Custom Jutsu Submission - IV

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Kirikoe

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(Dokkodo -Tettai Hikari) | The Alone Way - Withdrawing Light
Type:
Supplementary | Offensive | Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: A technique similar to blinding light, The user spikes the chakra and dissipates the chakra surrounding him outwards across the field however rather than generating a blinding light the user generates a black darkness which spreads to mid range rather than the entire field, unlike the blinding light skill, this technique cannot blind opponents in the same manner as the Blinding light technique, instead this technique creates a barrier of darkness and sword replica's surrounding the user, trapping enemies within, the barrier is made out of sword replica's tightly compacted to form the barrier and the opponent becomes unable to see or sense anything extending outside beyond the barrier itself, enemies within the barrier are able to see perfectly fine however, akin to being locked inside a windowless room, everything within can be seen as normal however sights beyond the room are obstructed.

The user is able to make use of the sword replica's which surround them at the cost of a turn being able to make use of 8 sword replica's at a time, these sword replica's can be used in the same way as the technique 'Sword bullet' being able to disarm opponents by targeting their hands and wrists to strike quickly and cause them to lose grip of their weapon. If successful, this causes the opponent to be unable to utilize their hands for four turns in the same manner as the sword bullet technique

Alternatively the sword replica's are capable of sending forth waves and crescent moon shaped arcs of natural energy to attack the opponent much like Blinding light.

Much like the blinding light technique, the user is capable of controlling the natural energy and dense chakra within the zone to his advantage, creating replica's of himself 5M from the enemy, these replica's are capable of using dokkodo and regular kenjutsu techniques.

techniques and sword replica's created from this technique carry both forms of senkenjutsu

Because the sword is the catalyst for these effects, the effects last as long as the user maintains hold on the blade. If his hold on the blade ends, this technique and Dokkodo will be forcibly ended and the drawbacks triggered early, should the barrier of sword replica's be destroyed, at the cost of chakra from the user each turn the sword replica's will reform.

Visual Representation
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Note - Can only be used with Dokkodo active
Note - Lasts 4 turns or when the user lets go of the sword, whichever is shorter, Can be used 3 times mimicking Blinding light.
Note - Can be used by Ronin and Samurai without needing the mode however only lasts 3 turns and can only be used once per battle

Declined, the punctuation of this makes it a little difficult to get through, but there are some issues here. For starters, as a Blinding Lights based technique, this will not be usable outside of the Mode - even for Sam/Ron. On top of this zone that prevents escape, you also have the ability to use Sword Bullet as well as creating blades of energy as well as replicas that can use Dokkodo and Ronin techs in this. It’s doing entirely too much, remove at least one of these 4 abilities, likely 2, for it to be approved.

(Dokkodo -Ten ken keitai) | The Alone Way - Heavenly Sword Formation
Type:
Offensive | Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user channels their chakra and natural energy into their sword, spinning in place gently, almost like a dance, after making the single rotation, the blade seemingly splits into hundreds of sword replica's which spirals outwards around the user in the same orbit on the edge of short range creating a spiralling wall of sword replica's capable of defending the user from outside attacks, whiles the original sword remains in place with the user.

These blades are filled with natural energy and carry the properties of white blade flows as well as the most common form of senkenjutsu, petrification, following the rules outlined in the rules section, causing techniques that come into contact with the boundless sword replica's to seemingly shatter like glass and enemies which come into contact and get cut by the initial rotation or the following wall of blades to become severely injured and petrify after 3 turns.

At the cost of using another slot of the users three jutsu per turn, the user can shoot these sword replica's forwards to Long range, targeting the enemy, the sheer quantity of sword replica's having a total diameter of 10m.

Visual Representation

Note - Can only be used with Dokkodo Active
Note - Samurai and Ronin can use this technique without needing the mode
Note - Can only be used twice per battle.

Approved, removed a note.

(Dokkodo - Fumetsu no ishi no ken) | The Alone Way - Sword of Undying Will
Type:
Supplementary | Offensive | Defensive
Rank: S
Range: Short - Long
Chakra: 40 to manifest ( +10 to jutsu/technique and -10 per turn to maintain)
Damage: 80 ( +20 to Kenjutsu and Dokkodo techniques )
Description: Whiles in the Dokkodo mode, similar to 'The alone way: Sword bullet' The user will create a sword replica, the difference being that this sword replica is created in the shape of the users desired form, being able to take on any sword shape the user wishes as well as size, ranging from a small wakizashi, to a large two handed sword, this sword replica carries the traits of both forms of Senkenjutsu.

This sword replica is able to be used as a regular sword for users in the Dokkodo mode, being able to use all the Dokkodo skills whiles adding its own energy into those skills giving + 10 chakra to the technique, also relating to added power giving the technique used a +20 to both regular Kenjutsu and Dokkodo techniques.

Whiles using this sword regular kenjutsu becomes capable of applying the effects of both forms of Senkenjutsu.

This sword replica is able to be used independently of the user allowing him to control the blade at will within short range of himself, thus giving a new fluidity and dimension to his sword skills, this sword can also be shot into long range and then called back however finesse and precise movements in long range are not possible.

The sword replica itself is neutral to all elemental techniques as it contains natural energy, like all dokkodo techniques, the sword is able to be destroyed if a technique overpowers it entirely however it is able to be regenerated due to the user feeding it natural energy and chakra, repairing it for use on the following turn.

The sword itself can deal S rank damage at the cost of one of the users 3 moves

Note - Ronin and Samurai can use this without being in the mode, should this be the case, the sword merely lasts for 3 turns on the field and can only be used once
Note - When using the sword to attack normally, at the cost of one of the users 3 moves, this sword will deal S rank damage before boosts are applied without costing additional chakra as the chakra cost would have already been payed when conjuring the sword.
Note - The sword is able to persist for as long as the user maintains Dokkodo, passively feeding off the users energy
Note - The user can use this technique in conjunction with activating the Dokkodo mode, within the same timeframe, paying the cost of both technique however only costing one of the users moves.

Declined, the most obvious reason is the double dipping on boosts; this technique already can only be used with the Mode active that grants a boost so this cant grant another boost from the same source. On top of this, being able to move on it’s own means it has some level of sentiency, something typically reserved for Yang and logical fields now and this wouldn’t be one. Some of the restrictions are way off and wouldn’t be allowed as well.

(Dokkodo - Senshi no Tamashii) | The Alone Way - Warriors Soul
Type:
Supplementary | Defensive
Rank: S
Range: Self
Chakra: 40
Damage: 80
Description: A technique to be used whiles in the Dokkodo form or upon entering the Dokkodo form.

Whiles already in Dokkodo or upon entering the mode, the user will manipulate the chakra cloak that forms on the users body to all area's of the body, spreading the chakra/Natural energy cloak that would usually only cover the torso to all area's whiles manipulating its density and its shape to take the form of a warriors armor, the warriors armor can take any form the user pleases mainly for aesthetic reasons however the effect remains the same.

This technique can be used in the same timeframe whiles activating the Dokkodo mode without costing an extra move slot, technique will typically cost a move if used whiles Dokkodo is already active

By increasing the density of the Dokkodo cloak which now covers the users person, the cloak becomes capable of mitigating up to 30 damage, rivalling that of sage mode users themselves, this armor lasts for 4 turns.

The user is able to increase the capabilities of this cloak by using the energy which sustains the Dokkodo mode, this is called Oversoul and costs one of the users 3 moves, this energy increases the mitigating effects of the technique from 30 to 50 for a single turn, however using Oversoul reduces the current number of turns remaining of the Dokkodo form by 2 turns.

Note - Can only be used with Dokkodo active
Note - Can only be used twice per battle
Note - user must wait 2 turns before using again
Note - It costs a move to increase the mitigating effects
Note - Dokkodo's current number of turns is reduced by two turns when using Oversoul and can be used twice

Declined, this only extends the shroud to the full body and somehow significantly augments the durability of the cloak. These types of customs are not allowed as all they do is enhance the boosts already given. DNR.
 
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Kooljay

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(Ranton: Arashi no Kami no Jutsu) - Storm Release: God of Storms Technique
Type:
Mode
Rank: F
Range: Short
Chakra: 50 (-15 per turn)
Damage: N/a (-10 to user)
Description: The God of Storm Technique is the pinnacle of Storm Release, sharing its name and title with the storm gods Susanoo and Raijin. Likewise this jutsu has two pathways focusing on the two variants of Storm Release. After weaving 4 handseals, the user will gather and surge storm release chakra throughout their body in one of two variants of Storm Release with respect to one of the two Gods of Storm.

Susanoo, The God of the Sea and Storms: The Susanoo pathway focuses on the Thundercloud variant of Storm Release, primarily its supplemental and defensive ability to absorb ninjutsu. If the user chooses to use this pathway, they can only use thundercloud variant storm release and water release while the mode is active. Black thunderclouds will manifest around the user in the form of a robe and condense into a katana called the Murakumo no Tsurugi or Heavenly Sword of Gathering Clouds. In this variant the user can slash ninjutsu with their Murakumo once per turn and absorb up to 40 chakra. This counts as an S rank technique. The Murakumo can only absorb and store 1 ninjutsu at a time. With another slash, the user can release a thundercloud storm release variant of that jutsu equal to it in power and chakra. For example if the user absorbed Great Fire Annihilation that was boosted by 20, the user could release a thundercloud version of the technique of equal power and chakra. The robes provided by this jutsu if struck can absorb up to 40 chakra from a technique, deranking it by 2 and subsequently lessening its power. The user’s Suiton techniques gain the ability to absorb up to 20 chakra from techniques they make contact with. Thundercloud Storm Release techniques besides the Robe and Murakumo receive a +10 to the potency of their chakra while not increasing in cost to the user.

Raijin, The God of Lightning and Storms: The Raijin pathway focuses on the Laser variant of storm release and its offensive nature. If the user chooses to use this pathway, they can only use laser variant storm release and lightning release ninjutsu. While in this mode, the user’s speed and tracking increases by 3x and their laser variant storm release attacks receive a +20 boost to their damage. Laser variant chakra will manifest around the user’s neck in the form of shinto beads and on their face as a demonic mask. Floating around the user will be 6 large taiko drums with 3 tomoe on each of them. In the user's hands will be 2 large taiko drum sticks made of storm chakra. Basic bukijutsu used with the taiko drum sticks receive a +20 in damage and become storm release in nature. Once per turn the user use and release two laser storm release jutsu, up to S rank, in the same timeframe by beating two drums each with a taiko stick into long range. After doing this, the drums dissipate. The user can only perform one more jutsu after this during this turn.One per turn the user can redirect, turn, curve etc a projectile or streaming lightning release or laser storm technique after it has been launched. This costs a timeframe and 30 chakra.

Note: This technique can only be taught by Kooljay
Note: This technique can only be used once and last for 4 turn or the user stops it.
Note: After this technique ends, the user cannot use the respective variant of storm release and raiton/suiton chakra natures of the pathway they chose for 2 turns.

-Declined- This is so far out of the ballpark of what you could achieve with just storm release. Honestly it's out of the ballpark of what you could achieve period giving that boosting and debuffing rules mean that they share a limit.




(Ranton: Raiun Hashira no Jutsu) - Storm Release: Thundercloud Pillar Technique
Type:
Defensive
Rank: A/S
Range: Short
Chakra: 30/40
Damage: N/a
Description: The user weaves two handseals and release black thundercloud chakra around themselves that immediately begins to swirl around the user into a 3m tall pillar. The clouds will then absorb chakra that comes into contact with it. At this level the cloud aren’t dense enough to block the user’s sight. If the user weaves 3 handseals then they can perform the S rank variation. This variation is more powerful but the thunderclouds are dense enough to block sight into and out of the pillar. Ninjutsu that isn't fully absorbed will be weakened and deranked according by the amount of chakra absorbed,

Note: A rank variation can only be used once per turn, 3 times in total.
Note: S rank variation can only be used twice and once per two turns.

-Approved-




(Magen: Panikku Hossa no Jutsu) - Demonic Illusion: Panic Attack Technique
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/a
Description: After weaving 3 handseals the user will insert chakra into their target's brain thus trapping them in a genjutsu. Initially the target may not even know they’re under a genjutsu. This genjutsu specifically targets and disrupts the chakra in the Amygdala and Bed Nucleus of the Stria Terminalis. These parts of the brain are responsible for processing fear and anxiety. This causes them to be especially sensitive to stimuli and thus the target is all the more prone to anxiety attacks. If the Killing Intent technique is used afterwards, the target will perceive the user’s Killing Intent as if they were one rank higher than they currently are, for example a chuunin using Killing Intent would be perceived as a Jonin, and become more spooked than they normally would.

