Custom Jutsu Submission - IV

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Kooljay

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Senpo Ranton: Kuro tatsumaki no jutsu - Sage Art Storm Release: Black Tornado Technique
Type: Offensive/Supplementary
Rank: F
Range: Long
Chakra: 50 (-10 per turn)
Damage: N/a (-10 to user)
Description: After weaving 4 handseals, the user gathers and releases a large amount of Senjutsu Thundercloud Storm chakra into the air. This causes a 1/2 mile wide f5 tornado made of black thunderclouds to form around the user. The jutsu will then passively drain up to 50 chakra from any non storm ninjutsu. This will either dissipate the jutsu or weaken it according to the amount of chakra lost. Once at full capacity, the user can weave 3 handseals and cause an F ranked storm release lightning bolt to strike their target from the thunderclouds using the chakra absorbed.

Note: Can only be used by those taught by Kooljay
Note: Can only be used by bios in Sage Mode and with mastery over Storm Release
Note: This jutsu lasts for up to 4 turns or until the user ends it.
Note: The user may only use Storm Release jutsu while using this jutsu.
Note: The user only has 2 available time frames while sustaining this jutsu.
Note: The Lightning Bolt uses a time frame
Note: After using the technique, the user can’t use storm release techniques S rank and above for 1 turn.

Declined: For starters, in the RP we use meters not miles so adjust that accordingly. Secondly,
"Note: The user only has 2 available time frames while sustaining this jutsu.
Note: The Lightning Bolt uses a time frame" What do you mean a time frame? Time Frame isn't quantified in our RP in that manner. The timeframe refers to the overall sequencing of events in a turn. There for it's not possible to have multiple time frames or use up a timeframe. Lastly, for an F rank technique this doesn't have many restrictions. You don't even note how many times you can use this technique in total. (Should be once for F ranks btw) - Daemon

Change log:
  • Added note that it can only be used once
  • Reiterated only having 2 time frames to the user only being able to use two jutsu while maintaining the jutsu
  • Reiterated the lightning bolt to counting as a jutsu.
  • Added restrictions to the users ability to use Water and Lightning jutsus afterwards A rank and above
  • Converted 1/2 mile into meters.
Senpo Ranton: Kuro tatsumaki no jutsu - Sage Art Storm Release: Black Tornado Technique
Type: Offensive/Supplementary
Rank: F
Range: Long
Chakra: 50 (-10 per turn)
Damage: N/a (-10 to user)
Description: After weaving 4 handseals, the user gathers and releases a large amount of Senjutsu Thundercloud Storm chakra into the air. This causes a roughly 800m wide f5 tornado made of black thunderclouds to form around the user. The jutsu will then passively drain up to 50 chakra from any non storm ninjutsu. This will either dissipate the jutsu or weaken it according to the amount of chakra lost. Once at full capacity, the user can weave 3 handseals and cause an F ranked storm release lightning bolt to strike their target from the thunderclouds using the chakra absorbed.

Note: Can only be used by those taught by Kooljay
Note: Can only be used by bios in Sage Mode and with mastery over Storm Release
Note: Can only be used once
Note: This jutsu lasts for up to 4 turns or until the user ends it.
Note: The user may only use Storm Release jutsu while using this jutsu.
Note: The user can only use additional jutsu while maintaining this jutsu.
Note: The Lightning Bolt counts as a jutsu.

Note: After using the technique, the user can’t use storm, lightning, or suiton release techniques A rank and above for 1 turn.

Declined by Imperfect.

800m is far too large. I don't think there's ever been a Custom approved that has such a range actually specified in clear writing. When Daemon mentioned meters being our standard unit of measurement in the RP, I don't think he considered you'd make it a straight conversion, as it's simply too large. Half a mile? Just because Long Range is defined by everything beyond 15m doesn't mean we can make techniques like this of such a scale. If they are, it's typically alteration of the land/ landmark, and limited cases where techniques can affect adjacent Landmarks, like in the case of some Tailed Beast Bombs via their Pathways. Stuff like the Topography Scroll technique shapes the land to a design, but don't typically inherently have anything offensive about them on their own, and they definitely don't have ancillary effects like Chakra absorption. Techniques like the Topography Scroll one are weighed differently than say a Rasengan when checked. If you tried to make an 800m wide Rasengan, you'd expect that to go poorly, right? Even the canon list's resident F-5 Tornado is kept relatively contained, see the spoiler below for reference.

The rate of absorption and the fact that you don't state what the "full capacity" is are also an issue. This technique would absorb 50 Chakra from any and all sources present, which easily breaks absorption standards and rules for fields like Fuin, Dark, etc. One person and one of their Jutsu could easily amount to 90-100 Chakra with their own S-Rank or F-Rank technique, which is double the amount you use for this technique from one hypothetical interaction, then there is the fact that, with no limit on sealing, and you using all of the Chakra this technique gathers, within just 1 turn you can return a 90 - 100 Chakra 100 damage Lightning bolt to anywhere within that 800m range? And that is just the minimum hypothetical, working off one opponent with one Chakra pool using one technique? The scale of this is just too much. Essentially what you have right now amounts to infinite Chakra absorption from every potential source, which would erase everything that isn't a boosted F-Rank Jutsu, or a Jutsu with a higher Chakra count, like Yin, Yang Adv Fuin, etc, and can then be used to fire an uncapped Chakra value thunderbolt back at your target. All of that needs to be toned down immensely, especially the rate of absorption and the lack of cap on it, because absorbing 50 Chakra from everything within range with no limit can't be allowed, as it's basically infinite Fuinjutsu absorption for 4 turns. A lower rate of absorption that slowly builds over that 4 turn period and then allows you to perform a static Chakra value thunderbolt would be far better.

Also the damage listed on this technique is N/A, meaning 0. Just a suggestion, but maybe give the thunderbolt some damage?

(Fūton: Tatsuno Ooshigoto) - Wind Style: Severing Pressure
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user sends wind into the sky to darken the clouds and make the environment stormy. These clouds will create a cutting tornado that comes down as a F-5 tornado with slicing wind.




(Senpo Raiton: Jiou Renzu Zakeruga no Jutsu) - Sage Art Lightning Release: Jiou Renzu Zakeruga Technique
Rank: F
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 50 (-10 per turn)
Damage: 90 (-10 to user per turn)

Description: The Jiou Renzu Zakeruga Technique is a powerful trump card Lightning Release technique only made possible through the Senjutsu chakra of the Curse Seal of Heaven. After weaving 5 handseals the user creates a giant flying serpentine Chinese dragon the size of Manda made of senjutsu lightning release chakra. The dragon has four large blades on the sides of its head, and large scales at various points on its body, two comparatively small clawed hands, hard scales on various regular parts of its body, and many spikes on its tail. The slim form makes the dragon very aerodynamic and agile, allowing it exceptional speed. It attacks by dashing at its target while spinning like a drill which is F rank in strength, shooting off a barrage of his large scales in a manner similar to that of homing missiles up to long range, or channeling any raiton jutsu the user knows through it. The raiton jutsu used through the technique, receive +10 to their damage. The user must ride atop of the dragon while maintaining an electrical chakra tether with it to control and fuel the technique.
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Note: Can only be used by those taught by Kooljay
Note: Can only be used once.
Note: After using the jutsu, the user cannot use raiton above A rank for two turns.
Note: Lasts for up to 3 turns.
Note: The jutsu can only be used and maintained while the user is in Perfect Sage Mode
Note: The only ninjutsu the user can use is Raiton
Note: Ramming drill attack is F rank.
Note: Homing Scale are S rank.

Declined: You don't have SM to be making Senjutsu customs. Curse Mark does not allow the usage of Senjutsu at all. There is also no reason for the lightning techniques you want to channel through this dragon to get +10 damage - Daemon
Change Log:
(Senpo Raiton: Jiou Renzu Zakeruga no Jutsu) - Sage Art Lightning Release: Jiou Renzu Zakeruga Technique
Rank: F
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 50 (-10 per turn)
Damage: 90 (-10 to user per turn)

Description: The Jiou Renzu Zakeruga Technique is a powerful trump card Lightning Release technique only made possible through the Senjutsu chakra of Perfect Sage Mode. After weaving 5 handseals the user creates a giant flying serpentine Chinese dragon the size of Manda made of senjutsu lightning release chakra. The dragon has four large blades on the sides of its head, and large scales at various points on its body, two comparatively small clawed hands, hard scales on various regular parts of its body, and many spikes on its tail. The slim form makes the dragon very aerodynamic and agile, allowing it exceptional speed. It attacks by dashing at its target while spinning like a drill which is F rank in strength, shooting off a barrage of his large scales in a manner similar to that of homing missiles up to long range, or channeling any raiton jutsu the user knows through it. The user must ride atop of the dragon while maintaining an electrical chakra tether with it to control and fuel the technique.
You must be registered for see images

Note: Can only be used by those taught by Kooljay
Note: Can only be used once.
Note: After using the jutsu, the user cannot use raiton above A rank for two turns.
Note: Lasts for up to 3 turns.
Note: The jutsu can only be used and maintained while the user is in Perfect Sage Mode
Note: The only ninjutsu the user can use is Raiton
Note: Ramming drill attack is F rank.
Note: Homing Scale are S rank.

Declined by Imperfect.

This doesn't state if the Drill or Scales use Jutsu from the user's turn, there's no overall usage cap or cooldown period on them so you can spam multiple F-Rank drills or S-Rank homing scales, etc. For this to work the way you intend, you'd need to pay the 40 or 50 Chakra each time they do these attacks, otherwise you're effectively getting 2 turns of S-Rank and Forbidden Rank attacks at the cost of 10 Chakra and 10 recoil, which doesn't make sense. Just like with the absorption in the previous technique breaking absorption rules, this would break Chakra consumption rules. 10 points of Chakra = 20 damage. You can't get 80 or 90 out of 10 Chakra, because it breaks this rate of conversion.



Mastered Monkey Sage Mode Training

Senpo: Shippo Wo Kaiten Sasete Sora Wo Tobu - Sage Art: Tail-Helicopter Technique
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: n/a
Description: Once in Perfect Monkey Sage Mode, the user swings their tail in a circle fast enough, thanks to the strength granted to it by Perfect Monkey Sage Mode, to hover, fly, and maneuver freely through the air at their current running speed.

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Note: Can only be used by those taught by Kooljay
Note: Can only be used by those in Perfect Monkey Sage Mode

Declined by Imperfect.

Honestly, this is silly, but really the only issue is the part about flying at your current speed. You'd have to rotate that poor tail so fast it'd fall off to let it propel you through the air at x4 speeds. Sarcasm aside, read the Custom Submission Rules thread, and it states that any speed boosts can't exceed x2 without some kind of negative, and no speed boosts above x3 will be allowed in most if not all cases. Through requiring this to have you in Monkey Sage Mode, which has a base x4 modifier, it breaks this rule, because you're getting a speed modifier for the flight which exceeds that limit. That needs to be fixed, and you'll be fine. You can still go for a speed boost, but x4 is just too much.
 
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Sinthorus

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This is my second cw:

Staff of Fëanor
Type: Weapon
Range: Short
Rank: S
Chakra: +10 to steel jutsu
Damage: N/a
Description: The staff was forged by a smith from long ago, Fëanor, one of the first known steel users. Being such a gifted user of steel he made an excellent smith as he could find the perfect ratio of iron to carbon to create the strongest tempered steel. This weapon was personal to him, and so he forged it infusing it with his own blood, using the iron within to create the steel to have his chakra within it. The staff draws on the user, causing them to use an addition 10 chakra for their steel jutsu, but due to this the user's steel techniques gain a +20 damage bonus/+1 defensive rank if a technique without a damage value.

The staff being made of steel allows the user to use it as a source for steel jutsu. The staff can be passively manipulated by a steel users to alter its shape to form unique weapons. They can change the end into a blade for the use of kenjutsu attacks or even reshape it into a fan or spear. This costs 5 chakra to reshape.

A unique ability of the staff is known as "Gothmog". With this it will seem as though blades of steel are peeling away from the staff itself, fuelled by the users chakra (40). With this the user creates a swarm of thousands of steel blades that they control through movements of their staff. These blades can be used for attack or defence being S rank in strength (80 damage). The user can create anything from swarms of slicing blades to even line the blades together to create shields or platforms as long as they remain in contact with the staff to do the motions. This lasts up to 3 turns max. Controlling the blades after the first turn counts as one of the user's three moves per turn but can be done at the same time as other techniques. After the turn of creation, to replenish the swarm costs a move per turn but can be done along side other techniques. Gothmog can be done twice per battle with 3 turns between uses.

Declined: Most of the abilities are fine. However, you will not be able to manipulate Gothmog in the same time frame as another technique due to the inability to perform two chakra based actions at once. Gothmog also needs a chakra drain on it since it's a sustained technique. Lastly, what do you mean by replenishing the swarm. Like if its destroyed entirely (and no this doesn't mean if Gothmog isn't completely destroyed you can replenish it)? If so, it definitely would require you to reactivate Gothmog again. I'd say remove the replenish effect entirely. - Daemon
Staff of Fëanor
Type: Weapon
Range: Short
Rank: S
Chakra: +10 to steel jutsu
Damage: N/a
Description: The staff was forged by a smith from long ago, Fëanor, one of the first known steel users. Being such a gifted user of steel he made an excellent smith as he could find the perfect ratio of iron to carbon to create the strongest tempered steel. This weapon was personal to him, and so he forged it infusing it with his own blood, using the iron within to create the steel to have his chakra within it. The staff draws on the user, causing them to use an addition 10 chakra for their steel jutsu, but due to this the user's steel techniques gain a +20 damage bonus/+1 defensive rank if a technique without a damage value.

The staff being made of steel allows the user to use it as a source for steel jutsu. The staff can be passively manipulated by a steel users to alter its shape to form unique weapons. They can change the end into a blade for the use of kenjutsu attacks or even reshape it into a fan or spear. This costs 5 chakra to reshape.

A unique ability of the staff is known as "Gothmog". With this it will seem as though blades of steel are peeling away from the staff itself, fuelled by the users chakra (40). With this the user creates a swarm of thousands of steel blades that they control through movements of their staff. These blades can be used for attack or defence being S rank in strength (80 damage). The user can create anything from swarms of slicing blades to even line the blades together to create shields or platforms as long as they remain in contact with the staff to do the motions. This lasts up to 3 turns max. Controlling the blades after the first turn counts as one of the user's three moves per turn. It costs 40 chakra to activate Gothmog and then drains 10 chakra per turn to maintain the control of the blades.

Approved by Imperfect.


Updating: [ARCHIVE] Custom Jutsu Submission - II | Page 322 | Anime Forum (animebase.me)



(Koton: Ken-gyakujou ) - Steel release: Blade frenzy
Type: Attack/Defense
Rank: A
Range: Short-Long (made short)
Chakra:30
Damage:60
Description: After performing two handseals, the user can use this technique turning their body to steel in the process or when the user has already turned their body to steel. Through this technique the user will be capable of releasing a storm of razor blades from his body in any direction or all directions. It can be head on, all around him or just a steam of razor blades from his hand all made of steel. This can be for attack or defensive purposes, but the total power of it is A rank no matter the number made. These blades can be released as a burst from the user's entire body or through body movements.

But the main part of this jutsu is a variation of a steel clone. When the user releases a stream of blades from their body, the user will transform into one of the steel blades, becoming one of the steel blades that is shot out, leaving a steel clone of himself in his place, almost like a replacement jutsu while he travels as one of the razor blades that is shot at the speed of an arrow. At any point the razor blade will grow at a rapid rate taking the form of the real user once more with a steel body passively. The user can choose to shoot the blades without being one of them. The steel copy of the use is an A ranked statue used for distraction only, unable to move.

Note: Usable Three times per battle. The steel clone version can be used once per battle.
Note: Only fire, earth and steel can be used in the turn this is used

Approved with edits by Imperfect.

Updating: Custom Jutsu Submission - III | Page 41 | Anime Forum (animebase.me)

[koton: Rūnfōji] - Steel Release: Rune Forge
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (+10 to technique used on)
Damage: +20
Description: This is a simple technique which can be applied by adding a single handseal when forming a steel release technique or once it has already been made. It will happen within the same time frame of the creation of the technique is used to begin with. This applies a skill seen throughout history that many blacksmiths have used, in that to make a blade stronger, they will fold the steel to reforge, keeping the blade extremely sharp while increasing its density, such as in sushi knives. This applied in RP terms is that the steel in a technique releases more steel within itself but folds and compresses into itself. This means that the steel is harder without losing its shape/sharpness/form, and in doing so makes the technique +1 rank stronger (20 damage). For example, if the user used the S rank steel release technique to create a sword, they would infuse more chakra into it using this technique, applying more steel and controlling it with fire chakra to create the folded steel effect, making the sword stronger, giving the sword +20 damage.

Note: Only useable 4 times, can only be used on a technique once and can only be used once per turn.

Approved with an edit by Imperfect.

New sub:

(Genjutsu: Bāninguregion no noroi) Illusion Art: Curse of the Burning Legion

Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60 (mental damage)
Description: This genjutsu is activated by performing two handseals. Upon performing these seals, the user will release their chakra into the target/targets and bind them in an illusion where green smoke rises all around them taking the form rotten soldiers, still in their rusted and broken armour. The smoke rises rapidly surrounding the targets taking the form of these soldiers, grabbing them from all directions, holding them so they can't move. The opponent/opponents would see a large horde of undead soldiers formed of green smoke all around them. With the contact of the smoke the opponent/opponents' sense of smell and touch will also be manipulated through the illusion as they can smell death itself and their skin feels ice cold from the touch of these undead soldiers. The soldiers would squeeze tighter as they have their foes bound trying to crush their body in the process, causing the mental damage. In reality the opponent/opponents would just be paralysed until the illusion is broken.

Note: Can be used 3 times, two turns between uses
Note: Can bind up to 3 targets (Can only be used once if used on 3 targets at once, twice if used on two).
Note: No genjutsu above B rank in the following turn.

Approved with edits by Imperfect.
 
