Custom Jutsu Submission - IV

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jagged

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Bonus Submissions​
(Arashi no kami: Sumaito) Storm God: Smite
Type: Offensive
Rank: A
Range: Short- Long
Chakra: 30
Damage: 60
Description: Performing two hand seals the user runs storm chakra through his weapon while it is sheathed, quickly unsheathing it in a sword Slash that can come from many different angles. As the sword is unsheathed it ejects forth glowing a neon blue as if a Lazer, attacking the opponent with a slash through varying angles


Note: This move can only be used 3 times with a 1 turn cool down between each use.

Approved with edits made - Removed the speed increase. - Daemon
 
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Python

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The Unholy Repentance
Rank: A
Type: Offensive
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user takes and chews on multiple gum to allow for rapid fire of small pea shaped bubbles rapidly all around the opponent not aiming to hit them directly, these would be very hard to see by the naked eye and would require a high tracking to follow. the user can fire two dozen (24) bubbles max. After the user stops firing the bubbles will begin to build up pressure within themselves and all the tiny micro bubbles would begin to expand rapidly and reaching a large size (5 meters each) these would build point zero pressure before bursting releasing large explosions all around the opponent giving him nowhere to dodge around him expect upwards (must be higher than 10 meters to avoid as bubbles 5 meters themselves and a 5 meter blast radius each) all these can pop at different intervals or when something touch's the bubble causing it to burst causing a large chain reaction all over the opponents area.

-Declined- Remove the fluff like the high tracking note, we don't do that anymore especially not without some kind of actual modifier. Also if you split them in to 24 bubbles they'd be super ineffective because of damage splitting rules, you probably don't want to have these individually created and explode individually.

Name: Delve into the tranquil

Type: Offensive
Rank: A
Range: short-long
Chakra Cost: 30
Damage Points: 60
Description: The user takes a piece of gum and blows a normal sized bubble though as it begins to near the opponent it will burst automatically causing a bright light and a loud sound that causes a flashbang effect, if the bubble is not made behind the user he would be blinded by the light also. The flashbang effect would make the victim close there eyes and this induces them into a genjustu where the opponent has been splashed with a large amount of sticky gum covering everything but there face, believing their movement is restricted stopping their body whole but their face being paralysed until the genjustu is broken. This allows the user to follow up attack while the opponent discerns if it is illusion or reality.

Note: can be used three times per battle with two turns in-between usages

Note: Can only be taught by Python

-Declined- You're basically making two different jutsu but you haven't adequately made this. Explain if the bubble does damage or not initially and if you make a genjutsu it has to have something that would lead them to be able to determine it's one and obviously this doesn't.

oganum difinum

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

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

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

The chakra-conductive mental can be infused with 30 chakra to allow it to resonate through the Bubble-Gum membrane. This allows the user to chaotically vibrate their chakra which dampens opposing targets from accurately using their Enhanced Senses abilities and Chakra-based Sensory abilities to an extent, This being such as Sound hearing the vibrating so no sound was emitted by the user as they moved Also this would disrupt doujustu users from seeing their charka flow and being unable to predict what they was moulding though the dojustu could still track the user body normally . When the membrane is expanded, it causes a fuunin barrier to form that has a mental link to the user allowing them to know any movement from within the barrier. this cost a move slot and lasts 3 turns with 3 turns inbetween usage.

-Declined- This is just a mess of abilities, the bubble gum barrier makes no sense, the dampening enhanced senses and chakra sensory and dojutsu is a straight up no. Bubblegum doesn't inherently have fuuin properties either and you flip flop back and forth between mentions of gum and barriers as though it does.

Horus of sanctuary

Rank: D-S
Type: Offensive, Defensive, supplementary
Range: Short-Long
Chakra: 10-80
Damage: 20-80
Description: This justu would use advance shape manipulation to further and bolster what an user can do with his bubblegum He be able to create solid objects like weapons katana's, swords, kunai, shuriken, pillars anything solid the user could imagine of to create with his bubblegum. the user can shape his bubbles into whatever he liked though these would all still have the same adverse effect they explode on impact or the user command. The user could shape them into a dragon with a saddle or horse with a saddle allowing the user to ride his bubblegums around the battlefield moving at there normal speed though if used to direct an attack at the opponent he would need to jump off or defend the blast also if in range.

-Declined- This is a toolbox jutsu but bubblegum doesn't really work like this, you chew and blow bubblegum bubbles, it also has like no restrictions at all.

Gorging On The Feast Of Delights

Rank: A
Type: attack/defence
Range: short - mid
Chakra Cost: 30
Damage Points: 60
Description: This jutsu allows the user to bend and control bubblegum by hand gestures or body movement. that they have already created or taken control off, to bend it into different shapes or forms by controlling the temperature this justu bolsters what a bubblegum user can achieve with his gum using advance shape manipulation and further adding more charka . This can be used to solidify the bubblegum, turn it to liquid, of just to control its shape and temperature. It can even be used to control bubblegum movements in the air in the same way ninjutsu is used to control weapon movements in the air like shuriken. For example, if the user were to fire a bubble they would be able to use this jutsu to change it's trajectory in the air and be able to reshape into a shuriken or bubblegum wall.

-Declined- Bubblegum isn't caramel I'm afraid lmao. It's not really capable of becoming a liquid and you can't control it's temperature
 
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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 - 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 the user to show off its elastic capabilities and accelerate the speed of their Taijutsu movements, increasing their speed by x2. Despite its speed increase, 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?

  • Edited Split the Jutsu in 2 instead of 1. Better to understand and has reasonable restrictions.
(Yōton Yoroi no Gomu) - Lava Style: Rubber Armour
Rank: S
Type: Offensive, Defensive, Supplementary
Chakra: 40 [-10 Chakra per Turn]
Damage: 80 [+20 damage to Taijutsu technique]
Description: Yōton Yoroi no Gomu is a ninjutsu that utilizes the Lava Element to cover the body in rubber-like armor, creating a rubbery shield that repels attacks and enhances their fighting abilities.

After waving the single hand sign "Sheep"
and kneading Yōton chakra inside the body, the user unleashes the chakra all at once, causing the rubber to discharge like viscous mud and instantly wrap around the outer surface of their body like a wetsuit. It appears on the wearer as pale orange and smooth, fitted to the user's body. As the jutsu materializes as rubber, its properties include extreme durability, damage 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, ward off the weight/pressure of water, and not affected by the cutting power of the wind. Due to its more polished and thinner look, the armor is lighter, showing off its elastic capabilities that power the legs, making the speed of their movements faster the normal [increasing their speed by x2]. When it comes to Taijutsu, a layer of rubber covers the hands like gloves, allowing for protection of the fist, creating devasting blows - increasing the user's Taijutsu strength. It is also able to fend off kunai and other bladed Kenjutsu weapons of A-rank and below. The technique is sustained by consciously fuelling it with chakra or until the user cancels it.
Note: Only usable by Dodai and Rubber Custom Biography's

~ Last 5 Turns or until the user cancels
~ While this form is active, the user can perform Lava, Fire, and Earth Style Jutsu up to [A-rank and Below].
~ Usable 2 times per battle, with a two turn cool down in between usages

Approved with Edits Made - Daemon







(Yōton Rabāmassurumasu) - Lava Style: Rubber Muscle Mass

Rank: F
Type: Offensive, Defensive, Supplementary
Chakra: 50 [-20 Chakra per Turn]
Damage: - [add 20 Damage when combine with Earth Release Hardening Technique] [-5 Damage to the user per Turn]
Description: This user performs this technique alongside Earth Release: Hardening Technique. Once the earth-style armor is released, this jutsu is activated within the same turn. The user is wrapped in a thousand layers of bamboo-shaped rubber, resembling muscle fibers. The wearer appears bulky and massive in size, covering their entire body like armor. Their altered body becomes taxing on the chakra yet boosts [+20 damage] to Taijutsu techniques; however, lowering the user's speed - makes their movement slow. Enhance strength, durability, and resistance are all increased, pushing the limits of humans. Its now-massive arm(s) is propelled by the use with elasticity delivering [A-rank] Damage, resulting in bone-shattering damage when it impacts the opponent or crumbles earth when smashing into [A-rank and Below] Earth Style Jutsu. When the user swings their fist, a powerful punch produces an A-rank shockwave that spans up to mid-range in a 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," the rubber creates a thickness that makes it impregnable to physical harm of [A-rank and Below] Taijutsu by absorbing the impact. It is resistant against [A-rank and below] Fire, Earth, Wind, and Water Style Jutsu. It is also able to fend off kunai and other bladed Kenjutsu weapons of A-rank and below. Due to the amount of pressure exerted on the user's body, the drawbacks could crush the user.
Note: Only usable by Dodai and Rubber Custom Biography's

~ Last 5 Turns or until the user cancels
~ While this form is active, the user can perform Lava, Fire, and Earth Style Jutsu up to [A-rank and Below].
~ Cannot use Rubber Techniques for 1 Turn after release or cancel.
~ Usable 1 time per battle

Approved with Edits Made - Reduced Damage boost to taijutsu to +20 - Daemon




  • Edited Rusty on my Fuuin knowledge, not sure what you asking, but I tried.
Fuuin Yōton: Gom Kinoko Jinja - Sealing Lava Style: Rubber Mushroom Shrine
Rank: A
Range: Short/Mid
Type: Supplementary, Offensive
Chakra: 30 [-100 of opponents chakra]
Damage: -
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 creating a rubber cord up to mid-range and making contact with the opponent below via link. 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, the jutsu instantly saps the chakra of the opponent. As the opponent's chakra is absorbed, the mushroom rapidly spreads across the opponent's body like hives and then blooms into a giant mushroom that suffocates the opponent trapped inside.
Note: Only usable by Dodai and Rubber Custom Biography's

~ On the 1st turn chakra is absorbed, On the 2nd turn the mushroom blooms, and On the 3rd turn, the opponent suffocates. The opponent takes -20 damage once they suffocate each turn until they break free.
~
Cannot use A-rank and above Lava and Sealing techniques in the same turn.
~ Usable 4 times per battle

Declined: The general concept is fine but no damage over time like this where it lasts until the opponent breaks it. That's a special mechanic observed for things like Amaterasu etc. The damage should cap out at 60 since its an A rank. - Daemon



  • Bonus Submission
Yōton/Katon Sanchong -Lava/Katon Style: Three Worms
Rank: A
Range: Short-Long
Type: Offensive
Chakra: 30
Damage: 60
Description: After performing three hand seals and slamming their palm on the ground, the user creates three worms (5 meters in size) made of rubber and fire that appear below the earth. They are controlled by the user's chakra to float in the air and move toward the opponent with hand gestures, allowing them to change directions in mid-air. As the worms move within their surroundings, its body produces extreme heat, burning or melting through anything they come into contact with. It drills through the earth and trees to inflict damage on the opponent, disintegrating their bodies.
Note: Only usable by Dodai and Rubber Custom Biography's

~ Counts as 2 moves per 3 Count Jutsu Turn.
~ Cannot perform S-Rank Lava and Fire technique in the same turn.
~ Usable 4 times per battle with a turn cool down in between usages.

