Custom Jutsu Submission - IV

Status
Not open for further replies.

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
( Katon Fuinjutsu: Konohanasakuya ) - Fire Style Sealing Technique: Konohanasakuya
Type: Offensive
Rank: S
Range: Short
Chakra: 60
Damage: Equal to technique absorbed or 80 Damage if Alternate Usage
Description: Based on similar properties of Inari, Omoikane, and Madara Uchiha's trademark gunbai jutsu "Uchiha Return", the user can use his gunbai as a medium and intercept an incoming attack and absorb it into the gunbai, nullifying it's effects and purifying it on contact. The user is also capable of using this technique as a standalone attack, independent of the absorption effect prior to release. The user absorbs foreign chakra into the gunbai and, much like Inari, purifies this chakra via the use of a sealing script that absorbs properties of the sealed chakra into the gunbai in preparation for the second part of this technique. After this has been done, the user can release this chakra in the form of cherry blossom petals that can be shaped into larger items to encapsulate targets, such as barriers or tipis. Once these petals have surrounded a target, the user causes them to erupt, causing an enclosed explosion inside the barrier or container that inflicts various targets with high damage. Should the absorbed technique have unique auxiliary properties that can be transferred such as Tengubi’s spiritual deteriorating nature or the debilitating effects of Scale Powder, these properties will be applied to the flames and will be inflicted upon the target.

Should the user use the alternate usage, he will not absorb a technique prior to this. Instead, he will release the petals after forming 3 hand seals. This variant simply creates petals that form an S ranked Advanced Fuuin barrier around a target, preventing them from escaping without severe burns and draining up to 70 chakra from techniques and/or users contained within the petals. These petals can be controlled via the user’s movements.
Note: Can only be used three times. Barrier lasts up to 2 turns or until the user detonates it, whichever is shorter. After using, the user cannot use it for 3 turns. The user cannot use Fuuinjutsu or Fire Release above A rank for the next turn.
Note: Must have Advanced Fuinjutsu to use.

Approved with Edits Made - Daemon

( Katon Fuinjutsu: Kojin ) - Fire Style Sealing Technique: Kojin

Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 60
Damage: 120
Description: Based on similar properties of Omoikane and Hungry Dragon, the user can use his gunbai to release a burst of Fire as a medium that intercepts an incoming attack and causes similar effects of Hungry Dragon and Omoikane to be applied to the target, causing a parasitic link. This link causes those with their chakra absorbed to have their spiritual energy affected, resulting in an inability to properly mold techniques. When tethered, this afflicts an opponent and causes them to be forced to use a technique of similar skill to the type absorbed by the user. What this means is that should the user absorb an elemental technique, the opponent’s next technique must be of the same nature, sealing access to other elemental natures. Should the technique be a Mode or Advanced Ninjutsu, this will cause similar drawbacks, causing the AN to be usable next, though in the case of Modes, this forces the target to have to use techniques from that mode next. Should the technique absorbed be a combination technique, such as an Elemental Fuinjutsu based technique, the base field will be forced to be used next turn such as an element in the Elemental Fuinjutsu combination.

While powerful, this technique can uniquely be countered via Natural Energy despite it’s Yin tether; when afflicted, targets can still utilize Natural Energy surges to free themselves from this tether.
Note: Requires the Uchiwa Gunbai to utilize.
Note: Surges that utilize Natural Energy, Yang, Yin-Yang, and Anutu (and its components) can break the tethering of Kojin.
Note: After using, the user cannot use any Yin techniques of S rank or higher the next turn and any other Fire jutsu that turn. This technique can only be used a total of 3 times per arc and up to twice per opponent, each usage requiring at least 3 turns in between usage.

Approved with edits made - Daemon


Custom Techniques referenced:
( Fuuinjutsu: Inari ) - Sealing Arts: Inari
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30 - 50
Damage: N/A (Depends on the absorbed technique)
Description: Based on the Uchiha Return ability of the Uchiwa Gunbai, Jurojin as well as the Hachiman jutsu, the user first absorbs chakra into his gunbai. Upon absorbing this chakra, the user channels chakra of his own into the gunbai, equal to that he absorbed. This is done in preparation for the second half of the jutsu. Upon doing this, the user will swing his gunbai, releasing the absorbed chakra in the form of a large fox created from the chakra absorbed. This doesn't mean that the opponent will be able to control or utilize this chakra, however; it simply means that the type of chakra used will be of that the user absorbed ( i.e. if the user absorbs a mass of Scorch chakra, then the chakra released will imitate the properties of Scorch. This is achieved via a seal located on the barrier, marked with the Kanjis "Sustain" and "Release". How this works is when chakra is absorbed with the Uchiwa Gunbai jutsu or other gunbai absorption jutsu, the "Sustain" seal can be passively activated to allow the user to maintain the absorbed chakra in it's natural state instead of automatically converting it to raw chakra like usual. However, should this passive activation occur, the user is unable to utilize the chakra in jutsu, such as the Uchiwa Gunbai or it's variants unless specifically noted. As this passive activation occurs, the user releases chakra of his own equaling that of the absorbed jutsu to both trigger the absorbed jutsu as well as activate the "release" seal. This causes the released jutsu to take on the shape of an up to 15 meter tall fox and the properties of the absorbed chakra and it's inherent effects, including augmented effects it may have had when absorbed. Due to the user's chakra mixing with the opponent's in the various seals this allows the user to cause the absorbed chakra to be harmful to the original target, even if normally immune to it. This doesn't change the overall power nor S/W of said chakra, however. It will be released at the same power it originally had, only difference is the fox appearance and harmful aspect of it.
Note: Follows the same restrictions of the original Uchiwa Gunbai jutsu. The user is able to use the Gunbai to control it's movements or allow it to have enough sentience to attack for him and think for itself in this regard.
Note: S rank and above variants can only be used once every 4 turns for a collective 3 usage max.
Note: A ranked variants can be used to absorb jutsu lower than A rank in power as well as A ranks once every two turns.

( Inton: Omoikane - Yin Release: Omoikane )
Rank: S
Type: Supplementary
Range: Short
Chakra: 70
Damage: N/A
Description: Based on similar properties of Fukurokuju, Hungry Dragon, and Madara Uchiha's trademark gunbai jutsu "Uchiha Return", the user can use his gunbai as a medium and intercept an incoming attack and absorb it into the gunbai, nullifying it's effects and purifying it on contact. However, this jutsu differs from the Uchihagaeshi jutsu due to it's special ability prior to release; augmenting this absorbed jutsu by infusing Yin energy into the technique, the user grants similar properties of Hungry Dragon to the Gunbai Uchiwa. After foreign chakra has been absorbed, the user creates a tengu like parasitic entity around the outline of the war fan that feeds on the chakra, tethering a link between the opponent and the user. This link causes those with their chakra absorbed to have their spiritual energy affected, resulting in an inability to properly mold techniques. When tethered, this afflicts an opponent and causes all of their techniques to become more susceptible to energy or chakra absorption based attacks, requiring 1 rank lower than normal to overpower or absorb via Gunbai. This tether also allows the user to absorb their solid based attacks while in use due to their nature.
Note: Requires the Uchiwa Gunbai to utilize.
Note: Surges that utilize Yin, Yang, Yin-Yang or Natural Energy can break the tethering of Omoikane.
Note: This lasts for a max of 3 turns each use, being able to be used 3 times in all. After each use, the user is unable to use any Uchiwagesha based techniques above A rank for 2 turns and must wait 3 turns before using this one.
 
Last edited by a moderator:
  • Haha
  • Like
Reactions: Keotsu and Daemon

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,023
Kin
3,689💸
Kumi
31,971💴
Trait Points
0⚔️
(Wado Ichimonji)
Type: Weapon
Rank: S
Range: Short - Long
Chakra: N/a
Damage: (+20)
Description: The sword has a pure-white hilt with a circular handguard. The sheath is painted white, and the hardening line is suguha or straight blade. Wado Ichimonji is a Shinogi Zukuri style Katana that has a traditional yet still stunning pure-white ito wrapped around a gray samegawa covering the tsuka (hilt), leaving a traditional diamond-shaped pattern. The end has a nice, simplistic kashira of the same colour as the tsuba. The tsuba, or crossguard, also conveys a harmony of simplicity: It consists of a rounded oval thick tsuba from which the blade goes through, in a nice metallic golden colour. To once again convey the beautiful simplicity of this blade, the colours of the edge are divided in perfect equality. The inner bo-hi is a deep black, while the outer ha, or edge, is a shining white. The blade curves slightly towards the end, with a stunning sharp tip that cuts through foes.

This unique blade binds to the wielder's spirit creating a connection between the two. Due to this connection, the user's spiritual techniques flow from the blade will have their damage increased by 20 (Ronin, AF, etc). With the blade connected to the user, as long as it's in the users hand, it is also connected to their chakra network, attuned to the flow of the users chakra. Should an external entity disrupt of change the flow of chakra, the blade will release a surge of chakra through the user, rejecting the foreign entities. This surge is a spiritual surge of 60 chakra and can only be used twice per battle, with three turns between uses.

With the blade being bound to a persons spirit, those with the ability to control the Atavistic Flames can use the sword to draw on more of their spirit to further enhance the power of these flames. Up to three times per battle, the sword can cause the user to expend 10 spiritual health points to increase the power of an Atavistic Flame Kenjutsu by 20 additional damage (Stacking with the swords bonus though not bypassing buff limits). This can be once once every 2 turns. Once used, the user will regain 5 spiritual health per turn for 2 turns.

