used strategically with more or less strength, in the sense that the puncture wound and consequent embolism can be the size of a small bubble within the target's bloodstream and clog the user's arteries, allowing on to pierce the limbs and create an air bubble to block the irrigation to the limb, causing it to lose function and then become gangrenous ( B rank usage ), or it can be directed at the torso or head in order to create an air bubble/embolism that blocks the heart, lungs or brain before rupturing, causing much more serious damage ( A rank ). Difference in strength causes increasing damage and size of the embolism, thus an A rank can be used on the limbs to cause greater damage and a bigger bubble burst, and an S rank can be used on either area for even greater damage.

Note: Secondary effects like Limb/Heart/Lung/Brain paralysis and loss of function will be felt as soon as the puncture is created and the bubble bursts. The gangrene, internal bleeding and other more vital loss of functions, like the heart stopping, brain death, asphyxiation and others will be felt on the next turn after successfull contact, unless healed by a suitable technique.
Note: Embolic Toad creates critical damage inherently, due to the double instance of damage and the subsequent effects to the target. The Critical Damage rules will not apply to this technique under any condition, meaning a strike to the limb will do the same damage as a strike to a critical area like the head or torso, which will always be x2 the damage stated. ( Critical Damage will not be stacked )
Note: Requires a Blow Gun/Hollow Tube and Medical Mastery.
Note: B rank can only be used 6 times, A rank can only be used 4 times, S rank can only be used 2 times. Requires a cooldown period of 2 turns between usages.

-Declined- Absolutely not lol, you're not causing critical damage by finger jabbing someone with a stick and pushing air inside them it's stupid as shit. You are especially not disabling major organs like the brain and heart and causing almost immediate death. Must've lost your damn mind.

( Iryo Taijutsu: Tsugu Haikiryou no Jutsu ) Medical Body Technique: The Spine of the Battered Ox


Type: Offensive/Supplementary
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage Points: 20-40
Description: Battered Ox is a medical body technique meant to both harm or help a patient, utilizing medical knowledge about the Skeletal and Muscular System. The ninja is able to manipulate the body of a target in order to pop back displaced bones in order to re-align the skeleton and allow for proper healing to ensue, or give respite. As a battling medninja, the same knowledge can be used in aggressive manner, to pin-point strikes using their elbow, knees and feet in order to critically injure their opponent, or perform locking and body manipulation techniques that threaten the displacement or full-on fracture of the bone and tearing of the muscle, to defend oneself or to impair an unwilling patient in order for them to stop moving and get treated. Battered Ox allows the user to exert their strength in a more anatomical sense, targetting the hip and legs to disable the usage of the lower body, or target the shoulders and arms to disable the usage of the limbs. Advanced usages of the technique allow the manipulation of the spine to produce paraplegia until healed, targetting sections of the body up to the base of the neck to produce full-body paralysis.

B rank - B rank allows the treatment and displacement of limbs, shoulders and hips, to produce temporary loss of motion for 2 turns, or until healed, but even B rank taijutsu can be inwardly targetted to correct the displacement by non-medninja taijutsu users. Like popping your shoulder back by shoulder bumping into a wall.

A rank - A rank adds damage to the B rank usage, and also allows the breaking of bone and displacement of bone in a more acute and permanent way, lasting until healed. This can be used once per turn, up to 6 times per battle.

S rank - S rank adds damage to the A rank usage, and also allows for the targetting of the skull and spine to deal paraplesia and up to tetraplegia, which can be accessed through the hip, shoulder and head, the damage transferring through the muscle, or directly at the spine. This can only be used once per turn and a maximum of 3 times per battle.

-Declined- Same as above, arms and legs damage is possible temporarily, but even that is pushing it a bit considering we have a system for damaging them already, but the S rank usage absolutely not, just completely ignoring the health system and causing something tantamount to immediate death by disabling their entire body with a single hit lmao.
 
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Skorm

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Elden
Type: Weapon
Rank: Forbidden
Range: N/A (Surge Mid-Range)
Chakra: N/A
Damage: N/A
Description: Elden is a long-sword that legends stated were lost in time during the creation of the universe. It's very existence is debatable even when one can hold and look at it as it sometimes can slightly warp reality around it (this is only a cosmetic and carries no weight in battle/usage). The sword itself is your average long sword in length but forged out of the energies of Yin and Yang together, branding it a black and white finish with undecipherable scripts that lights up when the user focuses their chakra through the sword. Elden carries two aspects from Yin/Yang respectively and just like a Yin/Yang creation and it can be controlled via a mental link to it's user or their allies given permission to do so. It has the ability to create chakra from nothing in the way of a large surge that can restore lost chakra points to the user and their allies within range. This surge is dual purpose and can either function as a way to regenerate chakra points or to be used as a supplementary force to enhance chakra-based techniques that are being used in the same turn as the surge is used. Another ability that Elden has is a morphing state which turns the sword into a phoenix of the same intelligence as it's user, being able to speak or use mental link as normal with a few other abilities.

Aalvos
Elden's ability to create a large surge of chakra containing Yin/Yang energies. This surge will radiate from Elden in either it's phoenix form or it's base sword form. The surge will carry 200 chakra points that are divided upon the number of allies the user has on the field that actively absorbs it. If the user is alone, they take the full surge themselves of 200 points but if they have one ally it becomes 100 each etc. Aalvos can either be used to restore said amount of chakra directly to the targets own chakra supply, restoring it. Or it can also be used to directly infuse the targets chakra based techniques within the same turn the surge was used and the next, elevating the power of their chakra based techniques to carry +30 damage and +10 in chakra count. This can only be done four times per target in a battle, however. The surge counts as one of the users moveslots.

Nito
The morphed state of Elden shaped into a human-sized phoenix. Nito can use the same amount of intellect as the wielder of Elden and can talk either regularly or via mental link. Nito is the sword Elden in a morphed state and functions as an independent entity once turned into Nito. Nito can morph into several weapons but will always carry its wings with it, making it possible to fly. Nito is three times faster than the user of Elden's own base speed by default and it's only purpose is to strike a target. In any form that Nito is, landing a hit on a target causes major damage and inbues the targets body with either a Yang poison or Yang surge. The poison will knock out a target of any active modes and make them unable to use any chakra elavating techniques unless cured from the poison. The Yang surge will overcharge a targets natural Yin/Yang ratio and make a target unable to use Yin/Genjutsu above A rank unless cured from the surge. Both the poison and the surge requires a surge containing either Yin/Yang or Senjutsu chakra of 70 points. Poison or surge can not be applied at the same time and must be stated upon attack with Nito. Getting struck by Nito deals 120 damage aside from surge/poison effects.

