Custom Jutsu Submission - IV

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Ańbu Juniør

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Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22089053

(Jūjin Taijutsu Ougi: Konton Saikuron) Beast Human Martial Art: Chaotic Cyclone
Type:
Offensive/Defensive
Rank: B - S
Range:
Short
Chakra: N/A - 40
Damage: 40 - 80
Description:
Created primarily as a means of counter-attacking an opponent in short-range, Konton Saikuron makes use of an Inuzuka’s rotational ability but to a lesser extent. When faced with a technique that targets a specific part of the body, the user will rotate their body in a clockwise or counterclockwise manner to dodge or deflect the blow, and as they come around the user will strike the opponent with a claw strike directed at vital parts of the body such as the eyes, throat, armpits, or thighs. When these areas are struck they not only cause bleeding that causes the opponent to lose -15 health per turn, but has the potential to either blind the opponent, make them unable to speak or use techniques above B-rank from the mouth, or prevent the movement of a targeted limb. When used with the aid of chakra (A - S rank), the rotational force created from the user’s spin not only adds more power to their strike but will also create a suction effect that pulls the opponent forward and leaves them open to attack by throwing them off balance.

Notes:
- The bleeding effect lasts for four turns.
- The A-ranked version of this technique can only be used four times per battle and requires a single turn cooldown between uses, while the S rank can be used twice and requires two turns between use.

Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22089053\
- Fixed a typo on the damage value

-Approved-

(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type:
Offensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: N/A
Damage: 40 - 80
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice per Ninken and Inuzuka and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.

-Approved-

Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22095553

(Jinjū Konbi Henge: Osoroshī Ōkami) Human Beast Combination Transformation: Dread Wolf
Type:
State
Rank:
S
Range: Short
Chakra: 100 (-30 per turn)
Damage: N/A
Description: This technique makes use of the combination transformation ability of an Inuzuka and their Ninken in addition to the incorporation of Yang energy. While merged with at least a single Ninken, the user infuses their body with Yang energy in order to completely fuse into a single entity and transform into a monstrous wolf with the innate ability to freely shift their size between that similar to a tailed beast or slightly larger than seven feet tall. The copious amount of Yang energy in the user’s body serves to tremendously increase their physical capabilities, resulting in an increase of their base speed by 3x, the ability to heal 30 physical damage per turn and shave 40 damage from incoming attacks to the resilience of the user’s compact muscles and thick fur. Through this technique, the user is capable of taking two forms.

Quadruped Form

The first form is that of a quadruped wolf with thick, flowing fur, and when adopted the user loses the ability to use regular taijutsu techniques but is instead able to attack and defend with their bodies without worrying about being harmed unless overpowered. This is achieved through the constant passive release of minute amounts of Yang energy for the body that clashes with incoming attacks first that also serves to burn away Yin energy with chakra equal to or less than this technique. When utilizing their body the user is capable of dealing or defending against 80 damage at the cost of a move as a means of replacing their taijutsu damage. For more powerful attacks, the user is able to gather Yang energy into their mouth and release it in the form of a beam of projectile that can reach up to long-range. This costs 50 chakra, deals 100 base damage, and can only be used twice per transformation. The blast can be empowered to deal 120 damage at the cost 60 chakra

Bipedal Form


The second form is that of a bipedal wolf with thick short fur and well-toned muscles. In this form, the user is capable of using all taijutsu techniques and gain an addition of +40 to their physical attacks, though in return they lose the ability to make use of any technique requiring handseals.

Notes:

- This technique can only be used when Fenrir's Lesser Oblige is active and merged with at least one ninken.
- This technique can be used twice per battle, lasts for four turns, and requires a three-turn cooldown between uses.
- After ending, the user cannot use any S rank or higher Inuzuka techniques for three turns. and their speed is reduced by -2 base speed levels for two turns.

- Regardless of the form chosen the user retains their body seals and their ability to use Inuzuka clan techniques, with the addition of Ninken specific techniques.
- Due to the infusion of Yang energy, the user becomes unable to use Yin techniques, genjutsu, or non-elemental ninjutsu of any kind (including special fields like Fuuinjutsu).

-Declined- no to the +40 and no to the empowered damage.

New Submissions:

(Bukijutsu/Kenjutsu: Kunō No Nagare) Weapon Art/Sword Art: Stream Of Anguish
Type:
Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80
Description: Inspired by his Gathering Clouds technique’s ability to create shockwaves of air pressure, Kunō No Nagare is a technique created by Kōtetsu Inuzuka. Unlike its predecessor that is used for defensive purposes, this technique is purely offensive in nature. The user will prime their weapon before swinging in any direction of their choosing with such violent force that it produces a shockwave of slicing air pressure that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. By holding their weapon perpendicular to their body and rotating the user is also able to release an omnidirectional attack. The power generated by this swing is similar to the leaf dragon god, so visually it appears as a wind jutsu might, despite not being a chakra-based technique.

Notes:
- The A rank can be used four times per battle with a single turn cooldown, while S rank can be used twice and requires a two turn cooldown between each use.

-Declined- I've got two issues with this, one is it comes a little close to Daemon's CFS and the second being the general idea that you're releasing a purely physical omnidirectional slash up to mid range with just base strength, if it required CES active or something maybe.

(Iryo Fuuinjutsu: Shūkaku Tsuki) Medical Sealing Art: Harvest Moon
Type:
Supplementary
Rank: A
Range: Short - Mid
Chakra: 60 (- 15 per turn)
Damage: N/A
Description: The user performs three handseals and deploys a complex translucent crimson chain-like barrier erected from their body that can be connected to either an enemy or an ally in the form of a tether that can reach up to mid-range. In a similar fashion to the Chakra Link technique, Shūkaku Tsuki serves a unique purpose that causes damage to be split and shared equally among those tethered. If connected to an enemy, then damage done to either will be split and shared between them and the user, as is the case when connected to an ally. The user can only connect this tether to a maximum of two targets, but it can be broken by leaving its effective range and cannot be re-established once broken.

Notes:
- This technique lasts for three turns and can be used three times per battle, requiring a three-turn cooldown after each use.
- This technique requires Advanced Fuuinjutsu to use.

-Declined- connecting this to an enemy to share damage conflicts with Jashinism and is at minimum gonna require kinjutsu and a condition to tether it.
 
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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.
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: Internal Shockwave is a technique used by, Bakuton user that causes small explosions which creates shockwaves causing different functions.

Method One: This method uses a weapon to the user desire and releases the shockwave with it touching a surface or whatever they desire. The shockwave is sent out into one or multiple directions at once. The surface internally is destroyed which causes the external to be destroyed also. This can affect anything that's in the target that has received the damage also. Recoil falls the same rules and regulations as Landmine Fist. The range of this Method is maximum long range but it all depends on the way it is used. If it's used on a building it would affect the building and that's it. Used against a small ball it would just affect the ball.

Method Two: This method uses the shockwave as a way of evading. The shockwave knocks them into whichever direction the user desires. It causes shockwaves but nothing that causes any harm. The range of the travel can't go past short range.
Note: Each Method can only be used once per turn.

Note: S rank only used every other turn and only used four times a battle, each method.

-Declined- What do you mean by "this can affect anything that's in the target that has received the damage" cause if you're implying it can destroy anything from the inside out then no.
 
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Lili-Chwan

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

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

Type: Offensive
Rank: D-S
Range: Short
Chakra Cost: N/A
Damage Points: 20-80
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.
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. Above B rank requires a cooldown period of 2 turns between usages.

-Approved-

( 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, playing with the Fatigue system in order to heal or exponentiate the drawback effects. While always causing damage to incur in the target, healing applications will be able to bypass their inherent fatigue drawback and reduce the fatigue afflication the target was suffering from, in the area that was targeted. Likewise, harmful applications will have their fatigue drawbacks increase, afflicting a condition that would have only occurred at a higher damage dealt.

B rank – Default values for a B rank technique would inflict 40 damage to the targetted area, consistent with the Drawback of the first tier ( 20 % ) in a normal Jounin, but would instead inflict the drawbacks of the tier above it, which would be ( 40 % ), in Harmful applications. In healing applications, it is capable of healing the effects of a single tier, lowering it to the tier bellow, or healing targets afflicted by the effects of the first tier ( 20 % ). B Rank is limited to a single area of the body, Leg, Arm, Head or Torso.

A rank - Default values for an A rank technique would inflict 60 damage to the targeted area, consistent with the Drawback of the first tier ( 20 % ) in a normal Jounin, but would instead inflict the drawbacks of the tier above it, which would be ( 40 % ), in Harmful applications. In healing applications, it is capable of healing the effects of two tiers, lowering it to two tiers bellow, or healing targets afflicted by the effects of up to the second tier ( 40 % ). A Rank is capable of afflicting/healing 2 adjacent areas of the body by holistically manipulating the Torso and another area, be it the Head, Arm or Leg, by targeting the joining areas ( Hip, Shoulder, Neck, etc ) and producing radial effects.

S rank - Default values for an S rank technique would inflict 80 damage to the targeted area, consistent with the Drawback of the second tier ( 40 % ) in a normal Jounin, but would instead inflict the drawbacks of the tier above it, which would be ( 60 % ), in Harmful applications. In healing applications, it is capable of healing the effects of three tiers, lowering it to three tiers bellow, or healing targets afflicted by the effects of up to the third tier ( 60 % ). S Rank is capable of afflicting/healing all areas of the body by holistically manipulating the Spine and Neck, which in turn spreads their damage radially across the entire body.

Note: A rank can only be used 4 times per battle. S rank can only be used 2 times per battle. Requires a cooldown of 2 turns in order to be used again.
Note: Requires Medical Ninjutsu.

-Declined- I'm not gonna allow modifiers for the drawback system in customs like this.
 
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Lord of Kaos

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1. ( Kaen Kakkusei Iden: Ra Kami no Kiryoku )– Atavistic Flame: Ra’s Divine Energy
Type: Supplementary
Rank: A
Range: Short – Mid
Chakra: N/A
Damage: N/A ( +20 damage to Stone of Gelel and Atavistic Flame techniques )
Description: In an attempt to strengthen the power of his Atavistic Flames without sacrificing so much of his life force in the process, Revenant turned to the primary alternative energy source he utilized. Mixing energy from the Stone of Gelel and Reveant’s unique usage of it with the spiritually powerful Atavistic Flames through the user of technological weaponry crafted onto his being, this allows him to be capable of infusing the two together during usage of either to increase the power output of both while enhancing their auxiliary effects. Utilizing concepts from the Gelel technique Silence from the Underworld, whenever the user uses an Atavistic Flame technique from his body or person, the user’s advanced nanotechnology detects this and infuses redirected Gelel energy into this technique. This had a twofold effect. The first and most immediate is the increase in damage that is granted, raising techniques by 20 damage. The second effect is that the Gelel energy striking targets causes them to lose the ability to utilize multiple techniques within the same turn, including and namely infusions for one turn. These two effects also work in the opposite manner, infusing Atavistic Flames alongside Gelel techniques within reason.
Note: While this is in effect, the user becomes unable to heal passively from self inflicted damage from Atavistic Flame techniques, requiring active healing or from techniques if passive.
Note: Must be posted at either the start of the battle or in the user's biography, and is active at all times.

2. ( Kaen Kakkusei Iden: Tengu Megumi ) – Atavistic Flame: Tengu’s Grace
Type: Defensive/Supplementary
Rank: A
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: The user focuses Atavistic Flames and draws upon their spirit, creating a Tengu like entity around the user designed to mitigate Spiritual Damage. While this technique is activated, any spiritual damage done to the user is instead absorbed and “burned” through the Tengu’s form. This allows him to neutralize spiritual techniques up to A rank when in use. This allows him to effectively evade being targeted and harmed by these jutsu as the effects are near instantly mitigated. However, this technique has a unique interaction with self-inflicted spiritual damage. Whenever self-inflicted spiritual damage is done, this spiritual damage is reflected upon the Tengu instead of the user. What this does is allow the user to fulfill conditions required by expending spiritual health by allowing the Tengu to reflect it. This allows him to enter various Will to Survive states without having to actually lose the required health, only the equivalent reflected onto the Tengu. However, should this be used to enter either mode, then the rate at which the user heals during it will be halved for both physical and spiritual damage.
Note: Can be used up to 3 times. If triggered in battle, it lasts up to 3 turns before fading away
Note: The effective chakra pool available should the user enter Will to Survive will always be equivalent to the percentage of health mitigated into the Tengu. For example, if Hollow Flame is used, the amount of self inflicted damage mitigated will be multiplied for the effective pool.