Approved - Daemon
 
Last edited by a moderator:
  • Like
Reactions: Keotsu

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,729
Kin
6,839💸
Kumi
26,730💴
Trait Points
28⚔️
Resubmitting: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22127346
- Expanded on the drawbacks.

(Inton: Kokū no Zantō - Eisei) Yin Release: Remnants of the Void - Satellite
Type:
Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 60 (-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 -20 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 while this technique is active.

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

Approved with edits made - Daemon

(Kamu) Bite
Type:[/B] Offensive
Rank: B
Range: Short
Chakra: N/A
Damage: 40
Description: This is a simple technique that can be utilized by a wide variety of animals, including pets, summonings, and even humans in desperate situations when no other option is available to them. This technique allows the user to bite down on a target, sinking their teeth into it to hold them in place or even rip flesh.

Notes:
- This technique requires a one-turn cool down between uses.
- The technique can be used up to five times per battle.

Approved with Edits Made - Daemon
 
Last edited by a moderator:
  • Like
Reactions: Keotsu

El Alucard

Active member
Veteran
Joined
Mar 13, 2014
Messages
3,493
Kin
2,077💸
Kumi
779💴
Trait Points
0⚔️
Awards
( Iryō Godaiton: Oukurage ) | Medical Elemental Style: Elemental Jellyfish
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 ( + 2x the amount of damage healed, max 200 )
Damage: N/A ( - 80 per Damaging application )
Description: After using the Tiger seal, the user creates elemental jellyfishes, that can be used as vessels through which the user can infuse chakra and heal themselves or other allies. Given their elemental composition, the jellyfishes can land on a target and slowly infuse them with chakra, pertaining to healing them, or outright fully overload the target with a burst of harmful energy, thus damaging them. The creation of the jellyfishes allows for the passive infusion of chakra onto others upon direct contact, which will not cost a move in the move slot but prevents the usage of other chakra applications simultaneously, preventing the user from performing techniques whenever they wish to infuse chakra. While the healing application can produce an effect that utilizes up to 200 chakra, the damaging application is considered a single burst of 40 chakra and 80 damage, in terms of chakra tier of the technique.
While the jellyfishes can be spread towards multiple targets, the infusion itself follows the splitting rules, meaning if the user chooses to infuse healing through one or more of the jellyfishes, the healing is evenly split up to a maximum of 200 chakra total per turn. Similarly, if going through the damaging route, the damage is split if picking more than one opponent. Healing or Harming applications can be done once per turn, one or the other, by picking which jellyfishes the user wants to activate.
Note: Lasts up to 4 turns.
Note: Can only be used 3 times per battle.


Declined, S ranks require 3 seals for starters. The passive part is bothersome; if you have to actively use it, it isn't passive. This may clash with the previous canon that existed like such, which was the Medical Jellyfish technique itself. This will be applied to at max 2 targets per use, whether that is healing or defensive usages. Reduce to 3 turns as well as adding a restriction regarding usage after the technique ends. The current wording allows for up to 12 turns of consecutive use with no drawbacks to Med use.

(Doku no kaihō: Venomufōji) | Poison Release: Venomforge
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: This technique allows the user an all in one control of the "Shapeshifter poison." With a single fluid hand seal, the user can either generate this unique poison or reshape any existing form of it into an array of offensive, defensive, or supplementary structures. These structures can vary in potency and size and density. By harnessing the poison's innate ability to transform, the user can unleash a plethora of effects, ranging from surging waves and blasts to obscuring fog and treacherous pools or sticky swamps. The user can go as far as creating weapons and constructs with the “Shapeshifter Poison” as the base. Furthermore, the user can replicate conventional poison techniques.

Note: For a nominal chakra cost of 10 but no move slot, the user can transition the poison between states (solid, liquid, or gas) once per turn.
Note: The execution of S-ranked applications necessitates the utilization of three hand seals and is limited to a total of 3 uses per battle.
Note: Following the use of the S-Rank version of this technique, the user is temporarily unable to employ S-Rank or higher poison techniques in the subsequent turn.


Declined, doing too much. No multi rank use with this. This claims to be a "unique poison" which means it likely has special traits, which would necessitate it being submitted. Given how broad this attempts to be (a sticky swamp, a fog, constructs, etc ), this wouldn't be approved due to having such a wide umbrella in usages. The replicating other poisons will not be allowed alongside these other perks.
Side note, leave all the additional formatting out of the submissions. The hr line and font formatting isn’t needed.
 
Last edited by a moderator:

jagged

Active member
Regular
Joined
Mar 10, 2015
Messages
891
Kin
1,164💸
Kumi
3,923💴
Trait Points
115⚔️
(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
(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 (Up to long range) almost impossible. Sacrificing a move slot the user may expel a Lazer beam thats B rank in damage towards the opponent, taking the formation of one handseals to do so.

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

Note: This technique lasts 4 turns with a 2 turn cool down in-between. Can be maintained indefinitely by paying a chakra cost per turn

-Declined- The template is wrong, also you can't just make a cloud that absorbs a limitless amount of S ranks, also this itself is S rank, it's 40 chakra, at most it's absorbing one 40 chakra S ranked jutsu. I've tried to explain chakra vs chakra interactions to you so many times in the last year man.


_______________________________________

English name
: Mikazuchi
Type: Weapon
Rank: S
Range: Close- Medium
Chakra: 10-40 to activate| 5 to maintain every turn
Damage: 80-100
Description: A katana hilt with ornate bronze guard and the picture of a dragon encircling it, mikazuchi proccess of forging has seen the materials of the hilt infused with storm chakra creating a weapon that his highly sensitive to storm. When unsheathing the hilt from its scabbard the user will pour storm chakra into the hilt creating a blue Lazer like blade of sufficient damage up to the amount of chakra used for its creation( maximum 40). While maintaining contact with the user the Lazer like blade portion of the weapon can be mentally controlled to attack or defend anything up to medium range away. With the utterance of the words "Bankai: All consuming dragon" the user spends 50 chakra to elongate his blade and create a traditional chinese dragon made completely out of storm nature, the dragons is S rank in damage(100) and spans the battlefield in size. As the dragon comes into contact and defeats an opponents chakra based technique it absorbs enough of the destroyed chakra to put itself back to its full damage threshold for instance.
1. Dragon attacks a fire ball worth 50 damage
2. Dragon beats fireball but it's damage is not reduced.

Note: Dragon lasts for 4 turns with a two turn cool down in between
Note: Dragon can only be used two times per battle.
Note: Blade is 1 meter in length.

-Declined- No to the absorbing because again, that is not how chakra vs chakra interactions work. Also no to the 50 chakra and 100 damage, this is just base storm release there is no factor here to raise it's damage above the threshold of forbidden ranked regular jutsu while being a S rank. Also "battlefield sized" isn't a measurement.

_____________________________________________

(Nepuchūn no bīzu ) Raining storm: Bead of Neptune
Type: Offensive|Defensive
Rank: A-S
Range: Medium- Long
Chakra: 30-40
Damage: 60-80
Description: Performing 1 handseal will allow the user to create (or infuse existing raindrops) a storm variant of a raindrop falling from the clouds that on contact, explode into many different lazer beams that pierce through anything in range, moving harmlessly around the user. At A rank the Lazer beams encompass a medium range radius around it's contact point while the S rank version is Long range.

Note: The A rank version can be used 3 times while the S rank version has a 2 time limit.

-Approved-

________________________________________

Arashi no kami: Burakkuekusodasu ) Storm God: Black exodus
Type: Defensive/Supplementary
Rank: A-S
Range: Medium-Long Range
Chakra: 30-40
Damage: N/A
Description
: With a surge of storm chakra through the whole body the user expels dark black storm clouds in a 360 manner meant to absorb any chakra it touches based on the rank of the technique used. At it's minimum rank these clouds travel to medium range while max rank is long range. After expulsion these clouds rise into the air and form over head at the same range as their rank.

Note: The user may activate the A rank version of this technique 3 times per turn while S rank can only be used 2 times per turn
Note: this technique has a one turn cool down before each use.
Note: Clouds formed last two turns before dissipating

-Approved- Made Edits, the damage is N/A not negative whatever. That's what the chakra value is for.
 
Last edited by a moderator:

Never

Active member
Supreme
Joined
Jun 22, 2012
Messages
32,560
Kin
2,719💸
Kumi
44,736💴
Trait Points
0⚔️
Link to "(Jiongu Fuuinjutsu: Issho) - Earth Grudge Fear Sealing Art: Together" Approval

(Jiongu: Takei) - Earth Grudge Fear: Polymerization
Type: Supplementary
Rank: N/A
Range: Self
Chakra: Varies
Damage: N/A
Description:
The user releases two to four of their masks together, merged into one creature with a shape that is entirely different from the masks when they are individuals or a cross between them both - this can be up to the user's imagination as well as the location of the Mask which is now a a combination of the originals as one. This one new mask acts as tall of the independent masks, piloting the same body of threads - capable of using the elements they represent at the same time and any Earth Grudge Fear techniques the user knows. This combined mask can also use any custom elements the user knows, only if the natures that form said element are present in this Polymerization. In the case of the user having "(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together", they will release the merged masks passively together using the chakra value from that technique instead of this one, taking the form of a person that looks like a combination of those that the hearts represent, but as one form; they also have overlapping voices and a merged personality. The masks have a combined Health Value, but for every 80 damage taken, one is destroyed. For every mask released and merged, 15 chakra is used (30 minimum since it requires at least two). When combined this way, to release a mask from the polymerization they must use a means such as "Earth Grudge Fear: Dark Threads" or this Jutsu. Otherwise the user must take the masks back into their body.

