Custom Jutsu Submission - IV

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Imperfect

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Yin training: Here.

(Inton: Entaku no Hankyō) Yin Release: Echoes of the Round
Type:
Supplementary/ Offensive
Rank: S-Rank
Range: Short
Chakra: 80 (-20 per turn)
Damage: N/A
Description: Knights of the Round is a technique rooted in Yin Release's ability to give form to what's in their mind. The user starts by performing 3 handseals and gathering a large amount of Chakra in their immediate surroundings, shaping it into humanoid facsimiles that resemble the idea of the Knights of the Round Table creating a minimum of 2 and maximum of 4 "Knights". The Knights are composed of a bright light blue energy with tangible forms that can interact and be interacted with physically. Regardless of what forms they take, they all have the same purpose; To wield weapons held by or belonging to the user. Whether they are carried on the user's person or other misc means such as Summoning, construct creation, etc, each Knight is equipped with their own weapon. The Knights can perform any Kenjutsu or Bukijutsu techniques the user has that are related to that given weapon, including any abilities or techniques inherent to that weapon should it have any. Additionally they can perform Taijutsu the user knows, excluding techniques which rely on Elemental fields and Modes. Techniques and actions performed through the Knights of the Round follow the same limits, restrictions and logic as though they were performed by the user, including active techniques requiring Jutsu from the user's max per turn, cooldowns and other associated restrictions affecting the Knight performing them, etc. The Chakra cost for techniques performed by the Knights is taken from the user's own reserves using the connection the user utilizes to passively sustain the Knights each turn. In regards to their individual capabilities each Knight has limited autonomy, able to determine threats and respond to them, and they are capable of following more advanced instructions from the user via mental commands. They have an inherent durability of S-Rank, and using the user themselves as a basis have a speed equivalent to the user's own base movement speed.

Note: Lasts for a max of 4 turns.
Note: While active the user cannot perform Yang or Yin-Yang Release techniques above A-Rank, with the same cooldown imposed upon their Yin Release techniques for 2 turns once this technique ends.
Note: No variant of the Shadow Clone Jutsu and its derivatives can be performed while Echoes are in use.
Note: Can be used 2 times per battle with a max 4 turn cooldown, which is equivalent to the number of Knights created.

Approved - Daemon




(Mūmeirei Ittōryū: Sekka no Chikai) Nameless Heroic Spirit One Sword Style: Oath Under Snow
Type:
Offensive
Rank: S-Rank
Range: Short - Mid
Chakra: 60
Damage: 120
Description: Oath Under Snow is the crystallization of promises made once upon a time, and how easily they can be shattered by the harsh truth of reality. The user starts by drawing a sword or similarly bladed weapon to their side, as though they have sheathed it while gathering a large amount of Yin Release Chakra and concentrating it within that weapon. Once gathered, the user swings their weapon releasing the Chakra in the form of impossibly thin blades that appear to distort space-time, splitting and separating space from itself, as though one is viewing the area from two separate perspectives. The blades themselves are composed of tangible Yin Release Chakra and can physically be interacted with, but do not inflict any damage on their own. Rather, either upon making contact with the target, or within moments after the blades reach their maximum distance, they explode and shatter into countless shards which shred and penetrate everything within range, excluding the user, inflicting Spiritual damage. Oath can be unleashed in one of two ways, either as a projectile-like slash that is released from the blade and affects up to 15m from the user's position in a straight line with a radial width and height of 5m, or a Mid Range spherical AoE attack that reaches 8m in all directions with the user at it's center. Additionally being struck by Oath carries an additional effect known as "(白昼夢) Daydream". As the shards of Oath slash and dig into the target dealing spiritual damage, the pure amount of spiritual energy present in the technique disrupts the balance between their spiritual and physical energies. This results in the opponent temporarily becoming unable to tell dreams from reality. For 2 turns the target cannot deduce A-Rank and above Genjutsu, and cannot break Genjutsu of S-Rank for 1 turn.

Note: Can be performed thrice per battle, and requires a 2 turn cooldown.
Note: No Yang or Yin-Yang Release can be performed within the same turn, and no Yin release techniques above A-Rank can be performed in the following turn.

You must be registered for see medias

Declined: Everything was fine up until the last line. It interferes/overrides with some specialties and I'm not going to allow a technique that prevents genjutsu release of all forms even if its for a turn. - Daemon
 
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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.
(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 hand seal 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 30% 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.
Note: The heat is retained within the sand for the turn used, after which it will revert to normal sand. The mirage (tracking reduction) lingers for 2 turns, after which an enemy's tracking will return to normal.

-Approved-

(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. This only works on solids that can be reasonably turned to sand, like rock, wood and other solids where logic applies. This will only break down solids that don't contain chakra. 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.

-Approved-

(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. The one tailed jinchuuriki has a natural affinity for wind release techniques being capable of using them with gestures. This blade becomes the medium for all of the uses wind techniques, where the user will replace hand gestures with movements of the blade to initiate wind release techniques. 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. The blade as a unique ability known as "They Eye of Horus". With this the user will hold the blade in front of him with both hands as currents of wind will form around him taking the shape of a large eye. This wind is infused with the users sand that rapidly rotates, shredding anything that comes into contact with it. Due to the sentience of the blade, this would cause the wind/sand to pass around those the user sees as an ally. Being infused with Yang, this can protect the user and allies that are nearby. This technique requires 60 chakra and deals 120 damage. This does not benefit from the damage increase from the sword though any sand enhancements may apply. This can be used twice per battle, lasting up to two turns. The user cannot use any other techniques while maintaining this effect. Two turns between uses.

-Declined- There's gonna need to be some kinda drawbacks to using the eye of horus given it's chakra and damage values.

Removed the chaka absorbing and fixed the wording:

(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. This only works on solids that can be reasonably turned to sand, like rock, wood and other solids where logic applies. This will only break down solids that don't contain chakra. After performing 3 hand seals, 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.This means that any technique (based on damage interactions) that is not strong enough to weaken Aposis, will be broken down and become apart of it (IE B rank earth). 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 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. The user can use a surge of Yin or Yang release containing 50 chakra or more in their system to remove this effect.

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- Kinda the same as the eye of Horus, this doesn't really have any drawbacks

New:


( Yoton/Bijutsu: Biju Shōgekiha ) - Yang release/Tailed Beast Skill: Tailed Beast Shockwave
Type: Offensive/Defensive
Rank: S Rank
Range: Short - Long
Chakra: 60
Damage: 120
Description: This is a unique variation of the tailed beast shockwave where the user will release a surge of Yang based chakra through the part of their body that they are creating the shockwave with. This enhancement of Yang serves as an instant variation of the Power of the Sun technique. This surge lasts only for the movement itself, enhancing the swing of the attack in that moment to empower the shockwave created. The swing of the user's limb will be 3x their base speed with the yang chakra empowering the shockwave itself to create an even more devastating force. Much like it's namesake, this deals devastating force.

Note: Jinchuriki's can use this skill in their Initial and Complete Transformations
Note: Can only be used once every 2 turns. Can only be used three times per battle.

-Declined- Same as the above honestly, yang and yin techniques have higher base damages that's fine but when you're going for the top end of the damage scale it has to have some substantial drawbacks to using it.
 
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(Bijuutsu: Gensho no Chōten) Tailed Beast Technique: Primordial Apex
Type: Supplementary
Rank: B - S
Range: Short
Chakra: 20 - 40 (- 10 per turn)
Damage: N/A
Description: Primordial Apex is a technique utilized by Jinchuriki, borrowing on the property of partial transformation. As evident in some beasts such as with Chomei being able to allow his Jinchuriki to spawn wings on their back or when manifesting a single tail- that they become capable of doing isolated changes to the host. In the case of Promordial Apex - its used directly to manifest the physical enhanced/animalistic sensory traits of the beast. This is strictly tied to the beast’s physical tracking capability- attuning their Jinchuriki towards it without committing to an actual transformation. This affects their basic five senses- capable of smelling, seeing and hearing etc others within the same landmark or in a battle. This augmentation to their tracking is strictly tied to what transformation the Jinchuriki has access towards, with B Rank being x1.5 (Chakra Cloak), A Rank being x3 (Initial Transformation) and lastly x4 at S Rank (Full Transformation). This technique can be used thrice per battle, lasting as long as the Jinchuriki passively feeds chakra into the changes- though the S Rank variant can only be sustained for three turns. Any rank uses this technique on a cooldown of two turns before being able to be used again. This technique automatically ends should a Jinchuriki enter into any of their respective Bijuu Transformations.

-Declined- you won't be allowed to just freely access things like this that are inherent to the tailed beasts transformation without actually transforming, especially not when you're trying to use it to just grant an indefinite boost of x3. DNR

(Aoi Katon/Inton: Hiretsuna hōka-jutsu ) Blue Fire Release/Yin Release: Vile Pyromancy

Type: Supplementary, Offensive
Rank: S
Range: Short - Long
Chakra: 50
Damage: N/A
Description: Vile Pyromancy is a technique that utilizes the Spiritual Blue Flames of the Nibi- mixed in with Yin Energy. Upon casting a technique, the user will apply an additional amount of chakra into said technique in order to lace it with a unique spiritual parasite. Upon clashing with an opposing foreign technique- said parasite will instantly latch onto the target’s chakra and become applied to them. On the surface- there’s not immediate effect, allowing the parasite to remain undetected initially. Vile Pyromancy however was created with the intention of punishing enemies who strictly utilize specific elements or skills. In more literal terms - the original technique it latched onto becomes the ‘source’ of the parasite’s targeting (i.e if the original opposing technique was Fire Release, it only applies when the opponent uses that). They experience a modified version of the user’s Burn Heal perk, which upon each time a technique of said element/skill is used- they immediately suffer a -10 HP drop to their spiritual health. Surges or Barriers of Anutu, Yang, Yin-Yang or Natural Energy can break or prevent the tethering. Can only be used thrice per battle, which after utilizing the user cannot use again for three turns, nor capable of using A Rank Yin and Spiritual Blue Fire in the same turn and after initial activation. The parasite naturally fades away after four turns of exposure.