3. ( Kaen Kakkusei Iden: Karita Hibana ) – Atavistic Flame: Borrowed Sparks
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: Seeking to mimic his Fire Ninjutsu arsenal and it’s range of techniques, the user calls upon his soul, channeling Atavistic Flames in the form of various Fre jutsu the user has access to. This allows him to convert these Fire Ninjutsu into Atavistic Flames, though this is not without reason. This technique allows him to only be capable of replicating Fire Jutsu that emanate from the user like projectiles or streams or other techniques as well as flame based techniques, excluding ash based techniques as well as gas based ones.
Note: D-C rank techniques used will require a cost of 10 Spiritual health; B-Aranks will require 15 Spiritual Health while S rank and higher requires 20 Spiritual Health to use. The user will heal half the damage inflicted across two turns as evenly as possible.
Note: Must be posted at either the start of the battle or in the user's biography, and is active at all times.

-Pending- Leaving for @Drackos
 
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Ańbu Juniør

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Updating: Nova
-Increase their tracking alongside their speed as that'll allow movement while being able to track themselves.

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

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

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-Declined- the increased perception puts this custom at like 4 different boosts in one, damage, tracking, shaving, speed and the increased chakra is being used as presumably a surge to break genjutsu and tethers, somethings gotta go. Also I'm not particularly happy with that note about "once per ninken" tbh.

(Kaen Kakkusei Iden: Nokoribi No Hosuto) – Atavistic Flame: Host of Embers
Type:
Offensive, Supplementary
Rank: B - S
Range: N/A
Chakra: N/A
Damage: N/A (+20/30/40 damage)
Description: Host of Embers is an Atavistic Flame technique developed to augment the user’s chakraless attacks such as Kenjutsu, Bukijutsu, or Taijutsu. The user will focus the Atavistic Flame into their body and/or weapon, causing them to glow with a dim yellowish-orange aura that appears as cracks in their skin and on the weapon. This augments the user’s physical attacks as they not only become searing to the touch but also grant them intrinsic Anti-Divinity that allows damage to be dealt to divine beings. At the Initiate level (B-rank), this technique augments the user’s attacks by +20 and is capable of lasting up to four turns by consuming 20 spiritual Health Points, with the user regenerating 5 every other turn while active. At the Master level (A-rank), this technique augments the user’s attacks by +30 and is capable of lasting up to three turns by consuming 30 spiritual Health Points, with the user regenerating 10 every other turn while active. At the Grandmaster level (S-rank), this technique augments the user’s attacks by +40 and is capable of lasting up to two turns by consuming 40 spiritual Health Points, with the user regenerating 20 every other turn while active.

Notes:
- Upon expiring the user is unable to use Atavistic Flame techniques above A-Rank for a single turn
- The Initiate level can be used twice per battle, requiring a three-turn cooldown between uses. The Master level can be used twice per battle as well but requires a four-turn cooldown between uses. The Grandmaster level can only be used once per battle.

Declined. The drawbacks for +40 aren't high enough. I'd recommend just removing it since it probably wouldn't be useful otherwise.

(Kaen Kakkusei Iden: Makikomareta) – Atavistic Flame: Enkindled
Type:
Defensive
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Enkindled is another basic representation of mankind’s collective will to survive. Making use of the Atavistic Flame’s connection to the spirit, the user is capable of drawing upon it to release a sure of Atavistic Flame throughout the body that envelopes them in a yellowish-orange aura that fortifies their spirit against incoming damage. This grants the user a damage reduction to spiritual-based techniques. At the Initiate level, this technique allows the user to reduce the damage done to their spirit from foreign sources by 20 at the cost of 30 spiritual Health Points, with the user regenerating 15 spiritual Health Points in the following two turns. At the Master level, this technique allows the user to reduce the damage done to their spirit from foreign sources by 30 at the cost of 40 spiritual Health Points, with the user regenerating 20 spiritual Health Points in the following two turns. At the Grandmaster level, this technique allows the user to reduce the damage done to their spirit from foreign sources by 40 at the cost of 50 spiritual Health Points, with the user regenerating 25 spiritual Health Points in the following two turns. As an auxiliary effect granted by their will to survive, those enkindled will be capable of escaping the paralyzing effects of spiritual techniques such as Genjutsu for the next three turns. This does not break the user from the illusion but allows them to move while affected by it.

Notes:
- Initiates are capable of moving under the paralyzing effects of A ranked techniques, and Masters are capable of moving under the paralyzing effects of S ranked techniques, and Grandmasters are capable of moving under the paralyzing effects of Franked techniques.
- The Initiate level can be used thrice per battle, while the Master level can be used twice, and the Grandmaster level once. Regardless of the level used, this technique requires a two-turn cooldown between uses.

Approved. Made edits. This technique overall lasts for three turns.
 
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jagged

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Bōfūu no hōshutsu: Arashi no kamigami ga mamoru ) - Storm Release: Storm Gods Guard
Type:
Defensive/Supplementary
Rank: B-A
Range: Short
Chakra: 20-30Chakra (-10 per turn)
Damage: N/A
Description: With three hand signs the user is able to create a round ball of concentrated storm cloud using storm release to form them. The ball of storm clouds 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 allowing the user to block incoming techniques he can track. When storm release chakra is introduced to the opponent or an opposing technique it absorbs chakra up to it's rank, techniques that have their chakra absorbed are de ranked if not outright dispersed if all chakra from that technique is absorbed.

Note:
-A ranks can only be used twice per battle. B ranks only 4 times.
- Equal or above rank/damage is sufficient enough to disperse the ball.

-Declined- this is super generic it's basically a canon technique, you also probably don't want to surround yourself in a cloud you can't see through tbh?
_________________________________

Bōfūu no hōshutsu: Arashi no kamigami ga mamoru ) - Storm Release: Robe of the abyss
Type:
Defensive/Supplementary
Rank: B-A
Range: Short
Chakra: 20-30Chakra (-10 per turn)
Damage: N/A
Description: With three hand signs the user is able to shroud himself in the dark clouds of storm chakra leaving enough room for his eyes to see. The dark clouds absorb chakra up to the rank of the technique used from the opponent or an opposing technique, de ranking or outright dispersing a move should all of it's chakra be drained. Should chakra be absorbed it is immediately used to bolster this technique by said chakra amount for instance if a D rank is absorbed then this technique can absorb an extra 20 chakra added on to it's original, this also means the technique cannot hold chakra it absorbs as it immediately uses it. The user can maintain this technique indefinitely with a -10 chakra cost per turn.

Note:
-A ranks can only be used twice per battle. B ranks only 4 times.
- Equal or above rank/damage is sufficient enough to dispersse the robes.
-Ckouds immediately bolster themselves with any new chakra absorbed.

-Declined- this breaks chakra addition rules
___________________________

Weapon arts: Lazer hound
Type
: Offensive/Defensive
Rank: D-A
Range: Short - Long range
Chakra: 10-30 Chakra (-10 per turn)
Damage: 20-60
Description: While wielding his sword the user performs two hand signs before running storm nature chakra through it's edge, swinging it in a horizontal or vertical ark aimed towards the opponent or an opposing technique. As the sword completes the swing a Lazer beam in the form of the sword slash rockets forward towards it's target, maintaining a -10 chakra cost allowing the user to redirect the slashes towards the opponents new position should he choose to dodge.

Note:
-A ranks can only be used twice per battle.B ranks can only be used 4 times.

-Declined- I'm not gonna allow this to persist indefinitely as it doesn't make much sense that you can just eternally redirect it, put a duration on it or a limitation to redirection this isn't gonna be a pet sword slash.
 
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Lili-Chwan

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( Inton: Ikkyoryoutoku no Karitori ) Yin Release: The Talon of the Sweeping Harrier

Type: Supplementary/Offensive
Rank: B-S
Range: Short-Long
Chakra Cost: 30-50
Damage Points: 60-100
Description: The Talon of the Sweeping Harrier is a combination between Elemental Ninjutsu and Genjutsu, rooted in Yin's ability to materialize the user's imagination. It exists in a duality between both categories, and entails the materialization of a massive elemental Harrier bird, similar to the Phantom Dragon technique ( Sans the Hungry Ghost affliction ) long range from the user, mid-range behind a target. The Raptor will cry out before sweeping down onto the opponent to deal deal harrowing damage, based on the tier used. Simultaneously, a Genjutsu will latch onto the target, which will mess up their chakra flow and induce them within an illusion. The duality come in play in both abilitites of this technique, which are the Night Harrier and the Day Harrier. The Night Night will be heavily Genjutsu-leaning, whereas the Day Harrier will be heavily Elemental-leaning.

( Hou Karitori ) Day Harrier: The user will exude the elemental chakra, for example, exude Fire chakra from their body, and materialize a massive Harrier made of Fire, Mid-range behind the target. It will cry out before launching itself towards an opponent, physically blasting them with an elemental burst of firem burning them to a crisp. The Genjutsu part will still produce the same effects of chakra messing with the opponent's chakra flow, which is easily detectable, while producing an eerie sensation through a combination of all senses, as the opponent feels this eeriness in their skin, smell, sight, and other extra-sensory abilities they might have, alerting them to a tampering of their senses.

( Ou Karitori ) Night Harrier: The user will materialize an illusory elemental harrier, for example, an harrier of Lightning, that will behave exactly the same as in Day Harrier, producing an illusory blast of lightning elemental chakra that will deal great mental damage onto the target, as all the senses will be manipulated to produce the mental damage as if the user had been really hit by the bird, akin to being eletrocute alive. The eerie sensation will be exactly the same as in Day Harrier. The user will exude physical elemental chakra from their body and in the area around, but will be purely distractional, since it will carry no damage or special properties (Like chakra absorption, radioactivity, burning, etc).

Note: In each variant, both the Genjutsu and the Elemental parts are of equal rank. In Day Harrier, the damage will be carried out by the Elemental Part and be complimented by the Genjutsu Part. In Night Harrier, the damage will be carried out by the Genjutsu part and be complimented by the Elemental Part. They're both considered S rank.
Note: Certain immunities to Genjutsu will reveal the difference between both variants, like a Visual Genjutsu Immnunity allowing the user to see through the visual aspect of the, for example, Earth bird plummeting down, even though they will still hear the cracking of the rocks, the whispering of the wind as the jets by and the crushing pressure of the solid bird that will deal the damage.
Note: Either variant can only be used separately, with 1 turn between usages for B rank, 2 for A rank and 3 for S rank. Either can only be used 4 times for A rank and 2 times for S rank. Both variants can't be used in the same turn, requiring 1 turn between them, combined, A rank variants can only be used 6 times, and S rank 3 times.
Note: The user is unable to perform Genjutsu or Elemental technique of the Element used higher than S rank in the same and following turn.
Note: S rank can produce a single bird, or split into two birds equivalent to A rank, or 4 equivalent to B rank, that can be materialized from multiple directions. A rank can split into two B ranks. B rank can only materialize a single bird.
Note: Counts as single jutsu towards the jutsu slot, the technique is a combination of both Genjutsu and Ninjutsu in uneven amounts.
Note: The Genjutsu part of the technique can only be cast up to Mid-Range ( Both Day and Night Herrier ). Likewise, the elemental damage will spread around Short-Range, preventing the user from performing it on a target that is Short-Range from them lest they be implicated in the aftermath of the blast ( Day Harrier ).
Note: Similar to Phantom Dragons, can only be used with Basic Elements, whereas Yin Specialists can use with advanced/custom elements.

-Declined- I'm not keen on this honestly, you're trying to perform essentially two jutsu at the same exact time both ninjutsu and genjutsu and on top of that you're saying that this single S rank technique is producing two S rank jutsu, the gen and nin don't even split? Then there's the last note about being able to use advanced or custom elements, I'm just gonna say no to that straight up cause it feels like a bypass to CEJ limits. Canon list techs doing that are whatever, but I'm not keen to allow people to do that with customs unless there are some extenuating circumstances.
These are essentially new techniques, so I kept them as is instead of bolding everything

( Inton: Ikkyoryoutoku no Karitori ) Yin Release: The Talon of the Sweeping Harrier

Type: Supplementary/Offensive
Rank: A-S
Range: Short-Long
Chakra Cost: 50-60
Damage Points: 100-120
Description: The Sweeping Harrier is a combination between Elemental Ninjutsu and Genjutsu, rooted in Yin's ability to materialize the user's imagination. It exists in a duality between both categories, being the Plummage and the Talon. Talon entails the materialization of a massive elemental Harrier bird, similar to the Phantom Dragon technique, long range from the user, mid-range behind a target. The Raptor will cry out before sweeping down onto the opponent to deal deal harrowing physical damage, based on the tier used. This technique can only be used with Basic Elemental natures, and, similar to Phantom Dragons, it is the manifestation of a Yin curse ghost, which allows a single ghost to embody the technique, for example, Hungry Ghost will be deployed which afflicts the clashing technique with a -20 debuff, whereas Thieving Ghost will be able to seal off the clashing jutsu and create Magpy keys.