Note: This Technique has a cooldown of four turns, unless used through "Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together"
 

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,729
Kin
6,839💸
Kumi
26,730💴
Trait Points
28⚔️
Updating: [X]
- Adding chakra value to this technique as per the recent RP update regarding chakraless shockwaves.

(Taijutsu: Hakushu Shōten) Body Art: Hand Clap Focal Point
Type:
Offensive
Rank: A - S
Range: Short - Mid
Chakra: 30 - 40
Damage: 60 - 80
Description: Inspired by his Gathering Clouds sword technique’s ability to launch ranged projectiles, Hakushu Shōten is a taijutsu attack created by Kōtetsu Inuzuka that allows the user to channel chakra into his arms before slamming his hands together with tremendous strength to produce a radial shockwave that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. In addition to dealing concussive damage to an enemy and being capable of shattering or dispersing techniques of equal strength, this technique can push whatever it comes into contact with into mid-range.

Notes:
- The A-ranked version of this technique can be used four times per battle.
- The S ranked can only be used twice and requires a single-turn cooldown between uses.

Pending, I changed the range back to the original range. I’m leaving this as pending for now because there is a chance this specific technique should be counted as a Sound technique as it closely resembles the Shattering Vibrations Sound technique. Simply slamming your hands together to create a shockwave of energy is also an iffy concept, Taijutsu-wise, as the more you go into ranged taijutsu, the less it stays a “Body Art”. The Ken technique you mention should be linked as well for clarity as I tried to locate it via the canon threads thinking it was one of them. And lastly, there is a big chance that shockwave based Taijutsu will become a Specialty if it continues to be allowed for Taijutsu and will count as a Nintaijutsu and won’t be enhanced via CES as per CES restrictions. Lastly, and this applies to all your submissions, post the technique you are updating and not a link to them. I shouldn’t have to have 5 additional custom tabs open to check one post.

Updating: [X]
- Added being able to utilize Yang Release while in Bipedal transformation as one is still capable of using the field while empowered by Power of the Sun.

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

Partial Transformation

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

Bipedal Transformation

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

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

Approved, made edits

Updating: [X]
- Increased chakra cost per turn.
- Added chakra cost per turn.

Fenriru No Busō | Fenrir's Armament
Type:
Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 40 (-15 per turn)
Damage: 80
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken so that they would be more resilient in battle. By channeling chakra throughout their entire body in a surge a Ninken is capable of reinforcing their skin and fur, causing all of their hairs to stand on end and, through the use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy-based techniques such as fire and lightning are neutralized by this defense, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical-based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine-tuning this technique as they wish so that their Inuzuka partners can still freely come into contact with the user. This technique functions as standard armor and is capable of defending a Ninken from attacks of equal strength. Normal Ninken will have their fur damaged by elemental attacks blocked through the use of this technique, resulting in the armor weakening.

Notes:
- This technique lasts for up to four turns.
- This technique can only be used twice per Ninken, and a Ninken must wait for two turns before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilized by one clad in Fenrir's Armament will gain an additional rank, this works on A-rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost. Should the user user one of these techniques successfully, the vibrating hairs will cease movement and cause this technique to end prematurely.
- Naturally, the armor will persist during transformations if the user has fur.

Approved, made changes.

(Iryō Katon: Jōka no Honō) Medical Fire Style Technique: Flames of Purification
Type:
Offensive/Supplementary
Rank: A - S
Range: Short - Mid
Chakra: 30 - 40
Damage: 60 - 80
Description: A combination of Fire Release and Medical Ninjutsu, Flames of Purification utilizes the purifying power of fire to damage parts of the body to achieve varying effects and then regenerate the damage done to the afflicted area. By performing four handseals the user is able to coat their palms in flames that also possess medical chakra. By placing their palms on a targeted location the user is capable of damaging themselves, their allies, or the opponent to burn away afflictions such as the Scarlet Rot, corrupt Fuuinjutsu body seals inert by damaging the medium it placed on (the skin or clothes), and even deal damage to break illusions. Due to the medical chakra present in the technique, the user will immediately regain health equal to the amount of damage done (60). As an alternative form of release (S-Rank), the user is able to launch the Flames up mid-range away from their position, removing the need for direct contact to be made though the healing ability remains the same.

Notes:
- At A rank, this technique can be used up to four times per battle, while at S rank it can be used thrice.
- This technique requires a two-turn cooldown between each use.
- This technique requires mastery of Medical ninjutsu and Fire Release to use.

Declined, change this to a single rank; multi rank use not needed. Restrictions need to be adjusted for this as well.

(Yōton/Taijutsu: Kokū no Zantō: Kuēsā) Yang Release/Body Art: Remnants of the Void - Quasar
Type:
Offensive
Rank: A
Range: Short - Mid
Chakra: 50
Damage: 100
Description: Quasar is an advanced application of Kōtetsu’s ranged projectile attacks released by the body. The user channels Yang energy into their arm or leg before punching or kicking to release the stored energy in the form of a large, five-meter-wide wolf head capable of following and devouring its target. Alternatively, the user is capable of retaining the yang energy over their chosen limb to strike a target directly. Those struck once by this technique are prevented from using techniques S-rank and above due to causing an imbalance in their chakra network and require 2x the normal cost for techniques A-rank and below for the following three turns. Those struck twice become unable to use Yin release and genjutsu above A rank. Surges of equal chakra that utilize Yin, Yang, Yin-Yang, or Natural Energy are capable of removing the debilitating effects of this technique.

Notes:
- This technique can be used three times per battle.
- This technique requires a two-turn cooldown between uses.
- The user is unable to use spiritual techniques in the same turn.

Declined, now I know good and damn well you didnt think that last fluff restriction was going to fly. Change it into no Yang or S rank and higher Body Arts and twice a battle. The ranged use needs to go or be a separate technique given the debilitating effects present and how different the alternate use is vs main use ( large animalistic projectile vs energy coated limb ).
 
Last edited by a moderator:

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,023
Kin
3,689💸
Kumi
31,971💴
Trait Points
0⚔️
(In'yōton, Onmyōton: Ryū no shukufuku) Yin-Yang Release: Dragon's Blessing
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 60 per turn per person
Damage: This technique combines Yin and Yang in perfect balance with to create a field around the user that is solely used to heal allies of the user within. This technique was derived from the Creation of All Things technique where the user can create not only living flesh from thought but also give life to the being. Through this, the user will perform 4 handeals releasing a barrier 10m around them. This barrier does not interact with anything around them but allies to the user. This barrier is one of the strongest healing techniques, strong that Yang Release: Touch of the Sun due to it being combined with Yin release. As long as allies remain in this barrier, they will regenerate 80 health per turn, as the yang is converted to health within them. Not only this, due to the creation of Yin/Yang combine, all physical wounds would would be cured as their body is restored to it's original state. Burns would be cured, limbs regrown, poisons cleansed and more. This technique also heals the user. The true drawback is the ability to sustain this technique over a long period due to the substantial chakra cost needed to maintain it.

The limit of this technique is that it will only last as long as the user remains still with their hands together (similar to gathering natural energy), constantly to focus their chakra to heal their allies in this manor. The user cannot use any other techniques at the same time as this technique, should they move or try to cast a jutsu, the field will end along with all healing. Should an ally leave the barrier, the healing will end. This does not heal spiritual damage.

Note: Can only be used twice per battle or three times per event, lasting up to 3 turns per use.
Note: Once used, the user must wait 3 turns before using it again.
Note: When the jutsu ends, the user is unable to use Yin or Yang techniques in the following turn.
Note: Can only heal up to 4 targets, including the user.

(1/5 YY techs)

Declined, this isn't a YY technique but a boosted Yang technique; you channel chakra and release it around you to heal allies. This is just a Yang healing technique and as such, needs to be edited. This won't last indefinitely either, it'll have a duration cap as well as apply to at max 2 other living entities. If this is a barrier as described, Fuinjutsu needs to be incorporated as well as a lowered healing factor per turn.

( Rōnin Seishin Ken no Jutsu: Doragon no Ikari) – Rōnin Spiritual Blade Technique: Dragon's Fury
Type: Defensive/Offensive/Supplementary
Rank: A - S
Range: Short - Long
Chakra: 60
Damage: 120
Description: A technique unique to the Rōnin who have mastered Yin Release. This is an advanced version of the Rōnin Spiritual Blade Technique through introduction of Yin chakra. Due to introduction of Yin chakra, the chakra level and damage of the strikes are increased. The only notable difference is the spiritual wispy effect around the blade is green. The user channels their Yin chakra through their swords and extends the reach of the blade. This creates a meter-long spiritual wispy green effect around the blade, appearing as if the blade was steaming. The user will swing their sword releasing crescent arcs of almost pure spiritual energy. This chakra plays neutrally against all natures and fields. When striking an enemy’s technique, it will target the balance of spiritual and physical energies, disrupting it and dissipating it harmlessly upon overpowering or neutralizing it.