-Declined- calling this undetectable initially is vague and seems misleading, you don't actually specify any point where they'd be able to identify this after the fact either, which is weird.
 
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Ańbu Juniør

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Resubmitting

Link - https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22126978

Removed the Yin ability

(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 several 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 and is adorned with numerous small runes engraved across it through the use of Fuuinjutsu. This weapon 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 physical attacks, which deal 80 base damage at the cost of a move per turn. When used to attack this weapon does not benefit from the passive damage boost.​
Solstice: Classified as an ego weapon due to its limited sentience gained due to the infusion of Yang energy during the forging process, the gauntlets passively drain -50 Yang chakra from the user that seeps into targets struck by them. This causes an imbalance in their chakra network that forces the target to spend 2x the amount of chakra required for their techniques for the next three turns. This does not increase the quantity of chakra in a technique, but simply a strain on the target's reserve. Appropriate surges or chakra infusions can remove the debilitating effects of this ability.
Unravel: An incredibly useful ability activated at the cost of 70 chakra and a move per turn, 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. This empowers the gauntlets with the properties of the absorbed technique and allows them to take on the damage value of the absorbed technique without harming the user. The properties of techniques refer to their auxiliary effects that cause harm, such as causing the gauntlets to become heated. This lasts for two turns, after which the runes lose their luster and become dormant. This ability can be used twice per battle and requires a three-turn cooldown after the effects expire. Additionally, no Fuuinjutsu above A-rank can be used during the same duration.

Notes:
- The weapon requires mastery of Yang Release and advanced Fuuinjutsu.
- While Unravel is active, the gauntlets lose their passive +20 damage.

-Approved-

New Submissions

(Kyōshin) Resonance
Type:
Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 to applied technique)
Damage: N/A
Description: Resonance is a passive technique created to enhance the user’s Taijutsu in order to deal greater damage in close-quarters combat and also allows the user to combat ninjutsu techniques with their body. Through an infusion of elemental chakra into the hands or feet, the user is able to imbue a physical attack with an elemental nature, meaning that even the most basic punch or kick can turn into a strike of elemental prowess that grants an additional +20 damage to both chakraless and chakra-based Taijutsu techniques. The infused attacks will adopt the properties of the chosen element and also its strengths and weaknesses.

Notes:
- This technique can only be used five times and with a two-turn cooldown between uses.
- Can only be performed at the same time as a taijutsu technique, and as a result, can be performed in the same timeframe as it has no independent usages.

-Declined- I'm not gonna allow just a toolbox elemental taijutsu of any chosen element thing tbh.

(Inton: Kokū no Zantō - Eisei) Yin Release: Remnants of the Void - Satellite
Type:
Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 100 (-50 per turn)
Damage: 120
Description: Inspired by the ‘Night Parade of a Hundred Demons’ folktale, this technique allows the user to create their own small hoard of imaginary creatures. After performing four handseals and releasing a surge of Yin energy throughout their body, the user can create up to five creatures from their imagination or mimic the form of a creature from memory. Reaching the same size as the Phantom Dragons, these entities can act independently, are neutral in clashes against other natures and techniques, and possess -40 from Spiritual techniques. Due to the large quantity of chakra and control required for this technique, the user is unable to make use of Yang Release or Yin-Yang Release techniques.

Notes:
- This technique can be used twice per battle and requires a four-turn cooldown between each use.
- When the Yin entities are removed from the battlefield, the user is unable to use Yin Release techniques above A-rank for three turns.

-Declined- A crumb of drawbacks please, a crumb.

(Inton: Kokū no Zantō - Hon Kage) Yin Release: Remnants of the Void - Umbra
Type:
Supplementary
Rank: A
Range: Short
Chakra: 50 (-20 per turn)
Damage: N/A
Description: This technique allows the user to manifest their Yin energy in the form of flames that are spiritual in nature to envelop their hands, allowing them to interact with techniques that otherwise can’t be interacted with physically. This includes other spiritual techniques conjured through the use of Yin release. This ability is active for three turns, 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.

Notes:
- While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

-Declined- Not gonna allow this in general as it's just really infringing on ronins whole schtick and turning any taijutsu in to spiritual damage and making it capable of interacting with spiritual stuff is kinda wild. DNR

(Hi Raijingeki) Flying Thunder God Strike
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique combines the use of Taijutsu and Space-time Ninjutsu and allows the user to teleport to an enemy marked with the Seal of the Flying Thunder God. Upon appearing, primed to attack, the user will deliver a quick, devastating strike to the target's body using their hands or feet. Similar to the Flying Thunder God Slash, this technique is so fast that it's virtually unavoidable unless through the use of similar Space Time techniques.

Notes:
- This technique can only be used by bios with access to FTG.
- This technique can be used twice times per battle and requires a three-turn cooldown between each use.

-Approved- Edits made
 
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Zatanna

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(Kesshō Su Haaku) - Crystal Web Grasp
Type
: Offensive/Defensive/Supplementary
Rank: B/A
Range: Short-Long
Chakra: N/A - 30
Damage: N/A 40-60
Description:
Bukijutsu technique that is capable of rendering a target completely immobile, it is a series of razor wire roughly as thick as heavy duty rope, comprised of multiple steel wire wrapped over each other, which is compressed into a circular ring. The capacity of this bukijutsu technique is to be thrown at the feet of the target which the wire will then snap back to its original shape, pulling both feet together while cutting into the flesh to cause damage. The scale of the target can vary depending on the length and size of the wire used, ranging from attacking a single ninja, to a group of ninja, or even known for specialized hunters to be capable of having enough wire to capture gigantic summonings or bijuu. This technique at B rank can be thrown like a bolas to wrap around and the targets ankles up to long range. The A rank version includes chakra running through the wire to strengthen it and increase damage. Alternatively, if the target is within short-mid range, the user can perform an A rank summoning technique to have the wire erupt from the ground to wrap around instead.
Notes: Can be used every alternate turn

-Declined- Given it's A rank and trying to restrict such enormous beasts, that's gonna be a real stretch for just regular old chakra infused wire. You should probably have it tied to the body stat to determine who can freely break it or something.

CW:
(Raiton Tenkai: Foudre) - Lightning Release Domain: Thunderlance
Type
: Weapon
Rank: S
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A 40-60
Description:
This personalized weapon for Nadja Gamma is a long five foot silver staff with a golden core in the middle, with gold filigree running along its shaft. The weapon is designed to look like a golden storm cloud wrapped around the staff which on the top end enlarges into 4 prongs that then meet together on their tips, holding a blue orb within. Foudre is strong and practical which is mostly attuned for lightning based ninjutsu attacks but also can be used as a normal staff or club to attack or defend. This weapon naturally draws in chakra from the user, being stored in the orb itself at the top, allowing it to then be used for techniques that the staff is capable of performing. It can only store 10 chakra per turn, to a maximum of 50 chakra total, with staff techniques drawing from this pool, similar to a battery operated system.
Foudre itself has two main abilities, Kamiwareme, which sends lightning through the ground and AtamaKagayaku.
The first technique, Kamiwareme combines the users strength plus lightning chakra to create a sort of minefield for anyone coming close to the user. By slamming the staff into the ground, the earth will be torn up into small chunks ranging from small fist sized rocks to larger chair sized boulders. Upon slamming this into the ground, the lightning will disperse from the staff to run through the ground around the user, to electrify all the turned up rocks and earth, causing them to become touch based mines. If an opponent should touch one of these rocks, then they will take damage and be paralyzed for one turn. This technique if done as an A rank will cover short range however if using more chakra, as an S rank, will cover up to mid range all around the user. The user, should they choose, can direct the churned earth and lightning into a single direction or cone.
Its second ability, AtamaKagayaku is a channelled ability from the staff in which it creates a shining ball of light from the middle of the staff, which interferes with doujutsu and visual based tracking. At the cost of 15 chakra per turn, the staff emits a bright ball of light up to short range effectively causing all opponents doujutsu based tracking to see nothing but a wall of chakra, as well as opponents normal eye sight tracking to effectively be blinded by the light.
Notes: Kamiwareme can only be used every other turn.
Notes: While Atamakagayaku is active, the other staff ability cannot be used
Notes: Should either of these abilities wish to be used, the user can manually fill the missing chakra for the technique

-Declined- That second ability really only works against the Sharingan for the most part. Like the byakugan isn't gonna be bothered by it. Also if you're making it blind regular vision, you're gonna be blinding yourself generally unless you reword it somehow.
 
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Yin/Yang in inventory.

(Mujura no Kamen) - Majora's Mask
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Millenniums ago during the age of the first and immortal humans there was a now long-forgotten Deity by the name of Majora. This Deity had similar powers to that of the Otsutsuki as well as full control over the elements and Yin/Yang. However, it's powers were used only to seek destruction to any opposing the Deity and a sect was formed in unison to stop Majora's plan to bring down the very Moon onto the earth in seeking a cataclysmic event that would cause the end of times. While the cataclysm itself was stopped, Majora's will to dominate all life continued and even as thousands of blades pierced the Deities body, seeking to end their tyranny, the Deity had already forged their life force within an inanimate object before they were destroyed. This, inanimate object was never found until several thousand years later during the Hangurian Freeholds rein in an underground chamber. It was Majora's Mask that they had found, lying under several ancient seals inside of an ornate yet dusty box. As soon as the two brother adventurers who found it opened the box, the Mask awoken. One of the brothers decided to try it on, making it their biggest mistake of their life. The Mask would feed on the brothers lack of self-control and fear, puppeteering his body like a parasite in full control over its host. Majora's powers strengthened him beyond the scope of normal and made him slice his brothers head clean off as he made an attempt to take off the Mask. Riddled with a creeping insanity and in complete obedience to the Mask, the brother exited the Deities tomb. The Mask would make it's host flee into isolation, making it disappear from knowledge once again until it was found by it's current wielder.