Elden is a sword in its regular form and as such can be used with regular kenjutsu techniques or even free-form but will not carry the surge or poison powers of Nito if doing so. Only when Elden is transformed into Nito this applies.

Note: Requires Yin/Yang

-Declined- No you can't have a 200 chakra surge or knock someone out of any mode by hitting them.

(Meiton/Fuuinjutsu: Dākutōtemu) Dark/Sealing Technique: Dark Totem

Type: Supplementary
Rank: S-rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Dark Totem is a seal that is wielded on a users body acting as one of their five body seals. This seal is solemnly dedicated for dark release users and is infact divided into two seals that are inscribed into the palms of the user where their dark marks already are attached as of all dark release users. The seal themselves seamlessly go into the same pattern and form as the intrinsic dark marks but forms into a skull pattern-wise with the absorption and release marks acting as the eyes and mouth of the skull. Aesthetics aside, Dark Totem allows the user to further enhance their dark release techniques by splitting absorption between sealing inside of the Dark Totem mark and their own inhaling maw technique or similar absorption techniques. This makes dark release become more potent when used against pinnacle techniques that are beyond the normal chakra threshold. Dark Totem adds a passive benefit of being able to absorb 20 more chakra points each dark release technique that uses the absorption feature. Up to four times per battle/engagement, the wielder of Dark Totem can absorb up to 70 chakra points on it's own in combination with the users own dark release absorption technique allowing the user to combine the two in the same timeframe. This would let Inhaling Maw absorb up to 100 chakra points (70 + 30) for example. The user cannot use other fuinjutsu techniques in the same turn this is done however.
Note: Must be mentioned in bio.
Note: Requires adv fuinjutsu/dark release.

-Declined- This is just straight up bypassing the chakra increase rules for jutsu
 
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Zatanna

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(Shimomajo no Kanmuri) Crown of the Frost Witch
Type: Tool
Rank: N/A
Range: Short-Long
Chakra: N/A
Damage: 15-90
Description:
"Let this be first lesson. I have no love for you or your people. On the contrary, I intend to scour humanity from this planet, and make no mistake: I have the power to do it."
A Halo Crown headpiece forged in the forzen north, in the ancient lands of Shimogakure where this was forged as a means to show ones right to rule the lands. Infused with the lands natural abundance and affinity for the snow and ice, it gives the wearer a huge boon to any Ice AE they use. Every time the user performs an Ice AE, a portion is syphoned off to form an icicle on the top of the crown. The crown can hold a max of 6 icicles, and can be fired off (passively) as a move per turn each dealing 15 damage, or collectively a max of 90 damage. Each icicle has chakra relative to half the damage it carries. Alternatively, the user can break an icicle to enhance an Ice AE move of theirs by 5 damage per Icicle. Meaning that per move used the user can store either a +5 damage boost, or store a 15 damage attack, equating that full power is every 3rd turn should the user consistently be using only Ice AE.
As a small side note to this crown, the user can form hexagonal sheets of ice under their feet, called Path of Frost, allowing the user to stand or walk over surfaces. Little more than a cosmetic feat, this does come in handy when avoiding standing on toxic or dangerous surfaces.
Notes:
-Can only hold a max of 6 icicles at a time
-Can only create 1 Icicle per Ice AE move

-Declined- Why is this even here if it's a tool? Like the rest of the issues aside it doesn't even belong here.

(Hyouton: Fuyu no shisha) Ice Release: Dead of Winter

Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A plague and a pestilence on the land, Strix has mastered the art of combining her deadly poison with that of her ice, causing all her ice techniques to carry along her poison effects. Contaminated by contact, those struck by her techniques will also feel the effects of the poison she carries. Able to be differentiated from normal Ice and Snow techniques, her Ice Release looks like a black or grey colour, almost in a semi oozey state. Still carrying the full strength and weaknesses of Ice, the poison is not slowed by cold temperatures like others normally are.

Declined. I'm not particularly a fan of just being able to passively combine all poisons to any Ice technique. Setting that aside for a moment, why would they not be slowed like other poisons? That's a note of pure convenience.
 
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jagged

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

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

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

  • A rank version can only be used 3 times With a 1 turn cooldown between each use
  • costs 5 chakra per turn
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(Soma No Ko: ikre ni E
) - Soma no Ko: Sacrilegious Combat
Type:
Attack/Defence
Rank: B-A
Range: Short range
Chakra: N/A
Damage: 50-60 Damage
Description: With the abilities of his kekkai genkai the user will manifest at least 2 limbs to attack or block incoming damage from any angle around the users body, if the user's limbs make contact with the opponents body he will partially fuse to the opponent in the split second their skin touches resulting in a nullification of all chakra related techniques.
  • A rank version can only be used 3 times With a 1 turn cooldown between each use
  • +20 Damage to taijutsu damage
-All Declined- im going to dm you about these because there's too much to cover briefly

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

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

-Approved-
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(Bōfūu no hōshutsu: Taifu no me
) - Storm Release: Eye of the storm
Type:
Defensive/Supplementary
Rank: A
Range: Short - Long range
Chakra: 30 Chakra
Damage: N/A
Description:
After performing three hand seals the user Inhales deeply, sucking in black clouds in a funnel formation that absorbs chakra and De ranks techniques up to the amount of the chakra absorbed (Out right dispersing them if all chakra is absorbed). This technique drains the chakra and chakra related buffs of the opponent should they be in range of the technique, this debuff follows the same rules specified above.
  • A rank version can only be used 3 times with a 2 turn cool down between each use
  • Opponents and techniques within the funnel have their speed reduced by half for the duration of the technique
-Declined- I can't let you reduce speed by 50% or just vaguely drain "buffs"
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(Soma No Ko: Fu Seina Kuminai
) - Soma no Ko: Unholy Union
Type:
Supplementary
Rank: A
Range: Self
Chakra: 30 Chakra
Damage: N/a
Description: After summoning their contract animal the user will meld into their animal becoming one being thanks to the abilities of the Soma no Ko kekkai genkai. Once the fusion is complete the user will gain all abilities of the summoning animal, any summoning based techniques can now be used through the user exclusively. While fused with his brother this fusion can only last 5 turns before the summoning animal is split from the twins, if the twins are separate before the merge then the fusion lasts for the whole battle.