Note: This technique can only be used 3 times per battle, requiring a 2 turn cooldown between usage. The Ghost technique has to be posted alongside the jutsu as a reference.
Note: While using this technique, the user is unable to perform other Elemental techniques of the element used in the same turn, nor said element techniques higher than A rank in the turn after it expires and no Yin techniques in the following turn.

Approved, made edits and added actually restricting restrictions; No jutsu above S rank the next turn hardly restricts anything and the -20 damage to S ranks is situational as many don’t deal damage and have auxiliary effects.

Reference: Thieving Ghost

( Inton: Ikkyoryoutoku no Karitori ) Yin Release: The Plummage of the Sweeping Harrier

Type: Supplementary/Offensive
Rank: B-S
Range: Short-Long
Chakra Cost: 40-60
Damage Points: 80-120
Description: The Sweeping Harrier is a combination between Elemental Ninjutsu and Genjutsu, rooted in Yin's ability to materialize the user's imagination. It exists in a duality between both categories, the Plummage and the Talon. Plummage entails the materialization of a massive elemental Harrier bird, similar to the Phantom Dragon technique, long range from the user, mid-range behind a target. The Raptor will cry out before sweeping down onto the opponent to deal deal harrowing spiritual damage, based on the tier used. This technique is the Genjutsu counterpart to the Talon version, which is elemental. The manifested Harrier is a complete illusory experience that is capable of subversing many Genjutsu resiliences and inherent defenses, standing as an MS-tier Genjutsu technique empowered by Yin. It is a technique that behaves exactly the same as it's elemental counterpart, and witnessing any of the two through any Doujutsu or other Sensory methods, Chakra,Spiritual,Emotion will retrieve the same effect, until the target is actually hit by the technique and then the effects differ.

Note: B rank version can only be used 4 times per battle, requiring a 1 turn cooldown. A rank and S rank version can only be used twice per battle each, a combined 3 times per battle, and require two turns cooldown between usage.
Note: While using this technique, the user is unable to perform other genjutsu techniques in the same turn, nor genjutsu higher than S rank in the turn after it expires, while S rank genjutsu in that turn will have a drawback of 20 damage.

Pending, as I pointed out to you, I’m still very hesitant about a lot of this. I need to think more on this one and probably discuss it with others.

(Inton: Shiroari no Jutsu) - Yin Release: The Ghost of the Sabotage Termite

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 50 ( +10 to infused technique )
Damage: N/A
Description: Sabotage Ghost is a variant of the Hungry Ghost, a spiritual parasite created through the user’s Yin Release chakra adapt to hindering the usage of other techniques. The user will form the ram hand seal to seal the sabotage ghost within their technique. Sealing the sabotage ghost inside one’s technique happens within the same timeframe as the original technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, hindering it. Once the sabotage ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to feed on the opponent's psyche, and increases the user's fatigue, preventing the re-use of the technique that clashed with the Sabotage Termite. Once the Sabotage Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. Differently from other parasitic Ghosts, Sabotage Ghost will not produce any effects in the initial clash, but will show it's effects in the long term, as the technique that clashed with it will not be able to be reused throughout the duration of the battle ( or Arc ). If the Sabotage Ghost clashes with a combination technique that entails multiple parts/techniques within it, like an Elemental Technique with an Elemental Boost attached, it will fatigue the usage of the main technique. If it clashes with a Mode or a Sustained technique, it will not decrease the turns it can stay active, but will instead prevent it's reuse after it ends.

Note: Can only be used 4 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Atavistic Flame, Anutu, Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost, following the sufficient chakra tier, and restore usages.
Note: Sabotage Ghost can only be used on S-rank techniques and below.

Approved, made some edits. Remember that countering this or breaking the tether will allow them to regain usages of the technique. I removed the portion about affecting multiple techniques with one usage; I tried something similar with a Gunbai tech in the past and was told it can only effect one technique at a time.

Updating Fugu to the new rules

( Fugu ) Blowfish

Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Fugu is a hollowed wooden stick, made with Chakra Tree wood. It is a personalized weapon, allowing only the user to wield or manipulate it (Even if the opponent has Wood chakra or similar). By charging chakra into the Fugu and blowing through it, the user is able to shoot out Chakra-materialized thread needles, which gain substance with any elemental chakra or other properties. These thread needles are the same size as vaccine needles, thus, to the naked eye, they become hard (yet not impossible) to see when in motion. Upon hitting a target, they serve to infuse their element into the target's body, albeit in a very small area.

#1: Needle Shooting - The Main purpose of the Fugu stick is to be a blowgun weapon. The user is capable of loading it with Needles or perform Needle Bukijutsu or Ninjutsu through it. This can be done chakralessly, by physically loading the hollow tube with ammunition and then blow through it or spin the tube, which can launch the needle up to mid-range with great speed and accuracy, or it can be shot through the assistance of chakra, which pertains to a 10 chakra investment related to a +20 damage boost to the needle shot, increasing both speed and range up to Long-Range. Chakralessly, it can be considered a freestyle shot, dealing 5 damage per needle, whereas through the assistance of chakra it spends a move slot to either produce 25 damage per needle or a boost to any Needle Bukijutsu or Ninjutsu shot through it ( Acquiring the Rank of the technique.

Note: Needle Shooting can be done passively without using a move slot by spending no chakra, limited to shooting up to 10 basic needles ( 50 damage ) or shooting one Needle Technique per turn ( Refering to the technique used ). It can be done actively by spending a move slot, shooting up to 5 boosted needles ( 100 damage, equivalent to Raw Ninjutsu in terms of S&W ), or shooting one boosted Needle Technique ( +10 chakra, +20 damage ) per turn. A rank equivalent usages can only be done with a 1 turn cooldown, up to 10 times, S rank can only be done up to 5 times.
Note: Chakra Needle Shooting can be done remotely through the usage of 1 handseal, re-orienting the blowgun to the target.

#2: Needle Materialization - The user can pour chakra into the Fugu or other substances and then use the adhesion and cohesion properties of chakra in order to produce ammunition to then shoot the opponent. This can range from the user's own elemental nature to form needles from scratch, to pouring substances or stealing them from opposing techniques. This is considered a D to S rank technique, whereas the user invests 10 to 40 chakra in order to acquire damage worth of 20 to 80. Needle Materialization allows for a wide variety of skills to be done, like pouring blood in order to produce remote Summoning techniques on contact, curling Sealing/Explosive tags in order to give range to their effects or actually defend from opposing techniques and drain them of their strength, as the Materialization ability counters it with it's own chakra and a debuff of -10 chakra and -20 damage when applicable, neutralizing the opposive technique by chakra tier and condensing it's properties into a needle. For clashing purposes, it has the S&W of Raw Ninjutsu. For example, opposing an A rank Fire technique ( 30 chakra, 60 damage ) can be done with an A rank Materialization ( 30 chakra, -10 chakra and -20 damage debuff which accounts for Fire's elemental superiority ) in order to produce B ranked Needles ( 20 chakra, 40 damage ), which can then be shot as a B ranked Fire elemental attack.

Note: This ability costs a move slot in the turn, and can only be used once per turn. It can be attached in the same turn with the Needle Shooting Ability, both combined accounting for a single move slot, or done in different turns, each spending one move slot. Needle Shooting will always expend the full stock of ammunitions, regardless of how many needles are shot.
Note: B rank and above can be used with a 1 turn cooldown. A rank can only be done 6 times, S rank can only be done 3 times.

#3: Form Manipulation - The user is able to change the form, density and height of the Fugu stick at will, allowing the user to wield the Fugu like a staff, or for greater accuracy. Smaller changes such as a few cm to 2 meters, or any humanely bearable weight will not require the usage of noticeable chakra through the course of a match. More drastic changes will be ranked accordingly, from D ( Double the size ) to S rank ( 10 times the size ), with B rank being able to change the actual shape of the Fugu stick into a different weapon, taking the shape of generic weapons through which the user can perform other categories of Bukijutsu, such as Kenjutsu for a sword or 9 Verses of Shakujo for the homonymous weapon. Loosing the hollow tube will revoke the access to the #1 and #2 abilities, but the ranked form change can be embued into attacks of defenses using the weapon itself, acquiring the S&W of Neutrality to Tai/Ken and Elemental Ninjutsu.

Note: Form Manipulation can be actively used once per turn. B rank usage and above require a 1 turn cooldown. A rank can be used 6 times, S rank can be used 4 times per battle.

-Pending- Leaving all for LoK
 
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( Dokkōdō: Shinjuku no Kagayaki ) The Alone Way: Shinjuku's Brilliance
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A ( +10)
Damage: N/A
Description: Shinjuku's Brilliance is passive technique that is applied to any of the user's Dokkodo Techniques. Taking inspiration from the Samurai Saber Technique by Samurai, the user is capable of applying more shape manipulation into their senjutsu. This allowing them the ability to reshape the chakra into other form of weaponry in battle, such as when utilizing "Hidden Truths", instead of just releasing crescents or flowing the senjutsu into the blade, it can be reshaped into various other held bladed weapons such as battle axes, naginatas etc. However, this chakra does not enhance the technique in question beyond simply allowing it to be utilized with various cosmetic changes.

Approved, made edits.

Dropping CW: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22062025
Dropping These Too As a Result to the Item Changes, these now counting as custom weapons:
https://animebase.me/threads/custom-item-submission.764499/post-22071077
https://animebase.me/threads/custom-item-submission.764499/post-22062026
https://animebase.me/threads/custom-item-submission.764499/post-22051998

( Kirigiri no Kaikou ) Mistsplitter Reforged
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Mistsplitter is a unique katana, that was reforged utilizing the scrapped metal of Mirabelle’s former bow, along with special chakra ores. These items combined into one allowed for a unique new blade to be birthed, dubbed Mistsplitter. The blade is uniquely designed, being purple and thunder/lightning themed in nature, thought this can often times be misleading. The true nature of the sword’s abilities revolves utilizing natural energy that it absorbs from the terrain via the special ore utilized but also through the use of some Fuinjutsu. Placed on Mirabelle’s body is a seal located on her chest, which allows her to passively summon and seal away the blade at no cost. However, the blade comes with it’s own unique skills, mainly utilized to further enhance her use of Dokkodo.

Inazuma Blade Works (Passive): A passive skill, Inazuma Blade Works is an essential part of the sword’s power. Due to the constant amount of natural energy flowing through the blade, it’s almost impossible to run out of a source. While her mastery of the style is still incomplete, it has reached a new level. This enables Mirabelle the ability to utilize Dokkodo Techniques without the mode being active. There is however a bit of a drawback to this, as naturally due to her unrefinaed skill in comparison to a Samurai or Ronin, the techniques all naturally one rank lower in damage and use. This doesn’t count as a debuff due to it affecting only one’s self, though if she is already within the mode, this passive is naturally disabled as a result. This can only be used once per turn, as it requires the blade to “recharge”.

Unyielding Heart (Passive): A passive skill, Unyielding Heart utilizes the swords ability to draw in natural energy in order to further fuel the active mode. This in turn, allows the mode to be extended an additional two turns when active but at the cost of doubling the drawback of when it ends, resulting in the 40% Torso Health Drawbacks to trigger instead, alongside each subsequent use adding an additional 20% instead of 10%. This can only used twice per battle however, and can only be triggered in the initial turn of activation of the mode. This doesn’t automatically trigger however, allowing the user to pick and choose when to trigger it.
You must be registered for see images

-Declined- DNR you're not making a CW to replace needing a mode it's wild you thought this would be okay.
 