Majora's Mask is a wooden Mask that hums with chakra, with a hint of a sad melody to it. Aesthetically, it is the visual embodiment of chaos, with massive eyes that are always facing one direction and several incarnations burnt into the wooden texture. It was forged by the Deity Majora themselves as means to continue their legacy. Because of the Deity's will and mastery of Yin-Yang, they forged their will and life force into the Mask causing it to act as a Symbiotic life form. The Mask can bond with anyone and seeks to take full control over it's user. The only way to fight back against it's influence is if the user themselves have access to Yin-Yang and shield themselves from it. However, requiring concentration to wield the mask puts strain on the user but affords them great power in return.

When wielding Majora's Mask, the user will succumb to it's dominating will and in order not to become a victim, the user has to retain a perfect balance of their Yin-Yang ratio or atleast balance it as much as possible, never able to go above 80% of either. In turn, this will disable the usage of Yin and Yang State entirely. Using any of these States will make the user become a lifeless host of the Masks will and be rendered KO of the match/arc. The Mask also retains a powerful grip on the users skull once they decide to wield it. Attempting to remove the Mask puts strain on the user whether they are in full control over their Yin-Yang ratio or not. However, as the Mask itself grows accustomed to the user's own willpower it will in turn hone the users own abilities passively. The Mask also has a full transformation technique which will render the user's own will towards the will of Majora themselves and act on complete chaos and domination. This transformation is/will be it's own jutsu tied to the Mask directly.

As the Mask is in harmony with the users Yin/Yang chakra it will cause a few passive boons to the user in terms of physical and spiritual peaks beyond that of normal humans. The Mask itself grants the user increased insight in their surroundings, enabling them to hone their senses to the absolute peak. This translates into a passive x3 tracking to the wielder. However it goes beyond that of just visual senses and also enhances their reflexes, smell and hearing. As the Mask cloaks the users own eyes, it also makes them unable to be cast into Genjutsu requiring direct eye contact for as long as the Mask is on. Aside from that is also grants a physical enhancement to the wielders body, allowing them to resist 20 damage of physical blows as well as granting a minor passive healing of 10 points/turn. This is because the Mask itself infuses it's Yang chakra directly to the wielder at all times. Spiritually, the wielder of Majora's Mask is granted an increase to any ability that uses chakra-vs-chakra. This includes Fuinjutsu/Dark release etc. This is because of the Yin aspect of siphoning chakra itself that enables a user to apply +10 chakra to their chakra-vs-chakra fields (but only one field, must be stated in bio) as well as a +20 damage boost to it. This is also explained by the fact that the Mask's Yin chakra is being infused into the wielder at all times. While the Mask streams chakra into it's wielder, it does not by any means make them resistant to Genjutsu, except with Genjutsu that requires eye contact as explained above.

Majora's Mask is it's own symbiotic being and while it can act on it's own it has no own perception of what is real and what is not. It is entirely fueled by a single command imprinted by the will of Majora themselves. This means that it cannot be placed in a Genjutsu on it's own or succumb to Insanity. It can still physically be destroyed however, but that would require a substantial amount of brute force (120 dmg). Destroying the mask prohibits the usage of it for a full arc/battle as the Mask pieces itself together, for the will of Majora is eternal.

Visual of the Mask:
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Note: Can only be used by Yin-Yang users.
Note: Prohibits the usage of Yin and Yang state while wielded.
Note: Applying the mask is passive, removing it costs a moveslot and hinders usage of Yin/Yang and it's components from being used in the same turn.
 
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(Mokuton/Fuuinjutsu: Dākuragūn) – Wood Release/Sealing Arts: Dark Lagoon
Type:
Supplementary
Rank: S
Range: N/A
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Dark Lagoon is an extraordinary supplementary ability that begins by creating a seal on the user's person, whether on the palm of their hand, bottom of their feet, or elsewhere. This seal bears the kanji for "Sprout." When activated, the seal continuously releases black pollen onto the battlefield. The pollen rapidly populates and expands up to long range within a single turn if left unencumbered. Infused with chakra, the pollen serves a dual purpose - it reduces visibility on the field, akin to other Mist-Related ninjutsu, concealing the user's presence and location, and enables the user to maintain it within short range indefinitely due to its continuous restoration. Moreover, the user can utilize the pollen for sensory purposes, monitoring whatever comes into contact with it. Apart from these properties, the copious amounts of pollen have effects over time. After a full turn of exposure, the pollen starts affecting opponents' breathing, causing inflammation of the lungs, damage to the respiratory system, and inducing fatigue. This decreases their effectiveness in battle, resulting in their inability to use techniques ranked S and above. Each subsequent turn of exposure reduces the rank they can utilize by one. After four full turns of exposure, the overwhelming abundance of pollen in their system and their ravaged respiratory system will render them unconscious.

Note: Can only be taught by Jᴀʏ
Note: The technique itself lasts six turns and can only be utilized twice per battle.
Note: No A Rank or Above Wood Release within the Same Turn.

-Declined- DNR we don't allow stuff that completely ignores the health system and completely sealing the opponents access to S rank and above is wild lmao. Also this isn't really a fuuinjutsu at all.

(Senninka/Fuuinjutsu: Nehan) - Sage Transformation/Sealing Arts: Nirvana
Type:
Defensive/Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/A
Description: As a member of Jugo's clan, those with Sage Transformation possess an inherent ability to control their physiology. Recognizing the defensive and regenerative potential of this power, the user has harnessed a portion of it to create a special seal. This seal, when placed on the user's body, activates automatically when they sustain significant damage (exceeding 75% of their total health). Upon activation, the technique empowers the user to restore their health completely, mending broken bones, repairing tendons, reforming organs, restoring lost limbs, and healing all wounds on a cellular level. As long as their heart and brain remain intact, this ability ensures the user's restoration and recovery from any injury. Should the user receive any damage below 75% of their total health pool this technique is not activated. This seal must be placed in the users biography in order to be utilized in battle. Activation of this technique is instant, and can only be used once per battle.

Note: Can only be taught by Jᴀʏ
Note: No Sage Transformation technique B rank or above after this turn.

-Declined- Also DNR, percentile healing is not gonna be a thing considering the vitality stat exists and there is no shot you can achieve this with sage transformation.
 
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(Dokkōdō: Shin Shiraha Nagashi) - The Alone Way: True White Blade Flow
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 to Technique Chakra)
Damage: N/A
Description: After entering Dokkodo, the user will focus Senjutsu enhanced chakra into their blade and charge it, such that the effects of White Blade Flow can be extended to other Dokkodo Kenjutsu by adding 10 chakra to its cost. Doing so causes the user's sword to leave a glittering trail of glass like shards in the air simply by moving it, and allows the techniques to carry a corroding Senkenjutsu effect: the released chakra quickly corrodes through the obstacle, weakening by exposing the obstacle's "shatter point". This is a point on the technique that the Senjutsu compromises, causing it to shatter in a glow of white glass-like shards, lending to the technique's name. It is capable of destroying solids and liquids of equal chakra or lower while dispersing energy as well.
Note: Useable three times, and remains active for four turns per activation. Only during this window can the +10 Chakra augmentation be done to Dokkodo techniques.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.

Update Approved - Daemon


Limited the technique to only applying to other Dokkodo techniques rather than all Kenjutsu, to attempt to allow it to be used outside the mode.
(Dokkōdō: Shin Shiraha Nagashi) - The Alone Way: True White Blade Flow
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 to Technique Chakra)
Damage: N/A
Description: After entering Dokkodo, the user will focus Senjutsu enhanced chakra into their blade and charge it, such that the effects of White Blade Flow can be extended to other Dokkodo Kenjutsu by adding 10 chakra to its cost. Doing so causes the user's sword to leave a glittering trail of glass like shards in the air simply by moving it, and allows the techniques to carry a corroding Senkenjutsu effect: the released chakra quickly corrodes through the obstacle, weakening by exposing the obstacle's "shatter point". This is a point on the technique that the Senjutsu compromises, causing it to shatter in a glow of white glass-like shards, lending to the technique's name. It is capable of destroying solids and liquids of equal chakra or lower while dispersing energy as well.
Note: Useable three times, and remains active for four turns per activation. Only during this window can the +10 Chakra augmentation be done to Dokkodo techniques.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.
Note: Can be used as a standalone technique or alongside another Dokkodo technique, occurring in the same timeframe in the case of the latter.

Black Blade Flow approval here. Black Blade Flow dropped the passing through aspect and was changed to just deal spiritual damage.

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

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

Both Updates Approved - Daemon
 
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(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-
________________________________________

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 bleeds out of the blade when chakra is run through it, this proccess takes -5 chakra more than the technique used through it and is mandatory, tainting any technique coming from the blade granting his techniques a Strong advantage to all elements while being neutral to natural energy, . 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- DNR I was serious last time, you're not having that applied to a custom weapon.
 
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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.

( Senriku ) - A Thousand Lands
Type: Attack | Defense
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
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.

Approved - Daemon

( 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: Shockwave from the 4th breath or lower would be 10m in size, while the larger shockwaves from 5th breath and above would be 15m in size.
Note: No Yang Techniques in the next turn
Note: No Chakra based Taijutsu S-rank and above the following turn.