  • A rank version can only be used 3 times With a 1 turn cooldown between each use
  • costs 5 chakra per turn to maintain
-Declined- DNR, this is just too similar to Inuzuka abilities and not SNK ones, also you couldn't logically merge with and control all animals, even in the canon Sakon and Ukon could only merge temporarily which caused harm to the creature they merged with not a benefit for either party.
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(Soma No Ko: ikre ni E
) - Soma no Ko: Sacrilegious Combat
Type:
Attack/Defence
Rank: B-A
Range: Short range
Chakra: N/A
Damage: 50-60 Damage
Description: With the abilities of his kekkai genkai the user will manifest limbs from any point on their body allowing them to attack or defend from all angles.

-Declined- This is basic and vague and pretty much already has canons in place you just tacked on more damage and incorrect numbers.
 
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Serpent

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Custom Kinjutsu in Inventory:

(Kinjutsu: Ichijitekina Nejire) Forbidden Technique: Temporal Distortion
Type: Supplementary/Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 80 (-20 per turn)
Damage: N/A (-30 per turn)
Description: A unique scripted developed by the Sage of Time. The user will first clasp their hands together causing a barrier to from around a mid ranged area of the user. Being spherical with the user in it's epicenter this barrier has no physical form and cannot be physically interacted with. Appearing as a mostly translucent sphere with interconnected glowing white kenji with a soft glow. This barrier alters and distorts the very flow of time and as such as been deemed Kinjutsu for altering the very laws of nature. To those within the barrier, Time will appear to flow as normal, with everything outside the barrier flowing slower by a factor of three. (I.E being three times slower) While similarly from the outside time will appear to flow as normal, however from an outside perspective everything from inside the barrier will appear to be flowing faster by a factor of three. (I.E being three times faster) This is caused by the temporal distortion separating the flow of time within the barrier and outside of it. The unnatural flow of time causes harm to anyone within the barrier. This temporal side effect rapidly drains at ones lifeforce causing prolonged exposure to detrimental. With this in mind the technique was designed to only last a short time. This temporal side effect cannot be miniated or boosted due to it's nature. This means that damage boosts and damage shaving, even that of Yin or Yang specialties cannot prevent this effect from harming anyone within the barrier, including the user. The user, after erecting the barrier, is able to manipulate the temporal field further, allowing them to decrease or increase the flow of time to a target within the barrier by up to a factor of three. However they need to actively focus and the distortion and hold their hands together. Thus the user cannot use other techniques that require chakra while doing so.
Notes:
-Requires Fuuinjutsu and Kinjutsu
-Can only be used twice per battle
-Requires a three turn cooldown
-Lasts three turns per use
-Can only be used by Serpent

(Kinjutsu: Ichijitekina Nejire) Forbidden Technique: Temporal Isolation
Type: Supplementary/Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 80 (-20 per turn)
Damage: N/A (-30 per turn)
Description: A unique scripted developed by the Sage of Time. The user will first clasp their hands together causing a barrier to from around a mid ranged area of the user. Being spherical with the user in it's epicenter this barrier has no physical form and cannot be physically interacted with. Appearing as a mostly translucent sphere with interconnected glowing white kenji with a soft glow. This barrier alters and distorts the very flow of time and as such as been deemed Kinjutsu for altering the very laws of nature. This barrier, severs the flow of time with the outside. To those within the barrier, Time will appear to flow as normal, with time outside the barrier appearing to be frozen. From the outside, the barrier will appear to form and then suddenly vanish, with everything that happened within the barrier during it suddenly fads into perspective. The unnatural flow of time causes harm to anyone within the barrier. This temporal side effect rapidly drains at ones lifeforce causing prolonged exposure to detrimental. With this in mind the technique was designed to only last a short time. This temporal side effect cannot be miniated or boosted due to it's nature. This means that damage boosts and damage shaving, even that of Yin or Yang specialties cannot prevent this effect from harming anyone within the barrier, including the user. The user, after erecting the barrier, is able to manipulate the temporal field further, allowing them to stop the flow of time to a target within the barrier. However they need to actively focus and the distortion and hold their hands together. Thus the user cannot use other techniques that require chakra while doing so.
Notes:
-Requires Fuuinjutsu and Kinjutsu
-Can only be used twice per battle
-Requires a three turn cooldown
-Lasts three turns per use
-Can only be used by Serpent

-Both Declined- DNR this is outside the scope of custom kinjutsu and clashes with Anutu in some regards, time manipulation customs are off the table for the most part period.
 
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Skorm

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Custom Kin/Yang in inventory
(Kinjutsu/Shikotsumyaku/Yang) - Sanguine
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Long ago a sect known as The Roses where sworn to carry out the deeds of their deity known as Sanguine, a powerful mythological god of corruption. Whether this god existed or not in reality is up for debate in a similar case to that of the powerful lord Jashin, whos followers gained powers through practicing Kinjutsu. The Roses were said to be one with darkness and deception, essentially masters of stealth with inhuman abilities. Another unique trait they had were that they all also seemed to be descendants to the unholy Otsutsuki line as they possessed one of Kaguyas Kekkei Genkai - Shikotsumyaku. However none of them were on par with the god Sanguine himself who's true powers would never be seen in a mere human. Until now. The rite of becoming the host for Sanguine was eventually found by Alucard Tepes whom performed forbidden sacrifices in order to achieve the powers of the God. For years he was unsuccessful as the piles of dead bodies he had collected were just not enough. Ultimately, he cracked the code and unlocked the powers of the God of Darkness. As Sanguine, the very structure of a person changes into the biological scale. Cells ceases the ability of decay, allowing the person to become immune to aging and thus achieve immortality to a certain degree and will stay in their physical prime forever. They become highly resilient to all kinds of natural diseases and poisons unless they are specifically designed to attack the body in other ways than their cells, able to deduct the effect of a disease or poison by one rank of efficacy. By devouring souls, the host of Sanguine's body strengthens in its core. This is done by the inept trait Vampirism.