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Yin

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Yamiamatsukami
Type:
Weapon
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: Yamiamatsukami is one of Baiken’s favorite weapons and her primary weapon of choice. Yamiamatsukami is the katana located on Baiken’s hip and a sword that has tasted the blood of a thousand opponents due to its ever so sharp blade. The reason this sword is one of Baiken’s favorites is because it makes up in ability where she, herself, lacks. Elemental usage. For example, when Baiken uses Yamiamatsukami with any kenjutsu/bladed bukijutsu related ability, whether spiritual, physical, etc., it can infuse said technique with unique, dark purple flames. This is essentially katon but has spiritual effects instead of physical which is perhaps why the flames are dark purple (cosmetic). However, Yamiamatsukami does not just spout this spiritual katon for the sake of it. It can infuse the kenjutsu technique in play with the spiritual katon and not have it show until the katon releases from the technique itself, containing and controlling it until impact or otherwise (ex: a crescent chakra blade stemming from the swing of a sword in the user’s possession that is fueled by Yami looks like just that, until it lands on the opponent or something else in which the flames then expose themselves and spread all over the target or object on impact. Same with just a regular sword swing. Hidden in the sword until the sword itself makes contact with the likes of another sword. Not to be confused, this cannot be done freeform. Must be utilized with an actual technique). This makes kenjutsu attacks and bladed bukijutsu attacks able to be done by sword more tricky and harder to defend against as the flames are hidden until broken open, basically. Techniques that hide Yamiamatsukami’s flames are boosted by +20 damage as well as the technique itself taking on the elemental weaknesses and strengths of fire release/katon, regardless of the source or base function of the kenjutsu technique. It will now bolster both the S/W of katon (so even a spiritual kenjutsu attack boosted by Yami can be stopped with something such as water given its change in properties). It is to be noted that these flames, although dealing spiritual damage and are quite painful to the touch, does not actually burn the target/victim nor physically hinder them but instead they suffer direct spiritual effects/debuffs as opposed to actually physically burning. This can be applied passively to one technique of the user’s choice every other turn at the expense of 10 chakra added to said technique. The technique in play does not have to come from this sword specifically but the sword must be in the hand of the user for said occurrences to happen which would limit the likes of handseals. Furthermore, Yamiamatsukami can use these dark purple flames to where when Baiken swings her sword, the flames protrude out of the blade up to med range and are capable of actively sealing and sapping up to 80 chakra from a technique and giving it to Baiken herself, restoring chakra. This can be done every two turns and does not bolster any harm to anything around the technique. It is solely to sap the chakra of oncoming techniques. Yamiamatsukami, of course, is also naturally very sharp and said to be one of the sharpest swords in existence. It is one of the primary reasons Baiken is known to be the Samurai Slasher. This means that it can cut through any and all earth, earth-based elements, and solid elements, cutting them in half with ease without any side effects such as corrosion or breakage of the sword and essentially protecting Baiken from the blunt damage earthen/solid attacks may carry, such as boulders flying her way or the punch of something like a rock golem. This also includes any elemental technique that includes the word “solid” or “solidified” in the description or words implying such things or a technique that was changed/converted to be as such. So even things such as hardened lightning or wind (in which subsiding effects would be negligible). However this does not protect from outlining effects of an earth-based element or elements meant for subsiding effects if it carries things such as radiation, heat that causes dehydration, etc. It’s said that Yamiamatsukami can cut through even the bones of a Kaguya clan member, which is a testament to its intimidating sharpness (can also be done at the expense of a technique used in that turn). This can be done as many times as necessary at the expense of a technique used in your turn.

Can be given to others by Baiken/Mergo
Sapping chakra is exclusive to Ronin

-Declined- This is basically ripping the 2 tails fire with a infinite advantage against solids, so no obviously.

(Rōnin Jutsu: Miru Garasu) - Ronin Art: Looking Glass
Type:
Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Looking Glass is an advanced Ronin technique in which the user swings their sword downward and opens a partial rift between the spiritual realm and the realm of the living. What this technique is used for is the lack of presence of elemental ninjutsu in a Ronin’s arsenal thus this technique was developed to help against that. After this rift is opened, lasting for two turns (turn of activation and the turn after), any and all elemental techniques coming through the rift, which is essentially a wall that covers the user from head to toe, dissipates as entering the rift highly imbalances the oncoming technique’s yin and yang balance with its yin energy completely overshadowing its yang energy upon entrance of the rift. This would make the technique slowly flicker away in turn not harming anything behind the rift such as the user or anything behind the user. On the opposite end, any spiritual technique to enter the rift from the user on forward gains a damage enhancement of +20. However this can only be done for one technique per Looking Glass activation. The rift has no interaction with oncoming Yin techniques but if the opponent is in a Yang state and passes through the rift it will immediately get deactivated upon the re-balancing of yin and yang energy as opposed to the overshadow of yang energy they need to maintain the state however this does not cause immediate harm or spiritual damage to the opponent nor will they suffer the drawbacks of utilizing their Yang state as their physical and spiritual imbalance immediately balances upon passing the rift. This technique is widely used amongst battle-hardened Ronin and has unlimited usages to make up for what Spiritual Blade would lack in a long term battle as it would eventually be unusable after a set amount of turns or strong-ranked usages all while giving the Ronin an edge with the enhancement of spiritual-based attacks.

Effects any jutsu 80 chakra and below, ineffective to any jutsu with a chakra count above that
Two turn cool down in between usages
Must be a Ronin to use

-Declined- DNR

Urielle’s Essence
Type:
Weapon
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: Urielle’s Essence is a nigh unbreakable Zhanmadao (katana-like greatsword with a longer handle, and longer and larger blade than a standard katana) forged from an unknown source on an unknown world (to humans) at the dawn of the age of man. At some point early on after the sword’s creation and detachment from its original owner, it was in the hands of an interdimensional tyrant said to be a demon that escaped from the lowest depths of hell or the likes to wreak havoc on humanity as it thought humanity to be the reason for its fall from grace. However, this sword was never meant to be in the hands of the likes of this creature… The creature was said to have even slain a handful of Otsutsuki family members both on Earth and the Moon with ease, mistaking them for humans which is a testament to the demon’s raw and vicious power. With the combined, sheer willpower of all mankind, at the time, the demon was eventually stopped at the cost of many, many casualties. Nonetheless, it was indeed stopped and the sword was seized by humanity at a great price. The sword, once seized, was tampered with by a legendary blacksmith specifically to use the sword for humanity against any opposition that threatened mankind. The sword is extremely powerful and was last known to be in the hands of a legendary Ronin named Baiken who surprisingly enough was one of the seven humans with a strong enough spirit to wield it. Case in point being that the sword perhaps was not meant to be used by a human in the first place or at least not the average human. However, the sword had not been known to be seen by the human eye in centuries.


The sword has two functions, one offensive and one defensive/supplementary as well as one passive ability. The passive ability, of course, is that any and all kenjutsu/sword-based techniques or bukijutsu in general requiring a sword or that can be done with a sword are boosted by +20 damage passively when performed with this sword. This counts as one of the two boosts the user is allotted. It’s offensive active ability is that once per turn, every two turns, Urielle’s Essence is able to summon and boost Atavistic Flame techniques by 40 damage at the cost of 20 health and 20 spirit. This can be done a total of 4 times per battle by the user channeling their sheer will and spirit into Urielle’s Essence, making Atavistic Flame techniques evermore devastating. This can be paired with a kenjutsu/combat boost as the techniques themselves will be summoned from the sword itself to draw the actual power from the sword as the medium between user and technique. The cost to do this for a human is great so it must be done in moderation as this could cost the user irreversible physical damage, spiritual drain to the point of sheer lack of determination and hope, or worse. Death. The second ability of Urielle’s Essence is the ability to shroud the user in a constant flame of Atavistic Flame. This can be activated (actively) upon the user’s will, so it takes up an allotted technique slot that turn and can be turned off passively at the user’s will. However, between it’s on and off stages, it requires a two turn cool down. Mind you, this is not free… Utilizing this veil costs the user 5 spirit for every turn the veil is active. Moving on, these flames serve to be neutral to elemental (basic 5) and raw chakra-based techniques (including tailed beast chakra) up to F rank. Once the flames surrounding the user are contacted by an outside source of the mentioned fields, the spiritual (yin) side of the technique is immediately overloaded tenfold and cease to exist due to the flames’ being fueled by the user’s spirit, essentially flooding the oncoming technique with the user’s spirit itself which is a beautiful method of defense in its own right. This leaves the user completely unharmed by the mentioned fields regardless of the size or force of the technique, even if taken headon. This also includes protection from subsiding effects of said fields such as heat from oncoming fire techniques, getting wet from water techniques, etc. It is an absolute defense against mentioned fields.

Atavistic Flame must be on the bio this sword is mentioned on

If the offensive active technique is used the maximum of four times, the sword is rendered drained for the rest of the battle and can only be used as a regular sword. This includes its damage boosts not being able to be applied to future techniques for the rest of the battle.

The user suffers zero drawbacks from the sword if Pinnacle of Mankind is their specialty in the form of the drawback selection. However, cooldowns and usages still apply as well as an additional one turn cooldown to all abilities are added if this specialty is in effect.

Requires the use of both hands in battle unless a combat speciality is chosen for that bio in the form of: increased damage resistance, increased combat specialist, kenjutsu specialist, weapons specialist, advanced damage resistance, advanced combat specialist, advanced kenjutsu specialist, apex damage resistance, apex warrior specialist or apex kenjutsu specialist.

Can be given to others by Baiken/Mergo

-Declined- those boosts are ridiculous and it's insane you're even trying to do that spirit defense tbh.

(Rōnin Jutsu: Tengoku no Namida) - Ronin Art: Heaven’s Tear Drop
Type:
Offensive
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Heaven’s Teardrop is a brute force Ronin technique in which the user will raise their sword and channel their spirit through their blade and into the sky, filling the sky with their spiritual essence. After this, they swing their sword downward in which the spiritual essence takes on bluish and greenish hue in the shape of vicious lightning bolts in numerous sizes and quantities from large to small. This is aimed to be dropped onto the opponent or a target akin to Sasuke’s Kirin albeit much quicker. When struck with this technique, the target suffers direct spiritual damage as well as a paralyzed upper body (from the shoulders to waist) for one turn after contact. The damage is dependent on the rank used, as well as the A and S rank variant being able to strike/come down on anything within a short to medium range of the point of release. The B rank variant is able to paralyze a summon entirely and clones for one turn, A rank can paralyze up to two summons for two turns and completely disperse clones of any kind, S rank completely paralyzes any summons on the field for the rest of the match and disperses any clones on the field. This S rank variant has a lingering spiritual effect about the entirety of the field, rendering the use of the basic 5 elements as well as some advanced ninjutsu unusable due to the heavy spiritual presence on the field that would have the techniques’ yin nature completely overshadow their yang nature, throwing them off balance immediately upon release and leaving them unable to develop (only applies to basic 5 elements, not CE, AE, etc. but applies to sound release, poison release, ink release, bubblegum release, rain release, sand release and smoke release). The lingering spiritual presence lasts for two turns.

A and S rank variant usable twice per battle with the A rank variant having a two turn cooldown and the S rank variant having a three turn cooldown

Must be a Ronin to utilize

-Declined- DNR, ah yes, much quicker than Kirin, of course.
 
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McRazor

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Iryō Ninjutsu/Yoton: Kyōka sa reta hābu | Medical Arts/Yang Release: Enhanced herbs
Type: Medical
Rank: S rank
Range: Short/Mid
Chakra: 70
Damage: N/A
Description: Enhanced herbs is a medical technique that allows a Medical ninja to apply the effects of their medical herbs at a range and, as such, it is a support oriented technique primarily aimed to use when multiple allies fight against a common enemy. Medical ninja are known for carrying various medical herbs on their person for various situations that may arise. As such, by channeling chakra into their hands with its balance tipped towards Yang, while grabbing the necessary herbs from their pouch, pocket, etc, 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 herbs in a swirl around themselves up to mid range. Once released, the Yang chakra enhanced medical concoction can affect up to 3 allies simultaneously, using the Yang chakra and its principle of Yang governing physical energy or more specifically the body, vitality and life, to reward those affected with a passive healing effect for a duration of 3 turns and an increase to their movements and defenses in the form of an external Yang chakra infusion. The effects of the Yang enhanced medical herbs result in a healing maximum of 50 health points per turn and per target, a 2x multiplier to their movements and tracking, as well as a -40 physical damage shaving ability. Once in contact with the target, the swirl can be maintained for 3 turns during which the user has to remain stationary, unable to use other techniques. Alternatively, the user can use the technique only on himself by inhaling the fumes of the Yang crushed enhanced medical herbs but at a reduced healing rate of 30 health points, a 1.5x multiplier to his movements and tracking and a -20 physical damage shaving ability for 2 turns only, since he's not required to remain stationary. This technique can only be used twice with a two turn cooldown after its effects end during which time the user cannot use Yin Release nor non-elemental techniques.