Note: Can only be used twice and only once per turn with a three turn cool down in between usages.
Depiction:
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Approved with Edits made: Note that due to the changes of how air pressure works etc etc. This will not count as "devoid" of chakra and can be absorbed. - Daemon


( 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. This would take effect of people's bodies depending on the difference of their body stat compared to he users.
Note: Can only be used with at least the 4th breath active.
Note: The G-force effect in this case would be based off of the body attributes of both the user and target. If the user has 2 or more body attribute than the target, then the G-force on the body would cause the target to be unable to physically move during the attack.

Approved - Daemon


( Hachi no uta ) - Nature's Calming Touch
Rank: A-rank
Type: Supplementary
Range: N/A
Chakra cost: N/A (+10)
Damage points: N/A (+20)
Description: Nature's Calming Touch is a jyuken style technique that acts simply as an infusion. With the basis of Jyuken style techniques being pretty straight forward, certain members of the clan came up with ways to further bring versatility to their base techniques they had access to. When performing a technique of Jyuken style, the user simply infuses the technique with small portions of elemental chakra of their choice. This not only strengthens the technique directly, but gives the technique properties of the infused element in order to cause adverse effects on the opponents body: With fire, the technique would take on a light orange/red fiery hue and the techniques would be capable of burning the target on contact. With water, the technique would take on a dark blue hue and upon contact with targets the user is able to absorb an additional -20 chakra. With lightning, the technique would cause a 1 turn paralysis when making contact with the target. With wind, the technique would gain a suction effect that brings targets within 5m of the technique into it to hit them with immense force. With earth, the technique gains a slight weight change ability, making targets extremely heavy on contact and making them lose 2 base speed that lasts 2 turns.
Note: This technique can only be used 4 times with a two turn cool down between uses.
Note: Due to this technique having no use on its own and needing to be applied to other techniques, it can be used passively next to hyuga techniques.

Approved - Daemon
 
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jagged

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(Arashi no kami:Ōkoku ga kimasu ) Storm God: Kingdom Come
Type: Offensive|Defensive|Supplementary
Rank: S
Range: Long
Chakra: 40 | -10 to maintain
Damage: 40
Description: Performing 3 handseals will allow the user to create (or use existing storm clouds) a giant ball of condensed storm Cloud directly above the user a few meters into the sky, constantly rotating in the air the ball of clouds suck in opposing techniques S rank and below absorbing them into its frame with its Storm nature( Can only absorb up to S rank and below techniques). While active the rotating ball stirs up the wind around it making the formation of A rank and below wind techniques almost impossible. Every two turns of this technique being on the field allows the user to release a storm Lazer from the ball at B rank in damage with no move cost or slot being used to do so.

Note: this technique requires -10 chakra each turn to maintain it on the field

Declined: A couple of things with this, one how long does this last for? Second, you say it stops the formation of A rank and below wind techniques, what is the range/area of effect on that condition. Third, no you will not be able to shoot out lasers for free that don't count towards a move slot. - Daemon
 
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Alyx

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(Bijuutsu: Gensho no Chōten) Tailed Beast Technique: Primordial Apex
Type: Supplementary
Rank: B - S
Range: Short
Chakra: 20 - 40 (- 10 per turn)
Damage: N/A
Description: Primordial Apex is a technique utilized by Jinchuriki, borrowing on the property of partial transformation. As evident in some beasts such as with Chomei being able to allow his Jinchuriki to spawn wings on their back or when manifesting a single tail- that they become capable of doing isolated changes to the host. In the case of Promordial Apex - its used directly to manifest the physical enhanced/animalistic sensory traits of the beast. This is strictly tied to the beast’s physical tracking capability- attuning their Jinchuriki towards it without committing to an actual transformation. This affects their basic five senses- capable of smelling, seeing and hearing etc others within the same landmark or in a battle. This augmentation to their tracking is strictly tied to what transformation the Jinchuriki has access towards, with B Rank being x1.5 (Chakra Cloak), A Rank being x3 (Initial Transformation) and lastly x4 at S Rank (Full Transformation). This technique can be used thrice per battle, lasting as long as the Jinchuriki passively feeds chakra into the changes- though the S Rank variant can only be sustained for three turns. Any rank uses this technique on a cooldown of two turns before being able to be used again. This technique automatically ends should a Jinchuriki enter into any of their respective Bijuu Transformations.

-Declined- you won't be allowed to just freely access things like this that are inherent to the tailed beasts transformation without actually transforming, especially not when you're trying to use it to just grant an indefinite boost of x3. DNR

(Aoi Katon/Inton: Hiretsuna hōka-jutsu ) Blue Fire Release/Yin Release: Vile Pyromancy

Type: Supplementary, Offensive
Rank: S
Range: Short - Long
Chakra: 50
Damage: N/A
Description: Vile Pyromancy is a technique that utilizes the Spiritual Blue Flames of the Nibi- mixed in with Yin Energy. Upon casting a technique, the user will apply an additional amount of chakra into said technique in order to lace it with a unique spiritual parasite. Upon clashing with an opposing foreign technique- said parasite will instantly latch onto the target’s chakra and become applied to them. On the surface- there’s not immediate effect, allowing the parasite to remain undetected initially. Vile Pyromancy however was created with the intention of punishing enemies who strictly utilize specific elements or skills. In more literal terms - the original technique it latched onto becomes the ‘source’ of the parasite’s targeting (i.e if the original opposing technique was Fire Release, it only applies when the opponent uses that). They experience a modified version of the user’s Burn Heal perk, which upon each time a technique of said element/skill is used- they immediately suffer a -10 HP drop to their spiritual health. Surges or Barriers of Anutu, Yang, Yin-Yang or Natural Energy can break or prevent the tethering. Can only be used thrice per battle, which after utilizing the user cannot use again for three turns, nor capable of using A Rank Yin and Spiritual Blue Fire in the same turn and after initial activation. The parasite naturally fades away after four turns of exposure.

-Declined- calling this undetectable initially is vague and seems misleading, you don't actually specify any point where they'd be able to identify this after the fact either, which is weird.
(Aoi Katon/Inton: Hiretsuna hōka-jutsu ) Blue Fire Release/Yin Release: Vile Pyromancy
Type: Supplementary, Offensive
Rank: S
Range: Short - Long
Chakra: 50
Damage: N/A
Description: Vile Pyromancy is a technique that utilizes the Spiritual Blue Flames of the Nibi- mixed in with Yin Energy. Upon casting a technique, the user will apply an additional amount of chakra into said technique in order to lace it with a unique spiritual parasite in the same time frame. Upon clashing with an opposing foreign technique- said parasite will instantly latch onto the target’s chakra and become applied to them. On the surface- there’s not immediate effect, allowing the parasite to remains dormant and undetected unless the opponent is capable of sensing chakra/detecting spiritual entities. Vile Pyromancy however was created with the intention of punishing enemies who strictly utilize specific elements or skills. In more literal terms - the original technique it latched onto becomes the ‘source’ of the parasite’s targeting (i.e if the original opposing technique was Fire Release, it only applies when the opponent uses that). They experience a modified version of the user’s Burn Heal perk, which upon each time a technique of said element/skill is used- they immediately suffer a -10 HP drop to their spiritual health. Upon being successfully triggered- the opponent feels a heated sensation, akin to a fever when inflicted. Surges or Barriers of Anutu, Yang, Yin-Yang or Natural Energy can break or prevent the tethering. Can only be used thrice per battle, which after utilizing the user cannot use again for three turns, nor capable of using A Rank Yin and Spiritual Blue Fire in the same turn and after initial activation. The parasite naturally fades away after four turns of exposure.


Approved - Daemon

(Fuuinjutsu: Kaigenrei) Sealing Technique: Martial Law
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Martial Law is an Advance Sealing Technique designed with the intention of supplementing martial artists in the fervor of battle. Applied to the body as a body seal with the Kanji for "Martial Arts"; within the seal is a base chakra amount of up to 200 ; provided by the user. The seal's intention is to passively trigger each time taijutsu that utilizes chakra is triggered. It unseals the needed amount of chakra into the user's body as a result, acting as a substitute of the user needing to nourish the movement themselves. This then allows the user to essentially perform their respective Taijutsu without the need of chakra (counting as N/A instead). There are some exceptions however to this, as it cannot be applied to Elemental Taijutsu, nor Chakra Enhanced Strength. This is a Body Seal and thus must be mentioned within the user's bio but can also be applied mid fight if needed at the cost of a move and sealing the required chakra within it. When applying to a Taijutsu, this triggers without the cost of a moveslot but can only be applied to one technique per turn as a result. Requires Advance Fuinjutsu or an Advance Uzumaki Clan Bio in order to utilize this technique.

Declined: Not a fan of this idea in general due to the implications of using this with nintaijutsu in general. This would also logically allow you to perform those hypothetical nintaijutsu techniques at the same time as another chakra fueled action for free which I again am not a fan of. - Daemon
 
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Katon: Sōzō-ryoku no Rensa | Fire Style: Chains of Imagination
Rank:
S
Type: Offensive/Defensive
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user channels their katon nature into their hand creating a chain of fire chakra and at the end of the chain creating a shape up to their imagination. The user can use the chain to swing around the with the fire shape creating a barrier around them of fire that works on chakra vs chakra. The second application of this technique is using the shape its self to smash through techniques and targets. If successfully hitting a target they will have third degree burns and blunt force damage to them. The technique with both applications can only work on short range. Besides the user anyone who touches the chains will receive the full damage as well.
Note: Can’t use any S rank and above Fire techniques next turn
Note: Can only use this four times a battle

Declined: There is nothing about this that would allow it to work on chakra vs chakra interaction. - Daemon

Fuuinjutsu: Kako no moeru Yōna | Sealing Art: Fiery of the Past
Rank:
B
Type: Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user while using a katon technique passively adds a sealing technique to it. This sealing technique uses the katon nature to increase the heat in the battle field up to mid range around the user making anyone even allies slower. The seal seals off anyone in range of the heat speed down by 3 levels and they’re tracking by the same amount. The user is immune to the seal affects. The seal only last for four turns. While this is in use the user can’t use any more than one sealing technique a turn. This can only be used three times a match.