Vampirism
The defining aspect of a host of Sanguine is the ability to devour souls of slain opponents to enhance their power. This ability is called Vampirism and works in some cases akin to that of Edo Tensei but instead of resurrection a soul into an immortal husk it is devoured and used as fuel for a Sanguine's power. Up to two souls can be devoured at any time for a bio that has the powers of Sanguine and they cannot make use of Edo Tensei if they chose to follow the Vampirism trait instead. Vampirism I.E the devouring of a soul must be done in an official fight or in the NW where death is enabled. Once a soul is devoured, the host of Sanguine's powers becomes more potent and their physique strengthens. A base host without any souls devoured has the following enchantments. Resilience to poison and diseases, deducting any kind by a rank in efficacy. They also gain two base speed levels along with their resistance to aging. However, upon devouring one soul - the host of Sanguine becomes able to gain a buff to their core and the Shikotsumyuaku Kekkei Genkai specifically. Upon devouring a single soul the passive traits of Shikotsumyaku are enhanced in the sense that matter-based clashes are rendered neutral. This means that damage resistance traits are working to it's full potential no matter what physically hits the host of Sanguine. As well, they will grow advanced bones in their body around any vital areas without sacrificing any flexibility and strengthen their inner armor/skeleton to specifically tackle strikes against their temple, neck and organs underneath their chest-plate. This translates to a 25% deduction to critical damage. Upon devouring two souls, the host of Sanguine gains Divine Blood.

Divine Blood
The pinnacle trait of the host of Sanguine, only achievable once devouring two souls. This is a trait that allows for a full resurrection if a host of Sanguine's HP reaches zero. To achieve this, the second soul is converted into a battery of Yang chakra that is stored inside the user at all times. This Yang energy is lying dormant until the host of Sanguine's HP reaches zero upon which the chakra will spread through the body of the user and resurrect them. There are a few conditions that needs to be met before this can be achieved. When the user dies they need to have atleast 500 chakra points left which is put into the trigger of this ability. The 500 chakra points are used as fuel to pull the users body together in case they have been decapitated or lost several limbs. This is thanks to the inert properties of Yang to regenerate limbs as well as an inept inert ability tied to Shikotsumyaku. Divine Blood is unusable in the cases where the core is also destroyed in the process. In cases where death has occurred through means of genjutsu/Yin release, the Yang chakra will purge any of the effects upon ressurection. Once a resurrections is completed it is impossible to achieve it again during the same battle. For two turns after their resurrections the host of Sanguine will be unable to use techniques above A rank due to exhaustion. Once two turns has passed they may use S ranks again and after four turns they will be equipped with their full arsenal once again.

Note: Requires Kinjutsu and Yang completion.
Note: Devouring a soul needs to be approved by an RP moderator just as an Edo capture/resurrection.

Declined, DNR
 
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Alyx

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Dropping CW Here: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22062025

(Baundoresu no ōkan) Crown of the Boundless
Rank: S
Type: Custom Weapon
Range: Short - Long
Damage Points: 80 - 120
Description: The Crown of the Boundless is unique weapon crafted by Mirabelle Nariyuki, giving birth to the crown with her mastery of imagery and Yin Release. The crown itself usually takes the form of a tiara, decorated with fine jewelry and golden in coloration. The appearance of the tiara however varies, as Mirabelle is capable of manifesting it in any design she desires. This is the first and innate skill of the crown, capable of being summoned into existence as it takes refuge in Mirabelle’s mental scape, manifesting only when she wills it (doesn’t cost a move but requires – 5 chakra each time). It is also spiritually tethered to Mirabelle, making it impossible to be used by anyone else as it will simply reject anyone else. The tiara is infused with an immense amount of spiritual Yin Energy which in turn amplifies Mirabelle’s own spiritual abilities. The skills belonging to the Crown of the Boundless are either passive or active, noted in each ability.

Unyielding Spirit (Passive/Active): This skill requires Mirabelle to possess the “Yin Specialist” perk, though what it affords is amplifying Mirabelle’s spiritual resistances. The first of which replaces the innate -30 Spiritual Reduction with a -40 instead. Foreign Yin Release tethers, parasites etc are also affected by this increased resistance, as their sustained times (i.e lasting four turns) will be reduced by half the amount of time. Mirabelle is capable of utilizing an active variant of this skill, which allows her to release a full body surge of Yin Energy, that absorbs and expels any foreign spiritual chakra out of her body. This releases it harmlessly into the area, as omnidirectional wave of pitch-black energy. This works on spiritual based techniques of 50 chakra and below, though cannot affect Utu based techniques. This active skill can only be used twice per battle, with a cooldown of two turns. It also renders the passive protection of Unyielding Spirit to be inactive for the cooldown duration as well.

Overactive Imagination (Active): This skill allows Mirabelle to use her crown as a medium, drawing chakra from it. As she does, she is capable of creating spiritual constructs composed of Yin Energy. These can range from bolts, resembling lightning release, bursts of black spiritual flames resembling fire release etc. The possibilities are endless, only bounded by her own imagination – but what makes these special is the sheer inability to strike physically. As such, the damage caused by these attacks are all spiritual based, following the innate strength and weaknesses of Yin Release. However, when interacting with opposing techniques, it directly target’s the opposing technique’s chakra. This would allow it to absorb the opposing technique in question, but will naturally fade away after. When interacting with techniques of weaker or equal chakra, they naturally fade away after absorbing the chakra however when against techniques of higher ranked chakra, the construct naturally loses. This ability is B to S Rank, which all has their innate damage and chakra amount ( B, carries 40 chakra/80 DMG, A carries 50 chakra/100 DMG, S Rank carries 70 chakra/120 DMG). B Rank requires two hand seals, A requires three and S Rank requires four. These constructs can manifest anywhere within Mirabelle’s visual awareness but most be spawned at least five meters away from the target, unless already within short range. In that case, it cant be spawned directly on the opponent. It can also be released directly from her body as well. B Rank variant can be used up to five times per battle, with a cool down of one turn, A Rank can be used thrice per battle with a cool down of three turns and S Rank can be used twice per battle, with a cool down of four turns while unable to use Yin Release above A rank while sustained. They construct however can be sustained, which regardless of rank draws -20 chakra per turn and can only be sustained for three turns.