Approved with Edits Made - Daemon
 
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Ańbu Juniør

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Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22116316
- Made this an actual combination technique instead of a purely AF one.
- Reduced the overall health regen from 30 to 20, ensuring some spiritual health remains lost.

(Jūjin Taijutsu Ougi/Kaen Kakkusei Iden: Moeru Kiba) Beast Human Martial Art/Atavistic Flame: Blazing Fang
Type:
Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: N/A
Damage: 80 (110)
Description: Blazing Fang is a powerful Taijutsu-centered Atavistic Flame technique developed to be used in conjunction with the Inuzuka clan’s rotational abilities. This technique allows the user to deploy a Gatsuuga or Gatenga-based rotation while simultaneously focusing the Atavistic Flame by drawing upon their spirit, manifesting it throughout their body as they spin to envelop themselves in intense flames that are searing to the touch. Activation of this technique requires the user to expend 30 spiritual Health Points that regenerate at a rate of 10 per turn over two turns. Grandmaster applications increase the damage of this technique by an additional 30, not counting as a boost.

Notes:
- This technique can be used three times per battle and requires a two-turn cooldown between uses.
- After usage, the user is unable to use Atavistic Flame techniques above A-Rank for a single turn.

Update Declined: Is this some way to allow this to get a boost from Inuzuka techniques? Not gonna fly bucko. - Daemon

Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22111546
- Removed the +30
- Increase cooldown time
- Removed the other versions such as master and GM and reduced the technique rank to B

(Kaen Kakkusei Iden: Nokoribi no Hosuto) – Atavistic Flame: Host of Embers
Type:
Offensive/Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A (+20 damage to chakra-less Taijutsu)
Description: Host of Embers is an Atavistic Flame technique that augments the user’s chakraless CQC attacks such as Kenjutsu, Bukijutsu, or Taijutsu. The user will focus the Atavistic Flame by drawing upon their spirit and manifesting it over their body or weapon in the form of a dimly glowing yellowish-orange aura that appears as cracks in the skin or on the weapon, making them searing hot to the touch. This aura moves with the user and allows their physical attacks to deal an additional 20 damage. Once activated at the cost of fifteen spiritual Health Points this technique lasts four turns, with the user recovering five spiritual Health Points every other turn while active. This technique can be used regardless of proficiency level, but cannot be used in conjunction with Glowing Fists.

Notes:
- This technique requires a four-turn cool down after it ends, and can only be used three times per battle.
- Upon expiring the user is unable to use Atavistic Flame techniques above B rank for two turns.

Approved - Daemon

Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22111546
- Removed the mention of interacting with spiritual techniques like yin tethers

(Kaen Kakkusei Iden: Kama Saisho no Honō) – Atavistic Flame: Kiln of the First Flame
Type:
Defensive/Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: 60 - 80 (90 - 110)
Description: A primarily defensive application of the Atavistic Flame that is activated by drawing upon the user’s spirit, this technique manifests itself as a shroud of fire around their person that burns away anything it comes into contact with. This aura is capable of warding off physical attacks of equal strength and can dispel impairments that require surges such as those caused by Anutu and its subfields. Activating Kiln of the First Flame requires the user to expend 20 spiritual Health Points at A rank and 30 at S rank, with the user regenerating 10/15 spiritual Health Points in the following turn. Initiates are capable of using only the A-ranked version of this technique three times per battle, while Masters can use up to the S-ranked version twice per battle. Grandmasters can use this technique with an additional 30 damage, not counting as a boost.

Notes:
- This technique lasts a single turn.
- The A-ranked version of this technique requires a two-turn cooldown, while the S-ranked version requires three.

Approved - Daemon
 
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Cresee

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(Fuuinjutsu: Shinkokuna kurasshu): Sealing Technique: Severe Crash
Type:
Offensive/Supplementary
Rank: S
Range: Mid
Chakra: 40
Damage: N/A (equal to the damage of sealed technique)
Description: The user places a seal on the ground, object or other surfaces (like a tree branch) and basically stores/seals an elemental jutsu inside it (after performing the handseals/necessary motions). After it's stored, if the user uses that exact same jutsu on their own, then the seal will trigger and basically direct the jutsu previously sealed inside towards the enemy, making it double down. This seal/storage lasts for two turns.

For example: Store jutsu A, if you cast A again by yourself after that, then the stored A directs itself out of the seal and onto the enemy - So the enemy now has two of the same jutsus coming at them.

This DOES NOT work with
1) Jutsu that are released into the ground
2) Streams
For instance, Majestic Fire Annihilation requires constant spewing, and so it wouldn't work with this tech.

Restrictions: -No Fuuinjutsu above A rank for that turn and the next
-If the seal is triggered, then the element of the tech you stored, will be restricted to A Ranks for the next turn
-Only applies to elemental jutsu, meaning basic 5 and custom/advanced elements
-Can be used thrice per battle
-Cooldown is two turns before using again

Declined: First thing is first, I don't think you have an Uzumaki nor do you have Advanced Fuuinjutsu to be submitting S-ranked seals. No, I will not be allowing you to double up on technique releases with this technique, it has the potential of being easily abused. The restrictions on this technique also do not match the pay off. Unable to use Fuuin above A rank for that turn and the next is hardly a restriction since most Fuuinjutsu are of A rank and lower. And restricting the element of choice to A rank after usage of this technique is also not a real restriction that matches the payoff of this technique. - Daemon
 
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(Fuuinjutsu: Todokore) Sealing Arts: En Passant
Type:
Supplementary
Rank: A
Range: Mid
Chakra: 30
Damage: N/A
Description: En passant is a technique that deals with one aspect of shinboi battle—jutsu clash. More specifically, when the user finds themself at a disadvantage or in equal footing in a forthcoming clash of jutsu. En Passant causes a jutsu it is applied to to split into two equal parts that move around an incoming jutsu before re-joining and continuing on in the original trajectory, allowing the incoming jutsu to pass undisturbed, and, therefore, leaving the user and the opponent in a situation wherein they still need to deal with each other's respective jutsu—now with even less time. Because many jutsu with varying characteristics exist, limitations are necessary for the sake of simplicity and clarity. En Passant can be applied to jutsu that are relatively simple in structure, like a fireball; En Passant cannot be applied to jutsu that are complex in structure, like a dragon. En Passant can be applied to energy-based jutsu, like fire and lightning; En Passant cannot be applied to non-energy-based jutsu, like earth and water. Moreover, En Passant can be applied to only one technique at a given time.

♘ Usable thrice and not in consecutive turns.

Declined: While a cool idea, this is hardly fuuinjutsu. This is borderline Fuuin race era brand "Fuuinjutsu". Also, this technique I'm sure is made to be used proactively rather than reactively, so you'd might want to place this in the sametime frame as a performed technique which you failed to do. - Daemon
 
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jagged

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Raving Horor: Soul edge
Rank: A
Type: Weapon
Range: N/A
Chakra: -30
Damage: 60
Description: Through multiple bouts of regeneration and self mutilation the user has come to create a pair of twin short swords made completely from the users own body. The handle of the swords are made from small pieces of bone and hair while the blade is comprised of iron made from the users blood giving the blades a reddish tinge. Being made completely out of organic materials allows the blade to function with the users Soma No Ko kekkai genkai, passively able to merge with the user then pop out on any place of the body. This does not count as an activation of the blade.


By running the appropriate chakra through the weapon the user may improperly fuse the blade to any living being (besides the user) it touches, eroding there flesh and dealing damage equal to the rank of the weapon although this takes a move slot to do so.


________________________________________

Raving Horror: Eternal torment
Rank: A
Type: Weapon
Range: N/A
Chakra: -10
Damage: N/A
Description: Counting as the second CW for the user Eternal torment are two blades completely made of organic materials being comprised of bone and hair for the hilt with the edge of the blade being made from the iron found in the users blood and the rest being comprised of skin and nerves. The blades work in tandem with the users kekkai genkai, fusing and unfusng with the user at will. This does not count as a usage of the blade.


Running chakra through the blades allows the weapon to fuse the nerves within the item to any living being for a brief period, as the blade passes a beings body the nerves are disturbed immobilizing any limb the blades passes through for 1 turn before full connectivity is returned. (This requires a move slot, paralyses lasts 1 turn)

_______________________________________


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.
Amegafuru arashi: Hikarinotsurugi ) RainingStorm: Swords of revealing light
Type: Offensive/supplementary
Rank: A
Range: Long
Chakra: 30
Damage: 60
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.


________________________________________


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: 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 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 . 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.