The unique aspect of this technique comes when an enemy is struck by it. Due to the Yin infusion, the technique carries an additional effect. On contact with an opponent, it will infuse the Yin chakra into the target, creating and imbalance within them. This will surge the 60 chakra through the target, creating an effect called "Dragon's Fury". Dragon's fury will make it so the opponent can't use Yin based abilities above A rank (Yin, genjutsu, Yamanaka etc). This effect will last for 4 turns or until those struck correct the balance with a surge of yang chakra, natural energy surge or YY techniques of equal or higher value (60 or more). The side effect of being hit by Dragon's Fury is that the opponent struggles to control the Yin side of their chakra, making it more difficult to detect spiritual techniques, being unable to detect spiritual techniques above A rank.

Note: Can only be used by Rōnin biographies with Yin Release.
Note: Dragon's Fury counts as a debuff on the target struct.
Note: Can only be used 4 times per battle, 2 turns between uses.
Note: No Yin techniques above A rank in the following turn

Declined, small issues present. Increased length of the ken is a no, that's a Spec perk, similar to what I told KE. I'm not keen on letting people bypass Specialty requirements by remaking them in customs.
 
Last edited by a moderator:
  • Like
Reactions: Keotsu

Sinthorus

Elite
Joined
Jul 7, 2011
Messages
9,179
Kin
3,644💸
Kumi
23,771💴
Trait Points
0⚔️
Frostmourne
Type: Weapon
Rank: S
Range: Short-Long
Chakra: -5 per turn
Damage: +20 (Blood/Rot)
Description: Frostmourne is a unique sentient weapon that is bound to the user through the runes etched into the blade. Within these runes is the user's blood, binding it to the one that wields it. Frost Mourne is a 2 foot long blade with an intricate hilt decorated with skills and runes carved into it. The blade is broad with a series of runes running through the middle of it. The blade is extremely sharp, made for slicing through flesh with ease. Frostmourne is a sentient blade with a mind of it's own. By offering this blood to the blade, the connection is forged with the user. With this only that person can wield the blade. Should another try to hold it, spikes will shoot out of the handle dealing 40 damage. This blade resonates chakra into the user empowering their Blood Release abilities and their use of the Scarlet Rot techniques. These fields have their jutsu infused with an additional 10 chakra, improving their damage by 20.

Death Strike: The unique ability of Frostmourne is an ability called "Death strike". The user will swing Frostmourne releasing waves of semi sentient blood infused with the curse of the Scarlet rot. The user can release thin slashes or large waves that reach up to long range. Should these waves come near an ally of the user, the corrupted blood will part, passing over them leaving them completely unharmed. Should an enemy be hit by these waves, they would not only be inflicted by the Curse of Rot, but inflicted with an ability called blood boil. The blood in the wave will seep into their skin, boiling their blood causing 10 damage per turn on top of the damage dealt by the Curse of rot.

Note: Death strike can be used up to 4 times per battle with 1 turn between uses. It is S rank (60 chakra/120 damage). If used, the user is unable to use blood/Scarlet jutsu above A rank in the following turn and no yang techniques above A rank in the following turn.

Declined, too much going on here; it mentions being sentient which will require Yang and the only mention of Yang is in the restrictions, almost randomly as nothing else insinuates Yang usage. If this is a Yang based CW, it needs to be clearly noted either in name or in the description, not just restrictions. It also has quite a few abilities packed into one weapon; +20 damage boost/+10 chakra increase, 40 damage if touched by any who aren’t the user, Death Strike ability as well as the attempt at doubling down on the lingering damage dealt. The blood won’t be seeping into their skin to deal 10 damage per turn + the Curse of Rot, that’s insane to even attempt. That’s a total attempt of 200 damage from 1 technique without any boosts or anything applied. Death Strike will have 3 uses max with a longer gap in between usages than 1 turn as well.

(Aka Fuhai: Nāguru no shukufuku, Imawashī) Scarlet rot: Blessing of Nurgle, Abomination
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: This is a technique to create beasts made of Scarlet Rot, much like the Rot Clone Technique. The user can make one creature or multiple with a single use of this technique though the power will be divided equally. The user can create any animal or creature they can imagine, from a swarm of scarabs to a large dragon formed of Scarlet Rot. The largest a creation can be is 10m tall. The user can sustain these creations passively at the cost of 10 chakra per turn for a maximum of three turns. At any point the user can perform an addition handseal causing these creatures to erupt into a storm of Scarlet Rot, where the Scarlet Rot spins rapidly covering anything it comes into contact, covering an area proportionate to their size, though passing over the user harmlessly. This can be done in the same timeframe as creating the beast/beasts. The creations can be released from the user's body or a source of Scarlet Rot on the field. These creations cannot be made within short range of an opponent. These beasts carry the Curse of Rot with them, applying it on contact or if someone comes into contact with the storm they create.

Note: S rank creations require three hand seals, A rank requires two hand seals and B rank requires one hand seal.
Note: Can only be used 4 times. When the S rank version is used, the technique can't be used for 2 turns after and no sand jutsu A rank and above in the following turn.
Note: The Storm of Rot damage is dependant on the rank of the creation.

Approved, made edits. Loosely related, you properly restricted this weaker technique while attempting to make your wilder one less restricted. I actually had a good laugh at that.

(Aka Fuhai: Nāguru no shukufuku, Shi to suitai) Scarlet rot: Blessing of Nurgle, Death and Decay
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +20
Description: This is a technique used passively as the user releases a blood technique from their body. As they release their blood for the technique, the scarlet rot from their body will be infused into the blood, having the sand like substance running through it. This will increase the chakra within the blood technique by 10 while increasing the damage by 20. Due to the Scarlet Rot being infused into the blood, this will carry the curse of rot within the blood technique. Through the user's chakra control in the technique, it will prevent the rot from decaying the blood making up the jutsu.

Note: Can only be used once per turn up to 5 times per battle/event.
 
Last edited by a moderator:

Daemon

Legendary
Joined
Jul 12, 2009
Messages
18,724
Kin
1,754💸
Kumi
72,430💴
Trait Points
25⚔️
Awards
(Yurei: Shinigami ) - Apparition: Shinigami
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Apparition: Shinigami is a Spiritual Kenjutsu technique based off of the parent technique (Yurei) - Apparition. As in the original technique, the user focuses on turning the effects of spiritual kenjutsu on themselves, separating their spirit from their body. However, Shinigami's application entails brief periods of spiritual separation before quickly reestablishing the spiritual connection. The user begins by making a small slash on their palm (or any where else on their body where applicable) causing a brief full spiritual dissociation. The user then projects their spirit outward to travel forward towards their target. Like the original technique, the spirit is capable of passing through physical matter with ease to each their target. The spirit, fully equipped with a spiritual sword, will slice through the opponent spiritually leaving no trace behind of a physical wound. As a result, the target will have their spiritual energies severed from their physical ones, suffering 80 Spiritual Damage and having the following effect: The next turn the target's techniques will take 10 extra chakra to initiate while also losing 10 chakras worth of effectiveness due their spiritual imbalance. These effects last a single turn.
Note: Can be used twice per battle with a two turn cool down in between usages
Note: Must know Yurei - Apparition
Note: No Spiritual Kenjutsu above S rank can be used in the same turn as this technique nor the turn after.

(Yurei: Mononoke) - Apparition: Mononoke
Type: Offensive
Rank: F
Range: Short - Long
Chakra: 50
Damage: 90 (-20 Spiritual Health)
Description: Apparition: Mononoke is a Spiritual Kenjutsu technique based off of the Parent Technique (Yurei) - Apparition. As in the original technique, the user focuses on turning the effects of spiritual kenjutsu on themselves, separating their own spirit from their body. However, Mononoke's application entails brief periods of spiritual separation before quickly reestablishing spiritual connection. The user begins by making a small slash on their palm (or anywhere else on their body where applicable) causing a brief, yet full spiritual dissociation. The user then projects their spirit outward and forward towards the target. Like the original technique, the spirit is capable of passing through physical matter effortlessly to reach its target. Mononoke is designed so that the entire spirit passes through the intended target. In doing so, Mononoke causes a complete dissociation of the target's spirit from their body, causing similar effects found in Yurei to be inflicted on the opponent. The target's body will fall limp as their spirit is separated from their main body by severing the connection between the two as the user's spirit passes through the body of the target. This causes spiritual damage to the target as well as some partial spiritual damage to the user. The user's spirit then instantly returns their own spirit to their body deactivating their spiritual dissociation. The length of the target's dissociation is dependent on their SPRT stat. If the user has at least two more SPRT AP, than the target, the target's spiritual dissociation would last two turns before their spirit is forcibly returned to their body. If the user's SPRT stat is at least 1 greater than the opponent, the spiritual dissociation will last a singular turn. If the user has equal or less SPRT AP, than the target, their spirit will not dissociate from their body and only suffer spiritual damage. While a target's spirit is dissociated from their body, they are more susceptible to spiritual techniques for the length of the dissociation, causing tethers, spiritual mimicry techniques, illusions etc to last longer (1 turn longer).
Note: Can be used twice per battle with a three turn cool down in between usages
Note: Must know Yurei - Apparition
Note: No Spiritual Kenjutsu above A rank can be used in the same turn as this technique nor the turn after.