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jagged

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(Amegafuru arashi: Kurai shirase ) RainingStorm: Dark Tidings.
Type
: Supplementary
Rank: B
Range: Short -Long
Chakra: 20
Damage: N/a
Description: This is an infusion technique there the user combines their storm element with rain ninjutsu. The user will perform a single hand seal or make a gesture to the sky to initiate this technique. This jutsu can be used in the same time frame as a rain technique or at any point. What this will do is darken the rain clouds to create storm clouds infusing the rain the unique properties of storm that can absorb chakra. What this means is that an enemy technique that pass through this rain will have 10 chakra sapped from them, reducing their damage by 1 rank (20 damage). This can also be used along side a rain ninjutsu by adding an additional hand seal or gesture. In this sense the rain technique will follow storms s/w and reduce an enemy technique they collide with by 1 rank in damage. A technique can only be reduced in damage once through this technique

Note: Can only be used 4 times per battle and only applied once to a rain technique.

Note: If used on a jutsu that causes it to rain, or a sustained jutsu in that sense, it only lasts for 3 turns.

________________________________________
(Amegafuru arashi: Dākuburīzu ) RainingStorm: Dark Breeze
Type
: Supplementary/Defensive
Rank: A
Range: Short -Long
Chakra: 30
Damage: N/a
Description: Making a single handseal or gesture the user will expel a dark mist towards an incoming attack, the mist itself is comprised of the dark clouds of storm release allowing the jutsu to absorb foreign chakra up to A rank, completely destroying the opposing technique if all the chakra is drained. Once foreign chakra is absorbed the mist will coalesce into a cloud while rising up into the air, raining down neon blue rain as it does so.

Note: Can only be used 3 times per battle, cloud lasts 3 turns while the whole technique has a one turn cooldown between each use
Note: Must know storm release
Note: Must have Rain AN
Note: Neon blue rain is harmless.
___________________4__4_____________________

(Amegafuru arashi: Rēzā no doshaburi ) RainingStorm: Lazer Downpour
Type
: Offensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: With one hand seal or gesture the user commands an existing storm cloud to call down lasers from the sky, pouring down for multiple turns (3) In a devastating attack meant to completely overwhelm the opponent.As the lasers fall down from the sky they curve away from the user rendering him completely unharmed. Damage is split evenly for the turns this technique is active, raining down 20 damage each turn for three turns before stopping.


Note: A ranks can be used 3 times lasting 3 turns with a 1 turn cool down between each use.
Note: Must know storm release
Note: Must have Rain AN

______________________________________

(Bōfūu no hōshutsu: Arashi no kami no ōra
) - Storm Release: Storm gods aura
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: With a hand seal or a gesture the user surges his body with the nature of storm chakra, making an aura around his body that glows a neon blue. The surge of chakra switches the users natural base speed with the speed of his storm release while in this jutsu. This justsu lasts three turns until being undone.

Note: A ranks can only be used three times, lasts 3 turns and has a 1 turn cool down between each use.
Note: as the users base speed only switches with his chakra natures it does not boost.

Declined, Do Not Resubmit: I see what you are trying to do, this is a decent attempt at a finesse but no you will not be swapping out your base speed for a technique's speed to circumvent speed boosting rules. - Daemon
(Amegafuru arashi: Kurai shirase ) RainingStorm: Dark Tidings.
Type
: Supplementary
Rank: B
Range: Short -Long
Chakra: 20
Damage: N/a
Description: This is an infusion technique there the user combines their storm element with Water ninjutsu. The user will perform a single hand seal or make a gesture to the sky to initiate this technique. This jutsu can be used in the same time frame as a water cloud technique or at any point. What this will do is darken the water clouds to create storm clouds infusing the rain with the unique properties of storm that can absorb chakra. What this means is that an enemy technique that pass through this rain will have 10 chakra sapped from them, reducing their damage by 1 rank (20 damage). This can also be used along side a rain cloud ninjutsu by adding an additional hand seal or gesture. In this sense the Water Technique will follow storms s/w and reduce an enemy technique they collide with by 1 rank in damage. A technique can only be reduced in damage once through this technique

Note: Can only be used 4 times per battle and only applied once to a rain cloud technique.

Note: If used on a jutsu that causes it to rain, or a sustained jutsu in that sense, it only lasts for 3 turns.

-Declined- if this is draining 10 chakra and 20 damage from a tech its not gonna be able to be a 4 use B rank. Also stop mentioning gestures you can't use jutsu with gestures without the specialty.
________________________________________


(Amegafuru arashi: Dākuburīzu ) RainingStorm: Dark Breeze
Type
: Supplementary/Defensive
Rank: A
Range: Short -Long
Chakra: 30
Damage: N/a
Description: Making a single handseal the user will expel a dark mist towards an incoming attack, the mist itself is comprised of the dark clouds of storm release allowing the jutsu to absorb foreign chakra up to A rank, completely destroying the opposing technique if all the chakra is drained. Once foreign chakra is absorbed the mist will coalesce into a cloud while rising up into the air, raining down neon blue rain as it does so.

Note: Can only be used 3 times per battle, cloud lasts 3 turns while the whole technique has a one turn cooldown between each use
Note: Must know storm release
Note: Neon blue rain is harmless

-Approved- edits made
________________________________________

(Amegafuru arashi: Rēzā no doshaburi ) RainingStorm: Lazer Downpour
Type
: Offensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: With one hand seal the user commands an existing storm cloud to call down lasers from the sky, pouring down for multiple turns (3) In a devastating attack meant to completely overwhelm the opponent. As the lasers fall down from the sky they curve away from the user rendering him completely unharmed. Damage is split evenly for the turns this technique is active, raining down 20 damage each turn for three turns before stopping.


Note: A ranks can be used 3 times lasting 3 turns with a 1 turn cool down between each use.
Note: Must know storm release

-Approved- edits made
________________________________________


Amegafuru arashi: Kagayaku) RainingStorm: Shine
Type
: Supplementary
Rank: A
Range: Long
Chakra: 30
Damage: N/A
Description: With one hand seal or gesture the user commands an existing storm cloud to bathe the battlefield In a neon blue light, the light is harmless and serves to completely hide the users storm related jutsu from sight as it blends in with it's surroundings making it impossible to tell apart from normal eyesight alone.


Note: A ranks can be used 3 times lasting 3 turns with a 1 turn cool down between each use.
Note: Must know storm release

-Declined- you can't make technique's use gestures only without the bio spec for the most part. Also this doesn't make much sense, just because two things are the same color its not like that covers the fact that one would be moving, or a different shape size or intensity, this needs some better explanation and restrictions.
 
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(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 manipulate shadows with increased effects, both in 'shadow' and physical forms. 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 up to and including the same chakra level. Techniques that are stronger will have their speed lowered by 2 levels should their shadow travel across that of the Apate infused. 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, customs will not be capable of influencing technique speed levels. If this changes, an update regarding it will be noted. Additionally, activation of this wont be passive.
(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 a technique that is based on the principles of Yin Release to allow the user to manipulate shadows with increased effects, both in 'shadow' and physical forms. 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 up to and including the same chakra level. Techniques that are stronger will 'suffer from a 'stagger' effect should their shadow travel across that of the Apate infused. Stager momentarily hinders the movement of the technique, enabling the user to avoid an additional 5 meter on their free dodge, if used. 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- stopping the enemy jutsu on a chakra vs chakra metric is fine, but everything after that isn't gonna fly. Stagger is already a concept being introduced with AP so the term won't be usable, more importantly though what you tried doesn't really make sense and is still going against what the last check said. Why would your dodge range be extended by grabbing the enemy technique? The only logical explanation is that you've slowed it down to give you more time to run away, because you're not suddenly faster.
 
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Zatanna

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Shimaiha | Quel'Delar
Type:
Weapon
Rank: S
Range: Short (Mid)
Chakra: 70 (-15 per turn)
Damage: 60-120
Description:
Before understanding chakra, a group of smiths aimed to forge two blades to become masterworks of their art combining the talents of notable blacksmiths in an attempt to make weapons reminiscent of the stories about the God's weapons forged by Marzan. One of these swords was called Shimaiha, or in the local tongue, Quel'Delar, also know as Sister Blade, the second sword in a set of two from the masterworks. This weapon was forged and created with infusions of chakra before they understood what chakra was, not realizing that it was being empowered with incredibly strong Yang energy. However decades after its creating and use in multiple fights, the blade eventually shattered, being passed down through families. The blade broke into 6 jagged pieces that still fit together and retain their sharpness. The blade itself has a natural affinity with lightning release and natured chakra allowing the owner to use an advanced form of "Lightning Blades Levitation" a well known (canon) lightning based technique that allows lightning users to levitate their blades.
-On Broken Wings (S Rank - 70 chakra/-15 per turn)
Combining the blades affinity for Yang and Lightning release, the user can either hold the blade together as a singular sword or allow it to float around them broken in multiple pieces. Attacking with this weapon needs reinforcement meaning that 70 chakra will be required to strike however if broken apart, the user will also have to maintain 15 chakra per turn to keep funnelling chakra into the sword to keep the shards active and floating. When held together (or striking with all 6 pieces in one attack) this attack will cost a move per turn and deal 120 damage. Should the user decide to break the sword apart and use individual pieces to attack, it will follow the rule of splitting with 120 for a whole sword, splitting in half will cause 100 damage, 80 damage for 2 shards per attack, and 60 per shard to attack. The shards themselves can reach into mid range to attack, following the users logical movements to attack, eg a hand thrust would cause the shards to thrust forward.
-Defiant Dance (A - 60 chakra)
An ability only capable when the blade is broken apart into shards, upon using a water based technique, the owner can manipulate a shard to be engulfed into the water technique. When engulfed the blade will give an increased power to the water granting a roll chance to increase speed or power, either doubling the techniques speed, or granting it a +30 damage due to the infusing of the Yang/Lightning based chakra. However there is a third of a chance as well that the blade will become inert, rending it without power for one turning, meaning instead of having 6 shards to control, it would only be 5 shards. The shard itself can be regained after 1 turn by moving into short range of the shard.
-Adjusted numbers to suit a normal S rank weapon and removed Yang references

Shimaiha | Quel'Delar
Type:
Weapon
Rank: S
Range: Short (Mid)
Chakra: 40/100 (-10 per turn)
Damage:
30-80
Description:

Before understanding chakra, a group of smiths aimed to forge two blades to become masterworks of their art combining the talents of notable blacksmiths in an attempt to make weapons reminiscent of the stories about the God's weapons forged by Marzan. One of these swords was called Shimaiha, or in the local tongue, Quel'Delar, also know as Sister Blade, the second sword in a set of two from the masterworks. This weapon was forged and created with infusions of chakra before they understood what chakra was, not realizing that it additionally held an affinity for Medjutsu. However decades after its creating and use in multiple fights, the blade eventually shattered, being passed down through families. The blade broke into 6 jagged pieces that still fit together and retain their sharpness. The blade itself has a natural affinity with lightning release and natured chakra allowing the owner to use an advanced form of "Lightning Blades Levitation" a well known (canon) lightning based technique that allows lightning users to levitate their blades.
-On Broken Wings (C-S Rank - 40 chakra/-10 per turn)
Using the chakra metals affinity for Lightning release, the user can either hold the blade together as a singular sword or allow it to float around them broken in multiple pieces. Attacking with this weapon needs reinforcement meaning that 40 chakra will be required to strike however if broken apart, the user will also have to maintain 10 chakra per turn to keep funnelling chakra into the sword to keep the shards active and floating. When held together (or striking with all 6 pieces in one attack) this attack will cost a move per turn and deal 80 damage. Should the user decide to break the sword apart and use individual pieces to attack, it will follow the rule of splitting with 80 for a whole sword, splitting in half will cause 60 damage, 40 damage for 2 shards per attack, and 30 per shard to attack. The shards themselves can reach into mid range to attack, following the users logical movements to attack, eg a hand thrust would cause the shards to thrust forward.
-Flawless Duet (B-S - 40/100 chakra)
Imbuing a shard with the users chakra, a technique similar to that of Katsuyu and Tsunade/Sakura with the Chakra Transfer technique, this allows the user to control a shard of blade to stick or attach itself to a friendly target and to then release a technique imbued into it. By sealing a medical technique into a shard, the user can then manipulate the shard to attach itself or hover near a friendly target. This shard can then be targeted by the user and release the technique to heal/help the friendly target it is attached to. Not costing a move to release the technique on the target, it does however cost the move to imbue/seal a technique within the shard which can then be freely manipulated towards a friendly target. Multiple shards can be attached to a target, however only a single technique can be imbued/sealed within a shard.
Prior to battle, taking up slots in the users biography, the user of this weapon can pre-seal 3 techniques into 3 shards.


Declined by Imperfect.

Everything else looks fine, it's just this last ability we need to iron out, cause it's a bit all over the place at the moment. Understandable as you're reworking it after Roll-based mechanics have been put on a Customs Hiatus, but it's still a bit inconsistent, and not properly balanced or adjusted, so I will try and detail all the issues with it as is, and give my recommendations where I can.

So, first of all you equate this to the Chakra Transfer Technique. That allows the transfer of Chakra from one person to another as a direct infusion, which results in a +20 Chakra +40 Damage boost. This isn't anything like that, unless you're saying this technique can act as it's own version of Chakra Transfer in addition to what follows? More on that in the next part, but for now, this is more akin to the Kote, where you're using each shard to act as the container of already molded Chakra with a specific use, and unsealing it. That's less Medical and more Fuin. Fuin and Med primarily overlap when it relates to the Body, and specifically safely sealing things into it that would typically not be possible, cause harm, etc. Unsealing Healing techniques into someone else is just undoing a seal really. It's not a major issue preventing approval, but it causes confusion about what exactly is happening here, so making things clearer will help immensely.

Going back to the mention about it potentially acting as it's own Chakra Transfer, is that why there is a 100 Chakra cost associated here? I assume the sealing and/ or unsealing is what costs the 40 Chakra. If this is the case, honestly a Chakra Transfer would be it's own ability at that point, as it's not really a part of the sealing and unsealing associated with the shards. It's a separate application with a differing intent, giving Raw Chakra to an ally to increase their reserves. Having it clearly state what costs and does what damage and Chakra is a must when you're working with things like CW, or you end up confusing people, which is what's happening here. It's not specified what cost relates to what part of the application, so I'm unsure how to proceed or advise.

The part about unsealing not costing a move? That will be an issue compounded especially by this next point.

Despite almost every single word used in this ability trying it's hardest to convince me otherwise with all the talk of being able to stick to friendlies, helping friendly targets, and specifically focusing on Medical techniques and healing applications, Flawless Duet doesn't specifically say offensive techniques can't be sealed into the shards. The exact wording at this part "By sealing a medical technique into a shard", that's saying what happens when a Med technique specifically is sealed into them, which implies other techniques can be sealed into them, but don't follow these rules. Later on, when it says "Not costing a move to release the technique on the target". On the target. Not into the target, on the target, implying you can unseal something that doesn't enter their body like Medical Chakra, but onto the target, like an offensive technique. Also the wording of "target", changed by dropping the "friendly" part, also makes the case for this assumption. This in a vacuum isn't problematic. Kote operates under the same principle, as I likened to this before, but when the Kote is concerned those techniques still use a Jutsu from your allowed 3 per turn, you just skip the seals and Chakra. Kote is also limited by the user's Rank, with users Jonin and above limited to A-Ranks max through the Tools use. Allowing this technical loophole in tandem with the previous noted issue of the unsealing being passive creates this weird situation where every word of this application of your weapon says it's intent is to help and heal, but you could just unseal 3 offensive techniques passively, and throw a further 3 techniques in your first turn, and most likely kill anyone or anything in the Roleplay through sheer force, barring rare cases like Phasing Migration and teleportation. So as far as this part specifically is concerned you have a tough choice to make. You can add wording to specifically include offensive techniques and change it so the unsealing costs a move and this works like a Kote where you set it up beforehand and skip the majority of the cost associated with your techniques, or you can include wording that excludes anything but Medical techniques, and you can have passive unsealing which is limited, for example to passive unsealing every two turns, or something along those lines.

My concerns about how absolutely overpowered an offensive interpretation of Flawless Duet is is made worse when there's no limit on the Rank or anything else relevant about the kinds of techniques that can be sealed. You could pre-seal multiple copies your strongest techniques within the shards, techniques that could require complex setup allowed to be performed in an instant because you "set them up beforehand" for example. Like Batman with prep time, but you're not a sweaty tryhard in your mother's basement arguing with people on comic book forums about how Batman could beat my dad with enough prep time.

Then there are the more general balancing issues. Doesn't mention any limits for whose techniques can be sealed. Could this attempt to seal a healing, or offensive technique from your opponent? Unlike the Kote there's no limit to what Rank of techniques can be sealed in the shards, not generally or collectively.

Overall this CW application is a blank cheque that you will have to start filling in before you attempt to cash it. Nice to see the attempt at trying to make something weighted towards healing others. Shame about everything else.

(Taijutsu: Ryūsui Gansai-ken ) Body Art: Fist of Flowing Water
Type:
Defensive/Offensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80
Description: A technique derived from fighting much faster opponents, the user of this technique is practiced in combatting fast opponents with linear attacks. By carefully tracking an opponents technique, even if they are moving faster than the users speed, this technique allows its user to effectively perform an attack that deflects an incoming attack just before it strikes. Using a principle of knowing where an opponent is going to strike, the user will attack the area where an opponent is going to strike right as they attack, meaning effectively the opponent is moving into the users attack. A user can only perform this technique as long as they are capable of tracking an opponent.
Notes:
-Must be performed at same rank as opponents technique
-S rank can only be performed 2 times, A rank 3 times
-S rank causes a 2 turn cool down and A rank causes a single turn before it can be used again.

-Declined- you can't make a custom that just ignores the speed stat. DNR

(Taijutsu: Hokan) Body Art: Interpolation
Type:
Defensive
Rank: B-S
Range: Short
Chakra: 20-40 (-10 - -15 per turn)
Damage: 40
Description: A technique designed to slow down fast paced taijutsu users, this technique effectively controls the ground around the user, by stomping their feet to create a crushing shockwave. By controlling the chakra, this technique turns the ground surrounding the user in short range into sand, reducing any land based movement by 20-40% based on rank. Creating a hard to run on surface to benefit the user's defensive nature, this creates an adhesive stick sand like substance designed to weigh and slow down opposing targets. While not directly meant to be an offensive technique, those caught in short range will suffer small amount of damage.
Notes:
-B rank reduces speed around user by 20% where as A rank is 30 and S rank is 40%
-Lasts 4 turns, and can only be used three time
-S rank cannot be used for 4 turns after use

-Declined- this is a earth ninjutsu, its so far out of the realm of taijutsu. You can't just kick the ground and terraform it to sand what on earth.