Pseudo Virtuoso (Passive): The final skill which was devised as a supplement to Mirabelle’s love of illusionary arts, though her affinity for it being weaker than most. When casting illusions, Mirabelle passively draw chakra from her tiara which injects an additional amount of chakra ( +10 Chakra) into the illusion. This in turn allows her to gain an unyielding control over the illusion she casts. This draws inspiration from “Yin Release: 5 Element Illusion” where the user adds elemental properties into the illusion or “Yin Release: Change into Heaven” being able to add new properties or physical changes to techniques. In Mirabelle’s case, she can modify her illusions – adding new subjects into the illusion itself. She cannot change the purpose of the illusion, but rather add more into it i.e with the ( Genjutsu: Hanaoka ) - Illusion Technique: Flower Hill, which creates purple flowers and causes those to witness it to become paralyzed. She cannot change the main subject of the illusion but rather supplement it, such as change the flower’s colors into red or blue, having them with faces on them or even talking. The scope of this ability is endless but of course requires logical application and cannot change nor add any unique aspects to it (i.e if an illusion doesn’t originally cause paralysis, she cannot add that into the illusion). This can only be used once per turn, every two turns. It remains active however so as long as the illusion remains active.

Restrictions: The crown can only be used by Mirabelle Nariyuki or those whom she allows. Requires one to have Yin Release Specialist. The crown has 80 Health Points, to which if broken renders it completely disabled. It can be repaired once per battle at the cost of 80 chakra and costing a move slot.
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Declined. The CW’s ability to be transported to and from one’s mind clashes with Spirits of Balance. That’ll have to go. You can find another way to store it. The second issue is that you’re just giving yourself a stronger Yin specialty. You even say it yourself. Also no to reducing the turn duration passively and indefinitely (meaning it lasts on you as a permanent defense). There’s a new canon mechanic coming that’ll represent this somewhat and this is FAR stronger than it. The problem isn’t it clashes with it but that it just eclipses it in utility.

The active ability is just Yin shaping. I’m not opposed to it but do you really want that? If so, the numbers need to be reworked. 60/120 for the S rank. You’ll need to have a cool down on when you can use Yin next. Not just when you sustain it.

The last ability is just Kunino but passively. No way will something like that ever be allowed passively.
 
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Serpent

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(Fuuinjutsu: Ishi de Fuuin Tsūru) Sealing Technique: Creation Seal At Will
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: N/A (Equal to absorbed technique)
Description: The user will place their hand forward erecting a crimson chakra sealing script akin to "Creation Tools At Will" in the palm of their hand. This seal will then rapidly absorb down an incoming technique of up to 70 chakra into a small sphere of crimson chakra, then release this chakra back out in the form of the original technique, however now being comprised of the "Creation Tools At Will" chakra, appearing as crimson chakra that plays on equal terms with elemental techniques of equal power. The damage output of this technique is equal to the absorbed technique and cannot be boosted by the user's senjutsu or other techniques that increase damage. If the user wishes, they can apply advanced chakra manipulation to the absorbing process, instead of releasing the technique back out at a target. Instead forming the absorbed technique into a tool or weapon of equal power to the absorbed technique to be used in battle. This variant of the technique can only create tools or weapons with short ranged reach and can only be used on techniques with up to 40 chakra, with the remain 30 chakra cost of this technique being used for the shape manipulation.
Note:
-Requires Fuuinjutsu and Advanced Fuuinjutsu
-Can only be used by Urashiki Otsutsuki
-Can only be used twice per battle
-Requires a three turn cooldown
-Can only be taught by Serpent

Declined. This is a near restrictionless technique that allows one to absorb 70 Chakra (the maximum of what Adv Fuuin allows). That would be like submitting a YY technique that inflicts 140 damage base without impacting your ability to use YY after. Needs restrictions there. Steep ones too given the breadth of what it can absorb. Also the concept is basically just Uchiha Gunbai. I’m not sure I’m okay with it just taking that idea and putting it on steroids.

(Fuuinjutsu: Sekisho Douteki) Sealing Technique: Fortified Barrier
Type: Offensive
Rank: S
Range: Short
Chakra: 70
Damage: N/A
Description: The user will make two handseals ending with them clasping their hands together while focusing their chakra. This forms a short ranged white translucent barrier with the Kenji for fortify scattered throughout it around themselves that will block incoming techniques with chakra. This spherical barrier is uniquely designed to render the force of other techniques with 70 chakra or less null. The structure of the Fuuinjutsu barrier will distribute the force of an attack around the sphere, causing it to cancel itself out by using it's own power against it. Techniques that do not require chakra, or have more then 70 chakra within them are unaffected by this barrier and will continue through it unhindered. The user is able to maintain this barrier by holding his hands together however they are unable to preform other techniques that require chakra while doing so and can only hold the barrier for one additional turn.
Note:
-Requires Fuuinjutsu and Advanced Fuuinjutsu
-Can only be used twice per battle
-Requires a three turn cooldown
-Can only be taught by Serpent

Declined. Clashes with Force Release. Also add restrictions to Advanced Fuuin that hit the maximum sealing capacity. See the above check.
 
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Red-Robin

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Resubmitting from a previous post that was left as pending for several cycles: Original post here.