Yurei Reference:

Apparition - Yūrei
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40 (-15 per turn)
Damage: N/A
Description: Apparition is a Spiritual Kenjutsu technique that utilizes the style's ability to separate spirit from body. Similar to the initiation of Kuekibo, the user slashes their palm inflicting their own Spiritual Kenjutsu effects on to themselves. The user in turn severs their spirit from their physical bodies in varying levels, akin to a form of astral projection. The user appears as an ethereal form of themselves, similar to a white wisp, fully equipped with a spiritual sword. Within this form, the user is a spirit in true form, able to pass through physical obstacles with ease and attacks that target the user's spirit form physically would be ineffective. Conversely, the user becomes unable to harm the opponent physically as well as their attacks will no longer physically affect the opponent. Thus as long as Apparition is active, non projectile-based Kenjutsu and Taijutsu fields will damage the target spiritually, not physically. For example, a normal punch will pass through the opponent's body but the impact of the punch will damage the opponent's spiritual energy. The user's kenjutsu and taijutsu fields will still interact with opponent's techniques, similarly to the to the Ronin Spiritual Blade Technique, which will target the spiritual balance of opposing techniques, dissipating them or disrupting them upon overpowering them or neutralizing them. Due to being free of their physical form, Apparition can be used to liberate themselves from the Physical Fatigue Drawbacks (Spiritual Fatigue Drawbacks would still affect the user in ethereal form), allowing them to fight the opponent in spirit form freely. However, Apparition does not come without risk or drawbacks. Severing the soul from the physical body leaves the user's body vulnerable to attack, unable to move and able to take physical damage. Apparition lasts for a total of four turns, able to be used twice per battle with a three turn cool down in between usages. At any point, the user can end Apparition at and can have their spirit return to their body instantly. Doing this allows the user to regain control of their body. Due to being a high level technique, this causes strain on the user's spiritual energy, limiting them to A rank and below Spiritual Kenjutsu for the next two turns.
Note: Can only be used by Ronin bios.
 
Last edited:

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
Resubmitting from here. Adv Fuin purchased here.

(Fūinjutsu: Pararia no Ōkan)- Sealing Arts: Pariah's Crown
Type: Defensive
Rank: D - S
Range: Self
Chakra: N/A (10 - 60)
Damage: N/A
Description: This Sealing Art, with the kanji for "We Protect" is an always-present body seal directly connected to the user's chakra network and is activated the instant foreign chakra enters it. How it works is that once the user gains chakra from an outside source such as from a siphoning attack or techniques such as MIE the seal activates, and behaves like a gateway for the incoming chakra. As the chakra flows through the seal it passively expels the energy in the form of a transparent, skin-tight barrier around the user that does not interfere with any of the user's other active techniques. The barrier's strength is proportional to the amount of chakra absorbed where it gains a rank for every 10 points of chakra absorbed, starting at D-rank. So, if thirty chakra is absorbed the barrier's strength is moved up to A-Ranked. Twice per arc/event, at the cost of a move, the user may increase the barrier's strength to S-rank. This requires double the amount of chakra normally used for max evolution (i.e 60 chakra) and can only be done if the barrier is already at max strength for at least one turn. Being a barrier-type defensive technique, it is able to completely oppose techniques of lesser chakra and cancel out with those of equal chakra. This barrier can stay until destroyed by an enemy and once this happens the seal goes on a two turn cool down. Unique to this seal is its ability to continuously regenerate (unless completely destroyed) per turn so long as the user is able to gain chakra from an outside source. After which any excess chakra goes straight to the user, unless they choose to store it within the seal to boost it to S-rank. Due to the fluent nature of the technique to turn incoming chakra into a defense the seal's activation doesn't take up space in the time frame, but still costs a move. As an aesthetic touch, a Black Crown will form above the user's head whenever the seal is active. Can only be activated three times overall.

-Declined- This needs some kinda restrictions. Also the continual regeneration is gonna be a no go without some kinda caveat other than just "more chakra to fix it".
 
Last edited by a moderator:

Lili-Chwan

Active member
Legendary
Joined
Jun 18, 2009
Messages
19,417
Kin
3,929💸
Kumi
2,318💴
Trait Points
0⚔️
Awards
( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag

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

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

-Declined- You are banned from customs for two cycles.
( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag

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

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

Approved, made small edits and removed bold line; whether the technique continues or not is completely dependent on damage interactions and how strong the opposing technique is when clashing this. This combo also wouldn’t grant elemental superiority to another element and use of two different elements in one should count as 2 jutsu per turn.
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
1. ( Yoton/Katon: Kamadogami ) - Yang Release/Fire Release: Kamadogami
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 70 ( -30 to 40 chakra per turn )
Damage: N/A
Description: The user makes three hand seals and channels copious amounts of Yang energy and Fire chakra, creating a small 2 meter wide campfire in front of him, though these flames do not cause harm to the user or those standing near it. Instead, these flames release heat and embers that are augmented by Ring of Hell and Touch of the Sun like effects, allowing them to heal and grant protection to allies instead of damage them. With its properties extending up to 5 meters from its location, this campfire-like effect heals anyone within the radius by 40 health per turn as well as granting them 15 physical damage shaving, draining 10 chakra from the user per turn. This durability is shown in the form of flickering embers that cover and grant them a flame like coating. This campfire effect lasts up to 4 turns, healing targets only if they stay by the flames for a full turn and the flame-like protective shroud fades away the moment they go further than 8 meters from the campfire.
Alternatively, the user is capable of using this through a held weapon at a higher chakra cost per turn. This allows him to channel the chakra through the weapon, creating a torch like effect around it that allows him and allies to heal for 60 damage per turn, granting no additional durability but allowing for the torch to last up to 3 turns and affect those within 3 meters. The benefit of using it in this manner over the campfire allows the user to use it while moving and not just stationary, granting a greater healing effect to the user and others without needing to also gain durability.
Note: Can only be used twice per fight, requiring a break of at least 4 turns in between uses.
Note: After using, the user cannot use any other Yang techniques higher than A rank for 2 turns.

Approved with edits made: Increased chakra maintenace cost due to Yang. - Daemon
 
Last edited by a moderator:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
(Ongaku Sōsa: Dai ichi kōkyōkyoku) Musical Manipulation: The First Symphony - Natures Melodies
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 (-5 each turn it remains active)
Damage: N/A
Description: Costing a move to activate but remaining active passively thereafter, this ability allows the user to use specific musical patterns in place of the standard handseals. The user will play sequences on their instrument and release sound waves which fluctuate their chakra in a way that mimics the chakra fluctuation of standard handseals. The chords/notes played in order to perform specific handseals are as follows:
Bird - A
Boar - B
Dog - C
Dragon - D
Hare - E
Horse - F
Monkey - G
Ox - A#
Ram - B#
Rat - C#
Serpent - D#
Tiger - E#
- Once activated, this technique remains active until the user uses a true handseal or uses there instrument for something not covered by the parameters of this technique.
- Whilst this technique is active, techniques that utilise it and would ordinarily originate from the users body now use the instrument as the source.
- Techniques not requiring handseals that would originate from the users body can originate from the users instrument through the playing of any single note whilst this technique is active
- This technique can only be used alongside the Base 5 Elements, basic ninjutsu, CE and AE.
Prior approval: https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-30#post-20974069


Update and Original Declined, this CW cannot apply to fields that you listed as it’s clear that this would be a Sound based weapon, given you trigger it’s effects by playing notes on your instrument, similar to Tayuya’s ability, and as such, wouldn’t be allowed to be used as a replacement for handseals. We’ve declined other techniques for attempting similar things, notably Scaze’s Tail Wags that replaced the necessity for handseals. Furthermore, one CW wouldn’t be allowed to be used across that many fields regardless of the ability it is used for as that would vary enough to be seen as a different weapon.

(Ongaku Sōsa: Neichāzu merodī - kīchenji) Musical Manipulation: Natures Melodies - Key Change
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After using their instrument as the source of a technique through ‘The First Symphony - Natures Melodies’, this technique can be used to alter the course of the technique in motion. This movement can range from something as simple as moving a few feet to the left, to a complete change of direction (still obeying the techniques range laws. I.e. A long range fireball travels to mid range, upon turning around it will only travel short range in the new direction).
- This technique cannot change the direction of any single technique more than once
- This technique can only be used to manipulate the latest technique that the instrument was used for.
- Cannot manipulate a technique that has already reached long-range from the users position.

(Ongaku Sōsa: Neichāzu merodī - Nibu hāmonī) Musical Manipulation: Nature's Melodies: Two-part Harmony
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After using their instrument as the source of a technique through ‘The First Symphony - Natures Melodies’, this technique can be used to split that technique into two. This technique doesn’t allow for the split technique to change direction, it will simply become two projectiles of one rank lower than the original. The two techniques now fly next to each other one meter apart.
- This technique cannot split the same technique more than once.
- This technique can only be used to manipulate the latest technique that the instrument was used for.
- Cannot manipulate a technique that has already reached long-range from the users position

Auto Declined due to CW being Declined, Sound also doesn’t have these

(Ongaku Sōsa: koten, riraito ) Musical Manipulation: Tayuya’s Fifth - Classics, Rewritten
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: After trapping an opponent in a genjutsu, the user will use their instrument to manipulate their own chakra within the opponents chakra network, allowing them to stop the genjutsu briefly, adding a new trigger for the illusion. This would have the effect of the opponent believing they had been released from the illusion when in actual fact it had just been made dormant once more, ready to activate once again once the new condition is met.
- New triggering condition must be a physical movement by the target, the manipulation of chakra by the target or a physical movement made by the user or a summon under their control that the target sees.
- A genjutsu can only remain dormant for three turn.