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

-Declined- DNR, you can't make abilities that increase the potency of killing intent, also this isn't how Genjutsu works, this would just be god modding.




(Genjutsu: Midasu Tatchi no Jutsu) - Illusion Technique: The Midas Touch Technique
Type
: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/a
Description: The user weaves 2 handseals and casts a genjutsu on their target. Once in the genjutsu, the user will perceive everything they touch turn into solid gold. Primarily this is going to affect their clothing and the type of clothing affects how useful this technique is. For example if the target is wearing long pants then they will perceive their pants turning into gold and they won’t be able to move their legs. If they’re wearing gloves then they can’t move their fingers. A long sleeve shirt will prevent the movement of their arms. If they’re wearing glasses then they will turn into gold, including the lenses. Afterwards they won’t be able to see through the glasses.
Note: Can only be used by those taught by Kooljay
Note: Can only be used twice and once per turn.

-Approved-


 
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(Raiton: Takemikazuchi Ichishiki) - Lightning Release: Takemikazuchi's First Blade
Type
: Offensive/Defensive
Rank: S
Range: Short (Short - Long)
Chakra: 40 (-5 per creation)
Damage: 80
Description: The first technique developed by the warrior Takemikazuchi, this was the first iteration of the weapons he wielded. The user will perform 3 handseals, Bird → Snake → Ram, and then focus their chakra overhead which will materialize 1-4 javelins (or spears) to float above them in a slight arc. Despite being javelins or spears, the full weapon is dangerous to opponents, not just the tip/blade of the creation itself. Upon creation, these weapons can be used to defend or attack either as a sweeping blade motion or even sacrificing one creation as a projectile. These weapons will float and remain under the control of the user within short range, however they can be sent as a projectile attack up to long range, or sent as an attack upon creation. Should a target be pierced with one of these, they will be paralyzed and held in place by the weapon pinned to the ground. While normally a multi projectile attack's damage would be split, the user can perform an additional handseal after the first per creation, paying an extra 10 chakra per creation to keep them at full strength causing each one to be an S rank attack, however this does come with additional drawbacks.
Notes:
-As mentioned, if performing additional handseals after the first each creation will remain at full strength of an S rank. But this will increase the cooldown by 1 turn for each handseal.
-Only 1 S rank creation can be used to attack per turn.
-While active, the user cannot use any other Lightning based techniques
-This technique can only be used twice with a two turn cooldown and cannot use any other S ranks or above this turn.

-Declined- That bit at the end about making them split but also at full strength can't really work cause what you're essentially saying is that you're creating 4 S rank jutsu at the cost of 1 S rank jutsu, for the most part. Like the additional chakra isn't particularly a big drawback in terms of the value timeframe wise and move slot wise.

(Genjutsu: Shinzō shōaku) - Illusion Technique: Grasp Heart
Type
: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Creating a singular seal of Monkey, the user funnels their chakra into the opponent to place them into a genjutsu. What they see is everything normal within the world and exactly the same as the situation they are currently in, except for the user, in which they summon an image of the targets heart. Indistinguishable from a real thing, it looks and beats and is as bloody as if ripped out of a chest of the target. Crushing it with a hand, the user causes the heart to explode from pressure dealing spiritual damage to the target, however it causes a secondary effect within the genjutsu and remains as long as the user is still taking damage from the genjutsu. While under its effects, even above the threshold, the target abides and feels as if they are under the effects of the 20/40/60% Torso health physical damage threshold.
Notes:
-Cannot be used multiple turns in a row
-Can only be used 3 times
-Cannot use any other genjutsu this turn.

-Declined- I don't think I'd allow anything like this to simulate the effects of the torso health damage effects at all, it's just nonsensical. That aside this is also designed in a way that reads as entirely impossible to discern as a genjutsu for the most part and all genjutsu need to have some kind of indicator.

(Yoton/Katon: Hogo Yamaiko) - Yang/Fire Release: Yamaiko's protection
Type
: Offensive/Defensive
Rank: S
Range: Short (Short - Long)
Chakra: 70 (-15 per turn
Damage: 120 (80 from construct)
Description: Yamaiko was a guardian who was known to have excellent use of fire techniques as well as being able to masterfully manipulate it in various shapes. Said to be taught by a dragon this technique was inspired by her teachings. By combining Yang Energy and Fire Chakra the user performs 3 hand seals, Boar → Horse → Dragon the user will then concentrate chakra through their body as fire will erupt from themselves all around them covering a short range radius. Using shape manipulation and Yang Energy the user forms it into a Sentient Dragons head of Fire that naturally does not harm to the user. Looking like a traditional Chinese dragon with bushy eyebrows and whiskers, this dragon's head has full sentience given by yang as well as a chakra pool of 300. Upon creation, it erupts in short range around the user for 120 damage as it comes into life. While within this dragons head the user can perform fire techniques with the aid of the dragons head, gaining a +30 damage. The user in combination with the dragon can perform a simple large stream of fire, similar to Majestic Fire Annihilation that deals 120 damage. Should the user choose, they can perform other techniques, leaving the dragons head to perform its own techniques. Any enemies that come into contact with the Fire Dragon head, will suffer 80 damage on contact.
Notes:
-This technique can only be performed twice with a 4 turn cooldown after use.
-During the turn as well as the turn after, the user cannot perform any other S rank or above techniques
-The user can freely pass through the fire without damage (as there is not physical barrier from the fire)
-Performing a technique with the +30 boost from the dragons assistance counts as two moves per turn

-Declined- This is pretty excessive in terms of function, you create it, it makes a 120 damage (base) attack all around you, then it becomes a sort of pseudo susanoo that causes 80 damage whenever someone's in short range of you, can perform a 120 damage attack combo with you (base) and seemingly has no turn duration at all or really any drawbacks except I guess the can't use S ranks? But then again you're also saying that you can use this 120 base damage fire stream with the dragon presumably you haven't mentioned that having a rank or being restricted because you intend to do that for two turns.
 
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jagged

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( 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. While in this state the user may dodge away from attacks he can sense however this uses his 1 free dodge for the turn. Flight is achieved by his storm nature chakra lifting him off the ground and propelling him forward with a constant stream of storm nature being released from the soles of his feet.

Note: This technique stays active for 3 turns, with a 1 turn cool down in between, and can only be used 2 times per battle.
Note: Maintains flight for as long as this technique is active
Note: the user may dodge away from attacks by using this technique and his one free dodge per turn(standard dodging rules apply)

-Declined- you can only avoid one attack with the free dodge rules so you need to change "attacks" to a singular, but more than that what you're trying to do just doesn't make much sense, like why are lasers able to propel you, do they have to be hitting the ground to push you up or are you saying they're self sustained accelerants? Also if it's remaining active for multiple turns it'll need an upkeep cost.
________________________________________




(Arashi ni tsutsuma rete) Shrouded in the storm
Type
: Defensive/supplementary
Rank: S
Range: Short
Chakra: 40
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 up to S rank and below, storing a maximum 40 chakra within his 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 technique can only be used 2 times per battle lasting 2 turns before ending. Has a 3 turn cool down between each use.

Note: Only A rank Storm jutsus and below can be used while this technique is active

-Approved- Edits made
________________________________________

(Arashi no kami: Pin pointo) Storm God: Pinpoint
Type
: Supplementary
Rank: B
Range: Long
Chakra: 20
Damage: N/A
Description: Performing an additional handseal with another storm technique allows the user to change the direction of his Lazer beams mid flight, making it extremely hard to dodge away from so long as the opponent can sensed by the user. This move can be used in the same time frame as other storm techniques.

Note: So long as the user can track the opponent he can redirect his attacks towards the opponents position making conventional dodging extremely hard

-Declined- This is super vague, how hard is it to dodge? What does that actually mean in any numerical sense, as it stands this is just a waste of a custom slot.
________________________________________

(Arashi no kami: Bairitsu ) Storm God: Magnification
Type
: Supplementary
Rank: B-A
Range: Long
Chakra: 20-30
Damage: N/A
Description: By performing an additional handseal when activating another storm jutsu the user shrinks the size and range of the jutsu to magnify the beams into a faster launch time then normal , essentially condensing it's range for quicker speed depending on the rank of the technique used.

Note: This technique shrinks the range of any technique it's performed with by 1 tier for instance, when using a move that has a long range with the Magnification technique it will only go up to mid range.

Note: B ranks grant x 1.5 jutsu speed while A ranks grant ×2 jutsu speed.

Note: Range shrinks 1 tier at B rank and two tiers at A rank.

Note: B ranks can be used 4 times while A rank can only be used 3

-Declined- DNR customs that increase the jutsu speed are currently not allowed.
(Arashi no kami: Pin pointo) Storm God: Pinpoint
Type: Supplementary
Rank: B
Range: Long
Chakra: 20
Damage: N/A
Description: Performing an additional handseal with another storm technique allows the user to change the direction of his Lazer beams mid flight, making it extremely hard to dodge away from so long as the opponent can sensed by the user, this means that as so long as the opponents speed doesn't surpass how much the user can track his attack will always adjust it's trajectory towards the opponents position although this will use 1 move slot every turn to do so. This move can be used in the same time frame as other storm techniques.

Note: So long as the user can track the opponent he can redirect his attacks towards the opponents position making conventional dodging extremely hard
Note: unconventional dodging such as phasing out of reality or disappearing from the users senses is still viable. This technique fails if the user loses track of the opponents.
________________________________________

-Approved-


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 bet
ween each use.

-Declined- You can't just infuse a blade with star chakra and say that makes it strong to all elements and all techniques that pass through it gain this benefit.
________________________________________




( Massugude semai ) Straight and Narrow
Type: supplementary
Rank: B
Range: Self
Chakra: 20 (5 per turn)
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 akin to a rocket launcher in design propelling the user through the air with its force, allowing flight for a short period of time and increasing the users speed by x2. While in this state the user may dodge away from an attack he can sense however this uses his 1 free dodge for the turn. Flight is achieved by his storm nature chakra lifting him off the ground and propelling him forward with a constant stream of storm nature being released from the soles of his feet.

Note: This technique stays active for 3 turns, with a 1 turn cool down in between, and can only be used 2 times per battle.
Note: Maintains flight for as long as this technique is active
Note: the user may dodge away from attacks by using this technique and his one free dodge per turn(standard dodging rules apply)

-Approved-
________________________________________
 
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Master Atavistic Flame training: Here.

(Marumiadowāzu) Marmyadose
Type:
Weapon
Rank: S-Rank
Range: Short - Long
Chakra: N/A
Damage: 90 (120)
Description: Marmyadose is a legendary weapon said to be forged during the Era of the Gods by an infamously deformed Blacksmith. It appears to be forged from a metal that emits light not matter the conditions of it's surroundings, golden and ivory hues with intricate accents adorning it's form. In truth however it is a solid Atavistic Flame construct completely forged from Humanity's collective unconsciousness, a representation of sheer willpower and perseverance even in the darkest depths. As a creation of Atavistic Flames it is bound to the user's soul so it cannot be stolen or sealed by external or opposing means. While it's most common shape is a two-handed greatsword Marmyadose is a weapon that responds to the user's will so if another shape is better suited to their situation, such as a glaive/ sword-spear or a staff or a bow, Marmyadose reforges itself as it's called forth. As a construct of Atavistic Flame itself, Marmyadose has abilities intrinsically related to the field, which are as follows:

Creation of the Human Principle: The user's Atavistic Flame techniques gain a passive damage increase of +20.​
Titanomachia: Damage inflicted by Marmyadose itself, or Atavistic Flame techniques enhanced by it cannot be healed via Divine techniques or means for 3 turns. Additionally for opponents and beings with Divinity or Divine abilities such as Anutu they cannot heal damage inflicted by Marmyadose through Non-Divine techniques or means for at least 3 turns.​
Marmyadose - Human Incineration Armament: An extremely powerful technique only available to Marmyadose itself, it is a ranged projectile attack that takes a massive amount of Atavistic Flame generated by the user, and willing Human participants, and condenses it into a single beam of golden light that is released by swinging the blade, or equivalent action if shaped into another weapon. The beam is Forbidden Ranked, affects a 15m radial area directly in front of the user which travels up to Long Range, at speeds equivalent to a Forbidden Rank Fire technique, and inflicts 90 (120 if Grandmaster) damage upon contact. Upon activation the user expends 60 Spiritual Health points, which they regenerate at a rate of 30 points on the third and sixth turn after activation.​

Note: Requires at least Master level Atavistic Flame.
Note: Human Incineration Armament can be performed once per battle, twice if the user is a Grandmaster Atavistic Flame user. Additionally, no versions of "Will to Survive" can be performed for at least 3 turns, and if the user is a Grandmaster, cannot perform Human Incineration Armament for the same duration.
Note: After performing Human Incineration Armament, the user cannot perform S-Rank or above Atavistic Flame techniques for 2 turns.