-Pending- Leaving for someone else

Suiton/Yoton: Jinsei no mizutamari | Water Release/Yang Release: Puddle of Life
Type: Offensive/Deffensive/Supplementary
Rank: S Rank
Range: Short/Long
Chakra: 70
Damage: 140
Description: Puddle of Life is a technique that draws its inspiration based on the idea that all life came to be from Water, so the user sought to build on that premise to create a technique that fits his own needs. During the nature manipulation stage of gathering his chakra in order to perform this technique, the user changes the balance of his Yin and Yang natures towards Yang, which imbues the Water technique with life and physically enhancing energy, such that the Water starts glowing with a very distinguishable white hue. The infusion of Yang's life and physical energy affects the protozoa microorganisms present within the Water technique and propagates their life cycle, growing them out of proportions as they grow in size so much to visually encompass the initial size of the released form of Water. This allows the initial Water technique to carry higher damage values due to the larger microorganisms suspended in Water being used as the driving force behind the technique. Due to their growth, the biomass of the technique grows, subsequently increasing the kinetic force of the body of Water which results in the higher damage. Unlike Mother Tiamat's Sea of Life and AminoGeis, this technique doesn't exert any control over the protozoa microorganisms themselves, instead serveing the purpose of enhancing their life cycle but only allowing the user to control the Water in which they are suspended. When releasing this technique, it is formed from the users body as a stream from either his mouth or his hands by performing three handseals after which it turns into a massive wave. As such, the Water cannot be materialized out of thin air anywhere on the battlefield, but once released from the user it can reach long range due to the high kinetic force and inertia of the wave of Water that simply keeps flowing forward with crushing force until it's physically hindered to do so. Additionally, this technique can be applied as a skill on existing Water techniques, using them as a source to propagate the life of protozoa microorganisms present, however, it cannot be used on advanced Water elements as their advanced properties are often harmful to the contained protozoa microorganisms. Doing so counts a as move per turn but can be achieved in the same timeframe slot as the original Water technique. Using this technique has its limits however, being able to use its effects only two times per battle with two turns cooldown in between their uses, during which time the user cannot use Yin Release nor non-elemental techniques.

-Declined- There are no microscopic life forms in water release jutsu, water release is chakra converted in to a watery state, in that sense it's very much pure water with no life forms contained within, this is sort of drifting towards the realm of what would be aburame customs, at the bare minimum this would have to be used on a natural water source not one you produce.

Suiton: Shadouresu | Water Release: Shadowless
Type: Supplementary
Rank: D Rank
Range: Short/Long
Chakra: N/A
Damage: N/A
Description: Being a master of his arts, the user learned how to make his Water techniques translucent in order to prevent them from creating shadows on the battlefield as they travel and materialize. To increase the unpredictability of his attacks and to make it harder for the opponent to react, using this skill, the user will change the way he shape manipulates his Water techniques to a degree that will allow him to achieve such an effect. These Water techniques do not become entirely invisible. In fact, they are still visible to the naked eye, albeit a bit harder, but most importantly the Water techniques let the light pass wholly through. This works on all sources of light and lasts for six turns once activated and it can be deactivated at will. Activating this skill costs a move but can be done in the same timeframe as a Water technique since it is a skill directly applied to it. Deactivating this skill can be done freely, but limits the user to only two usages of this skill per battle.

-Declined- this doesn't make much sense, even translucent things cast a shadow and light wouldn't pass straight through them. Also it says it makes it harder to react but how so? If you're trying to debuff tracking you need a numerical value.
 
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The_Empire

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Dropping this as my Third Custom Weapon for the new submission. This counts as my Third Weapon since the new update for Tools and Custom Weapons.


Benihime | Red Princess
Type:
Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Benihime is a beige-colored (a blade hidden inside a cane) with a curved handle and silver base. As the blade resides in a cane, the cane's handle is still the hilt and the shaft is the sheath, allowing it to still operate like a normal sword. The shaft's base bears a skull and blue flame mark on the bottom. This is Benihime's base form. It has two forms which the second form is activated passively and vice versa but just one word by Kisuke himself, "Awaken"(for transforming into Shikai form from Standard form) or "Sleep"(for transforming into Standard form from Shikai form) He could just think it also. Benihime transforms into a different look. This form is called Shikai. This takes the form of a sleek, medium-sized sword. The hilt's grip, which has a gentle black-decorative wrapping, bends forward at the end, with a pommel shaped overlap three times, and a crimson tassel dangling from its base. Instead of a tsuba, there is a U-shape guard covering three inches of the blade, with a flower petal design. At the base of the guard is a red string wrapped thrice around the hilt, with a three-loop bow on the back side and a folded paper decoration on the front side. The blades' hamon is straight, colored black with a silver edge, and is somewhat thicker than the cane-sealed state. It remains straight and slim with a somewhat short size, with the tip ending in a slanted razor-like edge instead of tapering to a point. Benihime is uniquely created with pieces of a Gelel Stone with it's metal it's made of that would create different perks/abilities for the Gelel welder.

Benihime has two perks.

Perk One: It has an increases in their damage of Kenjutsu in it's standard form by +20 and it's Shikai form by 30. They do count towards the two allowed boost but also they don't stack with each other.
Perk Two: When Benihime is in the user's position(holding it or least on them) with the extra Gelel Stone it increases the user's Gelel techniques by +20 in standard for and +30 in Shikai form. The increase in damage doesn't stack with each other and they count towards the two allowed boost. The stone also allows the user to use Gelel techniques through that weapon instead if they would like.

Declined, the parts about extra Gelel stone needs to go; I’m not sure where you got that from but, we only have one stone. We can have it inside of us and allow ninjutsu like abilities or keep it as a stone and then you can apply it towards things but we don’t have extras. This is also more than 2 abilities. Passive +20, Active +20, then Passive +30 and Active +30. Each boost counts as it’s own ability. One of those +30 uses has to go.

and

Zangerin | Cutting Flower Ring
Type:
Offensive
Rank: D-F
Range: Short - Long
Chakra Cost: 10 - 50
Damage Points: 20- 90
Description: The user welding a sword but it can be any kind of weapon and channels their Gelel energy directly into it and coats it. The color of the energy various upon usage and users, so it's not the same color the same user uses over and over. The user can release all the energy in a crescent shape making the attack a projectile and giving it distance. The energy appearance is represented by the alike look of lightning and fire combined together.
Note: S rank only used four times a match with one turn between usage. Can't use F rank either during the one turn.
Note: F rank only used two times a match with two turns between usage.

Declined, while I sorta get the gist of this, the wording makes it hard to read through and understand fully. Rewrite the description for better clarity.



Shakkahō | Red Fire Cannon
Type:
Offensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description: Shakkaho is a technique that uses the Gelel energy that the user releases from one finger to both hands. The user using whichever way they see fit shoots a ball of energy out towards whatever their target is. The energy can be small to large. The destructive power behind this all depends on the user also. The power can be a simple explosion to a pillar of solidified energy. The technique can be used as a source of light by just using the D rank application and keep it going on their hand or finger without releasing it. The energy can extend the light up to short range around the user. The name of the technique comes from the energy being a crimson red color.
Note: S rank only used four times a match with one turn between usage.

Declined, same note as above. The sentences run together weirdly due to lack of commas and/or semicolons, and bad grammar that makes understanding it fully hard.

-Pending- Leaving all for LoK

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: Internal Shockwave is a technique used by, Bakuton user that causes small explosions which creates shockwaves causing different functions.

Method One: This method uses a weapon to the user desire and releases the shockwave with it touching a surface or whatever they desire. The shockwave is sent out into one or multiple directions at once. The surface internally is destroyed which causes the external to be destroyed also. This can affect anything that's in the target that has received the damage also. Recoil falls the same rules and regulations as Landmine Fist. The range of this Method is maximum long range but it all depends on the way it is used. If it's used on a building it would affect the building and that's it. Used against a small ball it would just affect the ball.

Method Two: This method uses the shockwave as a way of evading. The shockwave knocks them into whichever direction the user desires. It causes shockwaves but nothing that causes any harm. The range of the travel can't go past short range.
Note: Each Method can only be used once per turn.

Note: S rank only used every other turn and only used four times a battle, each method.

-Declined- What do you mean by "this can affect anything that's in the target that has received the damage" cause if you're implying it can destroy anything from the inside out then no.
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: Internal Shockwave is a technique used by, Bakuton user that causes small explosions which creates shockwaves causing different functions.

Method One: This method uses a weapon to the user desire and releases the shockwave with it touching a surface or whatever they desire. The shockwave is sent out into one or multiple directions at once. The surface internally is destroyed which causes the external to be destroyed also. Recoil falls the same rules and regulations as Landmine Fist. The range of this Method is maximum long range but it all depends on the way it is used. If it's used on a building it would affect the building and that's it. Used against a small ball it would just affect the ball.

Method Two: This method uses the shockwave as a way of evading. The shockwave knocks them into whichever direction the user desires. It causes shockwaves but nothing that causes any harm. The range of the travel can't go past short range.
Note: Each Method can only be used once per turn.
Note: S rank only used every other turn and only used four times a battle, each method.

-Approved-
 
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Serpent

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(Fuuinjutsu: Rinku Sankaku) Sealing Technique: Triangle Link
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-5 per message sent)
Damage: N/A
Description: The user will place their hand on a target while focusing chakra and create dual markings on the target and themselves. This Fuuinjutsu script takes the form of small triangle tattoo. These markings link the users and targets chakra networks together creating a chakra bond. This bond fluctuate at a steady frequency to one another alerting the other in the bond if their chakra becomes irregular. While this directly doesn't allow another to know the exact happenings on a given situation, meaning that they will logically need to figure out if something is wrong. They can use this chakra bond to passively transmit signals to each other by creating chakra fluctuations to one another, even over vast distances providing a useful form of communication by using a coded similar to that of Morse code. (does not transmit across ocean landmarks) This technique can only be applied to a single target at a time, and placing it upon another target will disperse any previous marking and sever the previous link created. Though the user's chakra networks are linked, techniques that would otherwise be harmful, such as Genjutsu or Senjutsu, like that of Sage Mode does not transfer through the Triangle Link nor does it harm another in the chakra link.
Notes:
-Requires Fuuinjutsu and Advanced Fuuinjutsu
-Fuuinjutsu seal only lasts for one Arc
-Can only be taught by Serpent

Approved. First and minor note - I fixed some spelling. Specifically 'duel' and 'fulgurations.' Fixed them to what I thought they should be. The concept this is based on, drawn from a canon sealing technique, is very powerful. And while it can be done in customs it needs appropriate restrictions to go with it.

(Shakuhou Kyouka) Reinforced Release
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Through the use of "Sealing Technique: Triangle Link" the user will transfer their chakra through the created bond into their target causing the influx of 30 chakra to purge the targets chakra of harmful techniques such as Genjutsu or Yamanaka techniques. It cannot purge the effects of Yin-Yang Release, Anutu, Shinkaigan, or Mangekyou Sharingan. This release follows the rules of the "foreign chakra and energies" release method. Logically, the user needs to be aware of the others influence under such a technique to release it. While the chakra link can reach over vast distances. This large influx of chakra is limited in scope, only being able to travel and aid another within the same landmark.
Notes:
-Can only be used twice per battle
-Requires a four turn cooldown
-Can only be taught by Serpent

Approved, made edits.

(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: 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. This method is known as the "Advanced" variant. If the user wishes, they can apply chakra manipulation to the absorbing process, instead of releasing the technique back out at a target. Instead forming the absorbed technique into a "Creation Tools At Will" tool or weapon of equal power to the absorbed technique to be used in battle. This variant of the technique is known as the "Standard" variant, and 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. Do to the method of this technique. The user will stunt their ability to use Fuuinjutsu for a short time, and cannot use Fuuinjutsu while wielding the standard tool variant of this technique.
Note:

-Requires Fuuinjutsu and Advanced Fuuinjutsu
-Can only be used by Urashiki Otsutsuki
-Can only use advanced variant once per battle
-Can only use standard variant twice per battle
-Cannot use Fuuinjutsu for three turns after advanced variant
-Cannot use Fuuinjutsu while using the standard variant

-Requires a three turn cooldown
-Can only be taught by Serpent

-Pending- Leaving all for @Drackos
 
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Kooljay

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Mastered Swift Training

(Jinton: Bunshi Shindō) - Swift Release: Molecular Oscillation
Type:
Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: The Swift Release: Molecular Oscillation jutsu is a simple, but effective jutsu meant to be used to defend against techniques that cover an area too big enough to dodge with simple Swift Style. After weaving the Tiger and Boar handseals the user surges Swift Release chakra throughout their body and vibrates it at such extreme frequencies that even the raiton chakra nature cannot reach. This allows physical attacks to phase through the user's body.

Note: Can only be used 4 times
Note: Can Only be used once per turn.
Note: Can only be used by those taught by Kooljay.

-Declined- DNR this is just kamui except it would immediately kill you for trying to do it. This isn't DC comics

(Jinton: Supīdo Fōsu) - Swift Release: Speed Force
Type:
Supplementary
Rank: Forbidden
Range: N/a
Chakra: 50 (10 per turn)
Damage: (+20 to swift/taijutsu/kenjutsu techniques) (-10 to user per turn) (-5 per taijutsu attack)
Description: Speed Force is the pinnacle of Swift Release. The user supercharges their body with a gargantuan amount of Jinton chakra and is able to maintain it up to 4 turns. In doing so, the user is in a constant state of Swift Release allowing them to move at 3x their base speed. All other swift release, taijutsu, kenjutsu, and freeform versions of the latter receive 20+ damage boost. In appearance, the technique causes the user's body to vibrate, making them look blurry and their voice distorted.