-Pending- Leaving all for @Lord of Kaos
 
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Ańbu Juniør

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Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22100789

(Jūjin Taijutsu Ougi: Konton Saikuron) Beast Human Martial Art: Chaotic Cyclone
Type:
Offensive/Supplementary
Rank: A - S
Range: Short
Chakra: N/A - 40
Damage: 60 - 80
Description: Developed to be used as a standalone taijutsu strike or as a means of counter-attacking an opponent in short-range, Chaotic Cyclone makes use of an Inuzuka’s rotational ability but to a lesser extent. When faced with an incoming technique the user will rotate their body in a clockwise or counterclockwise manner to dodge or deflect the blow, and as they come around the user will strike the opponent with a claw strike directed at vital parts of the body such as the eyes, throat, armpits, or thighs. When these areas are struck they not only cause bleeding that causes the opponent to lose -15 health per turn, but have the potential to either blind the opponent, make them unable to speak, use techniques above B-rank from the mouth, or prevent the movement of a targeted limb. When used with the aid of chakra (S rank), the rotational force created from the user’s spin not only adds more power to their strike but also creates a suction effect that pulls the opponent forward and leaves them open to attack by throwing them off balance.

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

-Update Approved-

New Submission

(Jūjin Taijutsu Ougi: Ochita) Beast Human Martial Art: Fell Cleave
Type:
Offensive/Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: Developed to be used as a standalone taijutsu strike or as a means of counter-attacking an opponent in short range, Fell Cleave makes use of an Inuzuka’s rotational ability but to a lesser extent. When faced with an incoming technique the user will jump and rotate their body in a saw-like fashion, dodging the technique while executing a falling axe kick as they exit their spin that slams the target into the ground upon contact. Alternatively, the user can also perform the technique as a backward spinning kick where they instead kick the target from below, sending them airborne while increasing their distance.

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

-Approved-

(Yōton: Kokū no Zantō - Nisshoku) Yang Release: Remnants of the Void - Eclipse
Type:
Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 70 (-30 per turn)
Damage: N/A
Description: The user performs four handseals and surges Yang energy throughout their body that is released outward and spreads around them in all directions, giving off a faint yellow glow while radiating a soft warmth that permeates up to mid-range away. Used as a defensive measure, the energy released by this technique serves to burn away entities within range that are produced through the use of Yin Release such as spiritual parasites by overloading them with Yang energy, which can be achieved as long as the chakra used to create the entity is less than that which exists within this technique. Especially useful against techniques that seek out and feed upon Yang-based energy, when faced with such a technique of equal chakra cost Eclipse will prevent the user’s chakra from being drained and stop spiritual parasites from tethering to the user and allies within the technique’s range. While active, the user cannot use Genjutsu, Yin release, Yin-Yang release, or non-elemental ninjutsu of any kind (including special fields like Fuuinjutsu).

Notes:
- This technique lasts for four turns and can be used twice per battle.
- This technique requires a four-turn cooldown upon expiring.
- The user is unable to use Yang Release techniques above A-rank for two turns after this technique expires.

Declined: Unlike the one below, this one is more justified in the form of an AOE. However, I likely still won't allow AOE usages like this, if I remember priest tried something similar in the form of a Yang Kinjutsu (But if im wrong feel free to correct me). Nice try though trying to get you and your dogs immunity to spiritual entities, as well as making it a surge so you can clear genjutsu/parasites in one go. - Daemon

(In'yōton, Onmyōton: Kokū no Zantō - Tokui-ten) Yin-Yang Release: Remnants of the Void - Singularity
Type:
Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 80
Damage: N/A
Description: A unique ability created through Kōtetsu Inuzuka’s use of Yin-Yang release, Singularity pertains to the ability to focus on one’s mastery of physical and spiritual energies to subvert the control of entities within their domain. By performing four handseals and releasing their Yin-Yang fifteen meters in all directions, the user is able to overpower the chakra within spiritual entities and objects created through Yin release or entities and objects grated sentience through Yang release once they enter the techniques range. Entities forcefully brought under the user’s control will adopt a crimson color, hinting that they’ve been subjugated. The chakra per turn needed to sustain them will be drawn from the user’s reserves until the entity is dispersed or destroyed.

Notes:
- This technique can only be used three times per battle.
- This technique cannot be used on techniques above S-rank
- This technique requires a four-turn cooldown following the dispersing or destruction of the controlled entity.
- No Yin-Yang Release techniques can be used in the following three turns.

-Both Pending- Leaving for @Daemon or @Lord of Kaos

Declined - Yeah I remembered why I laughed at this the first time I saw it. You are not taking control of anyone's sentient entity or spiritual entities. Especially not in the form of an AOE - Daemon
 
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The_Empire

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Beruzebabu | Beelzebub
Type: Tool
Rank: C
Range: Short
Chakra: N/A
Damage: N/A
Description: Beelzebub is a skateboard that has red wheels and a green deck with a picture of two skulls connected symmetrically at the jaw. This skateboard has only one ability, it can fly and levitate. While in flight mode, the wheels rotate 90°, so that they point downwards and shoot jets up that uses the user chakra to keep it going which is -5 per turn. The flight mode activates passively by the user tapping their foot on the board one time or when the user fuel the board to activated it by using 15 chakra points. The board can fly and levitate around passively but to be used to evade or dodge a move requires a move slot and can only be done once per turn. The board can only hold max one person and only levitate at max a meter off the surface.

increased levitation to a meter instead of a foot and changed ground to overall surface

Hoyū-sha | Holder
Type: Tool
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Holder is an unique robotic animal that the user who is a cyborg can call their partner but also helper in battle. This animal has three abilities. The animal look is based on the user so they can have any type of animal known or not known and name of the Holder is up to the user also. The holder can have only one rider on it and doesn't lose any speed. Holders speed is Sage Rank. Holder acts on its own but can take commands from the user also.

Abilities
-The Holder can fly and levitate which is activated passively and last for four turns max and has to have two turns in between usage. This can be used to evade or dodge an attack once per turn and requires a slot.
-Holder main ability is that it actually wears armor as its "skin"(under the skin is just robotic skeleton). This armor is created from nano technology so its shape can be formed into anything the user can image. The armor is immune to weapons, B rank below ninjutsu, and A rank taijutsu/kenjutsu. The armor can completely block S rank ninjutsu and F rank taijutsu attack which completely destroys the armor. The user uses 30 chakra to completely manipulate(passive) the armor to surround their selves as normal armor(look is up to user; it keeps the defensive abilities) uses and -1 speed when wearing the armor; user must be 2 meters max from the Holder to use armor.
-Holder has the passive ability to track targets via chakra and heat signature.

took out the word samurai

Dēmontsuingan | Demon Twin Guns
Type: Tool
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: Demon Twin Guns(DTG) are named Liz and Patty and are Beretta M9 Pistols. Starting out each gun clip hold 100 chakra. The user must spend 100 chakra per clip to fill them up passively. These guns can release bullets from D-S rank that uses 10 - 40 chakra points which goes from 20 - 80 damaged; they do use a move per turn. These bullets can be shaped into different looks besides just bullets. These bullets can be elemental or raw chakra and follow the weaknesses of shaped manipulated elemental or raw chakra.

Took out the last part about samurais and increased chakra and damaged usage and rank plus made filling up chakra information more detailed which is Passive.

All updates Approved - Daemon
Dropping Twin Demon Guns as my third custom weapon in replace of Knights of Direwolf

Daiaurufu no Kishi | Knights of Direwolf
Rank:
S
Type: Weapon
Range: Short
Chakra: N/A
Damage: N/A
Description: Knights of Direwolf is a knight sword. It is completely black like charcoal. The sword was created from chakra metal, blood, skin cells, and hair of the user. The hilt has a head of a Direwolf on it. The components that are used to create the sword doesn’t give it anything special besides it being part of the user itself. This can be used for Kenjutsus of course.

Perk One: This perk allows the user to absorb up to sixty chakra points of fire and wind techniques and anything that has either one or both of these element(s). It would neutralize the technique with ease that’s being absorbed so it wouldn’t harm the user. The absorption can be activated and absorb anything that’s not more than sixty chakra and with in three meters of the user. This takes up a move slot and can only be used once per turn. This perk can only be used five times a match.

Perk Two: The sword gives the user an increase in their Fire techniques by +10 chakra to their techniques increasing their effectiveness and its damage if it is an offensive technique by +20. This is passive and counts as a boost per turn.

Perk Three: The user once they has absorbed some chakra they would release said chakra out in a blast or crescent of chakra that would be neutral to all elements since the user would infuse their Yin nature into said chakra once it is being released. The blast or crescent shape would take on whatever the user desires but also the damage would be times two of the chakra so if it’s like forty chakra that’s absorbed it would be eighty damage. The user doesn’t have to release all of the chakra at once if they don’t want to. This can be used as long as the user has chakra absorbed into the sword. This does take up a move slot per turn.

-Declined- 60 chakra would make this advanced fuuinjutsu and that along with all the other abilities would make it to much especially since you're then saying you can release this 60 chakra as 120 damage and at no move cost and it becomes yin empowered and neutral to everything lol.

Mokuton: Sutākusu Robin Fuddo | Wood Style: Starks Robin Hood
Rank:
S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user of the Mokuton/Wood Nature but on the level of Madara and Hashirama they create one flower or multiple that can cover a whole landmark. The flower or flowers release a pollen that reacts to chakra and spreads up to mid range around them. The user of the technique is immune to the effects. The pollen would eat off someone’s chakra and durability. The pollen follows chakra signatures that are not the users’. The pollen eats at the rate of -15 per turn and the durability is the same amount of someone. The pollen would transfer the chakra and durability to the user themselves. The user would have their chakra reserved restored with said chakra and the durability last for four turns. The durability does stack and only go up to maximum amount of sixty durability. When the flower/flowers end they all turn black and turn to dust.
-Used three times a battle
-Flower(s) last on the field for four times
-No S rank and above Wood Nature techniques the next turn
-Can’t be used for two turns after this has ended.