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Approved - Daemon
 
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(Yōton: Kūfuku Buta) - Lava Style: Hungry Pig
Type:
Offensive, Supplementary
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60 (+20 damage after augmentation)
Description: Yōton: Kūfuku Buta is a ninjutsu the utilize the Lava Element. After performing a three handseals, lava underground is converted into rubber to create a giant pig head that emerges to the surface (in front of the user) to consume Fire, Water, Wind or Earth jutsu. The absorbed Jutsu augments the power of the pig head (that swells) and with another hand seal, it is fired towards the target, where it explodes with a 5-meter blast radius.

Note: Can only absorb B-rank and below Fire, Water, Wind, and Earth jutsu.
Note: Only usable by custom lava bios with the rubber variant or Dodai bios.

Update Approved: due to wording issues, I just modified the initial CJ a bit instead.

  • Updating
  • Edited for Clarity
  • Edited Change How It Was Release
  • Edited Handseals Based on Rank
  • Added an S-rank Version
(Yōton: Kūfuku Buta) - Lava Style: Hungry Pig
Type: Offensive, Supplementary
Rank: A/S
Range: Short/Long
Chakra: 30/40
Damage: 60/80 (+20 damage after augmentation)
Description: Yōton: Kūfuku Buta is a ninjutsu that utilizes the Lava Element. The user weaves a single-hand sign and generates lava chakra to their hand like boxing gloves to create a small pig head made of rubber material. After eating an opponent's Fire, Water, Wind, or Earth jutsu, it slightly inflates dependent on the volume of the jutsu such as growing into a giant bouncy ball and is launched from the hand like a missile toward the target. Depending on which jutsu was taken, it will explode, causing concussive force or burns. It has a blast radius of 5 meters, wounding anyone caught within its range. Hungry Gluttonous Pig - is an S-rank version that is stronger than its parent technique. The user creates a small pig head from the earth within short-range and after absorbing the opponent's Jutsu such as fire, earth, wind, and water (A-rank and below), it balloons into a giant body of a pig with legs (almost 15 feet wide). The enormous pig is shot at the opponent and explodes. The blast radius can extend up to 10 meters, making it harmful to anyone within its range. Another S-rank version requires the user to weave 3 hand signs and lava chakra is poured beneath the earth in front of the user, converting the surface to rubber and forming a massive pig head that rises to the surface similar to Earth Release: Earth Dragon Bullet. Instead of firing like a missile, the jutsu captured within are supercharged by the rubber technique and fire back in a one-directional blast wave aimed straight at the target.
Note: Can only absorb B-rank and below Fire, Water, Wind, and Earth jutsu.
Note: Its S-rank version can only be used 2x times per battle.
Note: Only usable by custom lava bios with the rubber variant or Dodai bios.

-Approved-


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

  • Alter Concept Due to:
    • Overworded
  • Edited for Clarity
  • Edited Change Its Ability of Absorption to Sealing Movement
Fuuin Yōton: Gom Kinoko Jinja - Sealing Lava Style: Rubber Mushroom Shrine
Type: Offensive, Supplementary
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: The user pours chakra into the earth beneath the opponent, forming a giant mushroom-shaped dome of rubber that erupts and traps them within. Rubbery spores are released into the air from the inside. The spores stick to anything they touch, forming a sticky and elastic layer that can seal the opponent's movements and chakra. The user can control the size and shape of the mushroom dome, as well as the amount of direction of the spores. The dome can be ignited with a Fire Release technique, causing it to explode and damage the opponent. This technique requires a high level of chakra control and Lava Release mastery.
Note: This technique can be passively combined with Earth Release structures or formations created by the user.

Note: Cannot use A-rank and above Lava Release and Sealing techniques in the same turn.
Note: Usable 4 times per battle

-Declined- Just seals their chakra completely by touching them?

  • New Submission
Fuuin Kekkei: Nurufīrudo - Sealing Barrier Jutsu: Null Field
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-5 Chakra Active Ability)
Damage: N/A (- 10 Health Self-Inflicted)
Description: This technique generates a wave of chakra that emanates from the user's body and disrupts the chakra flow of the opponent if they step within the area of effect. The barrier prevents the opponent from kneading chakra up to A-rank and below, effectively sealing their Ninjutsu, Genjutsu, or Senjutsu techniques. The barrier also blocks any external sensory abilities, making it impossible to detect what is happening inside the barrier. The user can maintain the barrier up to 5 meters and can only perform Taijutsu and Kenjutsu techniques without chakra (with the same applying to the opponent). Prolonged usage of the technique will result in damage to the user's body. The user will start showing nose bleeding or coughing blood as an effect.
Note: Last 5 Turns or until the user canceled. If not canceled within 5 turns and continues on, the recoil from the technique will feel like it's squeezing the user's organs from the inside. It would happen each turn the jutsu remains active or until the user's chakra is depleted or the user is dead.
Note: 1 Turn Cool-down After Use
Note: Usable 2x Times per battle

-Declined- DNR this is wildly overpowered as far as barrier ninjutsu goes.
 
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( Inton: Blood Moeagaru ) - Yin Release: The Flame of the Blood Mamba

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

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

Note: Bloodline Abilities can be inherited, implanted or combined. Advanced Elements, like Wood and Boil, with the exception of clearly derived ones, like Blaze Release, are not considered Bloodline Abilities for the purposes of Blood Moeagaru, and thus are Neutral against it.
Note: This is considered Advanced Sealing, Fire Release and Yin Manipulation. It follows Yin's neutral elemental S&W. Blood Moeagaru can be boosted by Yin specialities, Lesser Blood Moeagaru can be boosted by Fire Specialities.
Note: Blood Moeagaru can only be used twice per battle with a wait duration of at least 5 turns in between usage.
Note: After using Blood Moeagaru, the user cannot use any Yin-Yang based jutsu or any of its components for the same and following turns, and cannot use any S rank or higher Fire jutsu next turn.

-Declined- So on further consideration I don't particularly like the wording bloodline here, you need to specify exactly what kind of abilities you want to inhibit by the RP definition, in this case it would be specifically kekkei genkai abilities. Bloodline is a problematic wording because it would suggest reaches beyond it's scope. Also in regards to the "lesser" version, I don't really like it being included at all honestly, especially cause you seemingly have no restrictions for the lesser version at all.
( Inton: Blood Moeagaru ) - Yin Release: The Flame of the Blood Mamba

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

Note: Bloodline Abilities can be inherited, implanted or combined. Advanced Elements, like Wood and Boil, with the exception of clearly derived ones, like Blaze Release, are not considered Bloodline Abilities for the purposes of Blood Moeagaru, and thus are Neutral against it.
Note: This is considered Advanced Sealing, Fire Release and Yin Manipulation. It follows Yin's neutral elemental S&W.
Note: Blood Moeagaru can only be used twice per battle with a wait duration of at least 5 turns in between usage.
Note: After using Blood Moeagaru, the user cannot use any Yin-Yang based jutsu or any of its components for the same and following turn, and cannot use any S rank or higher Fire jutsu next turn.

( Inton/Genjutsu: Nobusuma no Jutsu ) - Yin/Illusion Release: The Ghost of the Blinding Bat

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 50 ( +10 to Jutsu )
Damage: N/A
Description: Blinding Ghost is a spiritual parasite created through the user’s Yin Release chakra, which can be infused into another technique within the same time-frame. When clashing with a foreign technique, it will weaken it by 1 rank and latch onto the opponent through the chakra tether, disrupting their chakra pathway, producing a sensory deprivation Genjutsu ( similar to Bringer of Darkness ) eating away at one of the 5 senses and chakra-subsidiary extraordinary sense, encasing it into pitch-black sensorial darkness. Once the Blinding Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Blinding Ghost last for 4 turns, or until the proper method is used to remove the ghost, thus breaking the Genjutsu. Only one sense will be affected per Bliding Ghost.

Note: Under the Vision Umbrella, Doujutsu's ability to see will be affected.
Note: Under the Touch Umbrella, Chakra, Energy and feeling-based chakra ability to see will be affected.
Note: Under the Hearing Umbrella, Enhanced Sound's abilities will be affected.
Note: Under the Taste Umbrella, Ganmi's type of chemical sensing abilities be affected.
Note: Under the Smell Umbrella, Inuzuka's type of chemical sensing abilities will be affected.
Note: Can only be used 3 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Blinding Ghost.
Note: Blinding Ghost can only be used on S-rank techniques and below. Despite the Ghost's effects being that of Genjutsu, Blinding Ghost can't be infused into Genjutsu techniques, nor other Instant-Cast techniques.

-Declined- You're saying this is producing a genjutsu but the only way to break it is with yin, yang, yin-yang or natural energy. So basically completely ignoring the actual genjutsu rules, it's also too broad having all five senses under this singular umbrella technique, it's multiple genjutsu in one that can't be broken by genjutsu breaking methods.

Updating Antlers of the Blazing Stag
Approved

( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After 4 handseals, the user spits out a large structure of fire in the shape of a flaming stag, which can be sent towards the opponent at great speed. The stag will have the consciousness of a normal clone, but will not have any ability to make jutsus, just to move like an above average stag in terms of power, strength, speed and size. With 1 handseal though, the user can apply water into the fire, which will create a coat of vapor across it, honing it to make it thicker and more tangible. The usage of water and chakra enhances and heavily induces a phenomenon called the Leidenfrost effect, where the water vapor coating the fire will force liquid, water especially, to hover over it, allowing the stag to dive into water and water jutsus, piercing through them without them actually touching the fire, while just overall increasing the tangibility of the fire. When a lower tiered chakra technique of liquid nature clashes with the blazing stag, it will skid along the stag, unable to interact with it. A technique with equal or higher chakra tier will clash as normal with the Water/Fire jutsu. This supplementary/defensive protection follows Water's S&W when interacting with chakra.

Note: The stag remains in play for 2 turns before the fire consumes itself*
Note: This jutsu can only be used once every 3 turns*
Note: The user is unable to preform Fire or Water jutsus higher than S rank in the next turn*
Note: Can only be used thrice per battle*
Note: The user can apply the water effect to a different fire jutsu by the cost of 30 chakra, increasing the damage of the fire jutsu +20 and afford it the same supplementary/defensive protection. It counts as a jutsu towards the jutsu count and can only be used 4 times per battle*

-Declined- It sounds like you just trying to make this ignore clashing rules by using chakra vs chakra just cause, you can't do that. This is an elemental technique.
 
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Ańbu Juniør

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Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22122727
- Not sure how much clearer I can make it, but the 20% mentioned in the technique isn't for ALL damage, but for the 20% threshold of the health drawback system.

(Taijutsu: Ryūketsu) Body Art: Bloodwhetting
Type:
Offensive
Rank: D - B
Range: Short
Chakra: N/A
Damage: 20 - 40
Description: A technique developed by Kōtetsu Inuzuka to escape genjutsu by causing physical pain on himself or an ally, Bloodwhetting makes use of medical knowledge to inflict damage on parts of the body sensitive to pain to avoid dealing widespread and potentially hindering damage. Using their sharp nails, and even their teeth, and injuring parts of the body such as the knees, fingertips, and forehead, the user can escape or break an illusion by dealing the required damage to themselves or an ally. By using their medical knowledge, the damage suffered from this technique allows the user to ignore up to the 20% threshold of the adverse effects of the drawbacks from missing health depending on the part of the body damaged. If the damage done exceeds that threshold, then the full effects of the drawbacks will occur as normal.

Notes:
- This technique requires mastery of Medical Ninjutsu.
- This technique requires a one-turn cool down between use.
- The B-ranked version of this technique can be used up to five times per battle.