(Iryō Ninjutsu: Kaibougaku Saikōsei) 🙞 Medical Technique: Anatomical Reconstruction 🙝
Type
: Supplementary
Rank: A-rank
Range: Short (Self)
Chakra: 30
Damage: N/A
Description: Kaibougaku Saikōsei is fundamentally a specific technique in both application and function, leaving little room for varying utility while simultaneously requiring extensive focus and skill to use properly. With the application of ones advanced control of their chakra and intrinsic understanding of the human body and it's anatomical components by way of extensive study into Medical Ninjutsu, the user of this technique is capable of manipulating their medical chakra into an infusion with that of their very DNA; unraveling the fabric of ones genetic makeup before specifically targeting the structural X/Y chromosomal makeups. In doing so, the user is capable of two possible outcomes: Through the use of their chakra, the user may either extract and replace their Y chromosome with a second X chromosome, OR replicate and insert in place of one of their two X chromosomes with a Y chromosome into the existing makeup of their genetic code, effectively restructuring the very nature of their body on an anatomical level. The "bare bones" of what this implies is in the alteration of the X/Y chromosomes, the body of the user will begin to naturally produce the chemicals necessary to determine hormonal outputs corresponding to alterations made, reflective of the fact that every body is capable of both estrogen and testosterone production, the chromosomal makeup just determines the production output of each to produce the results of the sexually oriented bodily growth. By way of effect, and through the use of ones medical ninjutsu, the user's body will, after it's chromosomal structures have been changed to the desired alternative, will begin to repurpose preexisting organs and tissue through the assisted acceleration of the medical chakra and it's application to mold the user's body into the desired after result, using the acceleratory properties of Medical Ninjutsu to assist in the rebinding process of the user's DNA and the reformation of their body in a seemingly quick and timely manner relative to the procedure, effectively altering the user's body to develop either male or female characteristics in it's truest form.

Notes:
-Due to the complex and advanced nature of this technique, the user is incapable of applying it in battle
-This technique may NOT be used on others
-Other than standard anatomical changes, all forms of aesthetic pertaining to the user remains the same (i.e. if they had blue eyes and black hair, they will still have blue eyes and black hair), but minor changes such as hair length and body height/weight is interchangeable
-These changes are otherwise permanent until this technique is reused and the same measures taken to reverse it's effects
-May only be taught by Red-Robin

-Declined- DNR sorry this decision was made but your previous submission must've got overlooked. But using this on other people or even on yourself is just way outside the scope of medjutsu. It's more like a kinjutsu similar to watch Orochimaru does and even then that's not some instantaneous body alteration. Not to mention the issue with forcibly altering people's characters potentially.



Previous Submission:

New technique submission:

(Mokuton: Mokuzai Haijin) - ֍ Wood Release: Wood Dust ֍
Type
: Offensive / Defensive / Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Mokuzai Haijin is a simple technique in principle that has the potential for colossal devastation that belies it's form. Through the application of the inherent combination of water and earth chakra the user will begin the production of a wood technique in a normal manner. At the same time, the user will introduce, through considerable chakra manipulation, a rush of wind chakra that will rotate with intense speed and compressive force at the spawning point of the wooden structure at the exact same time it is being produced by the user. This will result in a shaving effect that will near instantaneously reduce the targeted wood into that of a substance that is sand-like in nature, identical to sawdust. This wood dust is then manipulated by the chakra of the user in a way similar to sand ninjutsu, allowing them to manipulate the substance with considerable freedom to take whatever complex shape the user might imagine, anywhere from a sword or other weapon to a shield, wall or even the gaping maw of a dragon, or leaving it as a base form of wood dust to cascade upon the desired target like a crashing wave. The amount of wood dust made scales to it's applied rank, albeit always producing more than one might imagine from smaller amounts of wood, D-B rank producing enough to fill a sand gourd, A-rank enough to produce a result similar to the "Earth Release: Mudslide Technique", while S-rank is capable of vastly overwhelming the field with it's productive amount, scaling up to that of a large tsunami that can be pushed across the field, reaching scales that can displace a large summon's position, but not fully submerge. This technique can be applied to any preexisting wood technique made by the user (at the cost of one of the user's 3 jutsu slots, but may be applied in the same timeframe) by simply introducing the shredding wind to produce the dust or by itself at the time of use, granting a variety of potential applications, such as turning a spike of wood used against the target into a sudden eruption of wood dust that would change the principles of how it is handled. Note that if used to shred another wood technique, Mokuzai Haijin must be used at the same rank or higher as the aforementioned wood technique, otherwise it will fail to pull apart the wood as intended.

Notes:
-This technique requires 2 hand seals to perform initially of ranks D/C, and requires 1 additional hand seal with each elevated rank thereafter.
-Given the multi-elemental application of this technique, the user may not use any other elements in the same turn that is not wood, water, earth or wind.
-This technique has a cooldown of 1 turn between uses, while A-rank may only be used 4 times per fight, and S-rank may only be used twice per fight.
-May only be taught by Red-Robin

Declined: There are already canon techniques under Wood that allow you to create generic constructs. The concept of using sawdust, or a finely ground version of the element, may be something worth exploring though.




(Suton: Poseidon Shouchoku) - ♅ Water Release: Poseidon's Edict ♅
Type
: Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage: N/A (+20 to water techniques)
Description: Poseidon Shouchoku is activated by a sequence of three hand seals (Dog ➙ Boar ➙ Ram) that will initiate the process of harnessing a swelling of the user's water chakra. The chakra will begin to expel from the user, drawing as if rolling moisture beading off of their very body such as the back and shoulders before gradually converging together into two floating spherical masses of water that hovers directly behind the user. These spheres of water remain fixed in position behind the user, moving in tandem to the user without any sign of delay or rubberbanding. One sphere hovers over both left and right shoulders. These spheres remain fixed in position for an entire turn serving seemingly no purpose on the surface, yet their true purpose is the gathering and retention of chakra, acting as a form of battery as they draw chakra from the user passively. After one turn, these spheres will begin to rotate and spin in place as an indication that they have finished gathering chakra and moisture. As a result, each water-based technique that the user uses after the spheres have been established will cause one of the two spheres to detect the user as they begin to harness chakra, causing them to expel a thin, jet-like stream of water from themselves that holds chakra within the stream, integrating the stream into the body of a newly forming water-based technique that the user produces, applying 10 chakra to the technique, granting it a boost of +20 damage.

Notes:
-Poseidon's Edict may only be used twice per battle, lasting for 3 turns per use.
-Each sphere functions as it's own individual method of boosting a technique, meaning that only 2 water-based techniques may be boosted per turn out of 3 possible jutsu per turn.
-These spheres are susceptible to standard S/W, capable of being dispersed if targeted by an opponent, but due to moving relative to the user, any attack on them will be meant for the user first and foremost unless specified.
-May only be taught by Red-Robin

-Declined- Applying this as a +20 damage +10 chakra boost on two out of three jutsu a turn, for three turns a usage, twice per battle would equal a potential boost total of 12 jutsu which is way over the general limit, also by saying "each sphere functions as it's own individual method of boosting" implies that you would want to apply this boost twice to the same jutsu using each orb, which I wouldn't allow, you can stack two boosts that's fine but you'd be stacking the same boost which doesn't make much sense.