(Taijutsu: Gōki Kūretsu-ken) Body Art: Rippling Wind
Type:
Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:
This taijutsu based technique is derived from counter as the user takes damage, attacking an opponent at their closest and most vulnerable. When the user chooses or has no other options to take close ranges taijutsu based damage, they will then allow chakra to flow through their body to loosen their muscles to react and control their momentum. By controlling their actions and using the opponents attack, the user will counter attack using their opponents speed from the attack effectively allowing their body to whip the momentum back into their opponent. Examples include being punched in the face on one cheek, would allow the user to channel the momentum into the same sided arm to strike back the opponent into their face, or being hit in the chest would cause the upper body to be thrown back, allowing the momentum to be channelled into the legs to perform a windmill kick backwards striking the user.
Effectively what this does it make the most of an attack on the user and striking back as they hit to deal damage back, using the opponents own speed.
Notes:
-Can only be used every alternate turn
-User still takes damage from the attack that landed

-Declined- Transfer of momentum is one thing but saying this works at the same speed as the opponent is a no. Also honestly this just shrinks the timeframe to nothing by saying you're ignoring knockback and hitting them as they hit you, I'm not keen on allowing that at all.
 
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(Rōnin Seishin Kenjutsu: Shin Kuroiha Nagashi) Ronin Spiritual Kenjutsu: True Black Blade Flow
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 to Technique Chakra)
Damage: N/A
Description: A Ronin technique created as a further extrapolation of the principles found in the Dangerous Strike technique, and based upon the Black Blade Flow technique, a spiritual shockwave that does not interact with other techniques, and passes right through them, unless they are also spiritual in nature. The user can extend this effect to other Ronin Spiritual Kenjutsu techniques by adding 10 chakra its cost. Doing so causes the techniques used to take on an appearance like a calligraphy stroke, thus the name, and even simply moving the sword leaves what appears to be a trail of ink in the air. Highly offensive in nature, this aims to use Ronin Spiritual Kenjutsu techniques to hit through the opponent's defenses and strike at them directly, causing techniques empowered by True Black Blade Flow to do Spiritual Damage to the enemy if they would not normally, instead of physical, if they land.
Note: Useable three times, and remains active for four turns per activation. Only during this window can the +10 Chakra augmentation be done to Ronin Spiritual Kenjutsu techniques.

Declined, see note on Black Blade Flow.
Black Blade Flow approval here. Black Blade Flow dropped the passing through aspect and was changed to just deal spiritual damage.

(Rōnin Seishin Kenjutsu: Shin Kuroiha Nagashi) Ronin Spiritual Kenjutsu: True Black Blade Flow
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 to Technique Chakra)
Damage: N/A
Description: A Ronin technique created as a further extrapolation of the principles found in the Dangerous Strike technique, and based upon the Black Blade Flow technique, a spiritual shockwave that deals spiritual damage. The user can extend this effect to other Ronin Spiritual Kenjutsu techniques by adding 10 chakra its cost. Doing so causes the techniques used to take on an appearance like a calligraphy stroke, thus the name, and even simply moving the sword leaves what appears to be a trail of ink in the air. Highly offensive in nature, this aims to use Ronin Spiritual Kenjutsu techniques to do Spiritual Damage to the enemy if they would not normally, instead of physical, if they land, as spiritual wounds are harder to heal than physical ones.
Note: Useable three times, and remains active for three turns per activation. Only during this window can the +10 Chakra augmentation be done to Ronin Spiritual Kenjutsu techniques.
Note: After ending, the user cannot use for 3 turns.

Approved, added a note restricting the user after use.


(Nagareboshi) Shooting Star
Rank: S
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: An heirloom sword of masterwork quality, forged by an unknown smith from a foreign land. A katana with a silvery blade, likened to a comet's tail streaking through the night sky, the sword has a suguha style hamon, a mahogany handle, and a octagonal tsubasa that depicts a compass rose or star; the handle wrappings are black in color, and the blade has a rain-guard that depicts constellations of the northern hemisphere. The sword has its namesake from the meteoric iron from which it was forged, and has been long treasured as a family heirloom.

(Negai) Wish - Nagareboshi's treasured blade is meticulously crafted, and its superb balance helps in directing its wielders form to maximize their potential, calling to mind a guiding light handing in the sky. A masterful blade that seeks to continue its legacy, the wielder's Kenjutsu will be granted +20 damage as a passive boost while wielding Nagareboshi.

(Eien) Everlasting - As a sword that has passed through many hands over the years, Nagareboshi holds within it a storied history, and countless years of experience. Wishing to embolden its wielder with the knowledge of those who came before, Nagareboshi can grant the Kenjutsu techniques of its wielder +10 chakra passively, but the wielder must supply this chakra.

(Ryūsei) Falling Star - A silvery orb manifests at the tip of Nagareboshi and can be lobbed away by swinging the blade, where it streaks through the air like a comet. The technique has enough power to shatter stone and interact neutrally with techniques, dispelling and dispersing completely techniques it interacts with upon successful matching or overpowering; the wielder of Nagareboshi can decide if it interacts via damage or chakra upon lobbing the orb. Falling Star can be used once per turn, and is an A-Rank Kenjutsu technique, having 60 damage and 30 chakra cost base, has a range of Short-Mid, and takes a moveslot to cast.

Note: Nagareboshi's abilities to empower Kenjutsu, and the use of Falling Star, are only in effect while wielding the blade.

Declined, the Falling Star ability cannot be done. Choosing between chakra or damage interactions is too powerful to allow via customs. The rest seems fine.
Falling Star targets chakra.

(Nagareboshi) Shooting Star
Rank: S
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: An heirloom sword of masterwork quality, forged by an unknown smith from a foreign land. A katana with a silvery blade, likened to a comet's tail streaking through the night sky, the sword has a suguha style hamon, a mahogany handle, and a octagonal tsubasa that depicts a compass rose or star; the handle wrappings are black in color, and the blade has a rain-guard that depicts constellations of the northern hemisphere. The sword has its namesake from the meteoric iron from which it was forged, and has been long treasured as a family heirloom.

(Negai) Wish - Nagareboshi's treasured blade is meticulously crafted, and its superb balance helps in directing its wielders form to maximize their potential, calling to mind a guiding light handing in the sky. A masterful blade that seeks to continue its legacy, the wielder's Kenjutsu will be granted +20 damage as a passive boost while wielding Nagareboshi.

(Eien) Everlasting - As a sword that has passed through many hands over the years, Nagareboshi holds within it a storied history, and countless years of experience. Wishing to embolden its wielder with the knowledge of those who came before, Nagareboshi can grant the Kenjutsu techniques of its wielder +10 chakra passively, but the wielder must supply this chakra.

(Ryūsei) Falling Star - A silvery orb manifests at the tip of Nagareboshi and can be lobbed away by swinging the blade, where it streaks through the air like a comet. The technique has enough power to shatter stone and interact neutrally with techniques, dispelling and dispersing completely techniques it interacts with upon successful matching or overpowering; it interacts with techniques based on their chakra value. Falling Star can be used once per turn, and is an A-Rank Kenjutsu technique, having 60 damage and 30 chakra cost base, has a range of Short-Mid, and takes a moveslot to cast.

Note: Nagareboshi's abilities to empower Kenjutsu, and the use of Falling Star, are only in effect while wielding the blade.

Pending, as this reads, this is just a basic Kenjutsu CW with no advanced ability used to enhance it such as Ronin or Dokkodo. The silvery orb ability seems randomly placed though there are canons that have similar concepts. As it is a basic Kenjutsu based ability, it will not be neutral to all fields as it’s just raw/shape manipulated basic chakra. Interacting based on chakra levels could work, though I try to leave this to fields that logically utilize those mechanics and it sounds like a physically damaging blast of raw chakra from a sword ( this would not count as just a Kenjutsu and should be a Ninkenjutsu; whether it should receive pure Ken boosts is iffy, similar to the issue with some of the previous Command Arts in M.E. ) should be based on damage instead. If all of this is fine, I can make the edits and approve it now.

(Rōnin: Amenominakanushi) Rōnin: Amenominakanushi
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A Ronin Spiritual Kenjutsu technique meant to affect a wider area, rather than the typically precise area. The user will channel chakra into their blade, cloaking it in a wispy spiritual effect in much the same manner as one would for (Rōnin Seishin Ken no Jutsu) – Rōnin Spiritual Blade Technique . Once done, the user will swing their blade and release a cone-shaped shockwave that grows larger the farther away form the Ronin it travels, though they can constrict the width of this to affect a smaller area if needed; left unmodified the cone has a short-range width at short range, medium range at medium, and extends up to 20 meters away from the user. This chakra plays neutrally against all natures and fields. When striking an enemy’s technique, it will target the balance of spiritual and physical energies, disrupting it and dissipating it harmlessly upon overpowering or neutralizing it.
Note: Usable 3 times per battle with a one turn cool down in between usages.

Approved with small edits.
 
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(Aoi Katon/Inton: Hason Jigoku) Blue Fire Release/Yin Release: Corrupting Hellblaze
Type: Defensive, Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: N/A
Description: Corrupting Hellblaze is a technique unique to the Jinchuriki of the Nibi, to which the user combines its Spiritual Blue Flames and Yin Release. Utilizing the high spiritual nature of both skills, the user is capable of causing spiritual burning to other spiritual entities present; namely ones such as Hungry Ghost and its other spiritual parasite counterparts, Hands of Sloth etc. This can be performed in two ways, the first being spiritual tethers currently affecting the user, using the flames to ‘burn’ away the tether and severing its control on them. The other is more present entities like the previously mentioned Hands of Sloth, but the unique thing about this burning is once it does this - the user’s own Yin Release energy forcefully takes over the opposing technique. In simpler terms, the spiritual flames seek to burn the opponent’s chakra within while also forcefully taking control over it. In the case of tethers, the user will reflect the parasite and its effects back at the opponent while others will become ablaze with the Spiritual Blue Flames, appearing more ghastly. In the case of non tethering entities, the technique stolen gains an additional +20 DMG increase as a result as well, though it must be inherently offensive in order to gain this. This only works on techniques of 70 chakra and below, but can only affect spiritual based techniques while other physical techniques cannot be targeted. Can only be used twice per battle, with a cool down of three turns after use, while leaving the user unable to use Blue Fire Release nor Yin Release above A Rank for two turns after use. This technique’s control persists for as long as the entity is capable of.

Approved, note that Burn Heal and other abilities don’t apply with this when tethers are rebounded back. Just Spiritual Flames and the original tether.
Referenced Technique in Quote Above.

(Aoi Katon/Inton: Yōkai ) Blue Fire Release/Yin Release: Strange Apparition
Type: Defensive, Offensive
Rank: S
Range: Short - Long
Chakra: 60 ( -20 Per Turn)
Damage: 120
Description: Yōkai is a technique derived from "Blue Fire Release/Yin Release: Corrupting Hellblaze; borrowing on the concept of merging high amounts of Yin Energy into the Spiritual Blue Flames. What causes this technique to differ from its parent technique is applying the principles presented to the physique of the Jinchuriki instead. By surging the chakra throughout the body, the user immediately turns themselves into an embodiment of the mixture. This comes with some immediate benefits, as the user is no longer physically present and now in a spiritual flaming state, chakraless taijutsu techniques would simply pass through the user's form, gifting them complete immunity though of course. Their bodies are akin to being weightless as well, allowing them to move a twice their base speed and lastly, providing the ability to harm targets as well. Anyone who passes through the user's form will be inflicted immediately with a high amount of spiritual damage, while also applying the "Burn Heal" to them, though targeted to their spiritual side instead as it burns away at it. This form naturally lasts three turns, in which the user is only capable of using Blue Fire Release, Yin Release, Fire Release and other non elemental based techniques. Other chakra fueled techniques are capable of interacting with the user, though due to the defensive nature of the form as well, it will continue to defend against techniques until it naturally weakens to the point that it forces the user to transform back to normal ( i.e 120 vs 100, leaving the user unharmed but weakening the form's power to 100 afterwards etc). Once the technique ends, be willingly or not forces a cooldown time of three turns before being able to be used again, though in that same timeframe leaves the user unable to use Yin Release and Spiritual Blue Fire of S Rank and above.

Declined: Techniques that normally interact with you while you are transformed into blue fire should still damage you FYI. If you are turning yourself into an element, it shouldn't work on a damage shaving basis. The restrictions you put on this technique are also very shallow. Yeah you can't use this for three turns, but you only restrict yourself to A rank and below Blue Fire and Yin techniques which really isn't much based on how powerful you want this technique to be. The speed increase is also a no. - Daemon

( Yoton: Jaaku Amu ) Yang Release: Wicked Weaves
Type: Offensive, Defensive, Supplementary
Rank: B
Range: Short (Hair Reach), Short - Long (Releasing Ranged Techniques)
Chakra: 40 (-20 per turn)
Damage: 80
Description: Wicked Weaves is a unique technique; based on the concept of kunochi infusing chakra into their hair in order to weaponize it in combat. What makes this different from other techniques including Wild Lion's Mane Technique is through the infusion of Yang energy into the hair, it allows them to weaponize it to an even higher degree. Once active, the user’s hair harden’s enough to become more akin to a sword’s durability, but can be shaped into any form the user desires without costing a move, ranging from fists or legs to form Taijutsu, or even other weapons to perform Bukijutsu or Kenjutsu. One thing however is that it cannot be detached from the user, or else the chakra supplying it will be stripped from it and simply fall useless on the ground. The user also at the cost of a move directly strikes with the empowered hair, allowing them to deal 80 physical damage to the opponent. Due to the Yang energy flowing through the user’s hair, the constructs exhibit a level of sentience, allowing it to strike freely on behalf of its user without them needing to command it. And last but not least, Wicked Weaves also has a passive usage for half its chakra cost, but allows the user to lengthen, shorten or even change the color of their hair and its style aesthetically. Wicked Weaves can be posted within a user's biography allowing them to apply the passive application of this technique without taking up a technique usage. This can only be used thrice per battle, lasting three turns, to which once deactivated cannot be used for two turns afterwards. Can only be used by kunoichi (Female Shinobi).

Approved with edits Made - Daemon

( Inton: Varukirian Busou ) Yin Release: Valkyrian Armaments

Type: Offensive, Defensive, Supplementary
Rank: B - S
Range: Short
Chakra: 40 - 60
Damage: 80 - 120
Description: Valkyrian Armaments is a basic technique that takes the application of Yin Energy, morphing it into forms of weapons. The user kneads their chakra within the palms of their hands after making the needed hand seals, which then immediately allows an armament of their choice to form made of highly energized yet condensed energy. It’s pitch black in coloration signifying the Yin energy its composed of - though in reality they are solid in form, allowing the user to physically strike targets. These can range from bladed weapons, to blunt weapons and even defensive ones such as shields, giving the warrior a wide variety to work with. Unlike most Yin Release techniques, this one doesn’t carry any unique applications, simply working as a powerful tool generating jutsu. B Rank requires two hand seals, A Rank Requires three while S Rank requires four. B Rank can be used four times per battle, A Rank Thrice and S Rank Twice but Valkyrian Armaments can only be used a total of thrice per battle, regardless of rank used. The armament of choice naturally lasts up to three turns regardless of rank used, and can be used for Bukijutsu, Kenjutsu and Taijutsu etc, which in those cases - the damage of the technique used through this gains an additional +20 DMG or the user at the cost of a move slot (excluding at the initial formation of the armament, which doesn’t cost a move slot) can physically strike with the armament of choice dealing damage according to its rank. A Rank usage, after it ends, causes this technique to go on a cool down period of three turns while S Rank usage causes a four turn cooldown period while also no Yin Release Techniques above A Rank can be used for two turns after deactivation.

Declined: No arbitrary damage boost on techniques when used through this. You also won't be using this to replace the damage on a Taijutsu/Kenjutsu/Bukijutsu technique with the damage on Valkyrian under any circumstances. - Daemon
( Inton: Varukirian Busou ) Yin Release: Valkyrian Armaments
Type: Offensive, Defensive, Supplementary
Rank: B - S
Range: Short
Chakra: 40 - 60 (-20 per turn)
Damage: 80 - 120
Description: Valkyrian Armaments is a basic technique that takes the application of Yin Energy, morphing it into forms of weapons. The user kneads their chakra within the palms of their hands after making the needed hand seals, which then immediately allows an armament of their choice to form made of highly energized yet condensed energy. It’s pitch black in coloration signifying the Yin energy its composed of - though in reality they are solid in form, allowing the user to physically strike targets. These can range from bladed weapons, to blunt weapons and even defensive ones such as shields, giving the warrior a wide variety to work with. Unlike most Yin Release techniques, this one doesn’t carry any unique applications, simply working as a powerful tool generating jutsu. B Rank requires two hand seals, A Rank Requires three while S Rank requires four. B Rank can be used four times per battle, A Rank Thrice and S Rank Twice but Valkyrian Armaments can only be used a total of thrice per battle, regardless of rank used. The armament of choice naturally lasts up to three turns regardless of rank used, and can be used for Bukijutsu, Kenjutsu and Taijutsu etc or can simply use the weapon itself to physically strike, dealing damage based on the rank used. A Rank usage, after it ends, causes this technique to go on a cool down period of three turns while S Rank usage causes a four turn cooldown period while also no Yin Release Techniques above A Rank can be used for two turns after deactivation.