-Approved- Don't sass me idiot

Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22122727

(Fuuinjutsu: Nejire Shōheki) Sealing Art: Distortion Barrier
Type:
Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 60
Damage: N/A
Description: An Advanced Fuuinjutsu technique created by Kōtetsu Inuzuka, Distortion Barrier allows the user to erect a crimson circular barrier at a location of their choosing within range to protect themselves or an ally after performing four handseals. Primarily used as a defensive measure, this barrier possesses a unique interaction that allows chakraless attacks to pass through itself and is only capable of interacting with those containing chakra or other forms of energy. When hit by a technique of lower chakra or energy, the barrier allows the user to change its direction either away from the protected target or back toward the opponent at full strength. When used against large-scale techniques, the barrier is capable of distorting the direction of a portion of the incoming techniques, leaving the user or anyone behind the barrier unharmed.

Notes:
- This technique can be used four times per battle and requires a two-turn cooldown between uses.
- No Fuuinjutsu above A-rank in the following two turns after this technique is used.
- This technique requires mastery of Advanced Fuuinjutsu.

-Approved-

Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22119502

(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 except for those designated as allies. 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.

-Update Approved-

New Submissions

(Yōton: Kokū no Zantō - Kōkyū) Yang Release: Remnants of the Void - Photosphere
Type:
Supplementary/defensive
Rank: A - S
Range: Short
Chakra: 60 - 70
Damage: N/A
Description: Photosphere is a supplementary technique developed by Kōtetsu Inuzuka primarily to aid in the release of spiritual techniques and afflictions such as Genjutsu and tethers placed through Yin release. By releasing Yang energy throughout their body in a surge, the user is capable of flushing their chakra system of foreign chakra and energies, releasing them from negative spiritual effects, illusions, and breaking tethers applied to them. The surge of Yang energy also serves to reinforce the body, increasing the user’s resistance to physical damage by 40 at A rank and by 60 at S rank for a single turn. This technique is capable of being used on an ally through direct contact. Due to the vast amount of Yang energy present, the user will be unable to make use of Spiritual techniques such as Yin release and Genjutsu in the following three turns.

Notes:
- The A-ranked variant of this technique can be used four times per battle, requiring a two-turn cooldown between uses. The S-ranked variant can be used twice and requires a three-turn cooldown.
- After use, the user cannot use Yang release techniques in the following turn and is limited to A-rank and below Yang techniques in the turn after.

Declined: Increasing the defense BY 40 and BY 60? Are you smoking? Also this does not need to be multiranked - Daemon

(Taijutsu: Kamigami no Yubi) Body Art: Finger of the Gods
Type:
Offensive
Rank: E - B
Range: Short
Chakra: N/A
Damage: 10 - 40
Description: This technique is used as a simple taijutsu attack deployed at close range that is generally used during spars against weaker opponents or as a form of punishment. The user curls back their middle finger and holds it in place with their thumb before pressing the fingers together to build up force. By suddenly removing their thumb to release the middle finger, the user is able to flick the target on the head or other parts of the body, delivering a painful sting that lingers momentarily.

Notes:
- This technique requires a single-turn cooldown between uses.
- The B-ranked version of this technique can be used four times per battle.

-Declined- This technique doesn't really make sense, like B rank? 40 damage? For flicking someone?
 
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( Inton: Rensei ) Yin Release: Transmutation
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 40-60 ( -15 per turn)
Damage Points: 80-120
Description: Rensei is a multipurpose technique designed with the intention of replicating the properties of transmutation. In essence, it utilizes Yin Release’s ability to give form to one’s imagination - by shifting the physical world surrounding the user. This is done by first quickly performing the needed hand seals appropriate to the rank being used (3 B and A Rank, 4 S Rank), immediately then slamming one’s hand onto a surface, causing electrical yin energy to spark around them. This surface is usually the solid ground, liquid or even other physical terrain such as ice, trees etc - while using the user’s Yin energy to forcefully convert and turn it into something else. This can be seen as a reversal in the process “Yin Release: Change Into Heaven” but rather than utilizing it on a technique the user is molding - it instead occurs in the physical world infusing chakra into them akin to like Earth or Water is infused with chakra when used naturally. What the user can create however is guided by their own desire, such as turning the earth in front of them into a zone of flames or electrical energy, turning it into an ice-like state and causing spikes to stick out and hurt someone. This provides a plethora of defensive and offensive choices to the user’s demand, capable of fitting into most situations. This cannot be used on surfaces however made by chakra, nor can it be used on actual techniques. It starts within a short range of the user but can spread up to a long range afterwards. These creations are innately Yin Release, capable of being sealed and absorbed as normal of course and also follows Yin’s S/W. B rank can be used once every 3 turns, A rank can only be used 4 times per battle and S ranks can only be used 3 times per battle. S Rank usage places this technique on a cool down of three turns after it’s deactivation. The user can also actively control the technique but drains chakra per turn and counts as a moveslot.
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-Declined- you can't have this usable 3 times without a deactivation time and some sustained usage as though it was a state. Also I generally don't much like that this is being presented as some kinda "all elemental" manipulation just using yin, to manipulate and change everything in nature at will. Also the long range thing is kinda excessive but it's mostly the plethora of elements you're implied to have access to via this.
 
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Urda

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  • Alter Concept Due to:
    • Overworded
  • Edited for Clarity
  • Edited Change Its Ability of Absorption to Sealing Movement
Fuuin Yōton: Gom Kinoko Jinja - Sealing Lava Style: Rubber Mushroom Shrine
Type: Offensive, Supplementary
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: The user pours chakra into the earth beneath the opponent, forming a giant mushroom-shaped dome of rubber that erupts and traps them within. Rubbery spores are released into the air from the inside. The spores stick to anything they touch, forming a sticky and elastic layer that can seal the opponent's movements and chakra. The user can control the size and shape of the mushroom dome, as well as the amount of direction of the spores. The dome can be ignited with a Fire Release technique, causing it to explode and damage the opponent. This technique requires a high level of chakra control and Lava Release mastery.
Note: This technique can be passively combined with Earth Release structures or formations created by the user.

Note: Cannot use A-rank and above Lava Release and Sealing techniques in the same turn.
Note: Usable 4 times per battle

-Declined- Just seals their chakra completely by touching them?

  • Edited: Took out the chakra part.
Fuuin Yōton: Gom Kinoko Jinja - Sealing Lava Style: Rubber Mushroom Shrine
Type: Offensive, Supplementary
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: The user pours chakra into the earth beneath the opponent, forming a giant mushroom-shaped dome of rubber that erupts and traps them within. Rubbery spores are released into the air from the inside. The spores stick to anything they touch, forming a sticky and elastic layer that can seal the opponent's movements. The user can control the size and shape of the mushroom dome, as well as the amount of direction of the spores. The dome can be ignited with a Fire Release technique, causing it to explode and damage the opponent. This technique requires a high level of chakra control and Lava Release mastery.
Note: This technique can be passively combined with Earth Release structures or formations created by the user.
Note: Cannot use A-rank and above Lava Release and Sealing techniques in the same turn.
Note: Usable 4 times per battle

-Declined- The major confusion this is causing me is the wording "seal" like what is the fuuin being used here. If you're sticking them in place with rubber then that's a physical hold not a fuuinjutsu, I'm not sure what exactly is being sealed here and how.

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

~ Usable 5 Times per battle
~ Only taught by Anubis

  • Updating
  • Edited: Change to Mulit Rank
  • Edited: Added Additional Usage
(Ninpou: Akiko) - Ninja Art: Sparkle Bright Autumn
Type: Offensive, Defensive, Supplementary
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage: 20-80

Description: Akiko is a ninjutsu that carries chakra at a distance and breaks through deterrents. The user gathers chakra and accumulates it around their entire body mass-producing butterfly-like raw chakra. These numerous butterflies materialize into solid form and are spawned from the user's body and guided freely by their will to travel over the field and strike the target. A large number of butterflies can also be used to spread around the area and float to mask the user's movements, additionally serving as a shield against close-quarter combat. The user can control the size and shape of the butterflies, making them smaller or larger, or forming them into different patterns or formations. The user can also infuse the butterflies with different chakra natures, creating various effects depending on the nature used. For example, with Fire Release the butterflies can ignite and cause explosions. Or with Wind Release, they can create gusts of wind and cut through objects. The user can also combine different elemental Kekkei Genkai chakra natures for additional effects, such as Blaze Release or Scorch Release, etc.

~ Usable 5 Times per battle
~ Only taught by Urda



New Submission

(Kumoriryū: Gogyōmō) Spider Style: Five Elements Web
Type: Offensive, Defensive, Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Kumoriryū: Gogyōmō is a ninjutsu exclusive to users who have signed contracts with Spiders. The user weaves a web of chakra threads imbued with the five basic elements, which are: fire, wind, lightning, earth, and water. This jutsu necessitates a high level of chakra control and concentration, as well as a thorough understanding of the five elements. It is vulnerable to attacks that can cut or dissolve the threads, such as sharp weapons or acid. However, it is highly adaptive and diverse, allowing the user to design a variety of traps and attacks using their spider web. The user can weave multiple thread patterns to achieve various effects, such as:
- Fire Release: The user can ignite the threads with fire chakra, creating a blazing web that can burn the enemy or set off explosions.
- Wind Release: The user can infuse the threads with wind chakra, creating a slicing web that can cut through anything or create gusts of wind.
- Lightning Release: The user can electrify the threads with lightning chakra, creating a shocking web that can paralyze the enemy or generate sparks.
- Earth Release: The user can harden the threads with earth chakra, creating a solid web that can trap the enemy or form barriers. It could also crush the enemy’s bones and joints, causing them fractures and sprains.
- Water Release: The user can moisten the threads with water chakra, creating a sticky web that can ensnare the enemy or manipulate water. It could also soak the enemy’s body and clothes, causing them hypothermia and dehydration.
Note: Must of signed the Spider Contract
~ Only one nature can be infused within the webs in the same Turn.
~ 1 Turn cooldown after 2 usages per Battle
~ Only taught by Urda

Approved - Next time submit your animal contract techniques in the Summoning Submission Thread. - Daemon
 
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(Raiton: Takemikazuchi Ichishiki) - Lightning Release: Takemikazuchi's First Blade
Type
: Offensive/Defensive
Rank: S
Range: Short (Short - Long)
Chakra: 40 (-5 per creation)
Damage: 80
Description: The first technique developed by the warrior Takemikazuchi, this was the first iteration of the weapons he wielded. The user will perform 3 handseals, Bird → Snake → Ram, and then focus their chakra overhead which will materialize 1-4 javelins (or spears) to float above them in a slight arc. Despite being javelins or spears, the full weapon is dangerous to opponents, not just the tip/blade of the creation itself. Upon creation, these weapons can be used to defend or attack either as a sweeping blade motion or even sacrificing one creation as a projectile. These weapons will float and remain under the control of the user within short range, however they can be sent as a projectile attack up to long range, or sent as an attack upon creation. Should a target be pierced with one of these, they will be paralyzed and held in place by the weapon pinned to the ground. While normally a multi projectile attack's damage would be split, the user can perform an additional handseal after the first per creation, paying an extra 10 chakra per creation to keep them at full strength causing each one to be an S rank attack, however this does come with additional drawbacks.
Notes:
-As mentioned, if performing additional handseals after the first each creation will remain at full strength of an S rank. But this will increase the cooldown by 1 turn for each handseal.
-Only 1 S rank creation can be used to attack per turn.
-While active, the user cannot use any other Lightning based techniques
-This technique can only be used twice with a two turn cooldown and cannot use any other S ranks or above this turn.

-Declined- That bit at the end about making them split but also at full strength can't really work cause what you're essentially saying is that you're creating 4 S rank jutsu at the cost of 1 S rank jutsu, for the most part. Like the additional chakra isn't particularly a big drawback in terms of the value timeframe wise and move slot wise.

(Genjutsu: Shinzō shōaku) - Illusion Technique: Grasp Heart
Type
: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Creating a singular seal of Monkey, the user funnels their chakra into the opponent to place them into a genjutsu. What they see is everything normal within the world and exactly the same as the situation they are currently in, except for the user, in which they summon an image of the targets heart. Indistinguishable from a real thing, it looks and beats and is as bloody as if ripped out of a chest of the target. Crushing it with a hand, the user causes the heart to explode from pressure dealing spiritual damage to the target, however it causes a secondary effect within the genjutsu and remains as long as the user is still taking damage from the genjutsu. While under its effects, even above the threshold, the target abides and feels as if they are under the effects of the 20/40/60% Torso health physical damage threshold.
Notes:
-Cannot be used multiple turns in a row
-Can only be used 3 times
-Cannot use any other genjutsu this turn.