The technique is a forbidden trump card due to the extreme strain placed upon the body. The gargantuan amount of swift chakra causes the heart to experience tachycardia which results in 10 damage to the user per turn. While the speed of the user increases and thus the force of their attacks, their defense does not meaning their body cannot withstand the force of striking a foe. The user’s body takes 5 damage for each taijutsu technique. Since using the technique requires the user to maintain a high production and usage of Jinton chakra, the user is only able to use Swift Release, Wind Release, Lightning Release, basic Ninjutsu, Taijutsu, and Kenjutsu. After the jutsu has ended, the user’s base speed and tracking are halved for 3 turns and swift release only provides a +7 speed boost for 3 turns as their body recovers. If the user however chooses to use this technique a second time in battle, upon ending the technique the strain on the heart will cause the user to go into cardiac arrest and die.

Note: Can only be used twice per battle with a 3 turn cooldown
Note: Can only be used by bios who can use Swift Release
Note: Can only be used by those taught by Kooljay.

-Declined- this doesn't really work how you want it to, you should rework this to work around the shadowless flight technique and honestly probably decrease the drawbacks, also this won't be allowed to boost freeform damage only techniques.
 
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Trying something with a "branched path" technique. If this is too much for a single technique, I apologize.

(Kenjutsu: Ichimonji) - Sword Technique: Straight-line
Type: Offensive
Rank: B-Forbidden
Range: Short
Chakra Cost: N/A
Damage: 40-90
Description: A simple blow delivered with one's sword in a straight line, usually an overhead strike. Capable of shattering stone and severing trees with one strike, mastery of this simple technique is necessary on the path of becoming a master swordsman, and variations of it exist in almost any school of swordsmanship.

(Ninten Ichiryu: Ittoryudan) - Two Heavens as One Style: To Take Decisive Action: An improvement upon Kenjutsu: Ichimonji by empowering it with chakra. The attack is the same, though the addition of chakra invokes a blade of chakra that can extend outwards up to mid range, allowing it to easily disperse attacks a simple sword strike would not be able to, such as lightning. Ittoryudan means both "To Take Decicive Action" and "To Split in two with a Single Stroke." It plays neutrally with all elements. A-F Rank, Short (Mid) Range, 30-50 Chakra, 60-90 Damage.

(Kurai Taiyō-Ryu: Shoutenshou) - Dark Sun Style: Lesser Celestial Blade: An improvement upon Kenjutsu: Ichimonji by empowering it with chakra and utilizing it as a Ronin Spiritual Kenjutsu technique. The attack is the same, though the addition of chakra invokes a blade of chakra that can extend outwards up to long range, allowing it to easily disperse attacks a simple sword strike would not be able to, such as lightning. It plays neutrally with all elements. The use as a Ronin Spiritual Kenjutsu technique allows it to completely dispel techniques it matches or overpowers, and inflict Spiritual Damage. It can dispel techniques based off of chakra instead of damage. A-F Rank, Short (Long) Range, 30-50 Chakra, 60-90 Damage.

(Dokkōdō: Shoutenshou) - The Alone Way: Lesser Celestial Blade: An improvement upon Kenjutsu: Ichimonji by empowering it with chakra and utilizing it as a Dokkodo technique. The attack is the same, though the addition of chakra invokes a blade of chakra that can extend outwards up to long range, allowing it to easily disperse attacks a simple sword strike would not be able to, such as lightning. It plays neutrally with all elements. The use as a Dokkodo technique allows it to completely dispel techniques it matches or overpowers, and carries the second form (corrosive) of Senkenjutsu. A-F Rank, Short (Long) Range, 30-50 Chakra, 60-90 Damage.

(Chaldea-Ryu: Daitenshou) Chaldea Style: Greater Celestial Blade: An improvement upon Kenjutsu: Ichimonji by empowering it with chakra and utilizing it as both a Ronin Spiritual Kenjutsu and Dokkodo technique. The attack is the same, though the addition of chakra invokes a blade of chakra that can extend outwards up to long range, allowing it to easily disperse attacks a simple sword strike would not be able to, such as lightning. It plays neutrally with all elements. The use as a combination Ronin Spiritual Kenjutsu and Dokkodo technique allows it to completely dispel techniques it matches or overpowers, and carries the second form (corrosive) of Senkenjutsu, and to inflict Spiritual Damage. It can dispel techniques based off of chakra instead of damage. S-F Rank, Short (Long) Range, 40-50 Chakra, 80-90 Damage.

Note: Any Forbidden Rank version is useable one time and does 20 Recoil Damage; S Rank version is usable three times; A rank version is usable 6 times.

Declined, a few reasons; the first and main issue is these cannot be allowed as one technique with 4 different usages. Each of the usages also comes with their own issues; the first ability of each, besides being one of the Kenjutsu Specialties in disguise, is simply a chakra enhanced strike that is elementally neutral. Done countless times. Without the extended strikes, the second and third abilities are simply blades of Dokkodo or Spiritual energy that strike opposing techniques, far too simple to allow like this. Only the 4th ability actually is doable and would require this to function as both a Dokkodo and Ronin tech, likely taking two jutsu slot per turn. The extended range ability will not be allowed.
(Rōnin Seishin Kenjutsu: Kuroiha Nagashi) Ronin Spiritual Kenjutsu: Black Blade Flow
Type: Offensive
Rank: A - S
Range: Short-Long
Chakra: 30 - 40
Damage: 60-80
Description: A Ronin technique devised as an offensive counterpart to the Dokkodo technique White Blade Flow. Black Blade Flow utilizes a principle found in the Dangerous Strike technique: the user will focus chakra into their blade and swing, releasing a shockwave like a calligraphy stroke, thus its name. Because of its spirit steeped nature it will not interact with other techniques and will pass right through them, unless they are also spiritual in nature, making it a highly offensive technique; used to hit through the opponent's defenses and strike at them directly, this technique does Spiritual Damage to the enemy if it lands.
Note: S-Rank usage causes a 1-turn cooldown per time it is used (thus using it three times in the same turn would lead to a three-turn cool down).

Declined, A and S ranks need actual usage limits and the Note you have isn’t one we typically approve. It needs an actual usage and cool down limit.

(Omoikane) - Omoikane
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-20 per turn)
Damage: N/A
Description: A restricted skill among the Ronin, Omoikane invokes the skill of Spirit Mimicry in battle, allowing the user to link their spiritual energy with that of the targets. Initiated alongside another Ronin Kenjutsu technique, this technique creates a 5 meter wave of chakra that accompanies a technique, neither debuffing nor augmenting its power. Instead, this wave of chakra is intended to contact an enemy source of chakra to establish a spiritual link. Once done, this causes a mixing of spiritual energy that allows the user to disrupt the enemy's spirit with their own. When effected by Omoikane, all of the opponent's techniques are treated as if they have had a usage expended for the duration of the tether. This means, for example, that a technique that could only be activated once per battle but had yet to be used could not be used while tethered through the effects of Omoikane. If a technique does not have a usage restriction in place, it is instead placed on a one turn cooldown every time it is used, meaning it cannot be used in consecutive turns or repeatedly in the same turn. Because of the associated cost, the user loses 20 chakra and 10 health each turn this is active, being able to end this voluntarily. This chakra and health loss cannot be mitigated, applying after healing abilities at the end of each turn.
Note: Can only be used by Rōnin biographies and only once per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter.
Note: If the effects of Omoikane end, the usage that this technique suppressed is restored, and any cooldowns affected by this technique are immediately refreshed.
Note: Omoikane shares a usage limit with Kuebiko and Fukurokuju, limiting the choice to one of the three per battle.

The effect is the same as it was last time, but I rewrote the technique. Now, instead of being an augmentation of Kuebiko, it is an alternative to it. I kept it 50 chakra instead of 60 (as I don't think we can submit techniques with non-standard values), but otherwise its restrictions are 1:1 of Kuebiko's, with much of the technique's description lifted from Kuebiko.

(Fukurokuju) - Fukurokuju
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-20 per turn)
Damage: N/A
Description: A restricted skill among the Ronin, Fukurokuju invokes the skill of Spirit Mimicry in battle, allowing the user to link their spiritual energy with that of the targets. Initiated alongside another Ronin Kenjutsu technique, this technique creates a 5 meter wave of chakra that accompanies a technique, neither debuffing nor augmenting its power. Instead, this wave of chakra is intended to contact an enemy source of chakra to establish a spiritual link. Once done, this causes a mixing of spiritual energy that allows the user to suppress the enemy's spirit with their own. When effected by Fukurokuju, the opponent's allowed number of moves per turn changes from three to two and they may not activate techniques that have passive activations; techniques or effects that they have active that can be deactivated or ended are forced to do so, triggering any relevant effects. Because of the associated cost, the user loses 20 chakra and 10 health each turn this is active, being able to end this voluntarily. This chakra and health loss cannot be mitigated, applying after healing abilities at the end of each turn.
Note: Can only be used by Rōnin biographies and only once per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter.
Note: If the effects of Fukurokuju end, then the opponent's number of allowed moves per turn is restored to normal and they regain the ability to use techniques that have passive activations.
Note: Fukurokuju shares a usage limit with Kuebiko and Omoikane, limiting the choice to one of the three per battle.


The effect is the same as it was last time, but I rewrote the technique. Now, instead of being an augmentation of Kuebiko, it is an alternative to it. I kept it 50 chakra instead of 60 (as I don't think we can submit techniques with non-standard values), but otherwise its restrictions are 1:1 of Kuebiko's, with much of the technique's description lifted from Kuebiko.

Both Declined, improper restrictions. While basing them directly on Kuebiko’s set up isn’t wrong, canon techniques in general have less restrictions than customs do. These still suffer from the same note I posted on Fukurokuju: Forbiddens need to deal recoil damage, restrict the target from future skills/jutsu in some way as well as have lowered usage limits. You need to have some form of damage dealt to you, be unable to use Ronin/Dokkodo techniques for a period of time as well as have the technique have a low usage limit and duration for it to be allowed. It cannot be as limitless as the canon technique it’s based upon.
(Omoikane) - Omoikane
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-20 per turn)
Damage: N/A (-20 to User)
Description: A restricted skill among the Ronin, Omoikane invokes the skill of Spirit Mimicry in battle, allowing the user to link their spiritual energy with that of the targets. Initiated alongside another Ronin Kenjutsu technique, this technique creates a 5 meter wave of chakra that accompanies a technique, neither debuffing nor augmenting its power. Instead, this wave of chakra is intended to contact an enemy source of chakra to establish a spiritual link. Once done, this causes a mixing of spiritual energy that allows the user to disrupt the enemy's spirit with their own. When effected by Omoikane, all of the opponent's techniques are treated as if they have had a usage expended for the duration of the tether. This means, for example, that a technique that could only be activated once per battle but had yet to be used could not be used while tethered through the effects of Omoikane. If a technique does not have a usage restriction in place, it is instead placed on a one turn cooldown every time it is used, meaning it cannot be used in consecutive turns or repeatedly in the same turn. Because of the associated cost, the user loses 20 chakra and 10 health each turn this is active, being able to end this voluntarily. This chakra and health loss cannot be mitigated, applying after healing abilities at the end of each turn.
Note: Can only be used by Rōnin biographies and only once per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter.
Note: If the effects of Omoikane end, the usage that this technique suppressed is restored, and any cooldowns affected by this technique are immediately refreshed.
Note: Omoikane shares a usage limit with Kuebiko and Fukurokuju, limiting the choice to one of the three per battle.
Note: Omoikane lasts for a maximum four turns if not ended early. Additionally, when ended, Omoikane bars it’s user from using any Ronin Spiritual Kenjutsu for two turns and inflicts 10% Spiritual Fatigue upon the user regardless of its duration, on top of the 20 Health cost to the user upon activation and its 10 Health maintenance cost, for a maximum 60 HP and 10% Spiritual Fatigue.