-Declined- DNR you can't eat peoples chakra and durability with pollen and transfer it to yourself

Katon: Sutākusu Daiaurufu | Fire Style: Starks Direwolf
Rank:
S
Type: Offensive
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user performs three hand seals and releases a flame of fire that would take on a shape of a grey direwolf. The user at the same time combines the transformation technique with the fire and makes the direwolf actually look like a wolf. Without someone hearing the name and sense the chakra type would know it’s a fire technique until the wolf rushes at their target and leaves a trail of flames behind itself. The wolf once it hits its target burst into flames burning them. The user commands who the wolf would target.
-Used every other turn
-No S rank and above Fire jutsus next turn
-Can only be used three times a battle

-Approved-


Bonus Submission for This Cycle

Tekusuchā | Texture Surprise
Rank:
A
Type: Supplementary
Range: Short to Long
Chakra: 50 (+10 when used with a technique)
Damage: N/A
Description: Texture Surprise is an ability/technique that uses the Yin/Inton nature chakra to change the appearance and texture for deception. This uses the Yin nature ability to bring someone’s imagination alive. This allows the user to change the surface of something into something different even down to the feel of it. The user can apply this to any surface and even to techniques in the same time frame with additional +10 chakra to it. When used not with a technique the user can use this to change any surface and with said surface can suppress the chakra that’s being used for this technique so if it someone with Chakra Sensory they wouldn’t know the surface has been changed even with their chakra sensory ability. Doujutsus and Karin's level of sensory ability can still see/sense the chakra from Texture Surprise. When used with another technique in the same time frame this technique is passive.
-Can be used five times and with one turn between each usage.
-Passive usage doesn’t have a limit per battle and only cost 10 chakra for each usage. It also can only be used once per turn.
-This can be used to change a whole landmark.
-This technique last for six turns

-Declined- You can't turn a whole landmark in to some vague material of your choosing that can't be sensed by anything.
 
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Alyx

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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


( 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


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.
(Aoi Katon/Inton: Yōkai ) Blue Fire Release/Yin Release: Strange Apparition
Type: 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. 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, Fire Release and other non elemental based techniques. Other chakra based techniques are capable of interacting with the user, which if impact is made, the user still suffers damage directly upon impact. 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 A Rank and above.

-Approved- Edits Made
 
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El Alucard

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(消費 Shōhi) Devour
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 120
Damage: N/A
Description: The user uses their advanced fuuinjutsu to create a construct only capable of sealing the DNA summoning animals on contact. This means the use can seal anywhere from the entire summon to a drop of the summons saliva, or a feather, or a nail etc, as long as it contains the DNA of a summoning contract.
Once the DNA sample has been obtained, it is disintegrated on a molecular level and using medical ninjutsu, it is assimilated into the user as part of their own DNA thus permanently altering the user’s biology and physiology.
This results in the user obtaining one trait from the DNA they collected, permanently making it part of themselves. Example user assimilates tortoise DNA, they would have the ability to harden their skin to the same rank extent as the summon whose DNA was captured. Another example would be the ability to grow gills or breathe when in water from capturing the DNA of a summon with the same natural ability, or the ability to manifest wings from “devouring” bird summons etc.
The user can choose which trait to take from the DNA of each summon, however it is not only limited to only physical traits, it can range from things like tails for better balance and thus allowing for an increase in agility, to other traits like poison resistance, heat resistance etc.
The user can “devour” up to 6 different animal summons, taking only a single trait from each summon devoured. One Mythical summon takes up 3 of the 6 spots while one Legendary summon takes up 4 spots of the 6 .
The user retains their normal human appearance however their animalistic traits are either always active (when talking about things like poison resistance etc.) or can be accessed passively at the cost of a move (when mentioning physical traits), at any point for the rest of their lives.

Note: Can only be used once per battle.
Note: All DNA alterations must be mentioned in the bio.
Note: Cannot use any fuuin or medical ninjutsu for 5 turns
Note: All user stats will suffer a -1 decrease
Note: Biography will automatically faint after 5 turns as the body assimilates to the new DNA.
Note: The user is not able to use the new traits till after the new DNA has assimilated.
Note: If all 6 slots are filled, the user is able to obtain and swap out DNA thrice every Arc. Any more will result in permanent death of the character.

-Declined- DNR this isn't something Adv fuuin is capable of, it's more like a custom kinjutsu but even then it's gonna be a no because it's simply to broad.
 
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Geezus

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Updating to be in line with Speed Debuff rules - Free Submissions

In addition to this, a harsher rule also applies. Due to the severeness of current speed debuffs and how they effect the game, any Custom Jutsu, Field or Item that provides more than a 40% speed debuff is hereby revoked; a change that is sure to be frowned upon, customs that provide this much of a decrease should never exist - it is effectively similar to a custom that removes half the damage from a technique before clashes ( meaning this wouldn’t be akin to Damage Resistances ). Should any exist that are a CJ, Custom Tool, and CSC that currently debuffs targets base speed/tracking by more than 4 levels or debuffs overall speed by more than 40%, they will be considered Declined and unusable. HOWEVER, should a user with these customs wish to keep these techniques, they will be given a chance to freely resubmit them to fit the current RP rules. You can use this free resubmission for up to 2 techniques per cycle that fit this criteria.

Fuinjutsu| Anka - Sealing Arts | Anchor
Rank:
S
Type: Supplementary
Range: Short - Mid
Chakra: 40
Damage: NA
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor Seal technique utilizes the properties of the Earth Release: Super Added Weight Technique and can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large, weighted object upon the opponent. This weighted object will encase area surrounding the seal while weighting down the opponent which effectively seals the opponent's movement by utilizing the weight as an anchor. The seal makes it harder for the opponent to move while reducing them to half their base speed and preventing movement-based abilities/techniques (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique but can only be combined with A-rank and below restrictive techniques. When used this way, the technique is raised by a single rank. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
  • Can only be used twice per battle.
  • Requires Adv. Fuuin, after use no Fuuinjutsu may be used for two turns.
Approved - Daemon
Iryo Fuinjutsu/Raiton: Ranshirai - Medical Sealing Technique/Lightning Release - Chaotic Mental Lightning
Rank:
A
Type: Supplementary
Range: N/A
Chakra: 30 (+5 per Lightning Technique)
Damage: N/A
Description: The user performs threehandseals and creates a sealing formula that takes shape upon the body taking the appearance of a tribal war paint that extends from the face down the length of the user's upper body. Once the seal has taken effect next turn, this seaing technique grants a unique property to the user's Lightning Techniques. Through careful experimentation with the unique relationship between medical chakra and electricity, this sealing technique was created. The medical chakra that is within the seal is drawn upon as the user creates the Lightning Release. This causes the medical chakra to experience a quick nature transformation that generates a stronger electrical field based upon the Medical Technique: Chaotic Mental Collision technique. This electrical field then begins to influence the user's Lightning techniques and augments the electrical field they generate making it so they too interfere with an opponent's nervous system causing it to be near impossible to move due to the electrical signals in the body being completely swapped. The chakra that powers this body seal will cause it to glow upon the user's body generating the electrical field. Opponents that become affected by the user's Lightning techniques not only get electrocuted, but also have the effects of the Chaotic Mental Collision technique applied to them as well. These effects however are enhanced as the opponent not only has their ability to move reduced, but also their ability to track other objects as well. This is because the Lightning chakra coursing through the body also begins to interfere with the electrical signals used to interpret information which will cut the opponent's base tracking by half as well for the duration stated or until it is countered.
Note:
  • Users must have mastered Lightning Release, Medical Ninjutsu, and Adv. Fuuinjutsu to utilize this technique.
  • This seal will remain active for up to five turns and is capable of influencing a single Lightning Technique per turn.
  • The debuff applied by the seal will last on an opponent for two turns.
  • Usable twice per battle, with a four turn cooldown between uses.
-Approved- Edits made

Fuinjutsu| Anka - Sealing Arts | Anchor
Rank
: S
Type: Supplementary / Defensive
Range
: Short - Mid
Chakra: 40
Damage: NA
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor Seal technique utilizes the properties of the Earth Release: Super Added Weight Technique and can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large, weighted object upon the opponent. This weighted object will encase area surrounding the seal while weighting down the opponent which effectively seals the opponent's movement by utilizing the weight as an anchor. The seal makes it harder for the opponent to move the affected area such as the arm or leg while reducing their base speed by 40% and preventing movement-based abilities/techniques (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique but can only be combined with A-rank and below restrictive techniques. When used this way, the technique is raised by a single rank. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
  • Requires Adv. Fuuin, after use no Fuuinjutsu may be used for two turns.
  • Can only be used twice per battle
Iryo Fuinjutsu/Raiton: Ranshirai - Medical Sealing Technique/Lightning Release - Chaotic Mental Lightning
Rank
: A
Type: Supplementary
Range: N/A
Chakra: 30 (+5 to the Lightning Technique)
Damage: N/A
Description: The user performs three handseals and creates a sealing formula that takes shape upon the body taking the appearance of a tribal war paint that extends from the face down the length of the user's upper body. Once the seal has taken effect next turn, this sealing technique grants a unique property to the user's Lightning Techniques. Through careful experimentation with the unique relationship between medical chakra and electricity, this sealing technique was created. The medical chakra that is within the seal is drawn upon as the user creates the Lightning Release. This causes the medical chakra to experience a quick nature transformation that generates a stronger electrical field based upon the Medical Technique: Chaotic Mental Collision technique. This electrical field then begins to influence the user's Lightning techniques and augments the electrical field they generate making it so they too interfere with an opponent's nervous system causing it to be near impossible to move due to the electrical signals in the body being completely swapped. The chakra that powers this body seal will cause it to glow upon the user's body generating the electrical field. Opponents that become affected by the user's Lightning techniques not only get electrocuted, but also have the effects of the Chaotic Mental Collision technique applied to them as well. These effects however are enhanced as the opponent not only has their ability to move reduced, but also their ability to track other objects as well. This is because the Lightning chakra coursing through the body also begins to interfere with the electrical signals used to interpret information which will cut the opponent's base tracking by four levels as well for the duration stated or until it is countered.
Note:
  • Users must have mastered Lightning Release, Medical Ninjutsu, and Adv. Fuuinjutsu to utilize this technique.
  • This seal will remain active for up to five turns and is capable of influencing a single Lightning Technique per turn.
  • The debuff applied by the seal will last on an opponent for two turns.
  • Usable twice per battle, with a four turn cooldown between uses.
-Updates Approved-
____