-Declined- I don't think I'd allow anything like this to simulate the effects of the torso health damage effects at all, it's just nonsensical. That aside this is also designed in a way that reads as entirely impossible to discern as a genjutsu for the most part and all genjutsu need to have some kind of indicator.

(Yoton/Katon: Hogo Yamaiko) - Yang/Fire Release: Yamaiko's protection
Type
: Offensive/Defensive
Rank: S
Range: Short (Short - Long)
Chakra: 70 (-15 per turn
Damage: 120 (80 from construct)
Description: Yamaiko was a guardian who was known to have excellent use of fire techniques as well as being able to masterfully manipulate it in various shapes. Said to be taught by a dragon this technique was inspired by her teachings. By combining Yang Energy and Fire Chakra the user performs 3 hand seals, Boar → Horse → Dragon the user will then concentrate chakra through their body as fire will erupt from themselves all around them covering a short range radius. Using shape manipulation and Yang Energy the user forms it into a Sentient Dragons head of Fire that naturally does not harm to the user. Looking like a traditional Chinese dragon with bushy eyebrows and whiskers, this dragon's head has full sentience given by yang as well as a chakra pool of 300. Upon creation, it erupts in short range around the user for 120 damage as it comes into life. While within this dragons head the user can perform fire techniques with the aid of the dragons head, gaining a +30 damage. The user in combination with the dragon can perform a simple large stream of fire, similar to Majestic Fire Annihilation that deals 120 damage. Should the user choose, they can perform other techniques, leaving the dragons head to perform its own techniques. Any enemies that come into contact with the Fire Dragon head, will suffer 80 damage on contact.
Notes:
-This technique can only be performed twice with a 4 turn cooldown after use.
-During the turn as well as the turn after, the user cannot perform any other S rank or above techniques
-The user can freely pass through the fire without damage (as there is not physical barrier from the fire)
-Performing a technique with the +30 boost from the dragons assistance counts as two moves per turn

-Declined- This is pretty excessive in terms of function, you create it, it makes a 120 damage (base) attack all around you, then it becomes a sort of pseudo susanoo that causes 80 damage whenever someone's in short range of you, can perform a 120 damage attack combo with you (base) and seemingly has no turn duration at all or really any drawbacks except I guess the can't use S ranks? But then again you're also saying that you can use this 120 base damage fire stream with the dragon presumably you haven't mentioned that having a rank or being restricted because you intend to do that for two turns.
(Raiton: Takemikazuchi Ichishiki) - Lightning Release: Takemikazuchi's First Blade
Type
: Offensive/Defensive
Rank: S
Range: Short (Short - Long)
Chakra: 40 (-5 per creation)
Damage: 80
Description: The first technique developed by the warrior Takemikazuchi, this was the first iteration of the weapons he wielded. The user will perform 3 handseals, Bird → Snake → Ram, and then focus their chakra overhead which will materialize 1-4 javelins (or spears) to float above them in a slight arc. Despite being javelins or spears, the full weapon is dangerous to opponents, not just the tip/blade of the creation itself. Upon creation, these weapons can be used to defend or attack either as a sweeping blade motion or even sacrificing one creation as a projectile. These weapons will float and remain under the control of the user within short range, however they can be sent as a projectile attack up to long range, or sent as an attack upon creation. Should a target be pierced with one of these, they will be paralyzed and held in place by the weapon pinned to the ground. These Lightning based weapons can used as weapons by constructs or summons from the users own chakra, granting an additional +5 damage per weapon held or in the case that they cannot be held, imbued into the creation/summon itself.
Notes:
-While active on the user, the user cannot use any other Lightning based ninjutsu techniques. Meaning if using the secondary effect of passing to a creation or summon, this restriction is then lifted.
-This technique can only be used twice with a two turn cooldown and cannot use any other S ranks or above this turn.

-Declined- Did you actually address anything in my note? It looks like you just tried to add some weird boosting ability to the technique that makes it make even less sense.

(Yoton/Katon: Hogo Yamaiko) - Yang/Fire Release: Yamaiko's protection
Type
: Offensive/Defensive
Rank: S
Range: Short (Short - Long)
Chakra: 70 (-15 per turn
Damage: 80 (+30 when combined)
Description:
Yamaiko was a guardian who was known to have excellent use of fire techniques as well as being able to masterfully manipulate it in various shapes. Said to be taught by a dragon this technique was inspired by her teachings. By combining Yang Energy and Fire Chakra the user performs 3 hand seals, Boar → Horse → Dragon the user will then concentrate chakra through their body as fire will erupt from themselves all around them covering a short range radius. Using shape manipulation and Yang Energy the user forms it into a Sentient Dragons head of Fire that naturally does not harm to the user. Looking like a traditional Chinese dragon with bushy eyebrows and whiskers, this dragon's head has full sentience given by yang. Upon creation, it erupts in short range around the user for 80 damage as it comes into life. While within this dragons head the user can perform fire techniques with the aid of the dragons head, gaining a +30 damage. Any enemies that come into contact with the Fire Dragon head, will suffer 80 damage on contact.
Notes:
-While active, the user cannot perform any S rank or above techniques
-This creation lasts 4 turns, or until if manually dispelled earlier

-This technique can only be performed twice with a 4 turn cooldown after use.
-The user can freely pass through the fire without damage (as there is not physical barrier from the fire)
-Performing a technique with the +30 boost from the dragons assistance counts as two moves per turn

-Approved- This is still pretty weird, but I guess.

(Genjirō no inazuma) - Genjiro's Flash of Lightning
Type
: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: N/A
Damage: 80
Description:
Taking advantage of being able to write seals on larger shuriken such as the demon wind shuriken, this was a technique developed by Genjiro to catch enemies unawares. Throwing a large shuriken towards the target, places on the top side as well as the underside are two seals with different kanji, however usually on the underside with the way its throw is usually unreadable or on a side that the opponent cant see (top side if thrown from above opponent). The seal directed at the opponent is the same one used for flash bombs, to create a blinding flash of light, usually triggered half way between the user and the opponent. If in long range this can simply be a distraction but from mid to short range it can be a blinding light. Moments are this first seal is activated, the secondary seal is also activated via a chainfrom the first seal being activated. Underneath will release a secondary shuriken, as large as the one it is currently spawned from. This could be considered a similar attack to the shadow demon wind shuriken technique, but more advanced using fuinjutsu and using light as its cover instead of the shurikens shadow.

-Declined- Why would this be an S rank? It's two thrown shuriken there's absolutely no reason it'd be this strong.

Kin slots purchase: https://animebase.me/threads/kumi-exchange-center-2-0.780607/post-22110113

(Odei Kaishitsu) - Slime Body Modification
Type
: Offensive/Defensive/Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Born from the experience of studying multuple different combat styles as well as having an aptitude for medical ninjutsu as well as kinjutsu, this technique is performed as a forbidden medical ninjutsu proceedure as those who cannot master its form end up turning into a pile of sludge. This technique is originally inspired by several factors such as the famous Slug Summoning Katsuyu who can breakdown her body and take no physical damage, the Hozuki Hydrofication technique, the Soften Body Modification technique as well as various elemental ninjutsu transformation techniques. However while most of these are a brief instant state they are put in, the Slime Body Modification much like the Soften Body Modification is a permanent genetic physical change to the body, hence the Kinjutsu and medical aspect. The advantages of the Slime body allow the user to stretch or compress their body to many times its original size while maintaining its density, allow their body to create holes or move in unimaginable ways (such as bending an arm backward or beyond what normal capabilities are), absorbing or nullifying shock waves on the body by dispersing them through the Slime, storing objects internally and holding them in place via the users Slime and lastly being able to attack or create unique attacks out of the ordinary by stretching and shaping one's body or digits into unique tools (shaping one's hand into an axe, or spike for example).
Most auxillery effects and techniques will be submitted as additional techniques and cj, referencing this technique as the parent technique. One innate ability from this parent technique is the ability to become immune to non-chakra based techniques, via a logical reason for immunity. Eg, being immune to a sword stab by letting it pass through, absorbing a shockwave through the body by letting the users slime body vibrate freely etc. However using this particular act consumes the "free-form dodge" action per turn.

Declined by Imperfect.


It doesn't matter how you try to justify or balance it, blanket immunity, and especially for any damage that doesn't derive from Chakra is an instant and unequivocal no. Kinjutsu is allowed to be stronger and more potent than regular techniques, but this is a step beyond anything we'd ever allow. No one in the RP is going to get a blank cheque they get to cash for any reason they can come up with, because those justifications can be virtually limitless.


Not to mention the sheer scope of what you're trying to achieve with just that that highlighted part on it's own. Taijutsu and Kenjutsu/ Bukijutsu could be lumped in with completely unrelated skills like Gelel or Atavistic Flame with the same justification, and the reasons for doing so essentially boil down to "Trust me bro". What if a technique doesn't have Chakra, but also doesn't inflict physical damage? An example, albeit a rare one, would be the Tengu Contract's Tengubi, a Chakraless flame that deals spiritual damage. It's Chakraless, so based on how this technique is worded, you'd be immune to it, despite it not damaging your body. I love TenSura as much as the next wish fulfillment anime enjoyer, but that anime has it's own (heavily Rimuru favoring) power scaling system, and it needs to stay as far away from this RP as possible.


For balancing this, I don't know exactly how far you can push Kinjutsu in regards to mitigation or defensive potency, but this is absolutely too much. I would ask LoK for some general pointers and maybe the upper limit, then tone it down from there before resubmitting this.
 
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Updating Antlers of the Blazing Stag
Approved

( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After 4 handseals, the user spits out a large structure of fire in the shape of a flaming stag, which can be sent towards the opponent at great speed. The stag will have the consciousness of a normal clone, but will not have any ability to make jutsus, just to move like an above average stag in terms of power, strength, speed and size. With 1 handseal though, the user can apply water into the fire, which will create a coat of vapor across it, honing it to make it thicker and more tangible. The usage of water and chakra enhances and heavily induces a phenomenon called the Leidenfrost effect, where the water vapor coating the fire will force liquid, water especially, to hover over it, allowing the stag to dive into water and water jutsus, piercing through them without them actually touching the fire, while just overall increasing the tangibility of the fire. When a lower tiered chakra technique of liquid nature clashes with the blazing stag, it will skid along the stag, unable to interact with it. A technique with equal or higher chakra tier will clash as normal with the Water/Fire jutsu. This supplementary/defensive protection follows Water's S&W when interacting with chakra.

Note: The stag remains in play for 2 turns before the fire consumes itself*
Note: This jutsu can only be used once every 3 turns*
Note: The user is unable to preform Fire or Water jutsus higher than S rank in the next turn*
Note: Can only be used thrice per battle*
Note: The user can apply the water effect to a different fire jutsu by the cost of 30 chakra, increasing the damage of the fire jutsu +20 and afford it the same supplementary/defensive protection. It counts as a jutsu towards the jutsu count and can only be used 4 times per battle*

-Declined- It sounds like you just trying to make this ignore clashing rules by using chakra vs chakra just cause, you can't do that. This is an elemental technique.
( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After 4 handseals, the user spits out a large structure of fire in the shape of a flaming stag, which can be sent towards the opponent at great speed. The stag will have the consciousness of a normal clone, but will not have any ability to make jutsus, just to move like an above average stag in terms of power, strength, speed and size. With 1 handseal though, the user can apply water into the fire, which will create a coat of vapor across it, honing it to make it thicker and more tangible. The usage of water and chakra enhances and heavily induces a phenomenon called the Leidenfrost effect, where the water vapor coating the fire will force liquid, water especially, to hover over it, allowing the stag to dive into water and water jutsus, piercing through them without them actually touching the fire, while just overall increasing the tangibility of the fire. When a lower tiered chakra technique of liquid nature clashes with the blazing stag, it will skid along the stag, unable to interact with it. This vapour coating grants the Fire the adaptative defense capabilities of the Water element, clashing neutrally with Water and with elemental strength against other Fire techniques, for example.

Note: The stag remains in play for 2 turns before the fire consumes itself*
Note: This jutsu can only be used once every 3 turns*
Note: The user is unable to preform Fire or Water jutsus higher than S rank in the next turn*
Note: Can only be used thrice per battle*
Note: The user can apply the water effect to a different fire jutsu by the cost of 30 chakra, increasing the damage of the fire jutsu +20 and afford it the same supplementary/defensive protection. It counts as a jutsu towards the jutsu count and can only be used 4 times per battle*

-Declined- You are banned from customs for two cycles.
 