Declined: Maintenace cost? 3 speed levels and three tracking debuff is too much for just a B rank seal. Add more restrictions, you have no duration in between usages etc. - Daemon

Mokuton:Katon: Moeru Hanabira | Wood Style/Fire Style: Burning Petals
Rank:
S
Type: Offensive/Defensive
Range: Short - Mid
Chakra Cost: 40 (-10 per turn)
Damage Points: 80 (-5 per turn)
Description: The user using their Mokuton and Katon nature creates a large three that surrounds them. The user is immune to the katon of this technique. The tree surrounds them acting as a guardian for themselves. The large tree stands five meters tall with a width of three meters. The tree’s Sakura petals that are made of up their Mokuton and Katon nature that once it touches someone would burn them. The user can control these petals and regrow them passively as they are using this technique. Once a target is burned by these petals they will receive a burning effect until it is healed.
Note: While using this technique they can’t use any other elemental techniques besides Mokuton and Katon. The tree that surrounds the user acts as a barrier to protect the user against the equal amount of chakra. Anyone that touches it will receive the same burning effects.
Note: This technique last five turns
Note: Can only be use twice a match
Note: User can’t use any Mokuton and Katon techniques above A rank for the next turn once this technique is deactivated
Note: Can’t use this technique once deactivated for two turns

Declined: Add a time limit on the length of the burn. Secondly, this will no defend based on chakra interaction as nothing utilized in this technique even has that property. - Daemon

Katon: 52 Kādo no Pikkuappu | Fire Style: Fifty Two Card Pick Up
Rank:
D - S
Type: Offensive
Range: Short - Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The user using their katon chakra in their hands creating a card or multiple cards up to fifty two cards. These cards all look like actual cards but are created from the flames of his katon nature. These cards are thrown at their target and the user can hold these cards in their hand since it is their chakra it wouldn’t burn them at all. The cards once touching their target or at the leisure of the user would cause an explosion that is a foot in all directions.
Note: S rank can only be used two times a match, the A rank version can be used three times per match.
Note: S rank can only be used every other turn

Approved with edits made - Daemon
 
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Link to Earth Grudge Fear Sealing Art : Together Approval.

(Shinra no Nuiawaseta Akuma) - Stitched Devil of Shinra
Type:
Supplementary
Rank: Forbidden
Range: Self
Chakra: 100 (-10 per additional heart)
Damage: N/A
Description:
Using the Seals from "(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together", the user moves them to the centre of their back between their shoulder blades, channelling a large amount of chakra into all of them to trigger a very violent physical transformation, changing their body structure entirely. The user's Dark Threads become more dense and the user's body become more packed and small tears in the stitching occur so that threads slightly hang out, the user growing into a burly and athletic form, muscles prominent and size larger than that of a normal person reaching 9 - 10ft tall. They also take a Devilish appearance with personal aesthetic, sharpened teeth, growing a large pair of horns made of tightly condensed hardened Dark Threads from their head that can range from being twisted like a rams or straight like a bulls or even a jagged brutal shape, they can also grow smaller hard horn-like appendages in other locations over their body. These horns can be used as weapons and techniques can be channelled through them like they are blades/swords within reason. The skin colour of the user also changes (purple, green, red), relating to any of the elements they have in their body. Their skin colour can change mid-battle if the related heart leaves the body, changing to a new colour mirroring a remaining element.

The user has other physical alterations, they have more clawed fingers and their feet have changed, they are now prehensile and have the capability of grabbing almost like a hand - they are also clawed - giving their Taijutsu more versatility. Because of the user's new larger transformation into this physically impressive specimen, their ability to combat techniques with Taijutsu becomes more definitive. When blocking or attacking with a suitably powerful enough Taijutsu technique they can halt or redirect oncoming objects even if its size is large (for example they can stand their ground and hold a large boulder or golem fist from bowling them down, pushing/throwing it to one side or allowing it to drop to the ground before them). Due to the user's new constitution their body can withstand the effects of beaten jutsu like burns or cuts from energy.

The transformation also causes all of the user's hearts beat rapidly with life, gaining their independence even whilst within the user's body, able to move about wherever they please and choose . And even though they do have their independence they all work as one efficient machine, their personalities all enhance and effect the user's own - becoming one yet the main still remains in charge, the user's voice almost overlapped with their hearts' voices. The hearts will be able to act as though they aren't a part of the user's body; using the user's body as if it's their own from different points of the body, for example one heart may require to use of the user's left hand and the other their right foot. All within reason.

Whilst in this Physical State the user must sacrifice 10 chakra per additional (not their own) heart still within their body. This means that if the user has not released any of the hearts within them, they will have to sacrifice 40 chakra per turn. Whenever a heart leaves the body it becomes 10 less, and whenever a heart returns it becomes 10 more etc. The user can undo their transformation at any time, though once they return to normal they will feel their muscles ache and feel a bit fatigued suffering -20 damage to all Taijutsu for 3 turns and unable to use EGF techniques for 3 turns (They can still release hearts passively through "(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together"), they also have to wait 5 turns to transform again. The user may transform 3 times per arc, but requires all their EGF Hearts to be present in their body to be able to do so at first, if they have lost a heart to battle they cannot transform anymore. The user may transform into this form for aesthetic and social interactions, this still costs 50 chakra on activation but with no chakra per turn cost, they just gain none of the jutsu's true benefits ONLY the physical appearance parts of the transformations (Height, Skin Colour, Blade like Horns & Prehensile feet).

Note: This is a Custom Kinjutsu Technique & Requires "(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together" to be posted on the user's bio to be able to use.

Approved - Daemon
 
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Zatanna

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(Ranton: Fukyōwaon no Raimei) Storm Release: Thundering Cacophony
Type:
Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Using the alternate form of Storm release which is a thundering cloud with crackles of lightning, the user forms 3 seals while gathering the Storm Chakra in their mouth. After the preparations, the user will spew forth in a wide cone a dense black cloud of storm chakra which is its thundering cloud form creating not only a visual block but also creating loud thundering sounds as it rumbles forth. The cone of Storm continues forth, enveloping around physical objects as the Storm Clouds tumble over each other filling all gaps as a gas/liquid would. If caught within the Storm cone, targets inside have trouble seeing beyond short range or hearing anything outside of the Storm's attack.
Due to Storms ability to absorb chakra and grow, should this technique overcome any other techniques, it will be able to add 10 chakra and 20 damage of that technique to its damage, increasing it.
Notes:
-Can only be used 3 times, with 2 turns in between use
-No S rank or above Storm techniques the next turn

Approved with Edits Made: Removed that last sentence -Daemon

(Fūton: Fumitsukeru no Konpeki) Wind Release: Azure Stampede
Type:
Defensive/Offensive
Rank: A/S
Range: Short-Long
Chakra: 30/40
Damage: 60/80
Description:
While most Wind techniques will either come from the user or concentration of chakra in the atmosphere to cause a tornado to descend, this advanced Wind technique takes the second form but instead turns it into a singular forceful blow of pressure that comes crashing down onto an opponent. Performing either a single hand seal for the A rank, or 3 hand seals for the S rank, the user will focus their chakra in the air above the user causing a large amount of it to form into Wind Chakra. A rumbling heard above as the wind then begins to descend onto the opponent, it will crush them with its barrage of force in a single breath forcing them into the ground and crushing them breaking the earth. With the A rank, it will encompass 5m around the target, while as an S rank it has a greater area of effect, able to cover up to 7m from its middle point of impact. Effectively, this technique recreates the Pressure Damage/Vacuum bullet, but taking advantage of Winds nature to be everywhere, creates the pressure above an opponent to strike from an advantageous angle.
Notes:
-Can only be used 3 times total, with a 1 turn cooldown if A rank is used or 2 turns if S rank in between each use
-If A rank is used, the user can use wind techniques next turn but with a -10 damage
-If S rank used, No S rank or above Wind techniques next turn

Approved - Daemon

( Ōkashōken) Cherry Blossom Fist
Type:
Defensive/Supplementary
Rank: B
Range: Self
Chakra: 20 (+10)
Damage: N/A
Description:
Taking advantage of chakra's ability to shape and form, the user gathers chakra around their hands to materialize enlarged chakra gauntlets equipped covering up to their elbows. While providing no damage boost, the chakra does allow the user to contact or touch hazardous elements without being damaged on contact. This will only work up to the chakra level of the technique however, meaning if the user uses a B rank taijutsu technique with this (20+10 chakra=30) and tries to counter a 40 chakra technique, then the gauntlets will shatter and not work. This can be used in the same timeframe as a chakra technique, adding +10 chakra to the techniques level. If used alongside a chakraless taijutsu technique, it can only defend up to 20 chakra.
Notes:
-Can be used in a single use or activated for a period of time.
-If a single use, then it can only be used every alternate turn
-If activated for a period, can only be a max of 4 turns, which then goes on a cooldown for the same period.
-Can only be active for a max of 6 turns (single or consecutive counted together, eg 4 turns consec, then 2 single uses)

Declined: Maintenance cost for the extended usage? - Daemon

(Fūton: Setsudan ga Moya) Wind Release: Mists Edge
Type:
Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
A dual action attack, this technique employs both kenjutsu and Wind Elemental chakra to produce a first and second attack designed as a feint and surprise attack via ninkenjutsu. By bending ones knees, forming 3 handseals wind begins to circle around the user blowing up dust and covering their form as it blocks the view with a thin veil to hide their movements. The user then quickly slash in a 360 degree arc covering all angles around them and cutting through the dirt and all enemies within short range. As a secondary attack then is launched, this then launches the windjutsu outwards as an expanding cutting wind slicing all as it roars out to mid range all around the user.
Notes:
-Can only be performed 3 times
-No S rank wind next turn
-2 turns in between each use
- Note the damage is split between the primary and secondary attack. If the target is not within range of the initial sword slash, the wind portion will only carry A rank damage.