Declined, this is too much as it alters Genjutsu rules that Genjutsu must have a tell that causes the opponent to be able to reason them out; this attempts to place a Genjutsu and then partially remove it, or rather suppress it, while still having it be within them. Furthermore, this would require it to be a Sound based Genjutsu to utilize this as the trigger for it to work is a sound being played, i.e. the musical notes. This would also mean that any other trigger needs to be a sound as well, not a physical one.
 
Last edited by a moderator:

Kirikoe

Active member
Legendary
Joined
Oct 26, 2011
Messages
10,733
Kin
1,465💸
Kumi
1,955💴
Trait Points
0⚔️
Awards
(Dokkodo - shiroi jin no nagare) The Alone Way - White Blade Current
Type
- Defensive
Rank - A - S
Range - Short
Chakra - 30 - 40
Damage - N/A
Description - The user surges a large amount of chakra into their sword mixed with natural energy causing the Senjutsu to overflow outwards in a burst, spreading out up to short range around the user in a flowing current, this current of natural energy holds the same properties as white blade flows and breaks down techniques it comes into contact with causing them to shatter like glass, much like the original white blade flows, it is capable of destroying solids, liquids and energy of equal chakra or lower, this technique can also cause damage to those that happen to be within range of the surging overflowing senjutsu also applying the petrification form of Senkenjutsu.

Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.
Note: A rank can only be used 3 times and S rank only 2 times

Approved; I don't know why the description says this technique does damage but it doesn't. Gonna stay that way tbh because its funny - Daemon

(Dokkōdō: Sabaki no ha) – The Alone Way: Blade of Judgement
Type:
Attack/Defence
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Blade of judgement is a unique Dokkodo technique where the user will release a surge of chakra from their body into their blade to draw on a mass of natural energy before stabbing their blade into the surface beneath them ground/solid surface or liquid. Through this the user will release the Dokkodo chakra through the surface using it as a medium to travel through where it will shoot up at a chosen location creating one large blade or up to four smaller blades. If one large blade is made, it can reach up to 10m high while being 2m wide, where if four blades are made they will be around twice the size of a regular katana. These blades are capable of combating equal ranked elemental ninjutsu, while carrying the effects of petrification and "The Alone Way: White Blade flow".

Note: Can only be used with Dokkodo Active
Note: Can be used by Ronin or Samurai while not in the mode.
Note: Can be used twice per battle

Approved Edits Made - Removed unnecessary multirank - Daemon


(Seigi no ha) Blade of Justice
Type:
Attack
Rank: A/S
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description: Blade of justice is a unique Ronin Kenjutsu where the user will release a surge of spiritual chakra through their body before stabbing their blade into the surface beneath. Through this the user will release the spiritual chakra through the surface using it as a medium to travel through where it will shoot up at a chose location creating one large blade or up to four smaller blades. If one large blade is made, it can reach up to 10m high while being 2m wide, where if four blades are made their will be around twice the size of a regular katana. This technique will cause spiritual damage based on how much chakra it limits the opponent from utilizing due to a spiritual imbalance. A rank prevents Forbidden ranked techniques, S rank prevents S rank and higher techniques S rank effects last a single turn while A rank lasts for 2 turns.

Note: Can only be used by Rōnin biographies.
Note: A-Rank can be used three times, S-Rank can be used twice.

Approved - Daemon


(hiou no ashi rokku o oshitsubusu koto Body Art) - Crushing Leopard Leg Lock
Type:
Offensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: A simple leg lock technique, you position the inner side of your own foot behind the opponents mirrored foot, thus limiting the movement of your opponent, this is then swiftly followed up by pressing your own knee into your opponents at a slight angle and causing the opponents knee to buckle inwards, thus breaking your opponents stance and balance, whiles causing severe pain to the limb, this technique if successful reduces your opponents speed by 2 levels and reduces damage dealt from that limb by -10 due to the leg lock having damaged the opponent knee joint and ligaments.

Note - Can only be used 3 times per battle

Declined: I have issues with techniques like this that just hinder an opponent's movement (reducing speed levels) in regard to basic taijutsu due to the stat system we have in place now. If someone has damage shaving or resistance to physical damage they should not experience drawbacks on the same level as someone who has less resistance. So it's hard to approve something like this in the current game state. - Daemon
 
Last edited by a moderator:
  • Like
Reactions: Keotsu

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
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 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
(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, only one variation could be applied. Usable once every two turns, with a max usage of five, and naturally occurring in tandem with a shadow technique. The shadow techniques would behave similar to Yin release in terms of s/ws, becoming breakable to Natural Energy, Yang, Anutu and its components.



(Kage/Inton: Aku) - Shadow Art/Yin Release: Aku
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 80 (100)
Description: Through a surge of chakra throughout their body, followed by 4 hand seals, the user would manifest from their shadows a autonomous dark entity with flaming features called . Aku's formation attaches a tether to the user, linking the two and having it act as an equivalent 'shadow' self that becomes the target of certain spiritual clashes. Aku is capable of utilising shadow techniques in place of the user, siphoning the chakra from their main reserves to do so, and as it is formed through potent Yin enhanced shadows, it can manipulate it's body into different forms to attack, extending up to mid range and inflicting spiritual damage(80). In regards to the tether, it enables Aku to divert to itself inhibiting/homing techniques (Gen, Yamanaka techniques, Y/Y, and other tether based techniques that create a form of restriction/debuff), with the techniques clashing with the user and getting bounced via the tether to Aku. For instance a illusion or Yamanaka technique would be bounced to Aku and be rendered ineffective for the user, but a direct clash with Phantom Dragons would only have the seeking HG tethers sent to Aku. Aku can withstand up to a 100 spiritual damage points, deducting the damage from said pool upon each clash, whereas tethers would deduce 10 points and non damaging spiritual techniques would only weaken it by half of the value of the chakra used. Should an attack fully overcome Aku's defences, the user would have to deal with the remaining surplus damage or the remaining chakra value for non damaging techniques.
Usable twice, lasting up to 3 turns, with a cooldown equal to the turns active.
During use the user can not use Nara clan techniques or Yang techniques A rank or above.
 
Last edited:

Imperfect

Elite
Joined
Jan 24, 2013
Messages
9,883
Kin
2,726💸
Kumi
36,426💴
Trait Points
0⚔️
Awards
Updating Ultra Instinct. Can't quote post. Original Approval: Here.

(Migatte no GokuiChō hon'nō) Mastery of Self-MovementUltra Instinct
Type:
Supplementary/ Defensive
Rank: N/A
Range: Self - Short
Chakra: N/A
Damage: N/A
Description: An advanced Taijutsu based on the martial art of "(Mushin) Empty Mind", Ultra Instinct is a mental state where the body reflexively reacts without input from the practitioner, resulting in such refined levels of instinct and intuition to a level where they can respond to any threat without the need for thought. Ultra Instinct itself doesn't increase, or grant any kind of additional boost to the user's movement, tracking or reaction speed in any sense. Instead, it is akin to an automated defensive stance that allows the body itself to effectively negate any incoming physical attacks that they can, visually or otherwise register, track or perceive. The body moves on it's own to respond to incoming attacks, and negate, redirect, avoid or otherwise counter them in the most logical manner. There are significant blind spots to this technique as, by it's very nature, it can only allow the user's body to react to actions and attacks the user themselves can perceive. This means the user cannot use this technique against attacks faster than they can track, but also attacks of a deceptive nature, or attack the user in some undetectable manner, such as attacks that cannot be physically seen, like "Frog Kumite", unless the user has methods to detect them outside of this technique. For techniques that are directly applied via physical actions, such as Rasengan, the user can of the opponent, "countering" the Rasengan without making physical contact with it, or even ending the technique. Activation of Ultra Instinct is passive, and upon activation the user gains 3 "Instinct". Any time the user has "Instinct" their body can automatically and passively avoid a technique with no effort or input from the user provided they have the means to detect it and the speed to avoid it. Every time a technique is dodged using this technique it consumes one of their "Instinct". From the beginning of turn 2 the user gains one "Instinct" every turn this technique is active. The user cannot have more than 3 "Instinct" at one time, and additional "Instinct" that exceed this cap are lost.

Note:
Remains active for up to 4 turns, and user must wait 3 turns between usages.

You must be registered for see images




Yin training: Here.

(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

(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 two forms, first as an 30 Chakra illusion called "Oath", and secondly as impossibly thin blades that appear to distort space-time known as "Snow". Oath is a complimentary, non-damaging visual illusion that occurs as the user swings their blade, making it appear as though several clones split off from the user and are attacking the opponent from all angles. Visually Oath's illusory clones appear to be the ones responsible for Snow, swinging their blades as "Snow" falls on the target. Snow is composed of blades of tangible Yin Release Chakra that can physically be interacted with, but do not inflict any physical damage on their own. Rather, either upon making contact with the target, or a moment after the blades reach their target, they explode and shatter into countless shards which shred and penetrate everything within range, excluding the user, inflicting Spiritual damage. Snow 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.

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.

Approved with Edits made- Daemon

You must be registered for see images




New Submission.