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(Seppuku) - Seppuku
Type: Offensive
Rank: D-Forbidden
Range: Short
Chakra Cost: 10-50
Damage: 20-90 (-10)
Description: A technique devised by Ronin as a high-stakes method of freeing themselves from the frightening field of Shinobi: Genjutsu. Using their mind's eye and the nature of Ronin Spiritual Kenjutsu, a Ronin will manifest and thrust an invisible spiritual sword through their abdomen without the need for physical movement, inflicting upon the Ronin Spiritual Damage, which can in turn release them from the effects of an opponent's illusion techniques and thus shatter it.
Note: Technique damage is inflicted upon the user. Recoil damage from the Forbidden Rank version is not calculated into damage when considering the pain
Note: The A-rank version can be used five times per battle, the S-rank version can be used three times per battle with a one turn cool down in between usages. and the Forbidden Rank version can be used once per battle.
Note: Can only be used by Rōnin biographies.

Approved with Edits Made - Daemon

(Mizutori no Odori) - Waterfowl Dance

Type: Offensive
Rank: S
Range: Short (Short-Mid)
Chakra Cost: N/A
Damage: 80
Description: An offensive Kenjutsu technique executable only by those with immaculate footwork and unparalleled bladework, the user will perform a series of one footed leaps during which they release a rapid flurry of fluid strikes, able to strike enemies in any direction from the user and overwhelm inferior combatants with the deluge of rapid, well placed strikes. The leap from the technique is enough to carry the user forward one range tier while performing the attack.
Note: Usable three times per battle with a turn cool down in between usages.

Approved with edits made - Daemon

(Kaen Kakkusei Iden: Moeru Kaidan no Michi) – Atavistic Flame: Path of Burning Steps

Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Path of Burning Steps is an Atavistic technique used to enhance the user's mobility while under the effects of Thrust of Life. The technique is activated passively alongside Thrust of Life, and lasts for its duration. The user of Path of Burning Steps will use the physically explosive force of Atavistic Flame to create momentary footholds and propulsion as needed, giving them a limitless range of movement. This technique adds 5 spiritual Health to the cost of Thrust of Life's upkeep cost. The user regains 5 additional health every other turn while Thrust of Life is active, as part of the same health regeneration.
Note: Usable three times per battle, per each use of Thrust of Life.

Approved - Daemon

Falling Star targets chakra.

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

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

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

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

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

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

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

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

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

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

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

Approved - Daemon
 
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(Fuuinjutsu: Ikari, Abare no Mokushiroku) - Sealing Art: Fury, Rampage of the Apocalypse
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A (+40 to Link)
Damage Points: N/A
Description:
A Body Seal applied to users of the Earth Grudge Fear and their Hearts. Using a move per turn the user can choose one of their five hearts to link to the seal imbuing their body with the power of their chosen elemental ability, creating an unrelenting aura called a Hollow Form. This changes how the user looks and augments their combat capabilities, however at the cost of not being able to release/use the element tied to the linked heart. The user's eyes and hair will usually change to a glowing colour relating to the element, perpetually floating in the air defying gravity as it constantly whips in the air to signify this imbued power.

Flame Hollow: by linking the seal to their Fire Heart the user is enveloped in waves of flames that change their eyes and hair to a fiery orange or red colour. The user's weapon attacks are passively imbued with fire, weapons or thrown tools on the user of any kind which grants a +20 active damage boost to those weapon related attacks. Dark Release Heart can be Substituted for this, the user's appearance relating to the relevant AE instead (i.e; their hair and eyes will glow a cyan blue like the released fire).

Hurricane Hollow: by linking the seal to their Wind Heart the user is surrounded temporarily cosmetic tornado revealling their change in their eyes and hair to a green colour. This gives them the swiftness and emptiness of Wind, they will be able to fly at x3 their base speed whilst also having the pulsing wind spread through their body giving them a semi-intangibility of sorts (does not reduce or avoid physical damage in any way), the constant breeze of wind pulsing through their body making them immune to lightning paralysis, sleep and normal genjutsu (not including MS or Yin Gen).

Volt Hollow: by linking the seal to their Lightning Heart the user is instantly struck with a loud cosmetic lightning bolt from the sky their hair & eyes flashing to a bright yellow. When struck with the bolt they then release a full-body surge capable of releasing them from up to S-Rank Genjutsu, they will then be infused with the quickness of a Lightning Technique setting their base speed to 14. This can count as their specialty speed boost if they do not receive one otherwise. Their Taijutsu is infused with Lightning, giving it elemental strength whilst also causing paralysis for 1 turn on hit parts of the body.

Stone Hollow: by linking the seal to their Earth Heart the user's hair becomes black and their skin darkens and hardens similar to the Earth Spear Technique. This reduces incoming Damage by 40 and increases their physical/taijutsu attacks by +40 Damage. Crystal and Wood hearts can be substituted for this, the user's appearance relating to the relevant AE instead (i.e; Crystal Hollow adds a reflective sheen to the user's skin and their hair becomes a transparent pink.)

Ocean Hollow: by tethering the seal to their Water Heart the user's hair becomes dark blue and their eyes a bottomless ocean, this is the only Hollow that allows the user to continue using the techniques - capable of using Water Release without the need of a Source & handseals. This however mitigates any current specialties in other elements they have, for example if the user has Apex Wind Hand seals, then whilst tethered to this heart they no longer can perform Wind without Hand seals. This applies to Single, Increased & Sustainment Specialties as well whilst linked to this heart.

Note: The user can only have one Heart Linked at a time, spending a move to switch links. User cannot use the Linked hearts elemental Jutsu (Excluding Ocean Hollow) until switched or link is deactivated which can be done at will.
Note: If the user has the linked heart leave their body or is destroyed, then the tether breaks. The link breaks, it can only be applied to hearts still within their body.
Note: Switching Links can only be done Once every Three turns, but can happen at the same time as other moves.
Note: This Jutsu is an Advanced Fuinjutsu Body Seal.

-Declined- This is altogether to much, especially the changing of specialties and boosting high numbers of damage and adding shaving higher than like, perfect sage modes.
removed some things from each, the earth one is actually weaker than the B-Rank spear technique now. And changed the water one completely.

(Fuuinjutsu: Ikari, Abare no Mokushiroku) - Sealing Art: Fury, Rampage of the Apocalypse
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A (+40 to Link)
Damage Points: N/A
Description:
A Body Seal applied to users of the Earth Grudge Fear and their Hearts. Using a move per turn the user can choose one of their five hearts to link to the seal imbuing their body with the power of their chosen elemental ability, creating an unrelenting aura called a Hollow Form. This changes how the user looks and augments their combat capabilities, however at the cost of not being able to release/use the element tied to the linked heart. The user's eyes and hair will usually change to a glowing colour relating to the element, perpetually floating in the air defying gravity as it constantly whips in the air to signify this imbued power.

Flame Hollow: by linking the seal to their Fire Heart the user is enveloped in waves of flames that change their eyes and hair to a fiery orange or red colour. The user's weapon attacks are passively imbued with fire, weapons or thrown tools on the user of any kind which grants a +20 active damage boost to those weapon related attacks. Scorch & Dark Release Hearts can be Substituted for this, the user's appearance relating to the relevant AE instead (i.e; their hair and eyes will glow a cyan blue like the released dark fire).

Hurricane Hollow: by linking the seal to their Wind or Typhoon Heart the user is surrounded temporarily cosmetic tornado revealling their change in their eyes and hair to a green colour. This gives them the swiftness and emptiness of Wind, they will be able to fly at x3 their base speed whilst also having the pulsing wind spread through their body giving them a semi-intangibility of sorts (does not reduce or avoid physical damage in any way), the constant breeze of wind pulsing through their body making them immune to lightning paralysis, sleep.

Volt Hollow: by linking the seal to their Lightning Heart the user is instantly struck with a loud cosmetic lightning bolt from the sky their hair & eyes flashing to a bright yellow. When struck with the bolt they then release a full-body surge capable of releasing them from up to S-Rank Genjutsu, they will then be infused with the quickness of a Lightning Technique setting their base speed to 14. This can count as their specialty speed boost if they do not receive one otherwise. Their Taijutsu causing paralysis for 1 turn on hit parts of the body.

Stone Hollow: by linking the seal to their Earth Heart the user's hair becomes black and their skin darkens and hardens similar to the Earth Spear Technique. This increases their physical/taijutsu attacks by +30 Damage. Crystal and Wood hearts can be substituted for this, the user's appearance relating to the relevant AE instead (i.e; Crystal Hollow adds a reflective sheen to the user's skin and their hair becomes a transparent pink.)

Ocean Hollow: by tethering the seal to their Water Heart the user's hair becomes dark blue and their eyes a bottomless ocean and their body becomes as liquid-like and as forgiving as the element. Their body can fit through thin spaces and reform, they also take reduced damage from physical attacks by 20. Whilst linked to this heart, the user will be immune to the effects of poison as well, the effects not able to take full effect as it is expelled and separated by the constant flow of water in their body. They can still take physical damage from corrosive poisons.

Note: The user can only have one Heart Linked at a time, spending a move to switch links. User cannot use the Linked hearts elemental Jutsu, but their taijutsu will be infused with the linked element until switched or link is deactivated which can be done at will.
Note: If the user has the linked heart leave their body or is destroyed, then the tether breaks. The link can only be applied to hearts still within their body.
Note: Switching Links can only be done Once every Three turns, but can happen at the same time as other moves.
Note: This Jutsu is an Advanced Fuinjutsu Body Seal.

-Declined- DNR, I spoke with the others about it and they raised some concerns that compounded on my own. It's not really even a fuuinjutsu being a main issue, like it's just a self buff without much justification and it does wayyyy too much even still.
 
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(Suna no Houshutsu: Ra no Ikari) - Sand release: Wrath of Ra
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/a
Description: Wrath of Ra is an enhancement technique used within the same timeframe as a sand technique. The user adds an addition handseal to their technique increasing the temperature of the sand to reflect the heat of sand in a desert scorched by the sun. The temperature would increase dramatically, causing the sand technique to cause scorch damage on touch dealing 20 burning damage. The main aspect of this technique is how the heat interacts with the environment itself. The heat distorts the air, creating different layers of temperature, creating a mirage in the process. In RP terms, this heat and the mirages formed will hinder enemy's perceptive skills, reducing their tracking by 4 as they struggle to focus. Due to not being able to clearly see through the mirages, techniques that require a visual focus or eye contact will not be possible. These mirages will be purely cosmetic and contain no chakra, just hindering the focus of enemies. Should water hit the sand infused with this technique, the effect will end but the steam created from cooling the sand will still hinder enemy's vision, preventing techniques that require visual focus or eye contact.

Note: Can only be used 4 times per battle.
Note: Lasts for 2 turns or until the temperature is returned to normal in the area.

-Declined- The issue with this mostly is in the debuff aspect. Lowering their tracking by 4 is probably fine, the turn duration actually seems a little low all things considered, but the direct eye contact thing doesn't work conceptually. Because making mirages that hinder vision, that don't contain chakra, isn't going to stop people that require visual focus/eye contact because lets say the Sharingan or byakugan or rinnegan etc all see Chakra, they can see which one is the real you and focus on it still.
Removed the mention of eye contact


(Suna no Houshutsu: Ra no Ikari) - Sand release: Wrath of Ra
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 (+10 to the sand jutsu)
Damage Points: N/a
Description: Wrath of Ra is an enhancement technique used within the same timeframe as a sand technique. The user adds an addition handseal to their technique increasing the temperature of the sand to reflect the heat of sand in a desert scorched by the sun. The temperature would increase dramatically, causing the sand technique to cause scorch damage on touch dealing 20 burning damage. The main aspect of this technique is how the heat interacts with the environment itself. The heat distorts the air, creating different layers of temperature, creating a mirage in the process. In RP terms, this heat and the mirages formed will hinder enemy's perceptive skills, reducing their tracking by 4 as they struggle to focus. These mirages will be purely cosmetic and contain no chakra, just hindering the focus of enemies. Should water hit the sand infused with this technique, the effect will end but the steam created from cooling the sand will still hinder enemy's vision, preventing techniques that require visual focus or eye contact.

Note: Can only be used 4 times per battle.
Note: Lasts for 2 turns or until the temperature is returned to normal in the area.

-Declined- On consideration I have a few other issues, so since you're not using this to boost damage but adding a damage on touch thing, it'll need to be specified if it's over time or not and how long it persists, it also can't persist indefinitely/until returned to normal temp. The 4 tracking might be high as well, considering the limitation on debuffing I'd be more comfortable with you expressing that as a percentile not a flat numerical.