Approved with Edits Made - Daemon
 
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Removed Application on higher ranked.

(Kage/Inton: Apatē) - Shadow Art/Yin Release: Apate
Type: Supplementary
Rank: N/A
Range: Short - Long
Chakra: +50 (20 per turn)
Damage: N/A
Description: Crafted around the lack or restrictions of shadows in some cases, Apate is a technique that is based on the principles of Yin Release to allow the user to manipulate shadows with increased effects, both in 'shadow' and physical forms. Physical techniques would become capable of interacting with spiritual attacks, such as Ronin Ken, while their damage in regards to non-spiritual based attacks would remain physical. Shadow techniques created via Apate, can have an aesthetic colouration depending on the user. Techniques that are in a 'shadow' form would have their spiritual based tether strengthened, allowing it to now affect techniques as long as they have shadows. This means that opposing techniques that produce shadows, should they overlap/interlock with the users own Apate 'shadow' techniques, could potentially have their movement stopped, restricted, or controlled similar to a normal ninja, with the techniques seemingly being suspended in their path upon initial contact. This brand of Apate techniques would be capable of stopping techniques up to and including the same chakra level. Techniques that are stronger will not be effected should their shadow travel across that of the Apate infused. Should a Nara technique carry both physical and 'shadow form' qualities, both variations would be applied. Usable once every two turns, with a max usage of five, and naturally occurring in tandem with a shadow technique.


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

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

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

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

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


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

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

Pending

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

Pending
Resubbing for checking. Original Apate sub in spoiler. Will resub Hakaishin later as this would 6/6 with Sensei/Sage bonus.
(Kage/Inton: Apatē) - Shadow Art/Yin Release: Apate
Type: Supplementary
Rank: N/A
Range: Short - Long
Chakra: +50 (20 per turn)
Damage: N/A
Description: Crafted around the lack or restrictions of shadows in some cases, Apate is a technique that is based on the principles of Yin Release to allow the user to manipulate shadows with increased effects, both in 'shadow' and physical forms. Physical techniques would become capable of interacting with spiritual attacks, such as Ronin Ken, while their damage in regards to non-spiritual based attacks would remain physical. Shadow techniques created via Apate, can have an aesthetic colouration depending on the user. Techniques that are in a 'shadow' form would have their spiritual based tether strengthened, allowing it to now affect techniques as long as they have shadows. This means that opposing techniques that produce shadows, should they overlap/interlock with the users own Apate 'shadow' techniques, could potentially have their movement stopped, restricted, or controlled similar to a normal ninja, with the techniques seemingly being suspended in their path upon initial contact. This brand of Apate techniques would be capable of stopping techniques up to and including the same chakra level. Techniques that are stronger will 'suffer from a 'stagger' effect should their shadow travel across that of the Apate infused. Stager momentarily hinders the movement of the technique, enabling the user to avoid an additional 5 meter on their free dodge, if used. Should a Nara technique carry both physical and 'shadow form' qualities, both variations would be applied. Usable once every two turns, with a max usage of five, and naturally occurring in tandem with a shadow technique.

-Declined- stopping the enemy jutsu on a chakra vs chakra metric is fine, but everything after that isn't gonna fly. Stagger is already a concept being introduced with AP so the term won't be usable, more importantly though what you tried doesn't really make sense and is still going against what the last check said. Why would your dodge range be extended by grabbing the enemy technique? The only logical explanation is that you've slowed it down to give you more time to run away, because you're not suddenly faster.

(Kage/Inton: Apatē) - Shadow Art/Yin Release: Apate
Type: Supplementary
Rank: N/A
Range: Short - Long
Chakra: +50 (20 per turn)
Damage: N/A
Description: Crafted around the lack or restrictions of shadows in some cases, Apate is a technique that is based on the principles of Yin Release to allow the user to manipulate shadows with increased effects, both in 'shadow' and physical forms. Physical techniques would become capable of interacting with spiritual attacks, such as Ronin Ken, while their damage in regards to non-spiritual based attacks would remain physical. Shadow techniques created via Apate, can have an aesthetic colouration depending on the user. Techniques that are in a 'shadow' form would have their spiritual based tether strengthened, allowing it to now affect techniques as long as they have shadows. This means that opposing techniques that produce shadows, should they overlap/interlock with the users own Apate 'shadow' techniques, could potentially have their movement stopped, restricted, or controlled similar to a normal ninja, with the techniques seemingly being suspended in their path upon initial contact. This brand of Apate techniques would be capable of stopping techniques up to and including the same chakra level. Techniques that are stronger will not be effected should their shadow travel across that of the Apate infused. Should a Nara technique carry both physical and 'shadow form' qualities, both variations would be applied. Usable once every two turns, with a max usage of five, and naturally occurring in tandem with a shadow technique.

Declined: All this time to resubmit after you've been shadow banned and you have thought to put restrictions on this? Adding Yin to this would allow your shadow holds to be broken by Natural Energy, Yang, Anutu and its components as well. Naturally this should have some restrictions on what you can restrict based on this interaction due to you now infusing Yin within your shadows. And no nara techniques with both qualities will not get both effects. Choose. Back to Shadow ban land with you - Daemon

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

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

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

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

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


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

Declined: Restrictions? Why does this allow attacks of 80 chakra to be absorbed in level 2? Doesn't make sense. The most you can boost chakra by is 10. So level 1 would be able to absorb up to 40 and level 2 should be able to absorb up to 70. If you are gonna convert something to spiritual damage, commit to it. You don't get to pick and choose between damage types. - Daemon
 
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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 (+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 hand seal 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 30% 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.
Note: The heat is retained within the sand for the turn used, after which it will revert to normal sand. The mirage (tracking reduction) lingers for 2 turns, after which an enemy's tracking will return to normal.

-Approved-

(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. This only works on solids that can be reasonably turned to sand, like rock, wood and other solids where logic applies. This will only break down solids that don't contain chakra. 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.

-Approved-

(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. The one tailed jinchuuriki has a natural affinity for wind release techniques being capable of using them with gestures. This blade becomes the medium for all of the uses wind techniques, where the user will replace hand gestures with movements of the blade to initiate wind release techniques. 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. The blade as a unique ability known as "They Eye of Horus". With this the user will hold the blade in front of him with both hands as currents of wind will form around him taking the shape of a large eye. This wind is infused with the users sand that rapidly rotates, shredding anything that comes into contact with it. Due to the sentience of the blade, this would cause the wind/sand to pass around those the user sees as an ally. Being infused with Yang, this can protect the user and allies that are nearby. This technique requires 60 chakra and deals 120 damage. This does not benefit from the damage increase from the sword though any sand enhancements may apply. This can be used twice per battle, lasting up to two turns. The user cannot use any other techniques while maintaining this effect. Two turns between uses.

-Declined- There's gonna need to be some kinda drawbacks to using the eye of horus given it's chakra and damage values.

Removed the chaka absorbing and fixed the wording:

(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. This only works on solids that can be reasonably turned to sand, like rock, wood and other solids where logic applies. This will only break down solids that don't contain chakra. After performing 3 hand seals, 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.This means that any technique (based on damage interactions) that is not strong enough to weaken Aposis, will be broken down and become apart of it (IE B rank earth). 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 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. The user can use a surge of Yin or Yang release containing 50 chakra or more in their system to remove this effect.

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- Kinda the same as the eye of Horus, this doesn't really have any drawbacks

New:


( Yoton/Bijutsu: Biju Shōgekiha ) - Yang release/Tailed Beast Skill: Tailed Beast Shockwave
Type: Offensive/Defensive
Rank: S Rank
Range: Short - Long
Chakra: 60
Damage: 120
Description: This is a unique variation of the tailed beast shockwave where the user will release a surge of Yang based chakra through the part of their body that they are creating the shockwave with. This enhancement of Yang serves as an instant variation of the Power of the Sun technique. This surge lasts only for the movement itself, enhancing the swing of the attack in that moment to empower the shockwave created. The swing of the user's limb will be 3x their base speed with the yang chakra empowering the shockwave itself to create an even more devastating force. Much like it's namesake, this deals devastating force.

Note: Jinchuriki's can use this skill in their Initial and Complete Transformations
Note: Can only be used once every 2 turns. Can only be used three times per battle.

-Declined- Same as the above honestly, yang and yin techniques have higher base damages that's fine but when you're going for the top end of the damage scale it has to have some substantial drawbacks to using it.
(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 +20. The one tailed jinchuuriki has a natural affinity for wind release techniques being capable of using them with gestures. This blade becomes the medium for all of the uses wind techniques, where the user will replace hand gestures with movements of the blade to initiate wind release techniques. 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. The blade as a unique ability known as "The Eye of Horus". With this the user will hold the blade in front of him with both hands as currents of wind will form around him taking the shape of a large eye. This wind is infused with the users sand that rapidly rotates (making a wind/sand jutsu), shredding anything that comes into contact with it. Due to the sentience of the blade, this would cause the wind/sand to pass around those the user sees as an ally. Being infused with Yang, this can protect the user and allies that are nearby. This technique requires 60 chakra and deals 120 damage. This does not benefit from the damage increase from the sword though any sand enhancements may apply. This can be used twice per battle, lasting up to two turns. The user cannot use any other techniques while maintaining this effect. Two turns between uses. Should the user use The Eye of Horus, he will be unable to use yin or yang techniques in this and the following turn, with no wind jutsu above A rank in the following turn.