New Submission

Oniketsu no Kyōin ⛧ Wicked Seal of Demonic Blood
Rank
: S
Type: Supplementary / Defensive / Offensive
Range: Short - Mid
Chakra: 40 (+10 per turn)
Damage: NA
Description: The Wicked Seal of Demonic Blood is body seal that is placed in the middle of forehead utilizing the user's own blood and constantly and continually being fed a miniscule amount of chakra through the tenketsu located in the forehead. Though the design of the seal's symbol may vary from user to user the general principles that govern the seal remain the same. The seal works by acting as a catalyst that allows the user's body to metabolize poisonous compounds normally impossible. Working in tandem with the body's natural immune response, the seal triggers when the body becomes infected with a substance foreign to the user's body. This property of the seal finds its roots in the Medical Technique: Poison Resistance, but instead of directly slowing the effects of a poison, this body seal is always at work empowering the user's natural immune response to foreign substances in the body. Poisons and diseases that enter the body are slower to trigger causing it to take one turn longer before the first effects set in. During this time, the user's immune response has already started to break down the compounds of the poison/disease and adapt to it. As such, any Attribute related debuff inflicted by Poisons are reduced by a single point and/or non-AP related debuffs are reduced by 10% (whichever is applicable). This means, for example, if a Poison causes the user's AP to lower by a single point or cause a reduction less than 10%, the user's body essentially detoxifies faster than the effects can progress seemingly making it appear as though they are immune to the poison's effects. However, this does not mean the user is immune as the user's metabolism cannot keep up with repeated exposure to the poison nor instantly irradicate it, but will allow the user to prevent the final stage of the poison's effects from setting in by enabling the clearing of the user's body within three turns of the poisonous effects being placed unless more poison is placed into the body at this time during which the turn count starts over and any applicable compounding effects may occur.
Note:
  • Must be posted in the user's biography.
  • Requires Advanced Fuuinjutsu / Medical Ninjutsu to create and place the seal.
  • This seal will aid the body in clearing any physical poison or disease from the user's body whether ingested, inhaled, or injected but it does not work on poisons of the chakra system or diseases such as the poisonous chakra of the Chinoike Clan.
  • The seal activates passively in tandem with the immune system's response which naturally triggers automatically when foreign substances enter the body but uses chakra to facilitate its catalytic properties.
  • This seal may be placed on up to two allies per arc granting the effects if they have an empty body seal slot and will last the entire arc.
-Declined- I'm not comfortable with the broad scope of this considering we have characters like Nefarian and Basmu, this is far to broad in it's resistances.
----
Updates:

Updating these fossils! Just a note, with these being essentially fossilized jutsu from a less sophisticated version of the RP, I don't even remember the thread these were subbed in and do not have the old approval links. Hopefully these may just be treated as new submissions so I can update them to be in line with the current standards of the RP. I kept the functions of each technique as close to the original as possible, and simply clarified the effects to make these techniques more practical and appealing to utilize.

Doton: Daichi Dasshu (Earth Release: Ground Dasher)
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: A fissure opens up under the enemy. Causing them to fall in the user then does a handseal that will sends wave after wave of spikes that puncture enemies.
(Usable 3 Times)
(No Earth Next Turn)
Doton: Daichi Dasshu (Earth Release: Ground Dasher)
Rank
: A/S
Type: Attack / Supplementary
Range: Short-Long
Chakra: 30 /40
Damage: 60 / 80
Description: After a series of three handseals, the user will stomp the ground cracking the upper surface of the earth which continues towards the opponent until it finally extends under the enemy. The ground then moves apart and causes the opponent(s) to fall into the newly created fissure. This leaves the opponent falling in the air where then the user of this technique may then preform the seal of confrontation to cause the fissure to begin to close in on itself in the form of several large spikes meant to stab into the trapped opponent and leave them crushed by the closing of the fissure. Depending on the amount of chakra produced, the fissure can split wider allowing larger object to fall in.
Note:
  • Although the fissure will extend up to long range, A-ranked use will allow the fissure to split up to 5 meters apart and 5 meters deep, while S-ranked will split the fissure up to 10 meters apart and 10 meters.
  • A-ranked usable four times per battle, S-ranks are usable twice.
-Update Approved-

(Doton: Funjin Arashi)~Earth Style: Dust Storm
Rank: B
Type: Supplementary
Range: Entire arena
Chakra: 10 per turn
Attack: 5 per turn
Effect: Creates a dust storm that effects the entire arena, blocking off sound, and light, and damages opponents eyes.
Description: User uplifts large amounts of earth that is broken up into extremely small bits of rock that is combined into a dust cloud that acts like a storm. It has the same effect as hidden mist except better. The noise caused by the dust scraping against the ground drowns out all other sound, and it blocks off all light so no one can see or hear. Also the moving dust will get into peoples eyes and cause blindness even if they move out of the storm. The user can also manipulate the storm a bit so that it does not harm allies or the user
Doton: Jin no Jutsu | Earth Style: Hidden in Dust Technique
Rank
: B-S
Type: Offensive / Supplementary / Defensive
Range: Short - Long
Chakra: 20-40 (+5 per turn)
Damage: 10 per turn
Description: A technique that is useful in disorienting the opponent, it starts by the user releasing their chakra into the ground and causing it to uplift large amounts of the loose earth that combines them into a dust cloud acting like a smokescreen with the user in the center. If the opponent is caught up within this cloud it constantly bombards the opponent with the noise of the loose debris colliding and rubbing together against any surface, causing it to mask the sounds the user makes. This not only blocks the sounds the opponent may hear but does well at disrupting lower ranking sound techniques (must be at least one rank below the rank of this technique) that are produced within the cloud due to the rapid movement of the particles disrupting the ability of the sound to travel. The vision of the opponent is also reduced since the area within the cloud significantly darkens due to the culmination and movement of the earthen debris. The dust particles are capable of causing irritation as it damages the opponent who is caught up within the cloud, but the damage is no more than an annoyance as this makes it hard for the opponent to keep their eyes open since the dust can causes irritation of the eye. This culminates into causing the opponent to lose 5% of thier tracking ability for every rank (maximum of 15% tracking reduction at S-rank) effective as long as they remain within the storm's area of effect.
Note:
  • The user may manipulate the storm so that it doesn't affect them and/or allies, however no other techniques besides Earth Release and Taijutsu may be used while this jutsu is in effect.
  • The higher the rank of this technique the wider an area of effect this jutsu possesses. B-rank covering short range, A rank covers up to mid, and S-rank techniques cover up to long range. B-rank use can be done without handseals, however, A rank requires two handseals to preform and S-rank requires four handseals.
  • This technique last as long as the user has chakra to fuel it and will reform in the event it is blown away as long as the user chooses to regenerate it, though this happens passively, it requires a move slot to perform.
  • After the end of this jutsu no other Earth Jutsu may be used for two turns.
-Update Declined- I feel like this doesn't need to be multi ranked and by doing so you've added far more debuff potential than the original had and made it too different.
 
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Zatanna

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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
(Shikigami: Tojikomerareta akuma) - Paper Dance: Trapped Demon
Type:
Offensive/Defensive
Rank: A/S
Range:
Short-Long
Chakra: 30/40
Damage: N/A
Description: The user spread out paper around the battlefield creating a half shaped dome or sphere originating from the user. Bending the edges forwards, the dome curves in towards toward the opponent 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.
A rank techniques can cover smaller techniques, capable of encompassing techniques that cover up to mid range, where as S rank can create a wider longer barrier capable of defending multiple allies.
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- Why would this be capable of defending against equal chakra interactions when the "defending" portion is saying it can reflect the enemy technique back on them basically. To do that you'd need to overpower their technique not equal it, equalling a technique cancels both after all. Also Daemon did mention it doesn't need to be multi rank

New:
(Iryōjutsu/Shikigami: Heiwa-bashi) - Medical Technique/Paper Dance: Bridge of Peace
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 200
Damage: N/A (-100/120)
Description: The user infuses several pieces of paper with their medical ninjutsu and turns them into either various animals or tools or shapes up to the users distraction. These pieces of paper are then sent to allies which upon contact will heal them by releasing the medical chakra over their wounds (either guided by the user or held by the target ally). This technique can heal up to 100 damage total, however can be split with multiple allies into any number of healing, as long as the total number doesnt exceed 100 (eg 100/0/0, 80/10/10, 50/30/20 etc). If the user has Yang Release and funnels Yang chakra into the technique, they can heal an additional 20 damage for a total of 120, as well as use the technique to regrow limbs on allies/heal up more severe wounds. Should the user choose to keep focus on the paper, they can continue to funnel chakra towards them healing for another 50/60 per turn total, again split however the user decides.
Notes:
-Can only be used 3 times with 2 turns inbetween

-Declined- These healing values are particularly high in the medjutsu aspect, but the biggest issue is the 50/60 per turn afterwards, it has no definitive limit and brings the total healing way above what is possible with no like, diminishing returns, theres also no drawbacks bar "can use x times"