Approved - Daemon

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

Approved

(Meiton/Inton: Maredikutamu ) Dark Release/Yin Release: Maledictum
Type: Supplementary
Rank: S
Range: Short (Absorption), Short - Long (Parasite Range)
Chakra: 70
Damage: N/A
Description: Based on the core principles of dark release’s absorbing – this technique seeks to take it beyond normal. Upon a foreign technique coming within a short range of the user, they will utilize their dark marks on their palms but infusing it with Yin based energy. This causes the absorbing process of Dark Release to be altered, causing it to forgo its normal strengths and weaknesses, causing it to be created as neutral regardless of the elemental nature or composition of the foreign technique. Upon absorbing the technique into their marks, it triggers the second part of this technique. The absorption of the opposing technique, a spiritual parasite is released via an established spiritual tethering. This process cannot be blocked or prevent unless done via Yin, Yin – Yang, or Senjutsu based defenses. much like with Hungry Ghost. Upon the parasite attaching to the opponent, it functionally remains dormant until certain triggers are tripped. This is when the opponent utilizes anything with chakra, the parasite while then responds in kind. It would begin to sap away chakra from the opposing technique, so much so that it loses one rank in damage and chakra. While this is happening, the chakra it siphons doesn’t go to waste but rather through the spiritual tether, it connects itself to the user’s dark mark, feeding the chakra into the user’s mark for future use. The technique siphons a total of -20 chakra per technique, immediately sending it back to its host. Triggering the parasite doesn’t cost a move slot, with it lingering on the target for three turns before naturally fading away. This technique can only be used twice per battle, leaving them unable to use Dark Release and Yin Release above A rank in the same and next turn, while in the turn the parasite prematurely or naturally ends, the user is unable to perform Dark and Yin Release S rank and above for two turns. The parasite can be removed through the use of Yin, Yang or Yin –Yang and Senjutsu full-body surges of the same chakra amount. Technique absorbs techniques 70 chakra and below.

Declined due to Customs ban - Daemon

(Genshi Kage: Saabanto no Yami)Primordial Shadow Arts: Servant of Darkness
Type:
Offensive, Defensive
Rank:
F
Range: Short – Long
Chakra: 70
Damage:
80
Description: Through the formation of four hand seals, the user infuses Yin energy into their shadow, existing shadows in the area (not including the opponents) or with the shadows underground. What this causes is the shadow to respond in kind, becoming animated into a physical form. This physical form is a shadowy familiar, which for cosmetic purposes can appear in anymore – namely demonic creatures. Its size would be easily between one to eight meters tall but can change this passively as it sees fit. The shadow inherently has more yin energy infused into it, causing it to gain immense absorbing properties – so much so that when it makes contact with opposing chakra, it employs certain features. This familiar forcefully absorbs foreign chakra from techniques coming into contact with it – simply absorbing it and adapting it into its shadowy body. This absorption comes at the cost of a move slot, though it doesn’t count if created and immediately absorbing an opposing technique within the same time frame slot. Due to its lightweight body, it moves at x2 the user’s base speed – and is capable of physically striking the opponent with tendril-like formations from its body or by creating shadowy weapons. It also has the properties of Shadow Imitation applied to it, causing it to paralyze the opponent in place, allowing the user to control their movements via the shadow familiar’s own movement. Last but not least, the shadow is capable of merging into the ground via the darkness under the surface or existing other shadows in order to travel and avoid things if needed, though this costs a move each time as well. This can only be performed twice per battle, lasting three turns each. Utilizing the shadow imitation like effect on the targets requires them to pay a chakra cost of double this technique’s own and a move slot in order to physical break free. While in use, the user cannot use any non-elemental ninjutsu (aside Nara Clan Techniques) , Yang Release, or Yin-Yang Release techniques. When the familiar expires, the user is unable to use Yin Release for a single turn thereafter. The shadow familiar when avoiding techniques, cannot resurface within a short range of the target unless the user is already within said range. Due to the infusion of Yin, this technique is neutral to elemental natures as well.

Declined; Due to Customs ban - Daemon

(Genshi Kage: Kuraun no Ereshu ) Primordial Shadow Arts: Eresh’s Crown

Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 70 (- 20 Per Turn)
Damage: N/A
Description: Through the infusion of Yang Energy into one’s shadow techniques, the user is capable of bolstering its power. After the weaving of three hand seals, the shadow techniques utilized by the user are enhanced, becoming more physically refined and empowered – granting an additional increase in damage by +30. This also increases the speed of the shadow technique, being granted a speed boost of x3, with an introduction of sentience. Due to the user’s already vast connection to their shadow, this sensory link is immediately enhanced with the shadow having; while temporary, form of sentience those allowing it to relay information back to its host. This technique can be sustained for as long as the user needs (max three turns), however, this comes at a cost. This causes the user to remain locked into their specialties, Nara clan-related techniques, and elemental ninjutsu while sustained, preventing the use of other areas. It can only be used twice per battle, lasting three turns each time. After deactivation, the technique goes on a cooldown of three turns before being capable of utilization again while being unable to use Nara Clan nor Yang Techniques above A rank in the turn it ends . Sustaining it costs a move slot per turn as well while being rendered neutral to basic elemental natures and can be triggered in the same timeframe as a Nara clan technique.

Declined. How does giving physical energy to a shadow make it faster?
Renaming "Sunlight Forger" into:

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

-Update Declined- Daemon said updating a technique just to change the name isn't gonna be allowed anymore.
 
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Urda

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(Yōton Rabāmassurumasu) - Lava Style: Rubber Muscle Mass
Rank: S
Type: Offensive, Defensive, Supplementary
Chakra: 40
Damage: 80
Description: Yōton Rabāmassurumasu is a ninjutsu that utilizes the Lava Element to create a shield of rubber. Kneading lava chakra inside the body and then unleashing it all at once causes the rubber to instantly wrap around the user's outer surface of their body similar to armor - albeit in stages.

Niō Form
In the first stage, known as "Ni Form," the user is clad in a rubber-like suit, pumping chakra into the Jutsu to sustain it, at the expense of draining the user's chakra reserves [consumes -10 Chakra Points per Turn] or until canceled. Because it was made of rubber, its properties include extreme durability, damage/high resistance, and elasticity. Those rubber-specific applications render Tajutsu of [C-rank and Below] ineffective as it absorbs the impact and resistant to [A-rank and Below] Fire, Earth, Wind and Water Style Jutsu - unharmed by the flames, not impacted by the earth, not carried away by the weight/pressure of water, and not affected by the cutting power of the wind. Due to its more polished and thinner look, the body is modified to be made lighter allowing for the user to show off its elastic capabilities allowing for the speed of their Taijutsu movements to accelerate, increasing their base speed by 1 rank. Despite its speed increased, the body is coated in rubber allowing for more devasting blows as the rubber is compressed making for attacks stronger, increasing the user's Taijutsu strength by [+10].

Kongōrikishi Form
The second stage, known as "Kongrikishi" Form, or Hercules, is the "Ultimate Defense," with the user wrapped in a thousand layers of bamboo-shaped rubber, resembling muscle fibers. The Nio form is strengthened by clapping their palms together, and it passively appears bulky and massive in size, covering the entire body of the user. This heightened strength becomes taxing on the chakra [consuming -20 Chakra Points per Turn] yet boosts [+20] strength to all Taijutsu strikes, however, at the expense of the user's speed reduce by 1 rank. Extreme strength, incredible durability, and enhanced resistance are all increased, pushing the human limits to the limit. With its strength reaching new heights, the massive arm(s) is propelled by the use of elasticity delivering [A-rank] Damage, resulting in bone-shattering when it impacts the opponent or crumbles earth when smashing into [A-rank and Below] Earth Style Jutsu. When the user strikes, an incredibly powerful punch produces an A-rank shockwave that spans up to mid-range in unidirectional, sending the opponent flying. The shockwave can counter against [C-Rank and Below] Wind, Water, Lightning Style Jutsu. (Counts towards the 3-move)

Dubbed the "Ultimate Defense," it is Impregnable to physical harm of [B-rank and Below] Taijutsu by absorbing the impact and [A-rank and below] Fire, Earth, Wind, and Water Style Jutsu: resistant against flames, earth has no impact, and able to withstand the pressure/weight of water and cutting power of the wind. Its weakness is still Lightning Release, in which the electricity can rip through its defenses. Nevertheless, countering this one weakness, the user can amplify the technique, creating a bundle of rubber that swells into a cocoon that fortifies the whole body for [1 S-rank Lightning Jutsu] attack - leaving the user stationary after taking the brute of the attack. Although, the risk is the Lava Style: Rubber Muscle Mass Jutsu ends as the user takes too much damage. (Last 5 Turns or until Cancelled by the user) (Counts towards the 3-move)
Note: Only usable by Dodai and Rubber Custom Biography's

~ A 1 Turn Cooldown is a condition before using this technique again.
~ While this form is active, the user can perform Lava, Fire, and Earth Style Jutsu up to [A-rank and Below].

-Declined- Make the speed values flat numbers not rank based, also that part about defending against S rank lightning has to go, it's ignoring the strengths and weaknesses of the element and this techniques rank.



New Submission:

(Fuuinjutsu Chōjū Giga: Hyakki Yakō) - Sealing Art Super God Imitating Drawing: Night Parade of One Hundred Demons
Rank: A/S
Type: Attack, Defense Supplementary
Range: Short-Long
Chakra: 30/40 (-10 per turn)
Damage: 60/80
Description: A variation of Super God Imitating Drawing, ultimate ink ninjutsu calling forth demonic spawns of hell is created with a stroke of the brush. A hole in the heart or feeling of despair fills the scroll and the horde of demons such as lizardmen, tusk beasts, hybrid animals, insects, etc. are animated on the battlefield. A swarm of unholy creatures swarms the surrounding field, dealing physical damage to the opponent. The technique conceals a sinister ability as sealing power imbues the creations as they approach or make contact with the opponent, secreting them with ink. The creation burst, reverting to ink form and splattering ink on them, sealing the opponent's movements. The battlefield can be painted with ink to also stop the opponent's movements (lasting 1 turn before disappearing) or the user can [passively] reform their bodies to perform other Ink Jutsu. S-rank Version of the technique allows the user to spill a jar of ink that overflows on the battlefield like an ocean. With additional chakra (-20 per turn), the ocean of ink can be manipulated with a wave of the user's hand to ensnare the opponent. A swarm of demons appears with their physical forms made of ink as they gather to surround and envelop the opponent, paralyzing them. Four giant ogre-like monsters carrying club weapons made of ink leap from the ocean of ink to slam into the opponent causing massive damage - leaving a small crater on impact.

~ The technique remains on the battle as long as the user has chakra to fuel it or cancel it.
~ It has a 1 turn cooldown between usage with the A-rank and S-rank counting towards the 3-moves once activated.
~ Cannot perform S-rank techniques while this technique is active.
~ Only Ink Jutsu can be used while performing this technique.

-Declined- Why does this reference sealing opponents and paralyzing them but no real limitations, also you can't passively keep this activated forever and reform the creations forever with no limitations.

Fuuin Yōton: Gom Kinoko Jinja - Sealing Lava Style: Rubber Mushroom Shrine
Rank: A
Range: Short/Mid
Type: Supplementary
Chakra: 30
Damage: 60
Description: When chakra is kneaded into rubber and made contact with the opponent or channeled through the earth, mushroom-shaped rubber appears on the surface of the opponent's skin like hives. It is affixed to the opponent's body and cannot be removed with force. Imbued with sealing powers of absorption, it saps the chakra, causing it to grow faster, blooming into a monster-like mushroom that crushes the opponent's body.

-Declined- What? This is vague as hell lol, definitely no to the "can't be removed with force" part as for the rest, how much chakra? How quickly does it grow?

(Yōton Rabāmassurumasu) - Lava Style: Rubber Muscle Mass
Rank: S
Type: Offensive, Defensive, Supplementary
Chakra: 40
Damage: 80
Description: Yōton Rabāmassurumasu is a ninjutsu that utilizes the Lava Element to create a shield of rubber. Kneading lava chakra inside the body and then unleashing it all at once causes the rubber to instantly wrap around the user's outer surface of their body similar to armor - build up into 2 stages.

Niō Form
In the first stage, known as "Ni Form," the user is clad in a rubber-like suit, pumping chakra into the Jutsu to sustain it, at the expense of draining the user's chakra reserves [consumes -10 Chakra Points per Turn] or until canceled. Because it was made of rubber, its properties include extreme durability, damage/high resistance, and elasticity. Those rubber-specific applications render Tajutsu of [B-rank and Below] ineffective as it absorbs the impact and is resistant to [A-rank and Below] Fire, Earth, Wind, and Water Style Jutsu - unharmed by the flames, not impacted by the earth, not carried away by the weight/pressure of water, and not affected by the cutting power of the wind. Due to its more polished and thinner look, the body is modified to be made lighter allowing for the user to show off its elastic capabilities allowing for the speed of their Taijutsu movements to accelerate, increasing their speed by x2. Despite its speed increased, the body is coated in rubber allowing for more devasting blows as the rubber is compressed making for attacks stronger, increasing the user's Taijutsu strength by [+20].

Kongōrikishi Form
The second stage, known as "Kongrikishi" Form, or Hercules, is the "Ultimate Defense," with the user wrapped in a thousand layers of bamboo-shaped rubber, resembling muscle fibers. The Nio form is strengthened by clapping their palms together, and it passively appears bulky and massive in size, covering the entire body of the user. This heightened strength becomes taxing on the chakra [consuming -20 Chakra Points per Turn] yet boosts [+30] strength to all Taijutsu strikes, however, at the expense of the user's speed. Extreme strength, incredible durability, and enhanced resistance are all increased, pushing the human limits to the limit. With its strength reaching new heights, the massive arm(s) is propelled by the use of elasticity delivering [A-rank] Damage, resulting in bone-shattering when it impacts the opponent or crumbles earth when smashing into [A-rank and Below] Earth Style Jutsu. When the user strikes, an incredibly powerful punch produces an A-rank shockwave that spans up to mid-range in unidirectional, sending the opponent flying. The shockwave can counter against [C-Rank and Below] Wind, Water, Lightning Style Jutsu. (Counts towards the 3-move)

Dubbed the "Ultimate Defense," it is Impregnable to physical harm of [A-rank and Below] Taijutsu by absorbing the impact and [A-rank and below] Fire, Earth, Wind, and Water Style Jutsu: resistant against flames, earth has no impact, and able to withstand the pressure/weight of water and cutting power of the wind. (Last 5 Turns or until Cancelled by the user) (Counts towards the 3-move)
Note: Only usable by Dodai and Rubber Custom Biography's

~ A 1 Turn Cooldown is a condition before using this technique again.
~ While this form is active, the user can perform Lava, Fire, and Earth Style Jutsu up to [A-rank and Below].

-Declined- its getting closer to being approved, the wording needs clearing up and it needs restrictions. Also if the second form has a 30 damage boost its gonna need proper drawbacks not just implied speed loss.



Fuuin Yōton: Gom Kinoko Jinja - Sealing Lava Style: Rubber Mushroom Shrine

Rank: A
Range: Short/Mid
Type: Supplementary, Offensive
Chakra: 30
Damage: 60
Description: The user kneads chakra into their hand and turns it into rubber, either when making physical contact with the opponent; or the user places their palm on the earth and channels the rubber underground link to a rubber cord up to mid-range and makes contact with the opponent below. The rubber affix and appears on the opponent's body as mushroom-shaped the size of a 1-inch screw. Imbued with sealing powers of absorption, it saps the chakra [-100 Chakra Points] of the opponent, causing it to grow faster over 1-Turn - clumping onto the surface of the opponent's skin-like hives, which bloom into a monster-like mushroom (the size of a tree) that crushes the opponent's body.

-Declined- this is still a little unclear, so the rubber becomes affixed thats fine, that does or doesn't cause damage? Is the damage of this jutsu only caused once the giant rubber mushroom crushes them? Also where are the restrictions?
 
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Negative Knight

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(Fuuin/Meiton: Kishou no Nai) - Sealing/Dark Release: Insignia of the Fallen
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: Through his knowledge of Fuuinjutsu and Dark Release, the user will create replicas of the dark marks on anything they touch or are already in contact with (e.g. their clothes) without moving. For example, these marks could be applied to a handheld weapon in the user’s grasp or to the soles of the user’s shoes. The dark marks will work exactly the same way as the originals and the user will be capable of using all types of Dark Release techniques from them. The marks can be activated remotely and so the user could throw a kunai with a dark mark applied towards the opponent then activate a technique like 'Inhaling Maw' from a distance. The user will still have to abide by all of the restrictions and limitations of the technique when used in this way. For example, the mark will have to be within short-range of a technique/attack to perform certain absorption-type techniques. As dark marks are essentially "portals" to a separate space/dimension that can contain a virtually infinite amount of energy/chakra, techniques absorbed by these replica marks will enable the user's main body to use release-type techniques. Following this same logic, the user can use release-type technique from any of these replica dark marks after one of them or one of the originals performs an absorption.

Note: Can create up to two dark marks per use and have up to four dark marks active at a time
Note: Can only be used five times per battle and must be within mid range of these seals for them to work.
Custom based on the above. Approved here - Link

(Fūinjutsu/Meiton: Kuro no Bara) - Sealing/Dark Release: The Black Rose
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: Through their knowledge of Fūinjutsu and Dark Release, the user will create replicas of their dark marks on anything they touch or are already in contact with (e.g. their clothes) without moving. For example, these marks could be applied to a handheld weapon in their grasp, the user's armour or to the soles of the user’s shoes. Dark marks created in this technique function identically to the originals with one exception. Dark Release techniques utilized from these seals will absorb jutsu and chakra directly into this seal rather than the 'separate space/dimension' used by other Dark marks. As the method of absorption is still accomplished through Dark Release, this will not change strengths and weaknesses of absorption jutsu utilized through these marks. This merely changes the method of containment. Chakra and techniques will instead be stored within this seal rather than being transported to a separate space. The user will be capable of using all types of Dark Release techniques from these replica marks.

Note: Can create up to two dark marks per use and have up to four dark marks active at a time
Note: Can only be used four times per battle and must be within mid-range of these seals to use techniques from them
Note: The user cannot have Insignia of the Fallen active at the same time

-Declined- Discussed this with Chris and he said that moving forward customs like this that make replica or variants of dark marks won't be allowed regardless of what was allowed in the past.
 