Approved with Edits Made - Daemon

(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. This only works on solids that can be reasonably turned to sand, like rock, wood and other solids where logic applies. This will only break down solids that don't contain chakra. After performing 3 hand seals, 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.This means that any technique (based on damage interactions) that is not strong enough to weaken Aposis, will be broken down and become apart of it (IE B rank earth). 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 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, 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. The user can use a surge of Yin or Yang release containing 50 chakra or more in their system to remove this effect.

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
Note: No Sand jutsu above A rank in the following turn after creation.
Note: While active, it takes up one of the user's three moves per turn.

Approved with Edits Made - Removed one of the debuffs caused by this as three is too much. Left you with the base speed and taijutsu damage reduction.

( Yoton/Bijutsu: Biju Shōgekiha ) - Yang release/Tailed Beast Skill: Tailed Beast Shockwave

Type: Offensive/Defensive
Rank: S Rank
Range: Short - Long
Chakra: 60
Damage: 120
Description: This is a unique variation of the tailed beast shockwave where the user will release a surge of Yang based chakra through the part of their body that they are creating the shockwave with. This enhancement of Yang serves as an instant variation of the Power of the Sun technique. This surge lasts only for the movement itself, enhancing the swing of the attack in that moment to empower the shockwave created. The swing of the user's limb will be 3x their base speed with the yang chakra empowering the shockwave itself to create an even more devastating force. Much like it's namesake, this deals devastating force.

Note: Jinchuriki's can use this skill in their Initial and Complete Transformations
Note: Can only be used once every three turns. Can only be used two times per battle.
Note: No bijuu techniques S rank and above in the following two turns. No yang techniques in the following turn.

Approved with Edits Made - Daemon

New:

(Jishaku Ninpou: Cybele no okurimono) - Magnetic Ninja Art: Gift of Cybele

Type: Offensive/Defensive/Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (-5 per turn)
Damage Points: N/a
Description: This is a passive technique where a user with magnetism will release their chakra to sense any magnetic fields in the area. This can sense anything that is magnetic or anything that gives off magnetic signals such as the human body, where the human heart and brain have their own magnetic signatures. Due to the user being able to sense anything that is magnetic or giving off a magnetic field, their sensing is increased by x2 when tracking these.

Note: Lasts 6 turns.
Note: Requires basic magnetism to use.

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

Pending, see Nagareboshi before this can be checked.
Nagareboshi's approval. Updated with the same changes needed for Nagareboshi to make the the (Ryusei) Falling Star technique not a NinKenjutsu.

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

Approved - Daemon

(Dokkōdō: Kotae) - The Alone Way: Answer

Type: Defensive/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Devised as an "answer" to combat against other Natural Energy users - such as enemy Dokkodo practitioner - Answer exists as a technique meant to cleanse oneself of the effect of Natural Energy while simultaneously striking back at the opponent. The user will draw Natural Energy into themselves and then release it all in a surge, purging the enemy energies out of their system, halting petrification and restoring natural durability (if it exists) up to half the chakra cost of this technique, in opposition to the weathering ability found in normal Dokkodo techniques . The expelled energy emanates out of the user in a two meter radius sphere, and carries the petrifying effects of Senkenjutsu itself. The execution of this technique is reminiscent of the Kiai shout done in Kendo.
Note: Usable three times per battle, goes on a two turn cooldown after use.
Note: No Dokkodo techniques above A-rank in the following turn.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.

Approved - Daemon

(Kaen Kakkusei Iden: U~iru O Waikusu) – Atavistic Flame: Will O' Wykes

Type: Offensive, Defensive, Supplementary
Rank: A – S
Range: Short
Chakra: N/A
Damage: 60 – 80 (90 – 110)
Description: Will O' Wykes is a short-ranged Atavistic Flame technique that provides a defensive shroud as well as an offensive aura. The technique is activated by focusing Atavistic Flame throughout their body and manifesting it through a number of orbiting satellites, appearing as orbs of fire. The orbs orbit the user until expended - they can either be interposed between an incoming attack to automatically protect the user from harm or directed forward in short range to pummel and overwhelm an opponent, able to handle both offense and defense due to the physical force exerted by Atavistic Flame. When used defensively, the technique is appropriately weakened following damage rules, and if used offensively later, its damage is adjusted accordingly. Activating the technique requires the user expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn for the following two turns. Grandmasters are able to use Will O' Wykes with an additional 30 damage to each rank, not counting as a boost. A and S-Rank applications can be used four times per battle in total, once every two turns. Using Will O' Wykes again while it is active does not create two instances of the orbiting satellites, but rather overwrites the older instance with the newer one.

Approved with Edits made - Daemon

(Seishin Iaidō: Styx) – Art of the Spiritual Quick Draw: Styx

Type: Offensive/Defensive
Rank: S
Range: Short - Medium
Chakra: 40
Damage: N/A
Description: A Rōnin-made counterpart to the Samurai technique Amanogawa, Styx employs the same concepts: by combining the principles of the Ronin Spiritual Blade technique with Seishin Iaido, the Rōnin will elongate the spiritual blade created during the execution of their technique, allowing it to reach up to Mid-range. Like Amanogawa, this range extension does come at the cost of speed, limiting the effectiveness of Styx to that of the A-rank Seishin Iaido technique; like Seishin Iaido this does not deal damage, instead limiting the opponent from utilizing techniques due to a spiritual imbalance.
Note: Usable three times per battle, with a one turn cool down in between usages.
Note: Can only be used by Rōnin biographies.

Approved with Edits Made - Daemon
 
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Kusabimaru
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Kusabimaru is a katana passed from exorcist to exorcist throughout history with its blade carrying a storied past. Unlike most blades, Kusabimaru was not forged but rather formed from nothing. The sword itself was produced by a powerful exorcist by the name of Kuro, who had an affinity for Yin Release which he used to give this sword form. Visually, the sword appears as a traditional katana fashioned with a bo-hi and a sugu. The handle is a wrapped with a navy blue Tsuka-maki or wrapping with a black handguard at the base of the blade, as well as a space that rests atop of the handle guard branded with the mark of the exorcist. Due to being a Yin creation, Kusabimaru can be passively stored within the user's mental space allowing them to call forth the blade at will and returned back to their mental space. With each passing generation, Kusabimaru spiritual energy has grown and mutated as each time the blade is manifested by a different exorcist their spiritual energy was incorporated into its blade. With each exorcism, the spiritual energy of the entity stained the blade like blood. As a result, Kusabimaru contains a dense, unique spiritual energy, almost as if the katana was cursed by its users and its victims. This classifies Kusabimaru as a special case: a spiritual entity in the form of a weapon. Kusabimaru's abilities are broken up into passives and active abilities described below.

Echoes of the Past: Kusabimaru has an innate ability known as Echoes of the Past which allows the wielder of Kusabimaru to tap into the massive amounts of spiritual energy within the blade when using spiritual attacks through the blade, increasing their damage by +20.

Grade One Curse - Headless: Kusabimaru's spiritual energy is comprised the wielders that came before it as well as the spiritual energy of the spiritual entities that were exorcised by it. The conglomeration of spiritual energy exerts influence on one another, transforming the spiritual entities trapped within the blade into a new being, The Headless. While wielding Kusabimaru, the user has access to and is able to manipulate the spiritual energy within the blade itself and manifest The Headless from the blade itself. The Headless are large, pale-bodied apparitions with no head, from which they get their namesake, wearing only a fundoshi. They wield a large glowing purple blade which they use to attack. The Headless manifest themselves physically but deal spiritual damage. These Headless are capable attacking on the user's behalf, dealing 80 spiritual damage when they strike a target. These Headless have A rank durability and count as an A ranked ability. Manifesting a Headless costs 50 chakra and a move in a turn. At maximum, the user is capable of summoning two Headless with one usage, upping the chakra cost to 60 chakra with the Headless able to inflict 100 damage (split between the two Headless). If manifesting both Headless at once, they will have S ranked durability. The A ranked variant of Headless can be used twice per battle with a three turn cool down in between usages. The Double Casting Variant of Headless can be used once per battle. This can also only be done while Kusabimaru is physically manifested.

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Special Grade Curse - Kusabimaru: As stated before, Kusabimaru is a special case - a spiritual entity taking the form of a spiritual weapon. Similar to the applications found within Grade One Curse - Headless, the spiritual energy produced by Kusabimaru's previous owners as well as the thousands of spirits exorcised by the blade began to take its toll on the sword resulting in intermixing of spiritual energies. In this sick fashion, Kusabimaru undergoes a "spiritual mutation" in which the entity can become something else entirely. By forgoing the passive damage boost, Grade 1 Curse ability, and weapon form, Kusabimaru while in existing in the user's mental space, Kusabimaru, on the user's command can manipulate its form, to be fully released and manifested. This results in a spiritual entity taking the form of a lavender colored Oni with four eyes equipped with a chained club formed out of several other spirits/curses. At the cost of a move in the turn, the user can physically manifest Special Grade Curse - Kusabimaru from their mental space at the cost of 80 chakra. Special Grade Curse - Kusabimaru like the Grade One - Headless is able to attack on its user's behalf albeit at a higher spiritual damage value of 140. Special Grade Curse - Kusabimaru also has a durability of 100 damage. However, unlike Headless which typically lasts until destroyed by the opponent, the spiritual strain cause by Special Grade Curse - Kusabimaru only allows it to last for a maximum of three turns and only usable once per battle. While Special Grade Curse - Kusabimaru is released, the user, as stated earlier, loses the +20 damage spiritual boost granted by its sword form and loses access to Grade One Curse - Headless. Once Special Grade Curse - Kusabimaru is either bested in battle or its time limit runs out. It will disperse, manifesting itself in the user's mental space as the sword Kusabimaru once more. The user will be able to physically manifest Kusabimaru as a weapon but they will be unable to use Grade One Curse - Headless for the following three turns.