(Iryōjutsu/Shikigami: Funkakumo) - Medical Technique/Paper Dance: Cloudburst
Type:
Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-10 per tag per turn)
Damage: N/A
Description: A passive technique created by a paper ninjutsu healer, the Cloudburst technique is taking advantage of the ability to freely manipulate paper within short range of the user, as well as the excess chakra used within techniques. By either having the tags siphon chakra from the user , or when using a Paper or Medical or Yang technique at 10 per turn per tag (not to increase the technique itself) the extra chakra can be stored within a paper tag that the user can float or hold around their body. The technique can hold up to 60 chakra/30 healing per tag, with a maximum of 3 tags activate around the user at any given time. These tags can then be used by this technique to provided to allies or the user to be released as a burst, restoring health or chakra to the target within short range of the tag.
Notes:
-Only 3 tags can be siphoning chakra per turn
-This technique can only be used 3 times with a 2 turn cooldown inbetween

-Approved- Don't make me revisit this due to it's weird ass wording
 
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Pervyy

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Orginal approval: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-21978948
Updating since the change to speed reduction rules:

(Yinton/Fuuin) - Shinjitsu no ritanī : Yin/Sealing Technique - Litany of truth
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 50 (-10 per turn)
Damage: N/A
Description: The user can start with this seal on themselves or one of their weapons, or even place it on a weapon in battle. The placing of the seal is passive. The user can activate the seal at any time. This seal effects a yin barrier around the user 5m in all directions. Due to its Yin properties, it can't be seen, taking on similar traits as the "Hands of the sloth" technique. Those with Yin, Yin/Yang can see/sense this. This barrier infuses the area within with its Yin properties, making it so area takes on the properties of a non-Newtonian fluid when coming into contact with a foreign chakra. What this means is the faster something enters the barrier, the more the space/air/water etc within, becomes solid. This does not affect the users summons/paths/creations etc. In RP terms, this barrier will bind anyone/anything that enters it, like a solidified jelly holding them in place, making it impossible for them to force their way through. Wherever the seal is, that's where the centre of the barrier is. This barrier lasts for 4 turns and can only be used twice per battle, with a two turn cool down between usages.
Note: No Yang release jutsu in the same turn.
Note: No fuuinjutsu for two turns.

-Update approved-
 
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The_Empire

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Tekusuchā | Texture Surprise
Rank:
A
Type: Supplementary
Range: Short to Long
Chakra: 50 (+10 when used with a technique)
Damage: N/A
Description: Texture Surprise is an ability/technique that uses the Yin/Inton nature chakra to change the appearance and texture for deception. This uses the Yin nature ability to bring someone’s imagination alive. This allows the user to change the surface of something into something different even down to the feel of it. The user can apply this to any surface and even to techniques in the same time frame with additional +10 chakra to it. When used not with a technique the user can use this to change any surface and with said surface can suppress the chakra that’s being used for this technique so if it someone with Chakra Sensory they wouldn’t know the surface has been changed even with their chakra sensory ability. Doujutsus and Karin's level of sensory ability can still see/sense the chakra from Texture Surprise. When used with another technique in the same time frame this technique is passive.
-Can be used five times and with one turn between each usage.
-Passive usage doesn’t have a limit per battle and only cost 10 chakra for each usage. It also can only be used once per turn.
-This can be used to change a whole landmark.
-This technique last for six turns

-Declined- You can't turn a whole landmark in to some vague material of your choosing that can't be sensed by anything.
Tekusuchā | Texture Surprise
Rank:
A
Type: Supplementary
Range: Short to Long
Chakra: 50 (+10 when used with a technique)
Damage: N/A
Description: Texture Surprise is an ability/technique that uses the Yin/Inton nature chakra to change the appearance and texture for deception. This uses the Yin nature ability to bring someone’s imagination alive. This allows the user to change the surface of something into something different even down to the feel of it. The user can apply this to any surface and even to techniques in the same time frame with additional +10 chakra to it. When used not with a technique the user can use this to change any surface. When used with another technique in the same time frame this technique is passive.
-Can be used five times and with one turn between each usage.
-Passive usage doesn’t have a limit per battle and only cost 10 chakra for each usage. It also can only be used once per turn.
-This technique last for six turns

-Declined- this is still super vague, you can't turn something in to something else just broadly with no limitations. What's to stop you saying some stupid shit like "oh the floor is now nuclear material" or something equally harmful lmao.

Updating Water Bearers

(Mizu Beara)Water Bearers
Rank: N/A
Type: Weapon
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: Water Bearers(WB) are hilts that were created for water users. These hilts are made up of chakra metal, blood, and hair. This has a strong connection to the weirder. Hilts sits in a pack on the user's back that has no abilities beside the hilts sitting in them.

Perk One: The WB are made of a material so the user can channel their chakra and manipulate water sources or even the moister in the air for varies objects such as weapons and shields on top of them as its main ability. These two hilts are the perfect weapon for a weapon user and water user. The user channels their chakra and absorbs some water or moister in the air. The highest the rank of the object that is made of water is A rank or lower.

Perk Two: WB secondary ability is to use the user's chakra to produce the same weapons and shields as if they were to use it with a water source described before. The highest rank of the object is A rank or lower.

Perk Three: All the user’s water techniques(Nintaijutsu included) gain an additional one additional rank or if it’s a S rank technique gain +10 chakra and +20 damage if it’s an offensive jutsu, defensive and supplementary gain +10.

-Only one ability is able to be used a turn
-Water ability is only used when the air has enough moister to make the weapon of chose of the user or a some type of water source is in the area of short range of the user to use to use to make the weapon of chose of the user and must have the user chakra in it or no chakra at all.
-The weapons made from water/chakra still go by the elemental advantages and disadvantages
-The weapons also feel like the real weapon when used
-Cost a jutsu slot every time to defend or attack
-Making weapons doesn't cost a move slot but still does use chakra for whatever rank the weapon is created for
-Ranges of a weapon can only be short range of the wielder.
-Water users that can use water without source can make the weapons without a source also
-Techniques cost chakra equivalent to the rank that they are.

-Declined- Updating this is gonna require it to fit modern standards for wording, there's lots of spelling errors not to mention the final boost is entirely unrestricted in any way.


Resubmit Torrent


(Suiton: Torento) Water Release: Torrent
Type:
Defense/Supplementary/Offense
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A (+20 to Taijutsu)
Description: The user gathers up their water chakra which in results creates a barrier around themselves to protect against themselves and showing their love of water by giving it beautiful look. This barrier is only used for defense usage but also just for show but since it is a dense it does enhance the user’s taijutsu a little. When using this technique the user can only use Water Release jutsus and no other elements but can still use Ninjutsu, Taijutsu, Genjutsu etc as long as it doesn’t have any other elements in it.
-Has to have a Water source to use unless user has the ability to use water jutsu of this rank without water source
-Can only be used three times a match
-Can only last five turns
-Once deactivated the user can’t use this for two turns

-Approved-
 
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jagged

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(Arashi ni tsutsuma rete) Shrouded in the storm
Type
: Defensive/supplementary
Rank: S
Range: Short
Chakra: 40(-10 chakra per turn)
Damage: N/A
Description: By performing two hand seals the user molds his storm chakra into a cloud that completely wraps around the user, leaving everything hidden besides the users eyes. This cloak of cloud defends the user from foreign jutsu by absorbing chakra from attacks up to S rank and below, storing chakra within it's clouds for later use. As the user moves about so does the cloud, moving in step with the users own movements as if attached, the cloud itself can be a conduit for other storm related jutsus and empowers them using all of it's stolen chakra reserves to grant a +10 damage to one technique per turn.This jutsu may last the entire battle so long as the user spends -10 chakra per turn to maintain.

Note: Can only be used 2 Times per battle with a three turn cool down in between.
Note: -10 chakra the each turn this technique is active.
Note: Only A rank Storm jutsus and below can be used while this technique is active

-Declined- From attacks? How many times do I have to tell you how fuuin works Chance

________________________________________

( Massugude semai ) Straight and Narrow
Type
: supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: Performing a handseal the user Will collect storm nature chakra under the soles of his feet before using it to rocket forward as if being shot from a Lazer. As the user moves forward a neon blue light can be seen propelling his feet forward and slightly off the ground, allowing flight for a short period of time and increasing the users speed by x2.

Note: This technique stays active for 3 turns, with a 1 turn cool down in between.
Note: Maintains flight for as long as this technique is active
Note: the user may dodge away from attacks by using this technique

-Declined- Just no in general, you can't make a dodge move like this in general without it using your free dodge and augmenting it and you definitely can't have a unlimited usage 2x speed boost with storm that just lets you fly?
________________________________________


Yamato) English name: Yamato
Type
: Weapon
Rank: A
Range: Close
Chakra: 10 to activate| 5 to maintain every turn
Damage: -30 to Chakra
Description: A katana with ornate bronze guard and the picture of a dragon encircling the hilt, yamatos proccess of forging has seen the materials of the blade and thus the blade itself Highly reactive to Storm release ninjutsu by constantly imbuing the blade with Storm release chakra. The storm chakra circulating through the weapon allows the blade to absorb chakra up to the rank of the blade. This does not count as a usage of the blade. Chakra absorbed by the blade is stored within the sword and can be used to amplify attacks or ninjutsu that use the blade up to how much chakra is currently stored (For instance absorbing a C rank ninjutsu then using the chakra to boost a B rank technique would give the B rank technique an additional C ranks worth of damage), additionally the blade can spend all of its stored chakra to boost its speed when ejected out of a sheath increasing the speed of iai techniques by x2. The blade can only store a maximum of 30 Chakra, needing the stored chakra to be released before it can absorb more. Ninjutsu absorbed by the blade has its overall power weakened for instance...