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(Uzumaki Fuuinjutsu: Atarashī Chikyū) - Uzumaki Sealing Arts: New Earth
Type: Offensive/Defensive/Supplementary
Rank: D-A
Range: Short-Long
Chakra: 10-60 (+10 per rank)
Damage: N/A
Description: The user will focus chakra in both hands and place them adjacent to each other to create a mini cubic barrier between their hands. The barrier is light pink in color. The purpose the barrier serves is to suck up and capture an elemental technique shot at the user akin to adsorption. After the technique or element has been sucked up into this cube, the user will then point their hands downward and send the cube containing the element into the ground or whatever surface is beneath them, if there is one. The cube will then release the element and terraform the terrain, able to harm everything in its vicinity including the user. This can be compared to a volcano erupting but in the specific element captured. The ground fills with the element like a pond is filled with water. Due to the mixing of chakras between the user of this technique and assailant, neither ninja can use this as a source for an element nor is either immune to the physical effects of whatever the element is capable of. Both user are capable of being burned, electrocuted, cut, etc. This technique is able to capture techniques of the same rank, with each rank costing the user an additional 10 chakra. Ex: D rank = 20, C rank =35, B rank = 50, and A rank = 70.

Useable twice per battle with a two turn turn cool down after ending
Lasts three turns before the terrain turns completely back into its original state
Usable only by Uzumaki

-Declined- this one needs to be better explained, you say its mixing chakra and that means it can't be used as a source but the description of what you're doing sounds like you're just sealing their jutsu and then releasing it to change the terrain. Also ten chakra is the maximum you can boost. Finally you probably don't need the 3 turn duration it doesn't make much sense that the terrain would just revert for no reason.

(Uzumakijutsu: Uzushiogakure no Gādian) Uzumaki Arts: Guardian of Uzushiogakure
Type: Supplementary
Rank: N/A
Range: Short (user)
Chakra: 100 (-20 per turn)
Damage: N/A
Description: A hidden and powerful technique amongst the Uzumaki clan, the user will concentrate their will and chakra and protrude five chakra chains through their back but around their tailbone akin to having several tails. These chain tails, while active, can be used for many things such as bukijutsu techniques or to defensively envelope the user once per turn to negate A rank and below damage. They also reach up to long range. While this technique is active, the user bolsters a boost to their speed as their sheer stamina arises in the form of a times two speed increase. The user also can use all fuuinjutsu with spending 10 less chakra as well as being able to seal an extra 10 chakra than stated in the technique. The chakra chains are able to place kanji upon contact with an object or surface to perform fuuinjutsu related techniques without the user having to do so, which is the bread and butter of this technique. However, while this technique is active, the user can use the regular chakra chains variant both spiritual and physical however at a +20 chakra cost, making this technique taxing as a whole. They can only use the A rank defense once per turn as well as it counting towards a technique used that turn. Placing a kanji with the chakra chains is free but the fuuinjutsu performed is not and costs a technique used in that turn.

Technique lasts for four turns and cannot use along side a mode or state, etc.
Usable twice per battle
Usable only by Uzumaki bios

-Declined- so there's a lotta issues with this I'll try to cover them all briefly. Firstly the chakra cost is far to high, being 100. Secondly this giving a speed boost makes no sense, neither does it giving a boost to sealing proficiency. Also the boost to regular chakra chains is above whats allowed, its written like a mode but without much explanation as to why it would boost you at all, or why having some chains out already would then boost the generic chakra chains.

(Uzumaki Fuuinjutsu: Enajetikkutappu) - Uzumaki Sealing Arts: Energetic Tap
Type: Supplementary
Rank: D-S
Range: N/A
Chakra: 10-40
Damage: N/A
Description: Using their chakra chain(s), the user will form a kanji on one of them and through the tap of their chain (akin to whipping it like a Chinese chain whip) on said technique, object, etc. the user is able to seal away the threat, item, etc. in that chakra chain. Whatever was sealed could be released at a later time for whatever reason, free of charge however the technique is meant to seal said item for good as well as once the chain in question is gone, it is lost forever (that match, not actually forever). The user can seal up to an additional 10 chakra per rank at the expense of their own 10 chakra. Ex: D rank = 20, C rank = 25, B rank = 30, A rank = 40, S rank = 50.

S rank version can be used twice per battle, A rank version three times
Usable only by Uzumaki bios

-Declined- chakra can only be boosted by ten total in regards to sealing total so that last note about extra chakra is a no.
 
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Geezus

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Fuinjutsu / Jujutsu: Hiketsu no Jiko | Sealing / Curse Technique: Rejection of Self
Rank:
A
Type: Supplementary
Range: Self
Chakra: 30
Damage: 5 Spiritual Damage to User Per Turn
Description: Drawing the Jashin symbol on their body in their own blood while uttering a prayer to Lord Jashin for a good kill, the technique forcibly activates its properties to "lock away thy self" while the user assumes their Grim-Reaper like appearance with black skin and white skeletal markings. The symbol, representing the essence of Jashin, acts as a seal that completes this task, removing empathy, sympathy, compassion, and any other "useless" emotions. To be precise, it seals away the user's personality and replaces it with the "Way of Jashin" ensuring a "good" kill. This stems from the Jashinist's personal belief that each individual is their own god, embodying Jashin not just in spirit or nature, but essence. When active, it empowers the user and their Curse Techniques, removing the normal limitations of Jashinist Techniques that requires the user or targets to be within a Jashin Prayer Circle to create and maintain a spiritual link between the target and user. The user is able to freely keep and establish a spiritual link with a sacrifice whose blood they've ingested allowing for more versatility when offering the sacrifice to Lord Jashin. However, this transformation is not without its cost. The seal, while actively negating the user's emotions, also cannibalizes the restricted figure; the longer it is active, the more it eats away at the user's personality and spirit. Essentially, it consumes pieces of user's essence, returning an individual that is less and less like the individual who activated it and thus it inflicts spiritual damage for every turn it is active in exchange. Moreover, since the Jashin Symbol on the body is formed from the user's own blood, it will gradually dissipate over the duration of a battle, returning the user to their normal appearance and intuitions, albeit with the aforementioned cost to the psyche.
  • Note: The technique lasts a maximum of five turns per use and may only be utilized twice per battle with a two turn cool down between uses.
  • Note: This technique may act as a body seal, posted to the user's biography, and can be set to trigger at the beginning of battle or when necessary.
-Declined- Jashin customs that subvert the need for a prayer circle won't be allowed, also Chris mentioned this already but don't just make up head canon lore for Jashinism.

Jujutsu: Outekkō | Curse Technique: Fool's Gold
Rank
: Forbidden
Type: Supplementary
Range: N/A
Chakra: 50
Damage: N/A
Description: Fool's Gold is the name of the curse technique framed as a sacrificial ritual that sees the Jashinisit utilizing a sacrifice which could be an opponent or ally they have deemed worthy of being a vassal to spreading the Way of Jashin to thine neighbors. This Jashinist Technique shares it roots, with the basic Transformation Jutsu and Shadow Clone techniques, albeit with more sinister twist. Upon consuming and ingesting the blood of a designated target, the Jashinist can utilize this technique for one of two purposes. The first is perfect replication, nay embodiment. After consuming the blood of the individual and activating this jutsu while the target and user are both within the confines of a Jashin Prayer Circle, the user seemingly becomes the target down to the most minute detail. This includes blood type, summons, appearance, abilities, personality, and even their quirks/idiosyncrasies. In other words, they become the victim, taking their place after disposing of them. Placed side by side, the user and victim become indistinguishable even to dōjutsu such as the Byakugan. This is done because the consumed blood contains a piece of the victim's essence, one that is assimilated into the body and rapidly reproduced until they are them. Alternatively, the user may reverse the process upon establishing the spiritual link through blood ingestion, the user can choose to forcibly convert the target into a perfect replica of the user. Those who interact with the target remain none the wiser to the transformation, while the original is able to collect the information and knowledge the "replica" gathers. They're only revealed to not be the user if the user severs the connection (dispelling the transformation), the user is removed from the Jashin Prayer Circle, or if the sacrifice is defeated/killed.
  • Note: The transformation only lasts a maximum of three turns, although, the user can refresh the cooldown if they consume another portion of the sacrifice's blood.
-Declined- something like this isn't within the realm of what jashin customs could achieve it would probably require custom kinjutsu if it was possible at all.

Jujutsu: Seishin Dōchō | Curse Technique: Heart's Alignment
Rank
: Forbidden
Type: Supplementary
Range: N/A
Chakra: 50
Damage: N/A
Description: Upon successfully obtaining the blood of the target and consuming it within the confines of a Jashin Prayer Circle, the user makes use of the spiritual link for a purpose differing from the destructive or replicating purposes of other techniques. Instead, this technique makes the opponent a devout follower of the user. The spiritual link established actively mobilizes to sway the opponent to the user's point of view, removing their inhibitions to the user cause and objectives while reframing it in a way that the victim can empathize with, taking pieces of their own viewpoints to rectify this. Eventually, the opponent will become loyal "dogs" that work tirelessly to make the user's ambitions come to fruition. The target may only speak in terms reserved for devout worshippers, with their actions only solidifying this depiction. However, while powerful, this method is not perfect; in order to maintain them, the user must continue to consume their blood on a regular basis. Otherwise, they will return to their previous inhibitions, admiration fading before turning to disgust, rendering them enemies once more.
  • Note: Only usable once per target, per arc and will only last for a maximum of one arc, the user must consume the afflicted target's blood once per week in order to maintain the connection.
-Declined- this infringes on the children of tiamats Amino-Geis and yin release and its way out of the realm of jashin abilities.
 
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Arthorius

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(Kaen Kakkusei Iden: Hakunetsu no yōsai) – Atavistic Flame: Incandescent Fortification
Type: Offensive, Supplementary
Rank: S
Range: Self
Chakra: N/A
Damage: N/A (+30/+40 damage to chakra-less Taijutsu/Kenjutsu/Bukijutsu)
Description: Incandescent Fortification is a refinement of the basic atavistic flame ability, Glowing Fists. Much like the original this is a physical based Atavistic Flame technique developed to supplement the user’s physical attacks, unlike the original however this technique will generate a form fitting mobile aura of atavistic flame that will coat the entire body, causing the user to have a burning golden glow. This aura will extend to objects held by the user should they wish, allowing it to coat weapons. This allows the user to empower both taijutsu and bukijutsu provided it doesn't contain chakra. Representing the mastery of Atavistic Flames carried by grandmasters, they can apply this boost to touch based healing abilities at 50% value, allowing them to boost touch based healing abilities of any kind by 20 points additionally it will enhance their atavistic flame healing by 20 points regardless of touch based or ranged as long as they originate from the users body.

Note: This enhancement lasts for four turns, consuming 10 spiritual health each turn and restoring 10 every turn after it's ended for two turns, restoring 20 total.
Note: When used by master level Atavistic flame users it provides a 30 boost, grandmasters are boosted by 40.
Note: May only be used thrice per battle.

Declined. Grandmasters can't achieve a 40 damage boost through normal customs, especially with no drawbacks and also applying to their healing techniques.

(Kaen Kakkusei Iden: Kusubutte iru tane) – Atavistic Flame: Smouldering Seeds
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: N/A
Damage: Dependant
Description: Smouldering Seeds is a technique utilized within the same timeframe of another Atavistic flame technique, the technique will be injected with miniscule seeds of Atavistic flame aimed to grow and erupt in the following turn, these seeds are scattered when the technique they're implanted in is used and thus only works on ranged atavistic flame techniques. Once scattered the seeds will embed all over the terrain covering a range determined by the technique they're implanted in also, with a mid range technique casting them up to mid range. During the following turn these seeds will erupt covering the terrain in roaring flames, the user can assign who they view as enemies or allies, in the case of enemies they will be subject to half the damage of the technique that initially carried the seeds while allies will be receive spiritual healing of that amount. For example if the initial technique was 100 damage then 50 damage will be carried by the seeds.

Note: Implanting seeds within a technique will consume 10 spiritual health from the user which will not recover.
Note: May only be used by masters and grandmasters of Atavistic Flame
Note: May only be used four times per battle.

Approved

(Kaen Kakkusei Iden: Hi o tōshite shizen wa umarekawaru) – Atavistic Flame: Igne natura renovatur integra
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 20/30
Description: This technique is activated in the same timeframe as any of the will to survive variants and is only capable of being used during will to survive, upon activation a short range radius will be engulfed in Atavistic flames that fall from the users body freely, these flames will bolster any ally within them and harm any foe as determined by the user, Igniting those touched the flames will cause 20 damage or healing per turn or 30 when used by grandmasters. These flames behave like napalm sticking to those afflicted and must be removed using a suitable counter. The flames will continue to spill from the user covering a short range radius around them constantly even as they move and will persist for as long as the user remains in will to survive.

Note: This technique will cause an increased strain on the users reserves, draining 15/20 per turn dependant on the user being a master or grandmaster with the latter incurring a higher cost.
Note: May only be used by masters and grandmasters of Atavistic Flame
Note: The flames, damaging or healing, linger on allies or enemies for two turns after being afflicted. If one remains inside short-range of the user this two turn duration is refreshed.

Approved. Made edits.
 
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Vayne

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(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 a technique that is based on the principles of Yin Release to allow the user to manipulate shadows with increased effects, both in 'shadow' and physical forms. 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 up to and including the same chakra level. Techniques that are stronger will 'suffer from a 'stagger' effect should their shadow travel across that of the Apate infused. Stager momentarily hinders the movement of the technique, enabling the user to avoid an additional 5 meter on their free dodge, if used. 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- stopping the enemy jutsu on a chakra vs chakra metric is fine, but everything after that isn't gonna fly. Stagger is already a concept being introduced with AP so the term won't be usable, more importantly though what you tried doesn't really make sense and is still going against what the last check said. Why would your dodge range be extended by grabbing the enemy technique? The only logical explanation is that you've slowed it down to give you more time to run away, because you're not suddenly faster.
Removed Application on higher ranked.

(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 a technique that is based on the principles of Yin Release to allow the user to manipulate shadows with increased effects, both in 'shadow' and physical forms. 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 up to and including the same chakra level. Techniques that are stronger will not be effected should their shadow travel across that of the Apate infused. 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.


A resub/rework of the CFS based on the note given. CW/CWT also in that post https://animebase.me/threads/custom-fighting-style-submission.764489/page-6#post-22071255

(Misuto obu Mōtaruzu) - Mist of Mortals
Type: Supplementary/Defensive/Offensive
Rank: N/A
Range: Short - Long
Chakra: 50 (50 - 70)
Damage: N/A (80 - 120)
Description: Magnum Opus of the user's merger with GOA, it enables the user to combine his Yin chakra with the capabilities of GOA to give a new form of mobility and essence to the sentient weapon, opening up new avenues of attack. Initiated with a surge of chakra, Achlys can be manifested in the field in one of two manners, either as a 'pure' Yin entity (tangible/intangible) or one that has a functional unique physical body composed of the cloth from GOA. As Achlys is a sentient being, movement and techniques can happen without the user's input, bar the chakra costs. As both Yin and GOA's functions are only limited by the user's imagination, Achly's manifestation can vary in shape, size, and nature depending on the desired outcome.

Regardless of the form manifested in, Achlys can manipulate shadows of it's own or the user, while being capable of striking and launching projectiles of it's components, with varying power depending on the chakra siphoned from it's wearer. Should it be in it's cloth based form, attacks would be physical ones, neutral to everything, but carry the traits of Shadow Imitation Shuriken, allowing it stop opponent's should the strikes/projectiles make contact with their shadows. While in it's pure Yin manifested form, the attacks would be treated similar to Yin techniques, with the intangible form being capable of dealing with spiritual attacks (such as Ronin strikes) and dealing spiritual damage itself. The tangible form deals normal damage and can be used to counter AOE tied attacks, such as some illusions that are tied to a zone of an element for instance, being capable of either breaking or pushing away the zone, naturally strength and size dependent.

Beyond the basic abilities of said forms, another ability labeled Ricochet, allows Achlys to manifest a mid range zone around it or it's launched projectiles, wherein Achlys would be capable of manipulating the senses of desired targets in unique fashion. Inside the zone, Achlys can alter the target's depth perception and stereopsis while providing deceptive layers. The target's basic 5 senses would fall under the subjugation of Achlys, allowing her to make things appear closer or further than they are, with the accompanying traits of said objects being manipulated as well (such as smell, sound etc)and even chakra of the objects, allowing for a more comprehensive deception. Ricochet can have 'set' qualities placed with it, wherein a predetermined change would be applied to the targeted individual/object/techniques (ex; all techniques that enter the zone would seem to be 4 meters to the left of their natural path), allowing Achlys to continue on with different attacks. Alternatively, Achlys can actively manipulate the zone to have multiple deceptive traits occurring in tandem. Regardless of the method of use, Ricochet's creation would purge any other existing hostile zones, while being capable of overcoming inherent and set up genjutsu defenses the targets may have. Targets would simply need to exit Ricochet's zone to remove themselves from it's effects. Ricochet can be used thrice per battle, lasting up to 3 turns each, but must be separated by a two turn interval, and costing 60 chakra to activate.

Notably, Mist of Mortals can be used three times per battle and requires 50 chakra to be activated, with it's base strength and durability being 80 in such instances. It can however be activated at higher levels 60/100, and 70/120, but with limitations. In it's base, Achlys can remain on the field until it is defeated or the user cancels the technique, however in it's 60 chakra variation it can remain for 4 turns, while at 70 it can remain for 3. MoM requires a two turn cool down between uses which increases by one for each next level, so a 70 would force a four turn between uses, regardless if the next usage was a normal activation. In regards to the strength of projectiles and strikes performed during MoM, it would be limited up to the level upon which it was activated. So a 60 chakra activation can reach up to a 100 damage for instance. Additionally, maintaining Achlys over multiple turns would cost half the chakra of it's activation per turn, and any additional chakra used by Achlys for attacks would be siphoned from the user in the form of a surge. MoM can only be activated after Trenches of Thessaly has been used, and naturally due to the nature of GOA being able to separate into multiple functional copies, the user would retain all abilities of the weapon even if it was manifested via MoM.