(Inton: Sūkōnaha) Yin Release: Exalted Blade
Type:
Offensive/ Supplementary
Rank: S-Rank
Range: Short (- Mid)
Chakra: 80 (-10 per turn) (60)
Damage: N/A (120)
Description: The user starts by gathering a large amount of Yin Release Chakra, and creates a black blade formed from their imagination. This can be done through one of three of ways. First the user can simply create a black blade composed of pure Yin Chakra, creating an independent solid construct from nothing but their imagination. Second the user can take an existing blade and infuse it with Yin Release Chakra, changing the blade's color to black and temporarily converting it into an Exalted Blade. Finally this technique can instead be applied as an infusion to existing techniques that create or otherwise generate blades. In all three cases the user is required to spend the full 80 Chakra of the technique to create the Exalted Blade, but in the third case this is a passive action, and performed in the same timeframe as the infused technique. While the Exalted Blade is a physical construct and can be interacted with as such, direct contact with the blade deals Spiritual Damage. Additionally the user has mental command over the Exalted Blade, establishing a mental link to the weapon so long as Exalted Blade remains active. Once per turn Exalted Blade can be used to fire a 120 damage projectile at the cost of an additional 60 Chakra. This Exalted Strike is considered an S-Rank Yin Release Kenjutsu, has Short - Mid Range, deals spiritual damage and counts as one of the user's 3 Jutsu per turn. Finally when creating an Exalted Blade the user can pick one of two augmentations for the blade itself which are as follows.

Exalted Chromatic Blade: Exalted Blade can take on the physical properties of one Element the user knows, and can be used to perform techniques related to that Element, using the blade as a medium and source where applicable. Similarly to the Yin Phantom Dragons, if an Element of an Advanced or Custom Nature is selected the user cannot use that Element except through their Exalted Chromatic Blade.​
Exalted Umbral Blade: The blade becomes infused with additional spiritual energy, converting the damage from ranged techniques performed through the blade into spiritual, while retaining their other properties and effects wherever logical and relevant.​

Note: Lasts for a maximum of 4 turns. Can be used up to 2 times per battle. Requires 3 turns cooldown between uses.
Note: The user cannot perform Yang or Yin-Yang Release techniques above A-Rank for 2 turns, with the same restriction imposed upon their Yin Release techniques for 2 turns once this technique ends.

You must be registered for see images
Approved with Edits made - Daemon



Master Atavistic Flame training: Here.

(Jinri: Eikō no Keishō) Human Order: Inheritance of Glory
Type:
Supplementary
Rank: B-Rank
Range: Self
Chakra: N/A
Damage: N/A (+10/ 20/ 30 to Atavistic Flame)
Description: Inheritance of Glory is a supplemental Atavistic Flame technique and part of Emiya's own "Human Order". It is a utilization of humanity's collective unconscious' experiences, granting the user the strength to overcome threats to Humanity. The user initiates this technique by drawing upon their soul, igniting it and temporarily inflicting a small amount of damage upon themselves, which can vary depending on the level of the user's mastery with the field. Initiates expend 5, while Masters can expend 10, and Grandmasters can expend 15. This cost is paid once more at the start of the user's third turn, or when the technique ends. The inflicted cost is regenerated to the user in the following turn. Upon activation faint embers to drift from the user's body which combine with their Atavistic Flame techniques and increase their offensive and/ or defensive capabilities, with the potency of this boost scaling with the amount of health they temporarily expended. This increase in effective damage or defensive capability can be applied once per turn.

Note: Lasts for up to 4 turns. Cannot be used again for at least 2 turns.




(Jinri: Fushinjin) Human Order: Nietzschilism
Type:
Supplementary
Rank: S-Rank
Range: Self - Short
Chakra: N/A
Damage: N/A
Description: A purely supplemental technique created to free Humans from the absolute decrees and commands of Divine beings, the user starts by drawing from their spirit before focusing it throughout then releasing it from their entire body. The activation of this technique requires the user expend 40 spiritual Health Points, which they will heal 20 points of on the first and third turn after activation of this technique. Doing so creates a shroud of golden embers which coalesce around the user and their techniques. At Master level this is only applicable to themselves, while Grandmasters can create an area Short Range (5m Radius) around themselves which can affect Human allies. Through Atavistic Flame's ability to combat Divinity and it's related fields, in tandem with it's intrinsic increased efficacy against Divine techniques including Anutu, Nietzschilism makes Humans affected by this technique immune to the effects of Divinity-based techniques that seek to negatively impact them or their Jutsu, such as Ode to Order, Divine Authority of Heaven and Doxology. This effect is applicable to the user and their own techniques with the Master application, while it's extended to allies who remain within the extended shroud around the user with the Grandmaster variant.

Note: Can only be performed by Master and Grandmaster Atavistic Flame users.
Note: Lasts for 3 turns, requires a two turn cooldown, and can be performed up to 2 times per battle.

Approved, made slight edits to duration and usage count. Blanket immunity to techniques of such level needs a smaller turn count of possibly 12 turns of immunity.
 
Last edited by a moderator:
  • Like
Reactions: Keotsu

El Alucard

Active member
Veteran
Joined
Mar 13, 2014
Messages
3,493
Kin
2,077💸
Kumi
779💴
Trait Points
0⚔️
Awards
( Iryō Godaiton: Oukurage ) | Medical Elemental Style: Elemental Jellyfish
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 ( + 2x the amount of damage healed, max 200 )
Damage: N/A ( - 80 per Damaging application )
Description: After using the Tiger seal, the user creates elemental jellyfishes, that can be used as vessels through which the user can infuse chakra and heal themselves or other allies. Given their elemental composition, the jellyfishes can land on a target and slowly infuse them with chakra, pertaining to healing them, or outright fully overload the target with a burst of harmful energy, thus damaging them. The creation of the jellyfishes allows for the passive infusion of chakra onto others upon direct contact, which will not cost a move in the move slot but prevents the usage of other chakra applications simultaneously, preventing the user from performing techniques whenever they wish to infuse chakra. While the healing application can produce an effect that utilizes up to 200 chakra, the damaging application is considered a single burst of 40 chakra and 80 damage, in terms of chakra tier of the technique.
While the jellyfishes can be spread towards multiple targets, the infusion itself follows the splitting rules, meaning if the user chooses to infuse healing through one or more of the jellyfishes, the healing is evenly split up to a maximum of 200 chakra total per turn. Similarly, if going through the damaging route, the damage is split if picking more than one opponent. Healing or Harming applications can be done once per turn, one or the other, by picking which jellyfishes the user wants to activate.
Note: Lasts up to 4 turns.
Note: Can only be used 3 times per battle.


Declined, S ranks require 3 seals for starters. The passive part is bothersome; if you have to actively use it, it isn't passive. This may clash with the previous canon that existed like such, which was the Medical Jellyfish technique itself. This will be applied to at max 2 targets per use, whether that is healing or defensive usages. Reduce to 3 turns as well as adding a restriction regarding usage after the technique ends. The current wording allows for up to 12 turns of consecutive use with no drawbacks to Med use.

(Doku no kaihō: Venomufōji) | Poison Release: Venomforge
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: This technique allows the user an all in one control of the "Shapeshifter poison." With a single fluid hand seal, the user can either generate this unique poison or reshape any existing form of it into an array of offensive, defensive, or supplementary structures. These structures can vary in potency and size and density. By harnessing the poison's innate ability to transform, the user can unleash a plethora of effects, ranging from surging waves and blasts to obscuring fog and treacherous pools or sticky swamps. The user can go as far as creating weapons and constructs with the “Shapeshifter Poison” as the base. Furthermore, the user can replicate conventional poison techniques.

Note: For a nominal chakra cost of 10 but no move slot, the user can transition the poison between states (solid, liquid, or gas) once per turn.
Note: The execution of S-ranked applications necessitates the utilization of three hand seals and is limited to a total of 3 uses per battle.
Note: Following the use of the S-Rank version of this technique, the user is temporarily unable to employ S-Rank or higher poison techniques in the subsequent turn.


Declined, doing too much. No multi rank use with this. This claims to be a "unique poison" which means it likely has special traits, which would necessitate it being submitted. Given how broad this attempts to be (a sticky swamp, a fog, constructs, etc ), this wouldn't be approved due to having such a wide umbrella in usages. The replicating other poisons will not be allowed alongside these other perks.
Side note, leave all the additional formatting out of the submissions. The hr line and font formatting isn’t needed.
Change-log
  • Resubmitting Venom-forge necessary changes made.
  • Shapeshifter poison approved here [ ] for reference on some things I believe you did not take into consideration when you declined Venomforge due to what could be created with it.
  • Resubmitting a Red-pill, Blue-pill genjutsu. Declined here: [X]


(Doku no kaihō: Venomufōji) | Poison Release: Venomforge
Rank: S
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique enables the user to control the "Shapeshifter poison." After performing 3 hand seals, the user can generate or manipulate existing forms of the poison into offensive, defensive, or supplementary structures. Due to the shapeshifter poison’s natural ability to change its state, the created structures vary in potency, size, and density, allowing for the creation of waves, blasts, fog, pools, and constructs depending on what state the poison is in (solid, liquid or gas).
Note: After usage, the user can't employ S-Rank or higher poison techniques in this or the subsequent turn.

(Doku no hōshutsu: Uirusu no kassei-ka) | Poison Release: Viral Activation
Range: Short-Long
Rank: D
Chakra: 10
Damage: N/A
Description: This technique serves a dual purpose. It allows the user to manipulate the state of the "Shapeshifter poison" between solid, liquid, or gas forms. Additionally, it can also be used to activate the latent viral cells within the shapeshifter poison. Upon usage the transition between states occurs instantly.
Note: usable once per turn.