(Fukurokuju) - Fukurokuju
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-20 per turn)
Damage: N/A (-20 to the User)
Description: A restricted skill among the Ronin, Fukurokuju invokes the skill of Spirit Mimicry in battle, allowing the user to link their spiritual energy with that of the targets. Initiated alongside another Ronin Kenjutsu technique, this technique creates a 5 meter wave of chakra that accompanies a technique, neither debuffing nor augmenting its power. Instead, this wave of chakra is intended to contact an enemy source of chakra to establish a spiritual link. Once done, this causes a mixing of spiritual energy that allows the user to suppress the enemy's spirit with their own. When effected by Fukurokuju, the opponent's allowed number of moves per turn changes from three to two and they may not activate techniques that have passive activations; techniques or effects that they have active that can be deactivated or ended are forced to do so, triggering any relevant effects. Because of the associated cost, the user loses 20 chakra and 10 health each turn this is active, being able to end this voluntarily. This chakra and health loss cannot be mitigated, applying after healing abilities at the end of each turn.
Note: Can only be used by Rōnin biographies and only once per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter.
Note: If the effects of Fukurokuju end, then the opponent's number of allowed moves per turn is restored to normal and they regain the ability to use techniques that have passive activations.
Note: Fukurokuju shares a usage limit with Kuebiko and Omoikane, limiting the choice to one of the three per battle.
Note: Fukurokuju lasts for a maximum four turns if not ended early. Additionally, when ended, Fukurokuju bars it’s user from using any Ronin Spiritual Kenjutsu for two turns and inflicts 10% Spiritual Fatigue upon the user regardless of its duration, on top of the 20 Health cost to the user upon activation and its 10 Health maintenance cost, for a maximum 60 HP and 10% Spiritual Fatigue.

Both Approved, interested to see how they go.
 
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Goetia

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Hashirama in Inventory

(Mokuton: Ryū no Inshi) – Wood Release: Factor of the Dragon
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Factor of the Dragon is a supplementary ability applied to Wood Release techniques, either in the same timeframe as their creation or anytime they are on the field. Principally, it is similar to how the Wood Dragon technique is used to augment the Wood Human technique, but it can be applied to any of the user’s Wood Release jutsu. When applied to a technique, Factor of the Dragon reinforces it by growing additional wood through the infusion of an additional 10 chakra points, strengthening it by +1 Rank, or +20 damage for techniques above S-Rank. Cosmetically, the technique will darken in appearance, the bark changing in shape to resemble scales. In the case of Wood Release techniques which burrow into the ground, or occur from within the ground, techniques which alter the terrain such as Great Moving Earth Core will be unable to take effect, due to the structures of Wood Release holding them in place. This can be overcome if the terrain-altering technique in question possesses higher chakra to the Wood technique it's is faced against. Factor of the Dragon can be used up to four times per battle.

Approved. Made edits.
(Mokuton: Ryū no Inshi) – Wood Release: Factor of the Dragon
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Factor of the Dragon is a supplementary ability applied to Wood Release techniques, either in the same timeframe as their creation or anytime they are on the field. Principally, it is similar to how the Wood Dragon technique is used to augment the Wood Human technique, but it can be applied to any of the user’s Wood Release jutsu. When applied to a technique, Factor of the Dragon reinforces it by growing additional wood through the infusion of an additional 10 chakra points, strengthening it by +1 Rank, or +20 damage for techniques above S-Rank. Defensive techniques, or those without a stated damage value, become capable of defending against techniques and attacks of greater strength in accordance with the enhancement granted by Factor of the Dragon. Cosmetically, the technique will darken in appearance, the bark changing in shape to resemble scales. In the case of Wood Release techniques which burrow into the ground, or occur from within the ground, techniques which alter the terrain such as Great Moving Earth Core will be unable to take effect, due to the structures of Wood Release holding them in place. This can be overcome if the terrain-altering technique in question possesses higher chakra to the Wood technique it's is faced against. Factor of the Dragon can be used up to four times per battle.

-Approved-
 
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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 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.
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 bright light that causes a flashbang effect by making victim close there eyes and this induces them into a genjustu where the opponent has been splashed with a large amount of sticky gum covering everything but there face, believing their movement is restricted stopping their body whole but their face being paralysed until the genjustu is broken. This allows the user to follow up attack while the opponent discerns if it is illusion or reality.

Note: can be used three times per battle with two turns inbetween usages

Note: Can only be taught by Python


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 to an extent, This being such as Sound hearing the vibrating so no sound was emitted by the user as they moved Also this would disrupt doujustu users from seeing their charka flow and being unable to predict what they was moulding though the dojustu could still track the user body normally . When the membrane is expanded, it causes a fuunin barrier to form that has a mental link to the user allowing them to know any movement from within the barrier. this cost a move slot and lasts 3 turns with 3 turns inbetween usage.

full burst moonlight

Rank: S
Type: Offesnive
Range: Short-Long
Chakra: 40
Damage: 80
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 large amount of star charka being building up to pressure zero and then 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, 1/4, of their base speed ) 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

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 construct and overloading them with star charka, expending the construct and producing an arching shrapnel explosion of star chakra, carrying sharp feather debris and massive star charka. 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.

-Pending- Leaving all for @Goetia
 
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Removed remote actication and fixed wording to match that.

(Inton: Ēteru) - Yin Release: Aether
Type: Supplementary
Rank: S
Range: N/A
Chakra: 50 (+50)
Damage: N/A
Description: Through applying Yin energy (infusion for techniques, 'coating' for others) to a physical/shadow bearing objects/techniques/entities, the user utilizes the connection between Yin and shadows to becomes capable of utilizing the target's shadow as a source of Nara clan techniques of various kinds at increased efficiency. Due to Yin's unique properties, the quality and level of manipulation exceeds that afforded normally to a Nara, enabling a tremendous damage/defensive output increase of 20, whilst also enabling an active shift per turn of the shadow technique's nature. This shift allows it to change from physical/normal shadows to that of a spiritual nature, allowing the techniques to become immune to physical damage, whilst also shifting it's damage to become spiritual in said state, and becoming capable of clashing with other spiritual entities. Aether can be applied on allies and objets themselves to enable future remote activation of shadow techniques, whereas in the case of applicable techniques it can be applied within the same timeframe of their utilization. Naturally the shadow techniques themselves would require a separate usage, with their range tied to the 'Aether infused'. Aether can be applied on the user's own self to augment their shadow techniques, with the added advantage of being able to utilize shadow techniques within the same timeframe.
Usable 3x, lasting 4 turns once triggered or until canceled, with a chakra cost per turn of 20 and a 3 turn cool down. Whilst active, the user can not access Yang or Taijutsu/Kenjutsu techniques unless they are mixed with Nara/shadow manipulation, such as a CFS. No other Yin-Release technique above A rank whilst it is active.

-Pending- Leaving for Daemon

(Kage/Inton: Apatē) - Nara/Yin Release: Apate
Type: Supplementary
Rank: N/A
Range: Short - Long
Chakra: +50 (20 per turn)
Damage: N/A
Description: Crafted around the lack or restrictions of shadows in some cases, Apate is a passive technique that is based on the principles of Yin Release and the 'Change into Heaven technique' to allow the user to create shadows out of nothing with increased effects, both in 'shadow' and physical forms. As they are no longer tied to a singular source, but rather essentially willed into existence, shadows would be eligible to be created at increased ranges, in the sky, and similar none conventional areas. Naturally, they can't be created within short range of an opponent unless the user is within that range. Shadow techniques created via Apate can have a unique trait implemented into them, similar to the 'Change into Heaven' technique where shadows can potentially cause burning, freezing, electrocution and other myriad of traits afforded through the aforementioned technique, with the added bonus of aesthetically changing the shadows. This would logically only apply to shadow techniques that have a physical form, whereas those that are in a 'shadow' form would have their spiritual based tether strengthened, allowing it to now affect techniques as long as they have shadows. This means that opposing techniques that produce shadows, should they overlap/interlock with the users own Apate 'shadow' techniques, could potentially have their movement stopped, restricted, or controlled similar to a normal ninja, with the techniques seemingly being suspended in their path upon initial contact. This brand of Apate techniques would be capable of stopping techniques one rank higher than that of the shadow techniques'. Should a Nara technique carry both physical and 'shadow form' qualities, both variations would be applied. Usable once every two turns, with a max usage of five, and naturally occurring in tandem with a shadow technique.

-Declined- Absolutely no to the sourceless shadows with added effects, increased rank, working on techniques with shadows blah blah etc. Tone it down.

(Fūin/Iryo/Inton: Koiosu) - Sealing/Medical/Yin Release: Coeus
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 70
Damage: N/A
Description: Coeus is a sealing technique that can both be applied to oneself and others, acting as a spiritual defence and counter attack to a plethora of hostile techniques/entities that fall under said category such as illusions, Yin techniques, Yamanaka, and others. Placed after four hand seals, Coeus would lay dormant until the target is afflicted with a technique that damages their spirit, activating and functioning in an improved version to 'Medical Technique: Restore Balance', wherein the user's system is 'cleansed' and healed, before the seal goes dormant once again (heals at 1.5x rate to chakra). However, the opposing technique's damage would not be wasted, but rather stored in the seal on the user's body. Said damage would then be accessible to the user in the future, allowing them to release it in the forms of purple beams/blasts that can deal spiritual damage up to and equal to the damage absorbed. The user can chose to release the entirety of the damage at once or simply ration and release it at weaker outputs for multiple uses, with each release costing the user fourty chakra regardless of damage output. Coeus can heal and deal up to 105 damage(1.5x initial chakra cost), with it lasting until the absorption threshold is met defensively, meaning that once 105 damage is healed the seal will no longer be usable offensively, with the stored damage being automatically released in an omnidirectional mid range blast. Due to lasting and remaining dormant over a period of time, Coues essentially becomes weaker the more the user is affected with spiritual damage. Usable twice per battle, and must be separated by two turns after it ends. The offensive usage can be used freely as long as there is damage absorbed and the healing threshold is not met. Can be applied as a body seal.

-Declined- you need Utu for spiritual healing and firing back spiritual damage is kinda scuffed honestly.
Removed the multiple traits for physical and made it one unique one.


(Kage/Inton: Apatē) - Shadow Art/Yin Release: Apate
Type: Supplementary
Rank: N/A
Range: Short - Long
Chakra: +50 (20 per turn)
Damage: N/A
Description: Crafted around the lack or restrictions of shadows in some cases, Apate is passive technique that is based on the principles of Yin Release to allow the user to create shadows out of nothing with increased effects, both in 'shadow' and physical forms. As they are no longer tied to a singular source, but rather essentially willed into existence, shadows would be eligible to be created at increased ranges, in the sky, and similar none conventional areas. Naturally, they can't be created within short range of an opponent unless the user is within that range. Physical techniques would become capable of interacting with spiritual attacks, such as Ronin Ken, while their damage in regards to non-spiritual based attacks would remain physical. Shadow techniques created via Apate, can have an aesthetic colouration depending on the user. Techniques that are in a 'shadow' form would have their spiritual based tether strengthened, allowing it to now affect techniques as long as they have shadows. This means that opposing techniques that produce shadows, should they overlap/interlock with the users own Apate 'shadow' techniques, could potentially have their movement stopped, restricted, or controlled similar to a normal ninja, with the techniques seemingly being suspended in their path upon initial contact. This brand of Apate techniques would be capable of stopping techniques of the same of the shadow techniques'. Should a Nara technique carry both physical and 'shadow form' qualities, both variations would be applied. Usable once every two turns, with a max usage of five, and naturally occurring in tandem with a shadow technique.

-Declined- man the first line of my last check was no to sourceless shadows. You also are still saying you can just grab enemy techniques with a shadow and stop them completely on apparently no metric? You just can?
 
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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:


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.





Resubmitting Wood Dust in a later cycle; Poseidon's Edict with the following changes:

Changelog:
  • As advised in previous mod footnotes, removed reference of a charging turn and extended active time of the technique in addition to the new mechanic of dispersing after 4 techniques have been boosted by Poseidon's Edict.
  • Clarified that the use of Poseidon's Edict after initial creation is passive, not requiring one of the user's 3 move slots to integrate one of it's four total possible boosts.
  • Minor descriptive clarifications/changes.
(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 lack anything particularly unique in visual, hovering passively and having 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 being created, 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 use of a water technique as the user begins to harness chakra, causing the spheres -at the user's discretion- to passively 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. After creation, the spheres will remain active for 4 turns, or a maximum of 4 techniques have been boosted, whichever comes first, resulting in them dispersing into inactive water on a floor or surface. 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.
-Each sphere functions as it's own individual method of boosting a technique, doing so passively at the user's discretion, but only 2 water-based techniques may be boosted per turn out of 3 possible jutsu per turn.
-May only be taught by Red-Robin

-Pending- Leaving for @Goetia
 
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Imperfect

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Litmus Fist for reference: Here.