(Yoton/Kāma: Waga Uruwashiki) - Yang Release/Karma: Clarent Blood Arthur
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 70/Equal to Jutsu absorbed
Damage: 140/Equal to Jutsu absorbed
Description: Based on the unique energy the user is capable of accessing whilst in Red Kama Mode, Waga Uruwashiki is an empowered form of the basic technique with a more potent release due to the additional surge of Yang Chakra. Waga Uruwashiki has two main applications, the first when being used in tandem with the absorption capability afforded by Red Kama, wherein the user would utilize his Yang Chakra to empower his absorption capabilities, allowing the user to absorb up to 70 chakra level (50 for level 1) techniques and release them at a later point with the respective damage. This variation occurs in the same t/f of the user absorbing a technique, but the user would be incapable of releasing the attack back in said time frame. The second manner is one where the user self charges the chakra used for Nesaku with Yang Chakra to release an empowered variation of the red energy, carrying both higher destructive capabilities and deliberating burning effects akin to the White Tiger technique, with limited sentience. While not on the same level of White Tiger, contact with Waga Uruwashiki would result in an imbalance in the target's chakra, forcing victims to spend twice the amount of chakra than normally required. Should a second contact occur with the attack, it begins to burn away the victim's Yin Release chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive. This reduces the victim's chakra pool by 20% as well as cause their body such tremendous physical pain due to the excess physical energy in their body. A third strike would decrease it by 25%. Naturally, should the user have absorbed an attack and choses to release it as a Nesaku replica, it would carry the aforementioned deliberating effects, with the traits of the energy itself being maintained. Waga Uruwashiki's release is done in the form of the red energy being released in short range vicinity of the user, similar to lightning, before the user directs the strike towards it's target in the form of a large energy beam (up to 6 meters radius) that can have limited shape manipulation applied to it. The attack can be done through physical movement or channeled through a weapon. Due to the Yang Energy, the technique is granted limited sentience, allowing it to be used in range of allies without targeting them, while being capable of chasing opponents up to 5 meters from the range of it's beam. The technique can be used thrice, with a turn cooldown between the release function. Absorption wise, it would still follow that afforded by the basic technique in terms of usage, as it can only be used in tandem with them, as such being limited by the same overall limit.
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Declined: In general, Yang Release feels very tacked on in this custom. The use of it to enhance the absorptive capability of Nesaku doesn't make any sense; Yin Release would be better suited for that. The White Tiger-esque effect is fine, but giving the energy sentience when released so that it can move around allies to chase targets doesn't make sense. It's just a beam of energy directed by the user, it becoming sentient doesn't suddenly allow it to move on its own.

(Inton/Kāma: Shifuto) - Yin Release/Red Karma: Shift
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: +50
Damage: N/A
Description: Shifuto is a simple technique to be utilized by user's of Kāma, specifically during the absorption of techniques and the release of the Nesaku chakra. By utilizing their Yin Energy, the user empowers and shifts the absorption qualities of Kāma, allowing the user to target more potent forms of energy, such as those of Yin based attacks and other ethereal energy. As a trade off, the user would not be capable of absorbing normal chakra based attack during Shift's usage. Due to the influx of chakra, the absorption capability is elevated to match the chakra usually present in attacks of such nature. In level 1, the user becomes capable of targeting attacks of 60 chakra, whereas in level 2, it becomes capable targeting attacks of 80 chakra. Release wise, the user's Nesaku would have it's damage shifted into spiritual, with the red energy gaining streaks of black on them to indicate the change. For it's Nesaku replica techniques of absorbed attacks, the user can shift the damage to spiritual or maintain it as it was should the initial attack not be one that is inherently spiritual. Shift can be used three times per battle, with it occurring in the same timeframe of the absorption and release of Nesaku attacks, naturally being limited in usage by their respective techniques.

Pending

(Yoton/Kāma: Hakaishin Mōdo) - Yang Release/Red Karma: God Destruction
Type: Supplementary/Offesnive/Defensive
Rank: S
Range: Short - Long
Chakra: 70 (20)
Damage: 110
Description: Hakaishin Mōdo is a technique that requires the user to have activated his Kāma or be done in the same instance of it being activated, allowing the user to use a variation of the Nesaku technique in a full body fashion. The Nesaku like energy can be maintained for the duration of the mode's activation, requiring a chakra cost per turn. The energy that envelops the user gains a slight coloration change, becoming more purple than red, while gaining new deliberating effects through the additional Yang chakra. The deliberating effects is akin to that of Ring of Hell, but whereas RoH 'breathes' life and empowers targets from a anatomical base, the Hakaishin energy would destroy them from said level, forcing rapid aging and excessive stimulation of the body, giving targets an intense burning sensation from inside their body. The potency of the deliberating effect would require healing techniques of Yang level to counteract. A single contact would prevent targets from utilizing physical techniques up to B rank, a second up to A rank, and a third up to S ranks, with the targets being incapable of using more than 3, 2, then 1 hand seal should the attack make contact with the opponents arms. If the legs were targeted, the speed is decreased by 2, 3, then 4 levels. Naturally, this is in tandem with the destructive capabilities of Nesaku itself, destroying the targets while placing the secondary effects. The Hakaishin energy becomes accessible to the user in their strikes, allowing close quarter combat techniques to gain the petrification neutralization effects of Nesaku in regards to senjutsu, with the aforementioned capabilities. Alternatively, the user can shoot out projectiles of orbs and basic shapes of the energy towards their targets. Damage wise, the user's freeform strikes would cary a damage of 50, whereas those of techniques gain a boon of 25 damage. Projectiles themselves if launched through this would carry 110 damage, whereas the aura itself that surrounds the user would carry 50 damage points, capable of destroying lower ranked attacks that make contact with the user. Naturally, this is limited by the overall usages of Nesaku, counting towards the same limitation pool. Additionally, the user is still capable of making contact with allies and others without having the deliberating effects be applied, although this does not carry on to the projectile variation.

Pending
 
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jagged

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(Amegafuru arashi: Kurai shirase ) RainingStorm: Dark Tidings.
Type
: Supplementary
Rank: B
Range: Short -Long
Chakra: 20
Damage: N/a
Description: This is an infusion technique there the user combines their storm element with Water ninjutsu. The user will perform a single hand seal or make a gesture to the sky to initiate this technique. This jutsu can be used in the same time frame as a water cloud technique or at any point. What this will do is darken the water clouds to create storm clouds infusing the rain with the unique properties of storm that can absorb chakra. What this means is that an enemy technique that pass through this rain will have 10 chakra sapped from them, reducing their damage by 1 rank (20 damage). This can also be used along side a rain cloud ninjutsu by adding an additional hand seal or gesture. In this sense the Water Technique will follow storms s/w and reduce an enemy technique they collide with by 1 rank in damage. A technique can only be reduced in damage once through this technique

Note: Can only be used 4 times per battle and only applied once to a rain cloud technique.

Note: If used on a jutsu that causes it to rain, or a sustained jutsu in that sense, it only lasts for 3 turns.

-Declined- if this is draining 10 chakra and 20 damage from a tech its not gonna be able to be a 4 use B rank. Also stop mentioning gestures you can't use jutsu with gestures without the specialty.
________________________________________


(Amegafuru arashi: Dākuburīzu ) RainingStorm: Dark Breeze
Type
: Supplementary/Defensive
Rank: A
Range: Short -Long
Chakra: 30
Damage: N/a
Description: Making a single handseal the user will expel a dark mist towards an incoming attack, the mist itself is comprised of the dark clouds of storm release allowing the jutsu to absorb foreign chakra up to A rank, completely destroying the opposing technique if all the chakra is drained. Once foreign chakra is absorbed the mist will coalesce into a cloud while rising up into the air, raining down neon blue rain as it does so.

Note: Can only be used 3 times per battle, cloud lasts 3 turns while the whole technique has a one turn cooldown between each use
Note: Must know storm release
Note: Neon blue rain is harmless

-Approved- edits made
________________________________________

(Amegafuru arashi: Rēzā no doshaburi ) RainingStorm: Lazer Downpour
Type
: Offensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: With one hand seal the user commands an existing storm cloud to call down lasers from the sky, pouring down for multiple turns (3) In a devastating attack meant to completely overwhelm the opponent. As the lasers fall down from the sky they curve away from the user rendering him completely unharmed. Damage is split evenly for the turns this technique is active, raining down 20 damage each turn for three turns before stopping.


Note: A ranks can be used 3 times lasting 3 turns with a 1 turn cool down between each use.
Note: Must know storm release

-Approved- edits made
________________________________________


Amegafuru arashi: Kagayaku) RainingStorm: Shine
Type
: Supplementary
Rank: A
Range: Long
Chakra: 30
Damage: N/A
Description: With one hand seal or gesture the user commands an existing storm cloud to bathe the battlefield In a neon blue light, the light is harmless and serves to completely hide the users storm related jutsu from sight as it blends in with it's surroundings making it impossible to tell apart from normal eyesight alone.


Note: A ranks can be used 3 times lasting 3 turns with a 1 turn cool down between each use.
Note: Must know storm release

-Declined- you can't make technique's use gestures only without the bio spec for the most part. Also this doesn't make much sense, just because two things are the same color its not like that covers the fact that one would be moving, or a different shape size or intensity, this needs some better explanation and restrictions.


Amegafuru arashi: Kurai shirase ) RainingStorm: Dark Tidings.
Type
: Supplementary
Rank: B
Range: Short -Long
Chakra: 20
Damage: N/a
Description: This is an infusion technique there the user combines their storm element with Water ninjutsu. The user will perform a single hand seal or make a gesture to the sky to initiate this technique. This jutsu can be used in the same time frame as a water cloud technique or at any point. What this will do is darken the water clouds to create storm clouds infusing the rain with the unique properties of storm that can absorb chakra. What this means is that an enemy technique that pass through this rain will have 10 chakra sapped from them, reducing their damage by 1 rank. This can also be used along side a rain cloud ninjutsu by adding an additional hand seal or gesture. In this sense the Water Technique will follow storms s/w and reduce an enemy technique they collide with by 1 rank in damage. A technique can only be reduced in damage once through this technique

Note: Can only be used times per battle and only applied once to a rain cloud technique.

Note: If used on a jutsu that causes it to rain, or a sustained jutsu in that sense, it only lasts for 3 turns.

-Declined- Honestly it was a pretty simple check last time and you are still mentioning gestures. You didn't even edit the usages stop wasting my time.

________________________________________

Amegafuru arashi: Ankōru ) RainingStorm: Encore
Type: Offensive
Rank: B
Range: Long
Chakra: 20
Damage: 50
Description: Performing One hand seal the user commands the residual storm chakra brought forth from the surrounding rain to rise up from the ground and into the clouds. As the lasers travel upwards they crash into the opponent, damaging him in the process, while moving around the user so as to cause him no harm. If no storm clouds are in the air the resulting Lazers from this technique will form into a new storm cloud of the same rank.(cloud will last 3 turns)


Note: Can only be used 3 times per battle with a one turn cool down between.
Note: Must have rained on the battlefield.
Note: if no storm clouds are present the lasers from this resulting technique will form a storm cloud in the air once it reaches 10 meters in the air.

-Declined- Why is this 50 damage?
________________________________________

Dark Cloud Coating
Type:
Supplementary
Rank: B-A
Range: Self
Chakra: 20-30
Damage: N/A
Description: Performing 3 handseals allows the user to coat either his weapons or his fists/feet in the clouds of storm release, draining any foreign chakra from the opponent/opposing technique up to the rank of this move. When a technique has its chakra drained it disperses (this only happens if all of the chakra is drained) this technique can only hold chakra up to the rank of the this technique but can be bottomed out with another technique using its chakra.

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

-Approved-
________________________________________


Amegafuru arashi: Hikarinotsurugi ) RainingStorm: Swords of revealing light
Type: Offensive/supplementary
Rank: A
Range: Long
Chakra: 20
Damage: 50
Description: Performing One hand seal the user commands the surrounding clouds to rain down giant swords formed from lazers of storm release. These swords rain down on the opponent in an attempt to impale them to the ground, once in contact with skin the lighting aspect of the technique jolts the muscles and incapacitates any limbs it touches.


Note: Can only be used 3 times per battle with a one turn cool down between.
Note: Must have storm clouds present.
Note: when active the lasers curve away from the user leaving him completely unharmed.

-Declined- Stop doing the chakra and damage wrong
________________________________________

Amegafuru arashi: Jōshō ) RainingStorm: Ascension
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Performing One hand seal the user expels storm release lazer chakra from his body,acting as a chakra surge, in a 360 degree manner meant to protect the user from harm. The resulting blast from this technique rises straight into the air forming a storm cloud that covers the whole battlefield lasting 3 turns until dispersing. Having formed from the essence of storm chakra this technique absorbs -10 chakra for any opposing technique or opponent it comes in contact with.


Note: Can only be used 3 times per battle with a one turn cool down between.
Note: Storm cloud lasts 3 turns before dispersing.

-Declined- How is this a storm cloud that covers the whole battlefield, but it's short range? How does it have 60 damage if it's just rising up in the air?
 
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Kooljay

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Saru Senpo: Sandākurappu - Monkey Sage Art: Thunderclap
Type: Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The Thunderclap technique is a powerful taijutsu developed by ancient monkey sages that utilizes the monstrous strength granted by Monkey Sage Mode. Once in Perfect Monkey Sage Mode, the user claps their hands as hard as they can. This creates a powerful shockwave through the air. This shockwave can be released omnidirectional up to 5m or as a directed large 5m wide blast into mid range. The shockwave itself is natural, not chakra based, and neutral to elemental chakra.

Note: Can only be used by those in Perfect Monkey Sage Mode
Note: Can only be used once per turn.
Note: Can only be used twice.
Note: Can only be used by those taught by Kooljay.

-Declined- This is super generic if it's just a shockwave, I'm not sure why it has a chakra cost either if you're saying it's just pure physical strength, if it's a natural energy shockwave you need to make that clear, maybe spice it up a little bit to, add some kinda auxiliary effect so it isn't just unga bunga hulk smash.




(Genjutsu: Hatsuen-dan no Jutsu) - Illusion Technique: Smoke Bombardment Technique
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/a
Description: The Smoke Bombardment Technique is a simple but powerfully deceptive genjutsu genjutsu. After weaving three hand seals the user will cast a genjutsu on their target. Once caught in the genjutsu they will instantly perceive a contstant bombardment of powerfully loud smoke bombs around them. The smoke will be too thick for the target to see through. The constant explosions will overpower their hearing meaning they will hear nothing but explosion, but the explosions and any enhanced hearing is nullified. . And the scent of smoke will overwhelm their sense of smell meaning they won't be able to smell anything besides the smoke and any enhanced smelling is nullified.

Note: Can only be used by those taught by Kooljay
Note: Can only be used twice with a two turn cool down.

-Declined- This is way to generic and vague to be a genjutsu because it has no indicators you're just saying it's a barrage of smoke bombs. It's also in no way worthy of being S ranked in power. I'd advise that you stop trying to make genjutsu that have no indicator that they are genjutsu in the hopes it'll stop people breaking them.




Change log:
  • Added note that it can only be used once
  • Reiterated only having 2 time frames to the user only being able to use two jutsu while maintaining the jutsu
  • Reiterated the lightning bolt to counting as a jutsu.
  • Added restrictions to the users ability to use Water and Lightning jutsus afterwards A rank and above
  • Converted 1/2 mile into meters.
Senpo Ranton: Kuro tatsumaki no jutsu - Sage Art Storm Release: Black Tornado Technique
Type: Offensive/Supplementary
Rank: F
Range: Long
Chakra: 50 (-10 per turn)
Damage: N/a (-10 to user)
Description: After weaving 4 handseals, the user gathers and releases a large amount of Senjutsu Thundercloud Storm chakra into the air. This causes a roughly 800m wide f5 tornado made of black thunderclouds to form around the user. The jutsu will then passively drain up to 50 chakra from any non storm ninjutsu. This will either dissipate the jutsu or weaken it according to the amount of chakra lost. Once at full capacity, the user can weave 3 handseals and cause an F ranked storm release lightning bolt to strike their target from the thunderclouds using the chakra absorbed.

Note: Can only be used by those taught by Kooljay
Note: Can only be used by bios in Sage Mode and with mastery over Storm Release
Note: Can only be used once
Note: This jutsu lasts for up to 4 turns or until the user ends it.
Note: The user may only use Storm Release jutsu while using this jutsu.
Note: The user can only use additional jutsu while maintaining this jutsu.
Note: The Lightning Bolt counts as a jutsu.

Note: After using the technique, the user can’t use storm, lightning, or suiton release techniques A rank and above for 1 turn.

Declined by Imperfect.


800m is far too large. I don't think there's ever been a Custom approved that has such a range actually specified in clear writing. When Daemon mentioned meters being our standard unit of measurement in the RP, I don't think he considered you'd make it a straight conversion, as it's simply too large. Half a mile? Just because Long Range is defined by everything beyond 15m doesn't mean we can make techniques like this of such a scale. If they are, it's typically alteration of the land/ landmark, and limited cases where techniques can affect adjacent Landmarks, like in the case of some Tailed Beast Bombs via their Pathways. Stuff like the Topography Scroll technique shapes the land to a design, but don't typically inherently have anything offensive about them on their own, and they definitely don't have ancillary effects like Chakra absorption. Techniques like the Topography Scroll one are weighed differently than say a Rasengan when checked. If you tried to make an 800m wide Rasengan, you'd expect that to go poorly, right? Even the canon list's resident F-5 Tornado is kept relatively contained, see the spoiler below for reference.
The rate of absorption and the fact that you don't state what the "full capacity" is are also an issue. This technique would absorb 50 Chakra from any and all sources present, which easily breaks absorption standards and rules for fields like Fuin, Dark, etc. One person and one of their Jutsu could easily amount to 90-100 Chakra with their own S-Rank or F-Rank technique, which is double the amount you use for this technique from one hypothetical interaction, then there is the fact that, with no limit on sealing, and you using all of the Chakra this technique gathers, within just 1 turn you can return a 90 - 100 Chakra 100 damage Lightning bolt to anywhere within that 800m range? And that is just the minimum hypothetical, working off one opponent with one Chakra pool using one technique? The scale of this is just too much. Essentially what you have right now amounts to infinite Chakra absorption from every potential source, which would erase everything that isn't a boosted F-Rank Jutsu, or a Jutsu with a higher Chakra count, like Yin, Yang Adv Fuin, etc, and can then be used to fire an uncapped Chakra value thunderbolt back at your target. All of that needs to be toned down immensely, especially the rate of absorption and the lack of cap on it, because absorbing 50 Chakra from everything within range with no limit can't be allowed, as it's basically infinite Fuinjutsu absorption for 4 turns. A lower rate of absorption that slowly builds over that 4 turn period and then allows you to perform a static Chakra value thunderbolt would be far better.
Also the damage listed on this technique is N/A, meaning 0. Just a suggestion, but maybe give the thunderbolt some damage?