Resubmitting Wood Dust and Poseidon's Edict with the following changes:

Changelog:
  • Removed specific reference to using the sawdust as a means of producing complicated shapes or structures as being the primary purpose or utility of the technique while not explicitly excluding it as a possible use method.
  • Added a new mechanic featuring the user DNA reference that is in Mokuton inherently, acting as a tracker and chakra disruptor for instances that it has integrated into the target's body.
  • Removed the multi-rank mechanic and made it a static S-rank technique.
(Mokuton: Mokuzai Haijin) - ֍ Wood Release: Wood Dust ֍
Type
: Offensive / Defensive / Supplementary
Rank: S-rank
Range
: Short-Long
Chakra: 40
Damage
: 80
Description
: Mokuzai Haijin is a simple technique in principle that has the potential for colossal devastation that belies it's form. Through the formation of three hand seals and the application of the inherent combination of water and earth chakra the user will begin the production of a wood technique in a normal manner. At the same time, the user will introduce, through considerable chakra manipulation, a rush of wind chakra that will rotate with intense speed and compressive force at the spawning point of the wooden structure at the exact same time it is being produced by the user. This will result in a shaving effect that will near instantaneously reduce the targeted wood into that of a substance that is sand-like in nature, identical to sawdust. This wood dust is then manipulated by the chakra of the user in a way similar to sand ninjutsu, allowing them to manipulate the substance with considerable freedom in a variety of ways. Where the true unique versatility of Mokuzai Haijin comes into play, however, is taking advantage of it's small, granular structure to infiltrate spaces that would otherwise require brute force from more traditional wood techniques to achieve. When the material comes into contact to a target, either through taking a direct hit from the technique or simply being submerged by it, the sawdust will make every attempt where possible to infiltrate the target's body, whether that be through their body such as the ears, nose, mouth, open wounds, or simply getting into the target's clothing such as pockets. Despite being shredded into it's sawdust state, the wood it is originally sourced from will still have been infused and rich with the user's chakra and DNA. As a result, once the sawdust has managed to get into the target's body through whatever means possible, it will be capable of serving as a source for further utility benefiting the user. Once within the target, the user can use the integrated sawdust in their system as a tracking method, capable of following the source of the wood dust regardless of the target's method of concealment, within reason for as long as the sawdust is still attached to them, up to 2 turns after initial contact. Additionally, should the wood dust have entered the target's body rather than simply attached to their clothes, the wood dust is capable of interrupting the flow of chakra in the target's system by acting as a foreign chakra of it's own, making them incapable of performing techniques above A-rank for 1 turn before the chakra infused in the sawdust runs out.

Notes
:
-Given the multi-elemental application of this technique, the user may not use any other elements in the same turn that is not wood, water, earth or wind.
-This technique has a cooldown of 2 turns between uses.
-May only be taught by Red-Robin

Declined: You can be more concise with explaining the way this technique functions, since the essence is this; wood is ground into sawdust, it deals damage by shearing and slashing rather than brute impact, and once it tags a target the user can track them via their connection to the wood itself. I'd say no to the chakra disruption too. Make this technique usable thrice per battle.




Changelog:
  • Relocated one of the footnotes into the base description of the technique itself.
  • Added a new restriction clarifying the inability to stack the boost onto the same technique, meaning any one technique can only be boosted a maximum of one time per use of Poseidon's Edict.
  • Reduced the active duration of turns from 3 to 1 turn per use, while adding an additional 1 turn cooldown.
(Suton: Poseidon Shouchoku) - ♅ Water Release: Poseidon's Edict ♅
Type
: Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage: N/A (+20 to water techniques)
Description: Poseidon Shouchoku is activated by a sequence of three hand seals (Dog ➙ Boar ➙ Ram) that will initiate the process of harnessing a swelling of the user's water chakra. The chakra will begin to expel from the user, drawing as if rolling moisture beading off of their very body such as the back and shoulders before gradually converging together into two floating spherical masses of water that hovers directly behind the user. These spheres of water remain fixed in position behind the user, moving in tandem to the user without any sign of delay or rubberbanding. One sphere hovers over both left and right shoulders. These spheres remain fixed in position for an entire turn serving seemingly no purpose on the surface, yet their true purpose is the gathering and retention of chakra, acting as a form of battery as they draw chakra from the user passively. After one turn, these spheres will begin to rotate and spin in place as an indication that they have finished gathering chakra and moisture. As a result, each water-based technique that the user uses after the spheres have been established will cause one of the two spheres to detect the user as they begin to harness chakra, causing them to expel a thin, jet-like stream of water from themselves that holds chakra within the stream, integrating the stream into the body of a newly forming water-based technique that the user produces, applying 10 chakra to the technique, granting it a boost of +20 damage. These spheres are susceptible to standard S/W, capable of being dispersed if targeted by an opponent, but due to moving relative to the user, any attack on them will be meant for the user first and foremost unless specified.

Notes
:
-A technique may only benefit from Poseidon's Edict's boost once, being incapable of stacking the same boost on one technique.
-Poseidon's Edict may only be used twice per battle, lasting for 1 turn per use, with a 1 turn cooldown after expiration.
-Each sphere functions as it's own individual method of boosting a technique, meaning that only 2 water-based techniques may be boosted per turn out of 3 possible jutsu per turn.
-May only be taught by Red-Robin

Declined: The wording of this technique's duration makes it incompatible with the way it works. The charging feature doesn't need to be there, and you can have these spheres last for up to four turns before they expire, or once they boost a certain number of techniques, whichever comes first.
 
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jagged

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(Bōfūu no hōshutsu: Arashi no kami no ken) - Storm Release: Storm Gods Sword
Type:
Offensive
Rank: A
Range: Short - Long range
Chakra: 30 Chakra (-10 per turn)
Damage: 60
Description:
With three hand signs the user is able to create a 2 meter Lazer sword using his own chakra or chakra absorbed through storm jutsu. The blades movement can be mentally controlled by the user within a 10 meter range and remain on the field so long as the user sacrifices 10 chakra per turn to maintain.

Note:
-A ranks can only be used twice per battle.
- Equal or above rank/damage is sufficient enough to disperse the blades.