A Rank nin/30 - 30/Yamato=attack nullified


  • Costs 10 chakra to activate the Blades absorption effect and 5 chakra after to maintain it
  • Can absorb chakra from Ninjutsu and opponents it touches.
  • Can only activate
(Yamato) English name: Yamato
Type
: Weapon
Rank: S
Range
: Close
Chakra: 10 to activate| 5 to maintain every turn
Damage: 80
Description: A Blue and green katana with ornate bronze guard and the picture of a dragon encircling the hilt, yamatos proccess of forging has seen the materials of the blade and thus the blade itself Highly reactive to Storm and Star ninjutsu by constantly imbuing the blade with Both chakras. The storm chakra circulating through the weapon allows the user to move and control the blade with his mind by coating the sword in a thin stream of neon blue storm chakra, this costs 10 chakra to activate and 5 chakra to maintain. Star chakra is infused within the blade and any technique used through it, granting his techniques a Strong advantage to all elements while being neutral to natural energy, this costs 10 chakra on top of any technique used. With the utterance of the words "Bankai: Golden Storm Palace" the user spends 50 chakra to fill the tip of his blade with storm nature, shooting it into the sky to instantly form a storm cloud that spans to long range, So long as the cloud is active the user may call down Lazer beams from above to strike the opponent down, each attack is worth S rank in damage (80).(Lazers can only be done once per turn.

Note: This technique lasts 3 turns, can only be used twice, and has a 3 turn cool down between each use.
Note: Lazers move around the user leaving him harmless.
Note: This technique takes one move slot for as long as it is active and can only only attack with Lazers once per turn.
Note: Can only use A rank Storm jutsus and below for as long as this technique is active.


Note: Lazer beam can only be used 2 times per battle with a 2 turn cool down between each use.


________________________________________


( Suwarōsōdorēzā ) : Swallow Sword Lazer
Type
: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Performing One hand sign the user will collect storm chakra to his weapon before swinging it in 3 different horizontal arks, utilizing the storm chakra to propel his weapon forward at x1.5 speed, the neon blue trail left behind from the swings are akin to a Lazer beam.

Note: This technique can be used 3 times per battle with a one turn cool down in between.

Note: Damage does not split but can only deal the techniques showed damage.

-Pending- Leaving both for Chris
 
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Yin

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(Dākuwārudo no Narunianringu) - Narnian Rings of the Dark World
Type: Weapon
Rank:
Range: Short
Chakra:
Damage:
Description: The Narnian Rings are a pair of Blood red and Gold rings in which allows the user to switch places with a clone, summoned animal(s), etc. As the user wears both rings, once a clone, animals, or any of the likes are summoned, produced or joins the fight, one of the rings will detatch from the user at their whim and be placed on and wielded by the summoned entity. This happens instantly as if the other ring was summoned to the target. With this, the user can freely switch places with the summoned entity once per turn. The entity doesn't necessarily have to be a living creature but it must have some form of finger(s) in order for the ring to get placed on it. This can also be done between living Shinobi allies (or enemies) while in battle or even outside of battle for their convenience. Without having another entity on the field the user can opt not to switch places entirely, but instead going back and forth between one ring and another with the rings being on the opposite hand in a sort of distorting manner at an incredibly fast rate in which gives off the appearance that they aren't moving at all. What this allows is both trickery and a form of evasion as a technique trying to hit the user will miss them due to their constant placement changing giving off the illusion that it went through them and it will also give off the impression that the user is just a clone, mirage clone, haze clone, projection, etc. To the naked eye. Three tomoe sharingan, however, can track this movement as well as other doujutsu such as Byakugan and rinnegan, however, it will put a strain on their eyes after doing so, decreasing their tracking by 1.5x their total tracking level (multipliers included) for three turns. This only applies to doujutsu. The naked eye will not be affected as the naked eye cannot pick up the rapid movement so it simply looks like the user is standing still. Again, this can be done without the use of another entity on the field as long as the rings are on opposite hands. Shall the ring be on an enemy, the only way of removal is if the owner wills it, severing the finger (20 damage) or changing their bodily form where a finger is no longer present. Shall the user use the distortion effect while the ring is on the enemy finger, the opponent will grow nauseous and not be able to mold S rank and above chakra as they are not used to the rapid movement the rings are capable of making the wearer. This effect lasts as long as the user is using the distortion effect but the user can only use two techniques while active as the distortion would be an actively used technique. Once a ring comes off, it is transferred back to the owner. The rings can be destroyed by a fire-related technique of 100+ damage in which the ring(s) would melt and be unusable for the rest of the battle or they can be frozen and shattered by a 100+ damage ice-related technique, also rendering the rings usuable for the rest of the battle. One ring cannot be used without the other so if one ring were to be destroyed, the other is just rendered fancy jewelry. Shall one ring get sent somewhere and on a finger, no matter where, the owner, no matter how risky, is able to switch spots with the wearer. The owner and those the owner deems worthy are the only ones capable of controlling these rings. Once per battle, the owner is able to place one ring on an entity, and one ring on another entity, and switch their places out respectively and summon the rings in unison back to them without the changes reversing. Again, this can only be done once per battle.

Swapping places with another entity can be done once every other turn a maximum of four times per battle and counts as a move
Distortion can only be done once every three turns a maximum of three times per battle and counts as a move and only two techniques can be used while this is active. The initial activation of distortion costs 40 chakra and then a subsequent 10 chakra during usage as long as it is active
The ring can be placed on an enemy for as many fingers that they may have and also counts as move but can be done indefinitely, for as long as they have fingers

-Declined- This is essentially custom flying thunder god with a bunch of other abilities space time related tacked on for good measure. DNR and you are custom banned for two cycles
 
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Zatanna

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(Iryōjutsu/Shikigami: Heiwa-bashi) - Medical Technique/Paper Dance: Bridge of Peace
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 200
Damage: N/A (-100/120)
Description: The user infuses several pieces of paper with their medical ninjutsu and turns them into either various animals or tools or shapes up to the users distraction. These pieces of paper are then sent to allies which upon contact will heal them by releasing the medical chakra over their wounds (either guided by the user or held by the target ally). This technique can heal up to 100 damage total, however can be split with multiple allies into any number of healing, as long as the total number doesnt exceed 100 (eg 100/0/0, 80/10/10, 50/30/20 etc). If the user has Yang Release and funnels Yang chakra into the technique, they can heal an additional 20 damage for a total of 120, as well as use the technique to regrow limbs on allies/heal up more severe wounds. Should the user choose to keep focus on the paper, they can continue to funnel chakra towards them healing for another 50/60 per turn total, again split however the user decides.
Notes:
-Can only be used 3 times with 2 turns inbetween

-Declined- These healing values are particularly high in the medjutsu aspect, but the biggest issue is the 50/60 per turn afterwards, it has no definitive limit and brings the total healing way above what is possible with no like, diminishing returns, theres also no drawbacks bar "can use x times"

(Iryōjutsu/Shikigami: Heiwa-bashi) - Medical Technique/Paper Dance: Bridge of Peace
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 120/200
Damage:
N/A (-60/100)
Description:
The user infuses several pieces of paper with their medical ninjutsu and turns them into either various animals or tools or shapes up to the users distraction. These pieces of paper are then sent to allies which upon contact will heal them by releasing the medical chakra over their wounds (either guided by the user or held by the target ally). This technique can heal up to 60 damage total, however can be split with multiple allies into any number of healing, as long as the total number doesnt exceed 60 (eg 60/0/0, 40/10/10, 10/10/10/30 etc). If the user has Yang Release and funnels Yang chakra into the technique, they can heal an additional 40 damage for a total of 100, as well as use the technique to regrow limbs on allies/heal up more severe wounds. Should the user choose to keep focus on the paper, they can continue to funnel chakra towards them healing for half the original amount 30/50 per turn total, again split however the user decides.
Notes:
-Can only be used 3 times with 2 turns inbetween
-While channelling, the user cannot use any other paper techniques or medical techniques

-Declined- You actually made it worse than I'd have allowed in some regards. Main problem here actually now is these massive chakra values and how they could potentially act as a surge and the restrictions being off still. If you intend to have it as a surge state that and how much it's effect will be (it can't be the full chakra value) and make some of the restrictions involve your usage of jutsu after this not during.

(Reinsutōmu) - Stormfall
Type:
Weapon
Rank: S
Range: Short-Long
Chakra: 100/150 (-50 per turn)
Damage: 40/120
Description:
The sword of Stormfall is a blade that has a unique design with a blue, black and silver colour scheme.The Stormfall Keyblade's guard is circular and somewhat jagged around its edges. The upper half of the guard is black, the center is grey, and the bottom of it is white. The handle is a featureless, grey rod. The shaft of the Keyblade is thin and navy blue in coloration, except for the tip, which is silver. The base of the shaft also sports two diamond-shaped bumps. The Stormfall's teeth are comprised by a rectangular frame lined with four short, blunt spikes.
The weapon itself accentuates the users water based abilities by infusing Yang Energy through them, allowing to become neutral to elemental clashes, which increases each techniques chakra by 10. On top of this, Stormfall also begins to create condensation in the air, and after 2 turns in battle, causing a natural thunderstorm to form around the battlefield, covering up to long range and after 4 turns in battle this storm creates enough pools of water to be used as water sources over the battlefield.
The secondary ability of this blade allows one to use the water from the clouds themselves as sources of water for techniques, meaning that abilities themselves can be cast from the clouds for water ninjutsu. Using this ability still requires the user to perform the required handseals and logical movements, however it simply means that the user can alter where the technique is cast from.
The last and strongest ability of the Stormfall blade is one called Zero Transcendence, which infused the cloud of rain with Yang Energy with altered properties of the White Tiger. Performing this technique can be one in one of two stages. Either having it slowly release the Yang Water over 3 turns, or dropping the rain all at once. When dropping the rain over 3 turns, this will deal 40 water ninjutsu damage per turn should it not be blocked, additionally slowing all opponents caught by 25% for 2 turns maximum. Should they be hit with it one turn, and then the next, this will refresh the slow duration. The second alternate form is dropping all of the Yang Energy Rain at once, causing a massive downpour and damage, at 120 damage, and slowing enemies by 40% for 2 turns.
Notes:
-Zero Transcendence can only be used twice (in either form) with a 5 turn cooldown in between each one.
-The first version of Zero Transcendence costs 100 chakra and 50 per turn to keep active dealing 40 damage per turn.
-The second version costs 150 chakra dealing 120 damage.