New subs:

(Suna no Houshutsu: Set no Ikari) - Sand Release: Set's Wrath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: Description: The user will perform 3 hand seals causing the ground around them to erupt (though not harming the user), as it begins to rapidly rotate around the user pushing outwards, expanding up to long range. Due to the sand rapidly rotating, it would tear apart what ever it encounters, while obscuring the vision of those around the user. The user remains at the epicentre, completely unharmed.

Note: Can only be used 2 times per battle or 3 times per event/arc. Can only be used once every two turns and no sand jutsu above A rank and above in the following turn.

-Approved- Edits made, I lowered the usage from 4 to 3 given it's an enormous S rank

(Suna no Houshutsu: Iabet no Shouhi) - Sand Release: Iabet's Consumption

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will perform 3 hand seals releasing their chakra into the surrounding area, breaking down all everything around their target/targets into sand. With this the sand will converge on the target/targets from all directions, forming a complete sphere mid-range around them before closing in, crushing them with devastating force, leaving no room for escape. Should the target/target’s be stood on a solid surface, that will be broken down under them converging on them. This technique can be made large enough to engulf a summon the size of Gambunta.
Note: Can only be used 2 times per battle or 4 times per event/arc. Can only be used once every two turns and no sand jutsu above A rank and above in the following turn.

-Declined- I don't like the vagueness of this whole "breaking down everything" thing given that sand can do that do dirt and stuff sure, but depending on what the surface is, if it's chakra infused or what kind of solid element it is, this couldn't and shouldn't work. I.E turning Ice to Sand.

(Maahes' Divine Blade)

Type: Weapon
Rank: S
Range: N/a
Chakra Cost: (-15 per wind jutsu)
Damage Points: N/a (30)
Description: Maahes's Divine Blade is a unique sword passed down through the ages to the host of the One Tailed Beast. The blade was originally infused with the chakra of the beast along with Yang Release, to create a unique sentient weapon. The sword is shaped like a khopesh, with a golden handle and intricate carvings decorating the blade of ancient symbols. The sentient blade has a unique eye made of sand imbued into it that can see from both sides of the blade, relaying the information mentally to the user. The blade being linked to the One Tailed Beast has an affinity for wind release, drawing on the Bijuu's chakra to enhance all wind techniques increasing the chakra value of the wind by 10 and the damage and defensive capabilities of wind release techniques by +30. Being a sentient weapon, the weapon comes with a cost. With the one tailed beast in mind, the blade drains the moisture around the user, weakening all the user's water release techniques by 20 damage.

-Declined- So this blade gives a +30 boost to wind but it reads like you want it to give it to itself, not the wielder? Are you saying the sword can use wind release? Also it's not really reading like a custom weapon it's more just a boost, it's gonna need to be fleshed out a bit and explained a little more clearly.

(Yoton/Suna no Houshutsu: Aposis) - Yang/Sand Release: Aposis

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 60 (200) - 20 per turn
Damage Points: 120
Description: Apopis is a technique that combines Yang Release with Sand release to create a sentient creation that seeks to crush and devour all that it comes into contact with. After performing 3 handseals, the user will release their chakra into any solid surface (with less chakra than this technique), causing it to break down into grains of sand forming a giant serpent the size of Manda. What's unique about Aposis is that the sand that forms it's body is constantly rapidly rotating like a sand storm causing it to grind down and tear part anything it comes into contact with. Being infused with Yang, this beast has a mind of it's own, being able to lock onto a target, hunting it to the ends of the earth to consume it. Though, this is not it's only power. The consuming aspect of Aposis comes from the Yang release within, sapping the vitality of any living thing it comes into contact with, burning away the chakra within. Any living being hit by Aposis will lose 100 chakra points per turn of contact as the beast consumes it. With this their very being will suffer from an effect known as "fatigue". This effect leaves someone feeling like they are at their limit as their vitality is drained. In RP terms, this drains the Yang within the living being, creating an imbalance and leaving them physically weaker. Due to this, their base speed will be reduced by 2, their base tracking will be reduced by 3 levels and their taijutsu weakened by 20 damage points or 1 rank. They will feel as though their very life had been drained. Fatigue lasts for 3 turns once contact is broken.

Note: Can only be used twice per battle, 3 turns between uses once the first use end.
Note: The creation is made with 200 of the user's chakra, lasts until over powered or the chakra cost per turn can no longer be paid.
Note: No Yang jutsu for 2 turns after creation

-Declined- so a few issues, firstly same as the other custom above, it can't just break down any solid, secondly we don't allow things to work on a chakra vs chakra basis anymore unless the technique falls under a category that allows that, I.E Fuuin/Dark. Furthermore the fatigue thing, I don't really like it when people make up these satellite terms like fatigue, but it also debuffs more than would be allowed in a single technique (debuff and buff rules share a limit) also 120 base damage and 100 chakra absorption on top of everything else is too much.
 
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Gutsy

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(Kemuriton / Douton: Yorumungando no Kokuyō no Kiri) - Smoke/Earth Release: Jormungandrs Obsidian Mist
Rank: B
Type: Supplementary
Range: short - long
Chakra Cost: 20 (+10 to jutsu applied to)
Damage Points: +20 (+1 rank)
Description: This technique is used within the same timeframe as a smoke release technique where the user will infuse the smoke with earth chakra. In the similar manor to the the "Added Weight Rock Technique", on contact with anyone but the user, the smoke will increase the weight of anything it touches by x10. Any projectile that is physical of the same rank as the smoke combination will be pulled down, crashing to the ground due to the weight increase. Should a sentient being be caught in the smoke, their weight would be increased drastically, decreasing their speed by 40% due to the increase of weight. This effect lasts as long as the target is within the smoke or for 2 turns after they leave the smoke. With this infusion of earth, the smoke becomes heavier, becoming neutral to wind release.
Note: Can only be use three times. If used to effect multiple enemies in the same use, it can only be used once per battle.

Declined by Imperfect.

Couple issues here. First, manor? I prefer apartments, but you do you. More serious note you're infusing this smoke with Earth Chakra to make it heavier to gain a specific benefit, but with no associated drawback from it being heavier? You'd expect some mention to it being slower, since that's the effect you impart on contact.

Next any projectile of the same rank? So this only affects B-Ranks, and not anything lower? I mean, okay, you do you.

Last and I'd say biggest issue is just how this does too much. 40% speed reduction is the highest reduction we allow, and you're achieving it with a B-Rank? That's too high. On top of that you have a +1 Rank/ +10 Chakra 20 Damage boost and an Elemental interaction buff in one? Yeah, that's way too much.

(Kemuriton / Suiton: Ēgiru no Kiru Fukaki Fuchi) - Smoke/Water Release: Aegirs Misty Abyss
Rank: B Type: Supplementary
Range: short - long
Chakra Cost: 20 (+10 to jutsu applied to)
Damage Points: +20 (+1 rank)
Description: This technique is used within the same timeframe as a smoke release technique where the user will infuse the smoke with water chakra. Through this, the smoke will be infused with more moisture taking on the unique properties of water wherein it will absorb chakra of anything within its field. Should a sentient being be within the field, the smoke will absorb 30 chakra per turn from them. Should a technique pass through this smoke, added water chakra will sap 10 chakra from the technique, reducing its power by 1 rank (20 damage). Due to the infusion of water, the smoke becomes neutral to wind release as it will be harder to push away. The power of the smoke technique is increase by 1 rank (10 chakra/20 damage).
Note: Can only be use three times. If used to effect multiple enemies in the same use, it can only be used once per battle.

Declined by Imperfect.

Same problem here as with the Earth technique, but even worse. +1 Rank or +20 damage. Then a -10 to the opponents Jutsu, which is the same as your buff but as a debuff for their technique. Then another Elemental interaction buff on top of that? You're allowed 2 buffs per interaction, but this technique inherently has 3. That needs to change.

( Kemuriton/Katon /Genjutsu: Ragunaroku no Gensō no Honō) - Smoke/Fire/Illusion Technique: Ragnaroks Illusory Blaze
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 ( +10 to jutsu applied to )
Damage Points: 60 ( Mental damage )
Description: Ragnaroks Illusory Blaze is a technique that's used within the same timeframe as a Smoke/Ash based jutsu, with the aforementioned jutsu being infused with additional chakra, resulting in an additional effect when it comes into contact with a sentient being. Once contact is made, enemies ( including summons, creations & other sentient beings ) will be bound in an illusion. If they manage to break free from the illusion but remain within the smoke/ash, they will be ensnared once again. Once trapped in the illusion, those affected will experience the sensation of the smoke/ash solidifying around their bodies, immobilizing them completely. Moreover, the smoke itself will feel acidic, causing intense pain and burning sensations on the bound individuals ( mental damage caused by the illusion ). When combined with an ash style technique, the opponent/s will feel the scorching heat of the molten ash. If the illusion is not broken within one turn, the affected individuals will suffer 60 mental damage. Within the illusion, they will hear the agonizing sound of their skin slowly dissolving due to the acid smoke/molten ash, and their vision will be obscured by the surrounding cloud of smoke/ash.
Note: Can only be use thrice. If used to bind multiple enemies in the same use, it can only be used twice per battle with a two turn cooldown between uses. No Genjutsu above A rank in the following turn.

Declined by Imperfect.

This is literally unbreakable. Let's run through this Genjutsu real quick. It casts a Genjutsu on contact, trapping them in an illusion where they are trapped in a cloud of burning smoke/ ash. There's no difference between what physically happens and what the illusion shows, making it hard right off the bat to know you're in a Genjutsu. On top of that you're blinded, so that rules out Doujutsu, and you're immobilized, so that prevents leaving the ash cloud. But lets say they overcome those hurdles and still deduce they're in a Genjutsu without metagaming. Whether by surge or by pain (most likely pain caused by your own Smoke/ Ash Jutsu) they break the Genjutsu, they're still in contact with the ash because they haven't moved and the ash cloud hasn't been countered, and they are immediately put back in the Genjutsu. It's an infinite loop, and it needs to change before this can even be close to approval.

(Boreasu no Ikari) – Boreas Fury
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 [ + 10 to techniques]
Damage: N/A [ + 20 Damage or Durability]
Description: By infusing additional ice chakra into pre-existing ice techniques or other elements, the user can freeze and enhance those elements to increase their strength. The technique begins by the user channelling their ice chakra into pre-existing techniques made of moisture, water, smoke, or gas. As the ice chakra flows into the liquid or gas, it imbues it with an icy power. Water freezes to the point of turning to ice or slush, while smoke and gas turn into solid clouds of ice with razor sharp shards of ice flowing through them. It can also be used in conjunction with wind techniques, unleashing a freezing wind that also inflicts severe frostbite on the opponent’s limbs. Boreas Fury can be used in conjunction with another ice, water, liquid, smoke, or gaseous technique within the same timeframe. This allows ice techniques to increase their physical strength and freeze water into diamond-hard ice. Additionally, Boreas Fury increases the rank of the technique by + 1 and the damage or durability by + 20, depending on the technique it is used on. Note:
  • Can be used 4 times per fight.
  • Can only be used on a technique once.
Declined by Imperfect.

So... This just works on virtually everything you want it to that's not Earth or pure energy? Better than the first two, but this still affects too broad a scope.
 
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(Fuinjutsu: Chikyū-jō no Kenshutsu) Sealing Technique: Earthly Detection
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: Earthly Detection is a supplementary Fuinjutsu technique, designed with the intention of detecting lies and truths. By making physical contact with an individual (be it willing or against it) and applying a unique barrier at the point of impact. The barrier is encrypted with the sealing script meaning “Truth”, in which it consistently absorbs chakra from both parties at the rate of -5 per turn. In doing this the seal then releases the chakra back into the barrier for its own sustainment but also using the emotional nature hidden within chakra in order to detect positive or negative emotion. This combined with verbal communication such as asking questions- the barrier will shift coloration: Green (Truth), Red (Lies) or Purple (Uncertainty). However, consistency physical contact is required- as releasing them ends the technique. Can be used five times per battle/arc; but requires the user to possess knowledge of Adv. Fuinjutsu or be of the Uzumaki Clan. The user is also under the effect of their own technique, should someone question them in return while contact will illuminate said coloration.

Declined by Imperfect.

Two problems here. First issue, how does knowing a targets emotional state translate to knowing if they're telling the truth or a lie? Someone could be angry or afraid and still tell the truth for example, so how can this barrier tell which from which?