Change log:
  • Changed from 800m to 16m
  • Clarified that full capacity is 50 chakra, that the jutsu cannot absorb chakra once at full capacity has been reached, and can only resume doing so after the chakra has been released.
  • Made damage stat 90.
  • The jutsu can now only drain up 20 chakra from a jutsu.
Senpo Ranton: Kuro tatsumaki no jutsu - Sage Art Storm Release: Black Tornado Technique
Type: Offensive/Supplementary
Rank: F
Range: Long
Chakra: 50 (-10 per turn)
Damage: 90 (-10 to user)
Description: After weaving 4 handseals, the user gathers and releases a large amount of Senjutsu Thundercloud Storm chakra into the air. This causes a roughly 16m wide f5 tornado made of black thunderclouds to form around the user. The jutsu will then passively drain up to 20 chakra from any non storm ninjutsu. This will either dissipate the jutsu or weaken it according to the amount of chakra lost. Once at full capacity of 50 chakra absorbed, the Black Tornado Technique will no longer be able to absorb chakra until the user weaves 3 handseals and cause an F ranked storm release lightning bolt to strike their target from the thunderclouds using the chakra absorbed.

Note: Can only be used by those taught by Kooljay
Note: Can only be used by bios in Sage Mode and with mastery over Storm Release
Note: Can only be used once
Note: This jutsu lasts for up to 4 turns or until the user ends it.
Note: The user may only use Storm Release jutsu while using this jutsu.
Note: The user can only use 2 additional jutsu while maintaining this jutsu.
Note: The Lightning Bolt counts as a jutsu.

Note: After using the technique, the user can’t use storm, lightning, or suiton release techniques A rank and above for 1 turn.




-Pending- Leaving for @Imperfect

Bonus Submission 1.
(Ruyi Jingu Bang) - Ruyi Jingu Bang
Rank: S-Rank
Type:Weapon
Range: N/a
Chakra cost: 40
Damage points: N/a
Description: The Ruyi Jingu Bang is a mystic staff said to be wielded by the monkey deity Sun Wukong. The Monkeys only pass this weapon to the most trusted and worthy signers of the monkey contract.
  • The most notable ability of the Ruyi Jinju Bang, is its ability to extend far into long range with great speed and force. This can be coupled with staff bukijutsu involving this staff within the same timeframe to extend the reach of the bukijutsu as well as add 30 to the power of the technique. This ability takes 30 chakra to perform.
  • The staff is quite durable on its own. It is impervious to A rank techniques and can take up to a single S rank attack.
  • The staff's last ability is its ability to be telepathically controlled by its user similarly to Orochimaru’s ability to control his Sword of Kusanagi. The user is able to manipulate the staff despite being nowhere near it as if they were holding it. This ability takes 20 chakra to activate and 10 per turn to maintain
Note: Can only be used by those taught by Kooljay
Note: Can only be used by bios signed to Monkeys. If wielded by others it turns into a 8000 kg iron pole without any abilities.
Note: The weapon can be summoned via a means of the generic sealing technique or the Lightning Blade Creation seal for 40 chakra.

-Declined- You're just describing Hiruzens staff that his summoning turns in to, it's based on Sun Wukongs staff. That aside 8000kg is a really weird figure to add in, you'll probably just need to make that in to a body requirement to move it. Like 8 body or something. But mostly you're gonna need something other than staff that extends and floats to get this approved.




Bonus Submission 2.

(Senpo: Maho no Saru no Shippo) - Sage Art: Magical Monkey Tail
Rank: A-Rank
Type: Offensive/Supplementary
Range: Short - Long
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: The Magical Monkey Tail technique is a senjutsu nintaijutsu involving the tail of a Perfect Monkey Sage Mode user. By concentrating senjutsu chakra in their prehensile tail they can elongate it to enormous lengths and enhance its strength. With it, the user use it to attack targets, constrict targets, throw things, etc

Note: Can only be used by those taught by Kooljay
Note: Can only be used by those in Perfect Monkey Sage Mode.

-Declined- This type of body modification isn't really a aspect of sage mode, you could have a natural energy shroud surround it, like frog kata but visible, probably up to mid range at max though, a long range length is kinda ridiculous. Again maybe something a little bit unique? Like if you can grab things maybe you can use it to perform bukijutsu throwing techniques or something?
 
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Alyx

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(Kaen Kakkusei Iden: Baeggwiyahaeng) Atavistic Flame: Veritable Pandemonium
Rank: A - S Rank
Type: Offensive
Range: Short - Long
Chakra: N/A
Damage: 60 - 80 (90 - 110)
Description: Veritable Pandemonium is an offensive technique that allows one to weaponize animal based familiars composed of the Atavistic Flames. By burning their spirit for 20 or 30 spiritual damage, the user quickly summons forth up to ten animals short range around them. Upon being created, the animals quickly set their sights on the intended target(s) and rush towards them, as they attempt to bite and burn them on contact. These familiars while not sentient, carry an innate ability to not target anyone the user deems an ally, simply ignoring them though allies can interact with the animals, as they are unharmed by the flames and can even ride on the animals. The user remains in control over the animals at the cost of - 5 Spiritual HP per turn, though can only be sustained for three turns before naturally ending. The user recovers 10 Spiritual HP after the technique's deactivation over the course of two turns (A Rank Use) or three turns (S Rank Usage). Grand Masters gain an additional +30 DMG to this technique inherently though this is not a boost. Can only be used thrice overall, leaving the user unable to use Atavistic Flame Techniques of S Rank and Above for two turns after the technique ends if S Rank application is used.
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-Declined- You're gonna have to mention that this can't be used by basic users given that it's advanced shape manipulation, also I don't think riding on these creations is gonna be possible given the explosive nature of AF, even with advanced manipulations but I'll discuss that with Drackos and let you know.

(Kuroi Kaminari: Kage Aruji ) Black Lightning Release: Shadowlord

Rank: B Rank
Type: Defensive, Supplementary
Range: Short - Long
Chakra: 20 ( - 5 Per Turn)
Damage: N/A
Description: Shadowlord is a defensive technique which utilizes the highspeed nature of Black Lightning Release. After making a single hand seal, the user’s body immediately becomes flooded with the chakra nature, causing a shift to their anatomy. By turning into Black Lightning, the user and everything on their person blasts off into a direction of their choice in the form of a black lightning bolt. This gifts the caster a quick form of evasion or tactical positioning as they use their new form to blitz across the terrain in order to avoid opposing techniques. The user will move at twice their base speed while in this form, allowing for them to quickly get out of unfavorable situations. This cannot be used to dodge techniques of grand scale, capping at ten meters in scale and will consume the users freeform dodge for the turn. Shadowlord can also be used as a means of travel in the NW, by allowing the user to take the form and travel across the terrain or the skies (respects the basic traveling rules) as to avoid people detecting them as they can even go through the surface of the terrain or the clouds to avoid being detected (Though chakra sensory ninjas/Dojutsu users can still detect them in this transformed state). This can be used four times per battle, each use lasting the turn it was utilized though the user can willingly transform back to normal afterwards. NW travel can be used twice per arc, allowing them to travel up to three landmarks before the technique ends but drains chakra in order to sustain the form.

-Approved-
 
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Yin

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(Uzumaki Fuuinjutsu: Atarashī Chikyū) - Uzumaki Sealing Arts: New Earth
Type: Offensive/Defensive/Supplementary
Rank: D-A
Range: Short-Long
Chakra: 10-60 (+10)
Damage: N/A
Description: The user will focus chakra in both hands and place them adjacent to each other to create a mini cubic barrier between their hands. The barrier is light pink in color. The purpose the barrier serves is to suck up and capture an elemental technique shot at the user akin to adsorption. After the technique or element has been sucked up into this cube, the user will then point their hands downward and send the cube containing the element into the ground or whatever surface is beneath them, if there is one. The cube will then release the element and terraform the terrain, able to harm everything in its vicinity including the user. This can be compared to a volcano erupting but in the specific element captured. The ground fills with the element like a pond is filled with water. Due to the mixing of chakras between the user of this technique and assailant, neither ninja can use this as a source for an element nor is either immune to the physical effects of whatever the element is capable of. Both user are capable of being burned, electrocuted, cut, etc. This technique is able to capture techniques of the same rank, with each rank costing the user an additional 10 chakra. Ex: D rank = 20, C rank =35, B rank = 50, and A rank = 70.

Useable twice per battle with a two turn turn cool down after ending
Lasts three turns before the terrain turns completely back into its original state
Usable only by Uzumaki

-Declined- this one needs to be better explained, you say its mixing chakra and that means it can't be used as a source but the description of what you're doing sounds like you're just sealing their jutsu and then releasing it to change the terrain. Also ten chakra is the maximum you can boost. Finally you probably don't need the 3 turn duration it doesn't make much sense that the terrain would just revert for no reason.

(Uzumakijutsu: Uzushiogakure no Gādian) Uzumaki Arts: Guardian of Uzushiogakure
Type: Supplementary
Rank: N/A
Range: Short (user)
Chakra: 100 (-20 per turn)
Damage: N/A
Description: A hidden and powerful technique amongst the Uzumaki clan, the user will concentrate their will and chakra and protrude five chakra chains through their back but around their tailbone akin to having several tails. These chain tails, while active, can be used for many things such as bukijutsu techniques or to defensively envelope the user once per turn to negate A rank and below damage. They also reach up to long range. While this technique is active, the user bolsters a boost to their speed as their sheer stamina arises in the form of a times two speed increase. The user also can use all fuuinjutsu with spending 10 less chakra as well as being able to seal an extra 10 chakra than stated in the technique. The chakra chains are able to place kanji upon contact with an object or surface to perform fuuinjutsu related techniques without the user having to do so, which is the bread and butter of this technique. However, while this technique is active, the user can use the regular chakra chains variant both spiritual and physical however at a +20 chakra cost, making this technique taxing as a whole. They can only use the A rank defense once per turn as well as it counting towards a technique used that turn. Placing a kanji with the chakra chains is free but the fuuinjutsu performed is not and costs a technique used in that turn.

Technique lasts for four turns and cannot use along side a mode or state, etc.
Usable twice per battle
Usable only by Uzumaki bios

-Declined- so there's a lotta issues with this I'll try to cover them all briefly. Firstly the chakra cost is far to high, being 100. Secondly this giving a speed boost makes no sense, neither does it giving a boost to sealing proficiency. Also the boost to regular chakra chains is above whats allowed, its written like a mode but without much explanation as to why it would boost you at all, or why having some chains out already would then boost the generic chakra chains.

(Uzumaki Fuuinjutsu: Enajetikkutappu) - Uzumaki Sealing Arts: Energetic Tap
Type: Supplementary
Rank: D-S
Range: N/A
Chakra: 10-40
Damage: N/A
Description: Using their chakra chain(s), the user will form a kanji on one of them and through the tap of their chain (akin to whipping it like a Chinese chain whip) on said technique, object, etc. the user is able to seal away the threat, item, etc. in that chakra chain. Whatever was sealed could be released at a later time for whatever reason, free of charge however the technique is meant to seal said item for good as well as once the chain in question is gone, it is lost forever (that match, not actually forever). The user can seal up to an additional 10 chakra per rank at the expense of their own 10 chakra. Ex: D rank = 20, C rank = 25, B rank = 30, A rank = 40, S rank = 50.

S rank version can be used twice per battle, A rank version three times
Usable only by Uzumaki bios

-Declined- chakra can only be boosted by ten total in regards to sealing total so that last note about extra chakra is a no.
redoing these

(Uzumaki Fuuinjutsu: Atarashī Chikyū) - Uzumaki Sealing Arts: New Earth
Type: Offensive/Defensive/Supplementary
Rank: D-A
Range: Short-Long
Chakra: 10-60 (+10 per rank)
Damage: N/A
Description: The user will focus chakra in both hands and place them adjacent to each other to create a mini cubic barrier between their hands. The barrier is light pink in color. The purpose the barrier serves is to suck up and capture an elemental technique shot at the user akin to adsorption. After the technique or element has been sucked up into this cube, the user will then point their hands downward and send the cube containing the element into the ground or whatever surface is beneath them, if there is one. The cube will then release the element and terraform the terrain, able to harm everything in its vicinity including the user. This can be compared to a volcano erupting but in the specific element captured. The ground fills with the element like a pond is filled with water. Due to the mixing of chakras between the user of this technique and assailant, neither ninja can use this as a source for an element nor is either immune to the physical effects of whatever the element is capable of. Both users are capable of being burned, electrocuted, cut, etc. This technique is able to capture techniques of the same rank.

Useable twice per battle with a two turn turn cool down after ending
Usable only by Uzumaki

Note(s): took out the terrain change lasting for three turns, it will last indefinitely. took out the extra bits about the chakra the chakra will just be +10 to whatever you initially use.

(Uzumakijutsu: Uzushiogakure no Gādian) Uzumaki Arts: Guardian of Uzushiogakure
Type: Supplementary
Rank: N/A
Range: Short (user)
Chakra: 80 (-20 per turn)
Damage: N/A
Description: A hidden and powerful technique amongst the Uzumaki clan, the user will concentrate their will and chakra and protrude five chakra chains through their back but around their tailbone akin to having several tails. These chain tails, while active, can be used for many things such as bukijutsu techniques or to defensively envelope the user once per turn to negate A rank and below damage. They also reach up to long range. While this technique is active, the user can rapidly and passively spin them akin to a propeller and bolster a boost to their speed in the form of a times two speed increase. The user also can use all fuuinjutsu with spending 10 less chakra as well as being able to seal an extra 10 chakra than stated in the technique. The chakra chains are able to place kanji upon contact with an object or surface to perform fuuinjutsu related techniques without the user having to do so, which is the bread and butter of this technique. They can only use the A rank defense once per turn as well as it counting towards a technique used that turn. Placing a kanji with the chakra chains is free but the fuuinjutsu performed is not and costs a technique used in that turn.

Technique lasts for four turns and cannot use along side a mode or state, etc.
Usable twice per battle
Usable only by Uzumaki bios

note(s): Better explained how the speed boost occurs, knocked down chakra cost, took out the part about the extra chakra for the use of regular chakra chains technique.

-Both Pending- You know on closer inspection you don't appear to have a Uzumaki or Advanced fuuin in your inventory. Fix that and contact me after, if you don't have those things consider these declined.

(Uzumaki Fuuinjutsu: Enajetikkutappu) - Uzumaki Sealing Arts: Energetic Tap
Type: Supplementary
Rank: D-S
Range: N/A
Chakra: 10-40 (+10)
Damage: N/A
Description: Using their chakra chain(s), the user will form a kanji on one of them and through the tap of their chain (akin to whipping it like a Chinese chain whip) on said technique, object, etc. the user is able to seal away the threat, item, etc. in that chakra chain. Whatever was sealed could be released at a later time for whatever reason, free of charge but at the expense of a move used in that turn however the technique is meant to seal said item/technique for good as well as once the chain in question is gone, it is lost forever (that match, not actually forever).

S rank version can be used twice per battle, A rank version three times
Usable only by Uzumaki bios

note(s): Took out the bits about over chakra use. only +10. clarified the release of whatever is captured.

Declined: So where are the restrictions on this technique? Also, not that the damage of the technique you release back will be equal to the rank of the technique. - Daemon
 
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Lili-Chwan

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( Yoton: Onikumaneko no Jutsu ) Yang Release: The Ghost of the Antithetical Panda[/B]

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 60 ( +10 to Supplementary/Defensive Techniques )
Damage: N/A
Description: The Antithetical Ghost is parasitic energy created through the user’s Yang Release chakra, similar to Hungry Ghost and White Tiger and is considered the reversal of Yin Spiritual Ghosts and their parasitic chakra, by flooding them with the opposite energy to counteract their spiritual energy. When using a supplementary or defensive technique, the user will form the inverted ram hand seal to seal the antithetical ghost within their technique. Sealing the antithetical ghost inside one’s technique happens within the same timeframe as their supplementary or defensive technique. When the user’s technique clashes with another technique, the higher costing Yang Chakra will infuse itself against the hidden Yin spiritual parasite, overpower it and reverse its polarity. Once the antithetical ghost overtakes the hidden Yin parasites, it brings it over and immediately attaches it to the user, and reverses the drawbacks the parasite was meant to deal. When reversing the Hungry Ghost, which would debuff the user by 20 damage points, the Anthetical Hungry Ghost will instead boost the user for 20 damage points for the duration the Hungry Ghost's effect would take hold. Yin Parasites that would detract Speed, Tracking or other ailments will instead add them, while Parasites that would seal or precociously expire techniques or categories of jutsu would instead add usages or refresh the duration of the techniques they were meant to hinder, whatever the opposite was. It is possible to use this technique merely to bolster the defensive capabilities of a defensive technique, especially if the Yin parasite's auxiliary effects are not reversible, and are instead merely neutralized, like when an auxiliary effect means to lock the target out of using the entire category of Genjutsu, or lock the user out of a technique that has no usage limitation. Once the Antithetical Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Anthitetical Ghost last for the duration of the reversed yin parasite it consumed.

Note: Can only be used 5 times per battle and cannot be used on Yin parasites from the same target more than twice. As the effects of Antithetical Ghosts reverse upon the user, they can't be stacked simultaneously, meaning the effect must be ended by the user or expire naturally in order for the user to re-use the technique.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Antithetical Ghost.
Note: Antithetical Ghost can only be used on spiritual parasites S-rank and below, if their technique originally cost 50 chakra, not counting techniques like Phantom Dragons as the technique itself is the Hungry Ghost technique.
Note: Antithetical Ghost can't be used on offensive or damaging techniques.