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Note: Can only be used by Ronin Biographies with access to Yin Release


(Seishin Iaidō/Inton: Buraindosuchīru ) - Art of the Spiritual Quick Draw/Yin Release: Blinding Steel
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 60
Damage: N/A
Description: The user begins by focusing spiritual energy within their blade or creating a spiritual blade if a physical blade is unavailable. The user then quickly delivers a horizontal slash at the air in front of them before resheathing their blade or causing the spiritual blade to dissipate. The result is a thin red line of energy that spans about 7 meters in length that hovers in front of the user's location. Immediately, a burst of red, purple and white spiritual energy appears from the line of energy acting as a horizontal guillotine that aims to cut the spirits of those in its path. Like its parent technique, Blinding Steel aims to restrict the opponent but it's spiritual effects are bolstered by the addition of Yin Release. As result, those caught in the energy produced by Blinding Steel will have their spiritual defenses weakened, causing the effects of spiritual techniques on the opponent to last two turns longer.
Note: Can only be used two time per battle with a two turn cool down in between usages.
Note: Must have a Ronin bio with access to Yin Release
Note: After usage, the user is unable to use Yin techniques above S rank in the following turn.
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(Amida Nyorai ) - Amida Nyorai
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 60
Damage: N/A
Description: A restricted skill among the Ronin, Amid Nyorai invokes the skill of Spirit Mimicry in battle, allowing the user to link their spiritual energy with that of the targets. Initiated alongside another Ronin Kenjutsu technique, this technique creates a 5 meter wave of chakra that accompanies a technique, neither debuffing nor augmenting its power. Instead, this wave of chakra is intended to contact an enemy source of chakra to establish a spiritual link. Unlike other spiritual links the Ronin have access to that form a direct link between the user and opponent, Amida Nyorai is a technique that employs Spiritual Mimicry to link the spiritual energy between two techniques rather than two individuals. In this fashion, Amida Nyorai links the duration of two techniques affected by the spiritual link. As a result, when one technique expires so does another allowing Amida Nyorai to cleanse the battlefield of a technique with a long duration by linking its spiritual energy to a technique with a shorter duration. Thus, techniques such as Amaterasu with near infinite duration if undealt with can be extinguished by spiritually linking it with a technique that as a single turn duration. However, this does not come without restrictions. Amida Nyorai is not capable of extending the duration of a shorter technique that is spiritually linked to the duration of a longer technique. Amida Nyorai is also unable to affect Modes, Dojutsu or other self empowering techniques.
Note: Amida Nyorai can be used a total of twice per battle with a three turn cool down in between usages.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter.
Note: Amida Nyorai's duration is dependent on the duration of the shorter technique.
Note: Once Amida Nyorai expires, the user is left unable to use Ronin Kenjutsu above A rank for one turn.
 
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Majoken | Witchblade
Type: Weapon
Rank: C-S
Range: Short
Chakra: 15/20/30/40 (-2 each turn it remains activated at A-rank or above)
Damage: N/A
Description: The Witchblade at heart is not a weapon, but an entity. It selects its own host and locks itself to their arm, allowing itself to be wielded by whomever it is connected too. As well as being wielded by them, the Witchblade also corrupts their mind, making them kill and changing them completely once it is activated, turning even the kindest of host into a killing machine.

Once activated, the Witchblade will spread across its wielders body, covering their skin with a silver and gold metal, highly durable against slashing and piercing weapons, protecting its user from weapons of equal and lower rank. As well as the armor, the user will be able to extend arms from the metal, these arms can be completed with either a hooked end or bladed edge and will stretch short range from the user. These arms can be controlled at will. Number of arms created will vary depending on the blades rank. This will be explained in the next section.

The Witchblades use is not entirely free however, it's restrictions lie within its love of a fight, it likes to see its wielders true power and will therefore only give them enough of its own power for the enemy they are facing. It can sense opponents chakra levels and will only offer the user protection based upon the rank of opponent they face. See key below.

Academy students will face a C-Ranked Witchblade variety, this will gift the user D-Rank armor that spreads only across the forearm and hand the blade is worn on. No arms can be created, but this will give the user claws from the ends of the fingers.

Genin will face the B-Ranked Witchblade variety, this will spread C-Rank armor across the arm and shoulder, as well as one half of the neck. As well as the claws, a single arm can be extended from any part of this armor and will be equivalent to a C-Ranked Weapon.

Chunin and Jonin will face the A-Ranked Witchblade variety, this will spread B-Rank armor across the arms, breasts and legs. As well as the claws (on both hands), Two arms can be extended from this armor at any one time. Arms will each be equivalent to B-Ranked weapons

Sage ranked opponents will face the full S-Rank Witchblade, this will spread A Rank armor across the whole body, up to the neck. The user will also be able to (as well as claws on both hands) extend up to three arms from the armor at any one time. Arms will each be equivalent to A-Ranked weapons

Weapons of a higher rank will effect the user through the Witchblade armor, armor will only block non-elemental attacks of equal or lower rank.

-Witchblade can only be wielded by female shinobi-
-Before the Witchblade is activated, it takes the form of a bracelet-
-Witchblade armor has no effect against elemental techniques, it only stops weapons or taijutsu-
-Created arms will extend from the armor like the legs of a spider and can be made to reach roughly 4 feet in length-
-Witchblade can communicate with its wielder mentally (This holds no bearing on chakra sensing abilities and can be done in any of the blades forms even before its activation)-
-The Witchblade can only sense chakra to gauge an opposing shinobi's level. It cannot detect people or techniques in any fashion. Nor can it produce its own chakra or surge it's wielders.
-Unless made upon activation, creation of any arms will count as one of the users moves that turn, although, numerous arms can be created in that one move.-
-Blade can be activated in its C-rank form even without an opponent
-Witchblade arms can be made hollow and in hollow form are capable of holding any liquid elements without ill effect, this is through the use of a layer of chakra between the supplied liquid and the inner walls of the blade.
-Once activated, can be deactivated at anytime without taking a technique slot.

Update Approved - Daemon

Previous approval
https://animebase.me/threads/archive-custom-jutsu-submission-ii.157594/page-214#post-16401652

[Kanariakōru] The Canary Cry
Type:
Weapon
Rank: S
Range: Short-Long
Chakra: (+10 to vocal sound jutsu)
Damage:
Description:
This weapon/instrument comes in the form of an implant on the vocal cords that works to enhance the vocal prowess of the user. Once implanted, this modification can be infused with chakra in order to empower the throat and assist the lungs in their ordinary abilities. The implant grants perfect pitching, the ability to create sounds from the mouth that would otherwise be too high or low for a normal person, perfect manipulation of others voices and the ability to hold notes and sounds for far longer than ordinarily possible, with the intention of turning the users voice into an instrument of there own, without the disadvantages faced with singing instead of playing an instrument such as a flute.
With this implant come various abilities all focused around sound and musical manipulation techniques.

First is a passive boost to any sound techniques that originate from the users throat, giving a damage boost to all techniques and increasing the rank of any below S-rank by 1.

Secondly another passive, the ability to maintain sounds for near indefinite periods of time at perfect frequency levels without running out of breath, this breeds the ability for a user to use any jutsu that would otherwise require a musical instrument from their throat.

Thirdly, this implant allows for any sound technique the user performs to originate from the voice.

Lastly, the user can use this active ability of the device to redirect their screams into their own body. This sends a strong vibration through the chakra network that eliminates any foreign chakra present.

- Redirecting a scream through the users chakra network can only be done 3 times and not in consecutive turns. It also leaves the device needing to recalibrate and therefore switches off for the users next turn.
- Redirecting counts as one of the users moves per turn and is an S rank chakra surge.
- Sound techniques S-rank or above originating in the throat will gain a damage boost (+10 damage), but not the rank boost.
- This weapon does not increase the range of techniques. The short-long range refers to its use alongside techniques that are already long range in their regular usage

Prior Approval


Declined: Prior approval link does not work. Also, clarify if that bolded change you have eliminates the need for handseals or not because that will decide its future approval. - Daemon


(Shoton: Chimei-Tekina Miryoku) - Crystal Release: Fatal Attraction

Type: Offensive
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: A technique which has its rank determined by the amount of existing Crystal sources used to perform it. The user will shatter existing sources of Crystal up to mid range of their position and send the shards toward a designated target or location up to long range of the user. The shards fly very quickly and slice through whatever they contact on their way to their new spot. Once they reach the spot the shards either crash together and disintegrate or if this technique is posted alongside another crystal technique the shards can be used as a source for the second technique, raising its rank, damage and chakra usage to that of this technique.
-This technique cannot increase the range of a technique posted alongside it
-Crystal sources to rank as follows 1-D, 2-C, 3-B, 4-A, 5-S.

Declined: This part is a no " shards can be used as a source for the second technique, raising its rank, damage and chakra usage to that of this technique." - Daemon

(Shoton: Hikari no Erementarutorikku) - Crystal Release: Elemental Tricks of Light

Type: Offensive
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: When posted with alongside a technique of an element that produces its own light (lightning, fire and variations of them) this technique serves as a means for that element to travel through Crystal to enhance its effects. When firing a technique into Crystal that technique can either be refracted (split into two exact copies of the original technique) or reflected elsewhere (be made to emanate from a different crystal source within range).
Refraction: i.e. the user shoots an A-ranked bolt of lightning into a source of crystal short range from the user, 2 a ranked bolts of lightning identical to the original are then shot from the Crystal source following the techniques original range rules, each in the users desired direction.
Reflecting: I.e the user shoots a fireball into a source of Crystal within short range, the fireball emerges from a different crystal source elsewhere on the battlefield (but still within range of the fireball technique)
-Regardless of the techniques range, the original Crystal source must be within short range of the user.
-Can only be used with techniques of the same or lower rank than this one.
Note: The images created by the crystal carry no damage value and are just reflections of the original technique.

Approved with edits made - Daemon
 
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