Next issue, as far as I'm aware, emotional sensory, and especially on the level of detecting lies, is a pretty rare thing. Naruto via Kurama's Negative Emotion Sensory and Karin with the Mind's Eye of the Kagura. This being limited to Uzumaki or Adv Fuin users doesn't immediately translate to Karin level detailed sensory capabilities.
 
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Ańbu Juniør

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Resubmitting - https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22122225
- Added additional drawback.

(Jinjū Konbi Henge: Tsukiakari No Shita No Kemono) Human Beast Combination Transformation: Beast Beneath The Moonlight
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 80 (-20 per turn)
Damage: N/A
Description: This technique makes use of the combination transformation ability of an Inuzuka and their Ninken in addition to the incorporation of Yang energy. While merged with at least a single Ninken, the user infuses their body with Yang energy in order to completely fuse into a single entity and transform his body to a lesser extent by way of partial transformation or to a greater extent by taking on the form of a bipedal wolf that stands at nine feet tall. The copious amount of Yang energy in the user’s body or limbs serves to increase their physical capabilities depending on the transformation used.

Partial Transformation

The Partial Transformation has the user transform a pair of limbs of their choosing. Partially transforming their hands grants the user an additional +20 to their hand-related taijutsu, while transforming the feet allows the user to move at twice their base speed. The benefit of this transformation is that the user is still able to make use of other fields.

Bipedal Transformation

Counting as a State,
the Bipedal Transformation has the user take the form of a bipedal wolf with thick short fur and well-toned muscles. In this form, the user is capable of using only taijutsu, kenjutsu, and other physical fields alongside their Inuzuka techniques but gains an addition of +30 to their physical attacks and x3 to their movement speed. The user also becomes able to make use of Ninken-specific techniques and is unable to use Spiritual techniques or non-elemental ninjutsu of any kind (including special fields like Fuuinjutsu not applied prior to entering the mode).

Notes:
- Regardless of the transformation use, this technique can only be used twice per battle and lasts for up to four turns, requiring a four-turn cooldown between uses.
- This technique can only be used when Fenrir's Lesser Oblige is active and merged with at least one ninken.
After this technique ends, the user is unable to use Yang release, Inuzuka techniques, and Taijutsu techniques above B rank for two turns. This includes Kenjutsu and Bukijutsu.
- Regardless of the form chosen the user retains their body seals.

-Approved-

Resubmitting - https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-221227270
- Increased the drawbacks some more, and included all body related fields in them as well.

(Jūjin Taijutsu Ougi: Kemono-ō no Shutsugen) Beast Human Martial Art: Beast King’s Emergence
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 120 (-30)
Description: Existing as the absolute pinnacle of the Gatsuuga and Gatenga rotational methods, Beast King’s Emergence sees the user spin at ferocious speeds in the form of a drill or buzzsaw while channeling Yang energy throughout their body. This energy not only serves to cushion internal organs and bolsters the density of the user’s bones and muscles but also places the body in an above-peak state as it flows through and leaks out of the body, wrapping them in a glowing white energy that spins in the same direction as the user, giving them the appearance of a streak of light tearing through the ground or the air. The incorporation of Yang energy into this rotation renders it neutral to elemental techniques but places an incredible strain on the user’s body after use. This results in the user will experience severe dizziness to such an extent that they will not be able to move properly, reducing their base speed by four levels, and suffering from motion sickness with cause them to experience severe nausea that prevents them from using any technique that involves spewing a substance from the mouth, with both of these effects lasting two turns after use.

Notes:
- This technique can be used twice per battle, with a four-turn cooldown between each use.
- After use the user is unable to use Yang release, Inuzuka techniques, and Taijutsu techniques above B rank for two turns. This includes Kenjutsu and Bukijutsu.

-Approved-

(Tsukamu No Goddoītā) Grasps of the God Eater
Type:
Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: 80
Description: Grasps of the God Eater is a weapon created by Kōtetsu and the master blacksmith of the Inuzuka clan. Forged from the bones of the Guardian of the Forest who was driven mad by the Red Fever, the gauntlets sport a number of sharp edges, covering the user's hands up to their elbow. The weapon is interlaced with black metal to give it an extravagant design with contrasting black and white colors, representing the copious amounts of Yin and Yang energies that were precisely focused into it during its creation. The weapon also possesses numerous small runes engraved across it through the use of Fuuinjutsu and has unique abilities related to the fields used to forge it.

Sunchaser: The user’s hand-related Taijutsu techniques passively gain a damage increase of +20 due to the infusion of Yang Energy granting the weapon increased durability and strength. The weapon can also be used to perform a physical attack, which deals 80 damage at the cost of a move per turn.​
Soul Strike: - The gauntlets adopt a faint purple glow and, at the cost of 50 chakra and a move per turn, allow the user to interact with techniques that otherwise can’t be interacted with physically. This includes spiritual techniques conjured through the use of Yin release. This ability is active for three turns and drains -20 chakra per turn, during which the user’s hand-related taijutsu is capable of dealing spiritual damage to a target. This ability can be used three times per battle and requires a three-turn cooldown between each use.​
Unravel: An incredibly useful ability activated at the cost of 60 chakra and a move, the numerous runes on the gauntlets begin to illuminate with a faint crimson glow, allowing the weapon to destroy techniques just before physical contact is made by absorbing the properties of the technique and unraveling the chakra or energy that composes it, empowering the gauntlets with the properties of the absorbed technique and allowing it to take on the damage value of the absorbed technique based on its rank without harming the user. The properties of techniques refer to their auxiliary effects that cause harm, for example absorbing fire would cause the barrier to become heated causing burn damage. This lasts for a single turn, after which the runes lose their luster and become dormant. This ability can be used three times per battle and requires a two-turn cooldown between each use. Additionally, no Fuuinjutsu above A-rank in the two turns following this ability's use.​

Notes:
- To use this weapon, one must have mastered Yin Release, Yang Release, and Advanced Fuuinjutsu.
- The active abilities for this weapon cannot be utilized while one of them is on cooldown, meaning that Unravel cannot be used during Soul Strike’as cooldown duration.
- While Unravel is active, the gauntlets lose their passive +20 damage.

-Declined- This has altogether too many abilities for a single CW, especially considering it's yin, yang and advanced fuuinjutsu all smashed together.
 
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Shady Doctor

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( Shichi Kaihi ) - Heavenly Evasion
Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Similarly to other skills that grant speed modifiers to the body such as EIG users and Jinchuriki, SHB user uses this specific skill to move at high speeds in order to evade, attack or defend from techniques or people. This ability pertains to direct movement in the battle field, meaning things such as running, walking, jumping, etc and its speed depends on the Breath currently being used. The movements can be very agile and don't have to be simply linear movement, as this is simply a technique that uses their overall speed of movement to achieve repositioning at a quick pace.
Note: This requires at least one Breath to be in use to use and can only be used once per turn.

-Declined- You can ask Chris to add a body flicker for the 7HB or something, but you can't just make a custom one, they've not been allowed for quite some time in this format.

( Senriku ) - A Thousand Lands
Type: Attack | Defense
Rank: S
Range: Short - Mid
Chakra: 50
Damage: 100
Description: Senriku is a unique Taijutsu technique usable only by masters of the Seven Heavenly Breaths mode, and requires the Silent fist ability to be active also. Seen as almost a sister technique to EIG's "Morning Peacock", Senriku aims to strike the enemy down with countless punches. Usually initiated by striking the target or air with extremely strong and fast punches, the immense strength granted from the breaths being used would cause the air around the Silent fist aura to ripple into shockwaves that make the feathers of the aura completely tangible and visible. Unlike the flaming feathers of morning peacocks speedy punches, Senriku merely creates crushing winds in the shape of the owl feathers that would overwhelm the target in a moment's notice and cover a large area in front of the user. The rippling shockwaves coming off of the aura and punches would be powerful enough to even crush through and push away Ninjutsu of the same strength or lower, and can completely mangle a human body if not defended from properly. Unique to the silent fist style of fighting that comes with the Seven heavenly breaths mode, due to being created from and extending from the silent fist aura, the shockwaves would carry the same silent aspects of the aura and would be become harder to track (x3 more tracking needed); Though the shockwaves aren't moving any faster than normal, simply unpredictable due to the sheer number of strikes being silent.
Note: Requires at least the 4th Breath active to use
Note: Requires Silent fist to be active
Note: Can only be used 2x with a two turn cool down.

-Declined- Why does this has 100 base damage and 50 chakra? It's just a 7HB taijutsu attack?

( Gyarakushī Inpakuto ) - Galaxy Impact
Type: Attack | Defense
Rank: S
Range: Short - Mid (Long)
Chakra: 60
Damage: 120
Description: Galaxy impact is a single punch technique that carries a mass amount of direct destructive capabilities due to the Seven heavenly breaths and Yang nature amplifying it with raw power given to the user. Typically used by jumping into the air with raw strength to give the user the room needed, the user would pull his fist back, creating natural air pressure around said fist as he's building up condensed Yang chakra within his knuckles. Once the quick action of pulling the fist back is completed, the user would do a simple yet powerful punch that would release the gathered air pressure and Yang chakra and would cover a spherical area below/in front of the user (depending on the aim). This would cause destruction in that specific spherical area and would be powerful enough to completely crumple surrounding buildings or structures and even cause craters. Upon release, the spherical shockwave would give off purple/black lightning, which is simply concentrated Yang chakra being let out. Upon clashing with a living creature or human, the yang chakra from the attack would overload the chakra system to the point of causing physical drawbacks nigh immediately. Specifically the target would lose -50 chakra directly from the yang chakra overloading and burning away Yin chakra in the system, while also leasing their tracking by 30%.
Note: Requires at least a single breath activated
Note: When 4th breath or higher is used, the range is extended to long due to the punch being more powerful and causing a larger shockwave to be released.
Note: Can only be used twice and only once per turn.
Depiction:
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-Declined- This is just a bit vague, how big is this spherical attack? Also it's not really got much in the way of drawbacks considering how powerful you want it to be.

( Burū Hōru ) - Blue Hole
Type: Attack
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Blue Hole is a physical technique that takes advantage of the user's unrivaled raw strength to completely overwhelm the opponents by physically grabbing them. The user would grab the target, usually somewhere on the upper body such as palming their head/face or grabbing them by the neck or shirt. In the same motion of grabbing the target, the user would swiftly slam them downwards into the with all the force that they could possibly muster. The impact of the user slamming the opponent into the ground with such force causes a shockwave that shoots the target downwards as it creates a hole 15m deep. Something unique that happens during the motion of the user grabbing the opponent and pushing them downwards to slam them into the ground, is that the air pressure from the powerful downwards forces would push away everything from the users body, along with having a similar effect to 'Air Time" on a rollercoaster for the opponents. This would make it nigh impossible for a normal non enhanced strength person to make movements such as grabbing the users arm or even jumping away etc due to the negative G-force pushing against their bodies and the lack of friction during that split moment allowing the air to basically act like an immense gravity on them.
Note: Can only be used with at least the 4th breath active.
Note: Enhanced strength includes things such as perfect sage mode, CES, EIG and things of that level of physical strength.

-Declined- I like the concept of the debuff but "nigh impossible" is vague. If you want to prevent movement tie it to the enemies body stat or something. Like people with below x body can't make movements. Cause enhanced strength is also pretty vague these days, given the fact AP exists.
 
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Arthorius

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(Mokuton: Yushi Eda no Jutsu) - Wood Release: Barbed Branch Technique
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A variation of the highly versatile technique whereby the user converts part of their body to wooden branches that resemble roots used primarily by Obito Uchiha. These branches can then be used offensively by multiplying and extending them, piercing opponents. It can also be used to create short-range weapons like makeshift "swords", or else vaulted at opponents as a long-range projectile which can then be remotely manipulated to grow even more. Unlike the original version the wood used to create these branches is a darker shade, with red tones running throughout very similar to mahogany and it differs in both toughness as well as utility. Once the wood strikes a target, the user is capable of making a single handseal causing the wood to grow in both size and shape, sprouting sharp barbed thorns all across the woods surface. These thorns will make removing the wood very difficult, along with inflicting 5 damage per turn until they are removed or lasting a max of three turns before the barbs dissipate on their own.
Note: Can only be used thrice per battle.
Note: Removing the barbed wood will use one of the victims move slots for the turn or can be removed through an opponent's technique where applicable and logical.
Note: The user may perform the technique Tenth edict on enlightenment with the branches as a medium provided they're currently within a target.

Approved with edits made - Daemon
 
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