-Approved-

_________________________________

(Bōfūu no hōshutsu: Arashi no kamigami no ikari) - Storm Release: Storm Gods Wrath
Type:
Offensive
Rank: B
Range:
Short - Long range
Chakra: 20 Chakra
Damage: 50
Description:
With three hand seals the user is able to create Lazer beams that hone in on the opponents position so long as the user can track his opponent effectively making it undodgeable should the target be within visual eye sight.

Note: Cannot be normally dodged if the user can visually track the opponent.

-Declined- You can't make techniques "unavoidable" this could still be dodged even if it tracks, it would have to redirect and to do that you'd need to maintain a seal or have some other kinda condition for it to continue tracking like a upkeep cost, also B ranks do not do 50 damage.

_________________________________

Soma No Ko: Quick Nap
Type:
Supplementary
Rank: A
Range: Self
Chakra: 30 Chakra
Damage: N/A (+15 health per turn)
Description: While fused one of the two twins will enter a dormant state as the other maneuvers the body, the other half jutting from the back. When dormant the twin is not concious but heals for a set amount of health per turn as his chakra works to repair this body's damage.

Note: User must sleep for atleast one turn.
Note: Heals the user for 15 health per turn
Note: A ranks can only be used 4 times per battle
Note: User cannot move while using this technique

-Declined- This is already part of the SNK ability, you should probably wait for it to be updated before making more customs for SNK tbh
 
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Zatanna

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Med Tech: (i figure because healing palm could heal up to 100 health per turn, it would be ok to go above the normal chakra limits)
(Hisei-Fu : Yu'lon no Kokyu) - Jade Wind: Breath of Yu'lon
Type:
Defensive/Supplementary
Rank: B-S
Range: Short - Long range
Chakra: 30-60 (5-15 chakra per turn)
Damage: N/A (+15-30 health per turn)
Description:
Combining wind and medical chakra, the user will exhale a breath of green mist capable of being shaped and manipulated by hand gestures. An original cost can be paid with an ongoing cost for each additional turn of the technique being channelled. This technique can affect any number of allies within short range, only 3 allies within mid range and only 1 ally within long range.
Notes:
-This technique can be maintained while performing other techniques, however while being maintained several restrictions are in place.
-While channelling B rank, the user cannot use techniques above S rank
-While channelling A rank, the user cannot use techniques above A rank
-While channelling S rank, the user cannot use techniques above B rank

Declined. Define what the A-Rank value is. Is it 40 or 50 chakra? Is it 20 or 25 healing per turn? Literally could fall anywhere in these ranges. It’s obvious for techniques with clear medians (B-S rank, 40-60 chakra, 80-120 damage - this would be the formula for a basic YY technique. It translates to 40/50/60 and 80/100/120. But because you’ve chosen weird numbers it’s impossible to say.

Also definitely no to sustaining it per turn but also using other techniques.


(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles
Type:
Weapon
Rank: S
Range:
Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.

You must be registered for see images

Approved: Rank of Weapon dropped, did not need to be F rank at all. - Daemon

Changing weapon properties:

(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amount of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). While only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, enhancing the users gauntlets to provide a +20 to all Taijutsu. This bonus can be overcharged increasing the bonus to a +30 instead, for 4 turns, however once the bonus has ended, for 4 turns the user has -4 speed, and -20 to all taijutsu techniques. Each turn the user slowly regains mobility and power back, regaining 1 speed and lowering the debuff by -5. (Meaning after 1 turn the debuff is -3 speed and -15 damage, turn 2 would be -2 and -10 damage etc). This active buff can only be used twice per battle.

Approved
 
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McRazor

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Yoton: Karada no hana | Yang Control: Blossom of Body
Type: Supplementary
Rank: S rank
Range: Short/Mid
Chakra: 70 (50 per turn)
Damage: N/A
Description: Blossom of Body is a support oriented technique primarily aimed to use when multiple allies fight against a common enemy. To use it, the user gathers chakra in his fist and tips its balance towards yang. Afterwards he punches the ground and releases the chakra in a mid ranged area around himself. The released yang focused chakra uses the principle of yang governing physical energy or more specifically the body, vitality and life, to give birth to various medical herbs that start growing rapidly within range. As the medical herbs grow, they blossom and release their chakra infused pollen into the air for others to selectively inhale them. The inhaled pollen then infuses the bodies of those selected with the yang focused chakra, granting them the benefits of yang natured chakra. As such, those affected have their physical energy enriched, resulting in a passive healing effect for a duration of 3 turns, as well as an increase to their movements. To use the technique, the user has to remain stationary and unable to perform other techniques while channeling his chakra to achieve a healing maximum of 50 health points per turn and per target, with up to 3 targets simultaneously. The enriched physical energy results in a 2x multiplier to movements of those affected. Alternatively, the user can use this technique on himself by performing two handseals in order to start a healing process of 50 health points per turn for a duration of 2 turns, but without the ability to increase the speed of his own movements. During the duration of the technique, a white hue envelops the field and those affected as the pollen swirls across. This technique can only be used twice with a turn cooldown after its effects end.

Declined. The issue with this technique is it really is breaching what would be a Yang/X CE. You’re not just accelerating the growth of various plants but you’re actually creating them from scratch. That would encroach on Plant or Wood Releases.

Iryō Ninjutsu: Kyōka sa reta hābu | Medical Arts: Enhanced herbs
Type: Medical
Rank: S rank
Range: Short/Mid
Chakra: N/A
Damage: N/A
Description: Enhanced herbs is a medical technique that allows a med nin to use their nedical herbs at a range. Med nin are known for carrying different medical herbs within their pouches for various situations that may arise. As such, by channeling medical chakra into their hands while grabbing the necessary herbs from their pouch, they crush the herbs within their palms to squeeze the healing juices and mix them together with the chakra. Afterwards they open their palms and blow from their mouth, releasing the medical concoction in a stream towards its target. Once in contact with the target, the stream can be maintained for two turns during which the user has to remain stationary, unable to use other techniques. Alternatively, the user can use the technique on himself by rubbing the crushed herbs on himself, applying the healing where necessary. To use technique, the user has to spend double the amount of chakra used to heal the target with a maximum of 100 chakra per turn. This technique can only be used once per battle.

Declined
 
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