Declined: I don't know who told you Yang is capable of producing parasites/tethers like this but they lied to you. You are CJ banned anyway but I'm checking this regardless to nip the idea in the bud. Yang cannot produce parasites or tethers at all. Now on to the core of the technique, no you will not be reversing the effects of debuffs as buffs for yourself. That won't be allowed. I'm sure you can figure out why. No way will you be able to boost your speed or strength this way. You definitely won't be able to replenish the duration of techniques like this either. I am fine however with you infusing techniques with Yang in general to negate Yin parasites hidden in techniques however. - Daemon
( Yoton: Onikumaneko no Jutsu ) Yang Release: The Ghost of the Antithetical Panda

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 60 ( +10 to Supplementary/Defensive Techniques )
Damage: N/A
Description: The Antithetical Ghost is an infusion of energy created through the user’s Yang Release chakra, similar to Hungry Ghost and White Tiger, and is considered the reversal of Yin Spiritual Ghosts and other Spiritual Afflictions and their parasitic chakra, by flooding them with the opposite energy to counteract their spiritual energy. When using a supplementary or defensive technique, the user will form the inverted ram hand seal to seal the antithetical ghost within their technique which happens within the same timeframe as their supplementary or defensive technique. Antithetical Ghost bolsters the defensive capabilities of these techniques in order to counter spiritual afflictions, revoking the boosts and debuffs afforded by them. A technique that is being boosted by a Yin infusion, like the vessel technique of a Hungry Ghost, will be rid of it in proximity with the defensive technique that vessels the infusion of Antithetical Ghost, as the later will have a higher chakra tier than it. Spiritual techniques that normally can cross the material realm without boundaries will thus find the defensive vessel of the Antithetical Ghost as uncrossable, depending on chakra tier ( All bellow 50 ). A 360º defensive vessel technique would be able to afford protection from Yin afflictions ( Like Genjutsu, Yamanaka, etc ), either by protecting the user and allies within or by enprisoning the target. It is possible to use this technique merely to bolster the defensive capabilities of a defensive technique.

Note: Can only be used 5 times per battle.
Note: Antithetical Ghost can only be used on spiritual parasites and other Yin afflictions S-rank and below, if their technique originally cost 50 chakra, not counting techniques like Phantom Dragons as the technique itself is the Hungry Ghost technique.
Note: Antithetical Ghost can't be infused on offensive or damaging techniques.

-Declined- My only problem with the changes is the fact you're calling yamanaka and genjutsu "yin afflictions" which just isn't true, them being spiritual in nature doesn't make them a buff of debuff or a tether or anything of the sort, you're talking about a blanket immunity to spiritual techniques with this infusion which isn't okay especially S rank and below, it's way out of the scope of a simple "infusion" and is behaving like a advanced fuuinjutsu stand alone technique.

( Inton: Blood Moeagaru ) - Yin Release: The Flame of the Blood Mamba

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 140 ( -40 to user )
Description: Similar to Onyx Chidori, Blood Moeagaru works by using Yin Release and combining it with her Fire release, Isabella surges yin through her body that generates natural fire with the appearance of a blood crimson Flame that she is able to fire off in an omnidirectional maelstrom of flames, direct it as burning stream of fire or focus it onto her hand to sear someone with it acting as a melee weapon. What differs between this and normal Fire variants however is the lack of chakra within it; due to Yin's ability to give form to imagination, it allows the Fire Release created to become natural Fire and devoid of chakra, the only chakra used is during the process of creation. Despite causing high damage, this does not kill the opponent; due to the Yin influence, the Fire is able to sear through the target's spiritual chakra, causing direct damage to their spirit while leaving the body undamaged. This causes an attack that leaves no noticeable wounds but causes undeniable burning on the inside and injures the spiritual energy of the opponent, wreaking havoc on their chakra paths, reducing their ability to use higher than A ranked jutsu for two turns and prevents Yang based jutsu such as Taijutsu, Water and Earth releases to be used for 3 turns.

Blood Moeagaru allows for a lesser variation, called Searing Blood Flame: Lesser Blood Moeagaru follows the same principle of Blood Moeagaru, whereas the Isabella produces blood-colored flames from her Yin nature. The lesser variant is not devoid of chakra, behaving similar to Yin Change into Heaven, and thus deal tremendous amount of physical damage. The Yin-charged Blood-flame of Lesser Blood Moeagaru messes with healing and regenerative skills, as the burn tears down the target's ability to shave damage off it, particularily in techniques like Medical Technique: Cellular regeneration. Against Yang-based damage shaving, it's efficiency is lowered to half, thus the target is able to shave half the amount of damage as they would have when battling against Lesser Blood Moeagaru. This variant can only be used twice per battle, requiring one to wait 3 turns before re-use. It is considered S rank, spending 60 chakra to deal 120 physical damage. The damage dealt by Lesser Blood Moeagaru can be healed at 50% efficiency by Yin, Med and other base level Healing, and at 75% efficiency by Yang and Natural Energy-based Healing. It does not have the restricting properties of Blood Moeagaru.

Note: Blood Moeagaru can only be used twice per battle with a wait duration of at least 5 turns in between usage.
Note: After using Blood Moeagaru, the user cannot use any Yin-Yang based jutsu or any of it's components for 2 turns. The user is also restricted to just two jutsu per turn the next two turns.
Note: After either Blood Moeagaru or it's lesser version, the user cannot use any S rank or higher Fire jutsu next turn.

-Declined- the whole natural fire thing doesn't make much sense here, especially when its natural fire thats also attacking the victims spirit. It doesn't help that these are properties of two separate Canon bios, kashin koji and the two tails.
( Inton: Blood Moeagaru ) - Yin Release: The Flame of the Blood Mamba

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 140 ( -40 to user )
Description: Similar to Onyx Chidori, Blood Moeagaru works by using Yin Release and combining it with her Advanced Sealing and Fire release, Isabella surges yin through her body that generates natural fire with the appearance of a blood crimson Flame that she is able to fire off in an omnidirectional maelstrom of flames, direct it as burning stream of fire or focus it onto her hand to sear someone with it acting as a melee weapon. What differs between this and normal Fire variants however is the addition of the concept brought by the orange flames of Medical Sealing Technique: Bloodline Sealing technique. Instead of directly marking and thus sealing off the Bloodline abilities of their targets, Blood Moeagaru possesses the ability to combat physical or spiritual techniques at an elemental strength, when directly clashing with techniques borne from Bloodline Abilities, such as Blaze Release, Bone Pulse or Kurama Genjutsu for example ( When the full-body surge is used ). The Fire is able to sear through the target's chakra, causing direct damage to their spirit while leaving the body undamaged. This causes an attack that leaves no noticeable wounds but causes undeniable burning on the inside and injures the spiritual energy of the opponent, wreaking havoc on their chakra paths, reducing their ability to use higher than A ranked jutsu Bloodline techniques for 4 turns or until properly dealt with through a surge of Yang, Senjutsu or Anutu with the appropriate rank.

Blood Moeagaru allows for a lesser variation, called Searing Blood Flame: Lesser Blood Moeagaru follows the same principle of Blood Moeagaru, whereas Isabella produces blood-colored flames from her Yin nature. The lesser variant behaves similar to Yin Change into Heaven and thus deals a tremendous amount of physical damage rather than spiritual. It retains the ability to clash against Bloodline techniques with elemental superiority, but will not be capable of dealing the same debuff as the greater version when it burns a target.

Note: Bloodline Abilities can be inherited, implanted or combined. Advanced Elements, like Wood and Boil, with the exception of clearly derived ones, like Blaze Release, are not considered Bloodline Abilities for the purposes of Blood Moeagaru, and thus are Neutral against it.
Note: This is considered Advanced Sealing, Fire Release and Yin Manipulation. It follows Yin's neutral elemental S&W. Blood Moeagaru can be boosted by Yin specialities, Lesser Blood Moeagaru can be boosted by Fire Specialities.

Note: Blood Moeagaru can only be used twice per battle with a wait duration of at least 5 turns in between usage.
Note: After using Blood Moeagaru, the user cannot use any Yin-Yang based jutsu or any of its components for the same and following turns, and cannot use any S rank or higher Fire jutsu next turn.

-Declined- Adding a bunch of sealing effects doesn't really change the fact that you're saying you use yin to produce natural fire, it just won't work that way. If it's produced by yin then it's not natural by definition. But also very much a flat no to giving yourself elemental superiority to all of these things. Honestly at this point it's just a DNR.

( Fugu ) Blowfish

Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Fugu is a hollowed 1.5 meter long wooden stick, made with the 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 can shoot out Chakra-materialized thread needles, which gain substance and properties based on the technique used. 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 performing Needle-based Bukijutsu or Ninjutsu through it. This can be done chakralessly, by physically loading the hollow tube with ammunition and then blowing through it or spinning the tube, which can launch the needle up to mid-range with great speed and accuracy. Once per turn, the user is capable of passively infusing 10 chakra into the Fugu stick, to boost the needle's damage and range by one tier ( +20 damage, +1 Range ). This is done in the same time frame as the technique used.

#2: Needle Materialization - Through the user's Fuuinjutsu mastery, the user is capable of performing Jutsu through the Fugu Stick, which will then materialize the jutsu with all its properties and damage into the shape of a threaded needle. This Ability does not bypass handseal requirements or range restrictions, such as turning a Rasengan or a shield Jutsu that goes up to short range into a raw chakra-style thread needle that can be shot up to short-range, to deal damage or release itself in the original shape. Similarly, one can create a chakra needle from a Genjutsu technique, and that will also be bound by the range that the Genjutsu had originally. The needle can then be used to pierce a target and deal the damage and auxiliary effects of the original technique. Alternatively, it can unseal the technique back into its original shape, expanding to full size and dealing the damage that way. Another example would be turning the Summoning Technique into a needle to summon the desired animal in the spot pierced by the needle. This ability is done by performing hand seals interwoven with the Fugu. A rank techniques can only be turned into needles 5 times per battle, and S ranks can only be turned into needles 3 times per battle. Forbidden Ranked techniques can't be turned into needles. After S ranked usage, this ability cannot be used for two turns.

#3: Form Manipulation - The user can 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. The user is able to change the size of the Fugu stick up to 3 times it’s original size and even able to change it’s form into that of a different weapon, albeit limitedly, 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. Losing 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. Form Manipulation can be actively used once per turn. This ability can collectively be used 5 times a battle and costs 30 chakra to perform, burning a cost of 5 chakra per turn to sustain. To transform into a different weapon altogether, the user must expend 40 chakra and these changes last up to 3 turns each with a cooldown time of the same length.

Still leaving for LoK - Daemon

Approved, note the changes; Needle Materalization can only be used with Raw Nin and Genjutsu and nothing else. The ability to use this. Removed the passive use by infusing chakra through contact; if it uses handseals to trigger it can’t be passive as it’s an active action and materializing needles wont be passively done. This doesn’t mean using the ability takes a slot in the timeframe but use of it (i.e. creating a needle of a rasengan ) counts as a 1 Jutsu used (not 1 for both the materialization and the rasengan). Jutsu limit was drastically reduced, no CW is getting 10 uses of an A rank and 5 of an use for any ability ) as well as a cooldown applied. Last ability had heavy changes; first a set size was given to the CW and a reasonable size increase was applied (a 10x increase is not reasonable when you could have a weapon potentially 2 meters in starting size ). Changing of form costs a move per turn and it needs to be sustained via chakra drain per turn. This also changed from a multi ranked technique to a single ranked one as the multi ranked use was excessive and made actual limitations harder to apply and lastly a real usage limit was applied. As the CW’s true form and nature is a needle blower, it’s ability to change it’s form to another weapon cannot be limitless.
( Fugu no Bukijutsu: Yoru Fugu ) Blowfish Weapon Arts: Night Puffer

Type: Fuin-Bukijutsu
Rank: B-S
Range: Short
Chakra Cost: 30-60
Damage Points: N/A
Description: The Night Puffer is a Needle/Blowgun Bukijutsu technique combining Fuinjutsu and Yin. The user infuses Yin-natured energy into the hollow tube of the weapon, inscribing the walls with multiplying kanji for "Night". These Kanji will exude outwards in the shape of black energy that envelops the whole weapon, expanding upon the concept of Fugu's second Ability: Needle Materialization. When the weapon strikes an opposing Ninjutsu, it will clash based on Chakra vs Chakra, sealing upon itself Elemental and Non-Elemental Ninjutsu, and then using the power of Yin to mold and shape the sealed ninjutsu into a needle, severing it from the opponent's control, which can then be shot back up to the same range as the technique originally had. The same effects and damage the technique had will remain, including any infusions done to bolster it, as long as the final form of the technique is still within the range of the Night Puffer tier chosen.

Note: The Fugu must be held by the user, it can't be thrown.
Note: Night Puffer can only be used once per turn. The needle can be stored in the Fugu for the same and next turn.
Note: A rank can only be used 5 times per battle, requiring 40 chakra to use.
Note: S rank can only be used 3 times per battle.
Note: Night Puffer can only work on Ninjutsu techniques S rank and bellow. It can't be used on Forbidden Ranked Techniques, regardless of chakra tier.

-Pending- Leaving for LoK
 
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(Shikigami: Tojikomerareta akuma) - Paper Dance: Trapped Demon
Type:
Offensive/Defensive
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: N/A
Description: The user spread out paper around the battlefield creating a dome or orb around the target or technique and then using the paper traps the technique inside with an opponent inside too. The user then squeezes the dome tighter together pushing the opposing technique back on to the opponent(s). This technique is capable of defending against equal chakra values following elemental interactions.
Notes:
-S rank can only be used three times with a two turn cool down
-A rank can only be used four times with one turn inbetween

Declined: I see what you are trying to do here but it won't be allowed because it has to potential to violate spawning rules. This also does not need to be multiranked especially because of its capabilities. This also basically allows you to create a dome of any size regardless of the opposing techniques size which I am also not okay with. - Daemon

(Shikigami: Ame no Tenshi) - Paper Dance: Tears of Angels
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra: N/A (+10 to sustain)
Damage: N/A (+30)
Description: A supplementary technique when using the "(Shikigami no Mai) - Dance of the Shikigami" technique, this enhances the paper techniques to have an increased strength. By using paper specifically taken from trees to have enhanced strength grown from chakra based techniques (such as using cells from Hashirama or chakra created trees that are much stronger than regularly grown trees). As a result the user's paper ninjutsu techniques will have a bonus +30 damage to them however this causes the Shikigami Dance to have a turn limit instead of being unlimited. This reduces it to have only 5 turns.
Notes:
-This technique changes Shikigami Dance to last for 5 turns.
-As a result, after use, the user's paper techniques are one rank weaker for 2 turns.
-The user must wait 3 turns before using Shikigami Dance again.

Declined: Absolutely declined, does your bio have even have access to said Hashirama cells you are making these papers from or chakra trees. +30 with so little drawbacks is also a hard no. - Daemon
 
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(Kaen Kakkusei Iden: Tōchi o Watasu) – Atavistic Flame: Pass the Torch
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Pass the Torch is a utilization of the nature of Atavistic Flame as a thing that connects all of humanity, as a way to support the weakened or injured. While within short-range of another Atavistic Flame user, the user will release a gentle cascade of embers from their own body - called a Torch - which establishes a link that acts as a beacon between the caster of this technique and any of its recipients. When a recipient of the Torch casts an Atavistic Flame technique, the caster of this technique can pay the spiritual Hit Point price in their steed. If this is done, the recipient of the Torch still receives the per turn regeneration of their technique, if any exists, while the caster of Pass the Torch does not. The caster of Pass the Torch can only pay the price for techniques of a tier they can access (Initiate, Master, Grandmaster). Activating this technique requires the user expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn for the following two turns.
Note: A Torch persists for four turns after being established, and can affect any ally within short-range or the user when cast.
Note: Usable twice per battle.

Nagareboshi's submission here. Pending as of the time of this submission.

(Ryūsei-gun) – Meteor Shower
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A more powerful version of Nagareboshi's Ryūsei ability, which can be used while wielding the blade. Ryūsei-gun
causes a silvery orb to manifest at the tip of Nagareboshi and can be lobbed away by swinging the blade, where it streaks through the air like a comet. Unlike the parent technique, the orb in Ryūsei-gun shatters apart into a swarm of smaller orbs, invoking the image of a meteor shower and covering a large area with the attack. The technique has enough power to shatter stone and leave small craters were it falls, and interact neutrally with techniques, dispelling and dispersing completely techniques it interacts with upon successful matching or overpowering; interacting with techniques based on their chakra value. Ryūsei-gun has an alternate use in that instead of being directed forward, that if the orb is launched into the sky the weilder of Nagareboshi can have the technique fall upon the field in the following turn.
Note: Usable three times per battle, but only once per turn.
Note: Must be wielding (Nagareboshi) Shooting Star to use.

Pending, see Nagareboshi before this can be checked.

(Battōjutsu) The Art of Drawing Out the Sword
Type: Offensive/Supplementary
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Battōjutsu is a precursor form to Iaijutsu, but in modern times has come to be used to describe follow-up strikes made after the initial unsheathing blow from an Iaijutsu strike. Skilled practitioners of Iaijutsu - that is, Samurai and Ronin - can make use of the blinding speed of their initial strike to a lesser degree in their follow-up strikes, should the opponent manage to avoid their fate. Samurai and Ronin who have this skill can have their non-projectile Kenjutsu/Bukijutsu attacks carry the hand-seal interrupting properties of their respective Iaijutsu techniques at one rank lower than what their Iaijutsu technique was used at, so long as that technique directly follows the Iaijutsu technique used.
Note: Battōjutsu is a passive skill and occupies a "Body Seal" spot on a biography. It can only be used by Samurai and Ronin.
Note: A non-projectile Kenjutsu/Bukijutsu directly following an Iaijutsu technique will carry the hand-seal interrupting properties as if it were also an Iaijutsu technique, one rank lower than the technique immediately preceding it. If the preceding technique was an A-rank Iaijutsu technique, then Battōjutsu has no effect as there is no standard for B-rank Iaijutsu techniques.

Declined, this technique and similar has the potential to create problematic issues with the timeframe and is one of the reasons we wish to avoid customs based on Iaido and it’s principles, especially techniques that create a second technique at the same speed. Just this and the original technique would be done in such speed, the timeframe becomes so pressed together that it can easily become muddled. On addition, that note regarding projectiles at that speed would probably never be approved. Projectiles moving fast enough to interrupt handseals is insanely abusive and broken.
 
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