-Declined- This has way to many abilities, turning the entire list of all water jutsu you have in to rain jutsu is a no, all those boosts with no limit, the permanent thunderstorm, which is also a part of someone's CSC. Then the bootleg water specialties it offers and the massive high damage and debuffing. You really got carried away huh?
 
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Geezus

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Oniketsu no Kyōin ⛧ Wicked Seal of Demonic Blood
Rank
: S
Type: Supplementary / Defensive / Offensive
Range: Short - Mid
Chakra: 40 (+10 per turn)
Damage: NA
Description: The Wicked Seal of Demonic Blood is body seal that is placed in the middle of forehead utilizing the user's own blood and constantly and continually being fed a miniscule amount of chakra through the tenketsu located in the forehead. Though the design of the seal's symbol may vary from user to user the general principles that govern the seal remain the same. The seal works by acting as a catalyst that allows the user's body to metabolize poisonous compounds normally impossible. Working in tandem with the body's natural immune response, the seal triggers when the body becomes infected with a substance foreign to the user's body. This property of the seal finds its roots in the Medical Technique: Poison Resistance, but instead of directly slowing the effects of a poison, this body seal is always at work empowering the user's natural immune response to foreign substances in the body. Poisons and diseases that enter the body are slower to trigger causing it to take one turn longer before the first effects set in. During this time, the user's immune response has already started to break down the compounds of the poison/disease and adapt to it. As such, any Attribute related debuff inflicted by Poisons are reduced by a single point and/or non-AP related debuffs are reduced by 10% (whichever is applicable). This means, for example, if a Poison causes the user's AP to lower by a single point or cause a reduction less than 10%, the user's body essentially detoxifies faster than the effects can progress seemingly making it appear as though they are immune to the poison's effects. However, this does not mean the user is immune as the user's metabolism cannot keep up with repeated exposure to the poison nor instantly irradicate it, but will allow the user to prevent the final stage of the poison's effects from setting in by enabling the clearing of the user's body within three turns of the poisonous effects being placed unless more poison is placed into the body at this time during which the turn count starts over and any applicable compounding effects may occur.
Note:
  • Must be posted in the user's biography.
  • Requires Advanced Fuuinjutsu / Medical Ninjutsu to create and place the seal.
  • This seal will aid the body in clearing any physical poison or disease from the user's body whether ingested, inhaled, or injected but it does not work on poisons of the chakra system or diseases such as the poisonous chakra of the Chinoike Clan.
  • The seal activates passively in tandem with the immune system's response which naturally triggers automatically when foreign substances enter the body but uses chakra to facilitate its catalytic properties.
  • This seal may be placed on up to two allies per arc granting the effects if they have an empty body seal slot and will last the entire arc.
-Declined- I'm not comfortable with the broad scope of this considering we have characters like Nefarian and Basmu, this is far to broad in it's resistances.
Removed the aspect regarding the seal preventing diseases / poisons from progressing to final stage to lessen the scope of the seal's resistance.

Oniketsu no Kyōin ⛧ Wicked Seal of Demonic Blood
Rank
: S
Type: Supplementary / Defensive / Offensive
Range: Short - Mid
Chakra: 40 (+10 per turn)
Damage: NA
Description: The Wicked Seal of Demonic Blood is body seal that is placed in the middle of forehead utilizing the user's own blood and constantly and continually being fed a miniscule amount of chakra through the tenketsu located in the forehead. Though the design of the seal's symbol may vary from user to user the general principles that govern the seal remain the same. The seal works by acting as a catalyst that allows the user's body to metabolize poisonous compounds normally impossible. Working in tandem with the body's natural immune response, the seal triggers when the body becomes infected with a physical substance foreign to the user's body. This property of the seal finds its roots in the Medical Technique: Poison Resistance, but instead of directly slowing the effects of a poison, this body seal is always at work empowering the user's natural immune response to foreign substances in the body. Poisons and diseases that enter the body are slower to trigger causing it to take one turn longer before the first effects set in. During this time, the user's immune response has already started to break down the compounds of the poison/disease and adapt to it. As such, any Attribute related debuff inflicted by Poisons are reduced by a single point and/or non-AP related debuffs are reduced by 10% (whichever is applicable). This means, for example, if a Poison causes the user's AP to lower by a single point or cause a reduction less than 10%, the user's body essentially detoxifies faster than the effects can progress seemingly making it appear as though they are immune to the poison's effects.
Note:
  • Must be posted in the user's biography.
  • Requires Advanced Fuuinjutsu / Medical Ninjutsu to create and place the seal.
  • This seal will aid the body in clearing any physical poison or disease from the user's body whether ingested, inhaled, or injected but it does not work on poisons of the chakra system or diseases such as the poisonous chakra of the Chinoike Clan.
  • The seal activates passively in tandem with the immune system's response which naturally triggers automatically when foreign substances enter the body but uses chakra to facilitate its catalytic properties.
  • This seal may be placed on up to two allies per arc granting the effects if they have an empty body seal slot and will last the entire arc.
-Declined- That change doesn't really address what I said

Doton: Jin no Jutsu | Earth Style: Hidden in Dust Technique
Rank
: B-S
Type: Offensive / Supplementary / Defensive
Range: Short - Long
Chakra: 20-40 (+5 per turn)
Damage: 10 per turn
Description: A technique that is useful in disorienting the opponent, it starts by the user releasing their chakra into the ground and causing it to uplift large amounts of the loose earth that combines them into a dust cloud acting like a smokescreen with the user in the center. If the opponent is caught up within this cloud it constantly bombards the opponent with the noise of the loose debris colliding and rubbing together against any surface, causing it to mask the sounds the user makes. This not only blocks the sounds the opponent may hear but does well at disrupting lower ranking sound techniques (must be at least one rank below the rank of this technique) that are produced within the cloud due to the rapid movement of the particles disrupting the ability of the sound to travel. The vision of the opponent is also reduced since the area within the cloud significantly darkens due to the culmination and movement of the earthen debris. The dust particles are capable of causing irritation as it damages the opponent who is caught up within the cloud, but the damage is no more than an annoyance as this makes it hard for the opponent to keep their eyes open since the dust can causes irritation of the eye. This culminates into causing the opponent to lose 5% of thier tracking ability for every rank (maximum of 15% tracking reduction at S-rank) effective as long as they remain within the storm's area of effect.
Note:
  • The user may manipulate the storm so that it doesn't affect them and/or allies, however no other techniques besides Earth Release and Taijutsu may be used while this jutsu is in effect.
  • The higher the rank of this technique the wider an area of effect this jutsu possesses. B-rank covering short range, A rank covers up to mid, and S-rank techniques cover up to long range. B-rank use can be done without handseals, however, A rank requires two handseals to preform and S-rank requires four handseals.
  • This technique last as long as the user has chakra to fuel it and will reform in the event it is blown away as long as the user chooses to regenerate it, though this happens passively, it requires a move slot to perform.
  • After the end of this jutsu no other Earth Jutsu may be used for two turns.
-Update Declined- I feel like this doesn't need to be multi ranked and by doing so you've added far more debuff potential than the original had and made it too different.
Removed the multi-rank and removed the tracking debuff in exchange for reducing the opponent's field of vision.

Doton: Jin no Jutsu | Earth Style: Hidden in Dust Technique
Rank
: B
Type: Offensive / Supplementary / Defensive
Range: Short - Long
Chakra: 20 + 5 per turn
Damage: 10 per turn
Description: A technique that is useful in disorienting the opponent, it starts by the user creating two handseals while releasing their chakra into the ground and causing it to uplift large amounts of the loose earth that combines them into a dust cloud acting like a smokescreen with the user in the center. If the opponent is caught up within this cloud it constantly bombards the opponent with the noise of the loose debris colliding and rubbing together against any surface, causing it to mask the sounds the user makes. This not only blocks the sounds the opponent may hear but reduces sound techniques that are produced within the cloud by one rank due to the rapid movement of the particles disrupting the ability of the sound to travel. The vision of the opponent is also reduced to only being able to see 3 meters in any direction within the cloud since it significantly darkens the area due to the culmination and movement of the earthen debris. The dust particles are capable of causing irritation as it damages the opponent who is caught up within the cloud, but the damage is no more than an annoyance as this makes it hard for the opponent to keep their eyes open since the dust can causes irritation of the eye.
Note:
  • The user may manipulate the storm so that it doesn't affect them and/or allies, however no other techniques besides Earth Release and Taijutsu may be used while this jutsu is in effect.
  • This technique last as long as the user has chakra to fuel it and will reform in the event it is blown away as long as the user chooses to regenerate it, though this happens passively, it requires a move slot to perform.
  • After the end of this jutsu no other Earth Jutsu may be used for two turns.
-Update Approved-
 
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Kai NB

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```Updating due to recent changes to CES.

(Chakura Sokudo) - Chakra Enhanced Speed
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: Instead of using their refined chakra control to increase the strength of their chakraless taijutsu, this technique allows the user to release their chakra with pinpoint timing in order to greatly enhance their speed. This allows the user to run, jump, punch, and kick at an increased speed. As this is based on precise chakra control releases, the speed is not sustained and chakra is expended for each performance of enhanced speed. Like its parent technique, this cannot be used alongside chakra-based Taijutsu techniques or Ninjutsu techniques due to the chakra control needed to execute.

Note: Can only be used four times per battle.
Note: Can only be used bios with access to Chakra Enhanced Strength
Note: The speed burst translates into a temporary x2 speed increase for each usage.

-Update Approved-

original
 
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