(Bukijutsu: Ritomasu Heiki) Weapon Art: Litmus Arms
Type:
Offensive/ Defensive/ Supplementary
Rank: S-Rank
Range: Short - Long
Chakra: 40 (Plus up to an additional 40 Chakra each turn)
Damage: 80
Description: Developed as a branch of Litmus Fist, Litmus Arms extends the concepts of it's sibling technique to weapons in all their varying shapes and glory. As with the Fist, Arms focuses on utilizing Chakra in conjunction with existing styles and especially freeform motions to create unique Elemental combinations. The user begins by gathering a large amount of Chakra and distributing it equally throughout their body and their weapon, visualizing the latter as an extension of the former. Once this is done, the user then performs various actions, motions, movements, etc, releasing the gathered Chakra in conjunction with them. Just like with other Litmus techniques, these actions and motions are physically representative of the nature of an Element, which cause the Chakra to take on the properties of, and change into that Element. From there, the user applies exerts control over their Chakra to influence the shape and effect of their attacks. The user is able to utilize all forms/ states for the Elements they perform, for example, if they use Fire Release they could use ash, or flammable mist, however, the state or form of any attack performed via this technique cannot be changed once released, as the Chakra has already left the body, and been given form.

The user can split the Chakra Pool from this Jutsu into as many attacks they wish to perform, within reason, so the user can perform 1 S-Rank, or 2 A-Rank, etc, or even a combination of different ranked attacks, like 1 A-Rank and 2 B-Rank, etc. However with each division of the Chakra used, so too does each individual action logically lose power, although, this drawback is arguably the Jutsu's best quality, due to fact that the Nature of the users Chakra is only changed when released in conjunction with their actions. This allows the user to swiftly and accurately shift between multiple Elements, performing extremely unique combinations of Elements, easily creating their own "style", simply by performing a series of basic actions and combing the Elements those actions unleash. Additionally, at the start of each turn for the duration of this technique the user can expend Chakra equivalent to the amount of Chakra utilized up until that point, restoring the Chakra they have for this technique back up to it's max. Although this action can easily end up eating through the users Chakra reserves, this ensures they can maintain the Jutsu for it's maximum turn limit, receiving the most from this Jutsu in return for the high cost required to maintain it. Finally, while the Chakra for this technique is gathered and prepared throughout the user's body, as it is yet to be molded, repurposed and released into an actual attack, the user can perform other Jutsu whilst this one is active, without consuming the Chakra pool gathered for this technique, however, this cannot be done simultaneously while the user is releasing an attack from this technique, as they are logically using their Chakra to shape that attack and cannot divert neither their attention, nor Chakra flow between multiple techniques.

Note: The user can keep this technique active for a max of 4 turns, and must wait 2 turns after it's deactivation before they can use it again. If the user does not use the full amount of Chakra gathered for this technique by the end of the turn limit, they lose the remaining Chakra. Finally, this Jutsu can be used a max of 2 times per battle.

Note: This technique can't be performed during Litmus Fist's active duration or cooldown, and vice versa.

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-Approved-

Reinforcement for reference: Here.

(Henkō) Alteration
Type:
Supplementary/ Offensive
Rank: B-Rank
Range: Self
Chakra: 20 (-5 per turn)
Damage: N/A
Description: Using the foundation provided by (Hokyō) Reinforcement, the user goes beyond simply "reinforcing" what a given weapon or target is good at and alters it, creating something new, something better. This is achieved through the same method of applying the boundless creativity found within Raw Chakra, enhancing the target beyond it's base capabilities like with Reinforcement. Though this technique is not solely limited to the alteration of weapons, it is it's intended application, allowing the user to extend the natural reach (Note: Not range.) of a blade, or increase the surface area of a blunt weapon, etc. In all cases, while the effects can be substantial, the underlying weapon remains unchanged, and will revert to it's previous, unaltered state after 4 turns, or a direct clash with a technique of equivalent Rank. While active, the Alteration is maintained at a cost of 5 Chakra per turn. In a more broad sense, it allows the user to enhance and extend the basic capabilities of their techniques, such as altering the heat within a Fire Release technique to cause them to burn brighter, or apply a rigged, spiked surface to a typically flat Earth Release technique. This equates to a universal increase in Rank, +20 damage and/ or +10 effective Chakra where applicable, with the logical changes those increases entail for the user's technique(s).

Note: Can be performed once per turn, and in the case of Altered weapons, requires a 1 turn cooldown after the effect ends, may be used four times per battle.

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-Approved- Edits Made
 
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The_Empire

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Dropping this as my Third Custom Weapon for the new submission. This counts as my Third Weapon since the new update for Tools and Custom Weapons.


Benihime | Red Princess
Type:
Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Benihime is a beige-colored (a blade hidden inside a cane) with a curved handle and silver base. As the blade resides in a cane, the cane's handle is still the hilt and the shaft is the sheath, allowing it to still operate like a normal sword. The shaft's base bears a skull and blue flame mark on the bottom. This is Benihime's base form. It has two forms which the second form is activated passively and vice versa but just one word by Kisuke himself, "Awaken"(for transforming into Shikai form from Standard form) or "Sleep"(for transforming into Standard form from Shikai form) He could just think it also. Benihime transforms into a different look. This form is called Shikai. This takes the form of a sleek, medium-sized sword. The hilt's grip, which has a gentle black-decorative wrapping, bends forward at the end, with a pommel shaped overlap three times, and a crimson tassel dangling from its base. Instead of a tsuba, there is a U-shape guard covering three inches of the blade, with a flower petal design. At the base of the guard is a red string wrapped thrice around the hilt, with a three-loop bow on the back side and a folded paper decoration on the front side. The blades' hamon is straight, colored black with a silver edge, and is somewhat thicker than the cane-sealed state. It remains straight and slim with a somewhat short size, with the tip ending in a slanted razor-like edge instead of tapering to a point. Benihime is uniquely created with pieces of a Gelel Stone with it's metal it's made of that would create different perks/abilities for the Gelel welder.

Benihime has two perks.

Perk One: It has an increases in their damage of Kenjutsu in it's standard form by +20 and it's Shikai form by 30. They do count towards the two allowed boost but also they don't stack with each other.
Perk Two: When Benihime is in the user's position(holding it or least on them) with the extra Gelel Stone it increases the user's Gelel techniques by +20 in standard for and +30 in Shikai form. The increase in damage doesn't stack with each other and they count towards the two allowed boost. The stone also allows the user to use Gelel techniques through that weapon instead if they would like.

Declined, the parts about extra Gelel stone needs to go; I’m not sure where you got that from but, we only have one stone. We can have it inside of us and allow ninjutsu like abilities or keep it as a stone and then you can apply it towards things but we don’t have extras. This is also more than 2 abilities. Passive +20, Active +20, then Passive +30 and Active +30. Each boost counts as it’s own ability. One of those +30 uses has to go.

and

Zangerin | Cutting Flower Ring
Type:
Offensive
Rank: D-F
Range: Short - Long
Chakra Cost: 10 - 50
Damage Points: 20- 90
Description: The user welding a sword but it can be any kind of weapon and channels their Gelel energy directly into it and coats it. The color of the energy various upon usage and users, so it's not the same color the same user uses over and over. The user can release all the energy in a crescent shape making the attack a projectile and giving it distance. The energy appearance is represented by the alike look of lightning and fire combined together.
Note: S rank only used four times a match with one turn between usage. Can't use F rank either during the one turn.
Note: F rank only used two times a match with two turns between usage.

Declined, while I sorta get the gist of this, the wording makes it hard to read through and understand fully. Rewrite the description for better clarity.



Shakkahō | Red Fire Cannon
Type:
Offensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description: Shakkaho is a technique that uses the Gelel energy that the user releases from one finger to both hands. The user using whichever way they see fit shoots a ball of energy out towards whatever their target is. The energy can be small to large. The destructive power behind this all depends on the user also. The power can be a simple explosion to a pillar of solidified energy. The technique can be used as a source of light by just using the D rank application and keep it going on their hand or finger without releasing it. The energy can extend the light up to short range around the user. The name of the technique comes from the energy being a crimson red color.
Note: S rank only used four times a match with one turn between usage.

Declined, same note as above. The sentences run together weirdly due to lack of commas and/or semicolons, and bad grammar that makes understanding it fully hard.

-Pending- Leaving all for LoK



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: Internal Shockwave is a technique used by, Bakuton user that causes small explosions which creates shockwaves causing different functions.

Method One: This method uses a weapon to the user desire and releases the shockwave with it touching a surface or whatever they desire. The shockwave is sent out into one or multiple directions at once. The surface internally is destroyed which causes the external to be destroyed also. Recoil falls the same rules and regulations as Landmine Fist. The range of this Method is maximum long range but it all depends on the way it is used. If it's used on a building it would affect the building and that's it. Used against a small ball it would just affect the ball.

Method Two: This method uses the shockwave as a way of evading. The shockwave knocks them into whichever direction the user desires. It causes shockwaves but nothing that causes any harm. The range of the travel can't go past short range.
Note: Each Method can only be used once per turn.
Note: S rank only used every other turn and only used four times a battle, each method.

-Approved-
Zangerin | Cutting Flower Ring
Type:
Offensive
Rank: D-F
Range: Short - Long
Chakra Cost: 10 - 50
Damage Points: 20- 90
Description: Zangerin is a technique that the user uses any weapon channeling Gelel energy into it. The color of the energy varies with each user. This technique can be used in two different manners. Method one is the user can release all the energy at once creating a crescent shape of energy that is the distance method of this technique. The second method is the energy coating the weapon. This can be used to attack short range instead of the first method being a distance method. The energy appearance is represented by the alike look of lightning and fire combined together.
Note: F rank only used two times a match with two turns between usage.

Shakkahō | Red Fire Cannon
Type:
Offensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description: Shakkaho is a technique that uses the Gelel energy that the user releases from one finger to both hands. Their energy is shaped into a ball. The size of the ball of energy is as small as baseball to as large as twice the size of the user. The destructive power behind this technique is simply as a small explosion to a pillar of solidified energy. The technique can be used as a source of light by just using the D rank application and keep it going on their hand or finger without releasing it. The energy can extend the light up to a short range around the user. The name of the technique comes from the energy being a crimson red color.
Note: S rank only used four times a match with one turn between usage.

Benihime | Red Princess
Type:
Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Benihime is a beige-colored (a blade hidden inside a cane) with a curved handle and silver base. As the blade resides in a cane, the cane's handle is still the hilt and the shaft is the sheath, allowing it to still operate like a normal sword. The shaft's base bears a skull and blue flame mark on the bottom. This is Benihime's base form. It has two forms in which the second form is activated passively and vice versa but just one word by Kisuke himself, "Awaken"(for transforming into Shikai form from Standard form) or "Sleep"(for transforming into Standard form from Shikai form). He could just think it also. Benihime transforms into a different look. This form is called Shikai. This takes the form of a sleek, medium-sized sword. The hilt's grip, which has a gentle black-decorative wrapping, bends forward at the end, with a pommel shaped overlap three times, and a crimson tassel dangling from its base. Instead of a tsuba, there is a U-shape guard covering three inches of the blade, with a flower petal design. At the base of the guard is a red string wrapped thrice around the hilt, with a three-loop bow on the back side and a folded paper decoration on the front side. The blades' hamon is straight, colored black with a silver edge, and is somewhat thicker than the cane-sealed state. It remains straight and slim with a somewhat short size, with the tip ending in a slanted razor-like edge instead of tapering to a point.

Benihime has two perks.

Perk One: It has an increases in their damage of Kenjutsu in its standard form by +20 and it's Shikai form by 30. They do count towards the two allowed boosts but also they don't stack with each other. The standard +20 is a passive boost but the Shikai form is an active boost when this form is active.
Perk Two: When Benihime is in the user's position(holding it or least on them) it increases the user's Gelel techniques by +30 in standard form. Shikai form doesn't have an extra boost but it does keep the standard form passive boost. The increase in damage count towards the two allowed boosts. The sword also can use Gelel techniques through the weapon instead if they would like.

New Submission

Fuyou no Kyu | Sphere of Levitation
Type:
Offensive/Supplementary
Rank: A - S
Range: Short - Long
Chakra Cost: 30 - 40 (-10 per turn)
Damage Points: N/A
Description: Gelel user uses their energy and creates a sphere(s) of their energy around a specific target or target(s). The energy solidifies and creates a barrier around the target to protect them against the same amount of chakra completely. The defense is immune to the same amount of chakra but when against chakra of a higher amount the defense is shattered. The sphere(s) can be moved around which they move at the user's base speed. They are transparent so that if there is a person/persons in the sphere they can see out but also be seen through the sphere. The energy takes on a green color. The sphere(s) can be the means of transportation for flight/levitation.
Note: S rank can only be used four times with one turn in between each usage.
Note: Can only create at maximum four spheres at once which the chakra is divided between each sphere.
Note: Counts as a move each turn the sphere(s) are active.

-Pending- Leaving all for @lok
 
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