Both Declined, when referencing a technique in a thread, it should always be linked. Furthermore, the link provided does not work and these cant be approved.


Genjutsu: Reddomirā, burūmirā | Illusion: Red Mirror, Blue Mirror
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 35
Description: Red Mirror, Blue Mirror is an advanced genjutsu technique that takes inspiration from the concept of the red pill and blue pill. After performing 3 hand seals, It creates a dual-layered illusion (each layer is A-rank) designed to confound and ensnare the target. Upon casting the genjutsu, the "Red Mirror" effect is initiated. This phase tricks the target into perceiving their own movements and actions as if they were under the influence of a powerful genjutsu. They may experience disorienting sensations, hallucinations, and even feel the urge to attempt to release the supposed genjutsu binding them.

As the target attempts to break free from the perceived genjutsu, the "Blue Mirror" phase activates. In this phase, their perception is further distorted, leading them to believe they have successfully dispelled the genjutsu. However, they are now trapped in a new illusion that hides the true circumstances.
Under the influence of this second layer, the target may perceive their surroundings differently, misjudge distances, and misinterpret the actions of others. This can lead to grave errors in judgment and decision-making, making them vulnerable to the user's subsequent attacks. Red Mirror, Blue Mirror plays on the target's instinct to break free from genjutsu, ultimately ensnaring them in a more intricate and deceptive illusion.

Note: Can be used thrice per battle.
Note: Requires user to perform 2 handseals.

Declined, one Genjutsu cannot/should not have two layers/exist as a dual layer Genjutsu. This is a concept only achievable by layering two different Genjutsu together.
 
Last edited by a moderator:

Hell Autarch

Active member
Legendary
Joined
Apr 7, 2013
Messages
10,137
Kin
113💸
Kumi
64💴
Trait Points
0⚔️
Resubmitting from old thread. Required changes in bold.
(Katon: Kaika Ninetails: Dai Nana-bi Puraido) - Flowering Ninetails: Seventh Tail; Pride
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Pride, the Seventh Tail, involves the creation of seven ash constructs that typically take the form of fox tails that protrude from the users coccyx area, but in actuality they can take the appearance of any animal's tail (natural or mythological), protrude from any part of the users body, or extensions of their body; such as weapons, but they must remain directly attached to the users rear area. While warm to the users touch, these tails will emit ferocious levels of heat when pitted against anything else, allowing them to sear through rock like butter. Their prehensile nature combined with their ability to undergo minor alterations for offensive and defensive purposes (i.e, thinning into sharp edges/points, ‘fur’ fluffing up unto spikes, or widening out so as to act like a shield) - for it is sentient and in control of itself and acts in the users best interests or by command - grants the tails immense close combat abilities, as they're capable of both achieving steel like offense and defense in a variety of ways. Forming skewering, slicing, bludgeoning and shredding tails to attack or arcing out into broader, wide surfaces or dome-like tails to shield and defend, similarly the tails can fuse, or even split into further tails to produce a greater variety of attack patterns, and further cementing their close combat capabilities is their shocking speed - as they travel at a point higher than what the user can track; however their biggest drawback is that they can only reach up to twice the user's body length - thus limiting their abilities to close combat. A method for them to produce mid-long range offenses however lies in their ability to passively turn solids that they touch to ash (should they so wish), in command of ash, the tails can convert portions of the ground to ash (conversion can affect an area the size of mid range), and control it to form A ranked tail replicas that can be used to attack and defend, and can levitate under the control of pride. This allows pride to act as more than just an extension of the users body, and is perhaps Pride's ultimate ability,due to the almost ubiquitous control over ash that it gives him, and can only be used once per turn.

Notes:
- Can only be used 2x
- Lasts three turns
- The technique follows elemental strengths and weaknesses

- Ash conversion does not work on people or animals.
- Once this ends, the user cannot re-use pride for two turns, cannot create any other familiar for a turn, and is limited to A rank and below fire for that turn.
- Ash control is A ranked, used by Pride, counts as a move, and can only be used once per turn.

Resubmitting from old thread. Required changes in bold.
(Katon: Horusu no Keiji) - Fire Release: Revelations of Horus
Type:
Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This technique follows a similar principle to that of Dragon’s Breath, in that it’s applications are largely defensive and its usage involves saturating the nearby air with chakra so as to produce an automatic response. As a result Revelations of Horus can be seen as a twin technique to Dragon’s Breath - it’s invocation and results are the same, in that it neutralizes incoming threats, but the methods in achieving the end differ. The chakra that the user releases to saturate the air, constituting a faded red hue, visible to only Doujutsu users, will remain dormant until its effects are triggered by an incoming enemy offense. When an incoming enemy offense, such as an enemy jutsu, enters within range of Revelations of Horus, it will immediately be consumed in a golden glow as it is subjected to intense aerodynamic heating. In this case however, where the speed of incoming techniques may be lacking to naturally produce the effects of aerodynamic heating, the user's fire chakra will instead suffice to artificially stimulate these effects. This is done as the fire chakra will serve to greatly enhance the aspect of ‘heat’, therefore the object's kinetic energy will convert to heat at an astronomically greater artificial rate than it would naturally, meanwhile the chakra itself promotes friction, which further aids in the production of heat. All in all, the ultimate effect of this jutsu would be that enemy attacks that enter into the vicinity of Horus will, just like a meteorite upon entering the atmosphere, burn up and disintegrate. Physical techniques caught in the influence of this technique will disintegrate into harmless vapor or ash, and then disintegrate even further until absolutely nothing remains. Energy based techniques however, on account of their lack of physical constitution and as a result their sparse interaction with natural forces and aerodynamics, remain relatively immune to this technique, the exception being wind which will, on account of its natural weakness to fire rapidly begin to heat up and eventually harmlessly disperse into wisps of flame. As the heat build up is not instant and is also relative to the incoming speed of the object they may have time to produce a defense, or as a even more simple way to counter this technique, stop moving so that its effects halt, excessively fast opponents however may struggle with this.

Notes:
- This jutsu can be be used twice, last for two turns, during which time this defense will be capable of neutralizing the equivalent of an S rank jutsu each turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that Revelations of Horus activates to neutralize an enemy jutsu the user can only utilize two other techniques, and this technique can only be used twice.
- While this technique is active the user cannot use wind, lightning, earth or water techniques above A rank.
- The similarity of this technique and Dragon's Breath makes it so that they both share an internal cool down, and this technique cannot be used while Dragon's Breath is active.
- This technique saps -30 chakra per turn to sustain, and once it ends the user will be incapable of using it again for two turns. Similarly they won't be able to use fire techniques above A rank for that turn.
- The created 'barrier' of fire chakra extends short range from the user, and moves along with them.

Resubmitting from old thread. It was not checked. Rewrote so did not bold.
(Ningyō no Dansu) - Dance of the Puppets
Type:
Supplementary
Rank: B-S
Range: Short
Chakra Cost: 20 - 40
Damage Points: N/A
Description: The "Dance of the Puppets" is a technique that serves to defend Sand users against injuries sustained in battle through the manipulation of sand particles. It might be used to reinforce and support injured regions during battle or force paralyzed areas into action. Unlike Sand Body, since the technique does not completely convert the user into Sand, it is not affected by its relevant restrictions. If "Dance of the Puppets" is used for injuries, its selected rank corresponds to the severity of the injury. For example, B-rank for sprains and minor injuries, A-rank for torn muscles and minor fractures and S-rank for broken bones and deep stabs/cuts. The sand is manipulated to strengthen the injured area by clotting wounds, strengthening muscles and even building artificial bones to function as temporary replacements. Meanwhile, with regard to paralysis or restraints, the selected rank is directly dependent on the technique used by the opponent, disregarding strengths and weaknesses. The users joints, muscles and ligaments are converted into sand and then manipulated, forcing the affected areas to move despite the paralysis, thereby allowing an individual to continue physically functioning on. It must be noted that the technique does not truly heal an injury and its effects only last for its duration.

Note: The S version technique can be used 3 times per battle, with a two turn break in-between each use. Each use passively lasts for a total of 3 turns and in case of an S Rank use, the user may not utilize any S Rank or above Sand technique at the end.
Note: For the duration that this technique is active, the user may only use Sand, the elements that compose it, the users primary specialty, custom elements constituted from the elements (even one) that compose Sand and any other non-elemental abilities.
 
Last edited:

Zatanna

Active member
Elite
Joined
Mar 2, 2012
Messages
8,683
Kin
4,926💸
Kumi
18,043💴
Trait Points
40⚔️
(Sūiton: Rasenuzumaku) - Water Release: Maelstrom Spiral
Type: Offensive/Defensive
Rank: S
Range: Short-Mid (Short-Long)
Chakra: 40
Damage: 80 (20 to the user, if CQC)
Description:
Starting by creating a Rasengan in a users hand using chakra shape and manipulation, they will then begin to create a larger sphere of spiralling chakra outside of the Rasengan, creating what would be similar to a shell and center. The outer shell of spiralling chakra would then begin to take on nature transformation turning to water to create a dense spiraling sphere of water turning in on itself, while maintaining the rasengan centre around it. The user will then attack with this rasengan, driving it into the enemy/targets and upon detonation the water will expand, creating a large medium sized orb of water (similar in appearance to Great Exploding Water Colliding Wave but smaller in size), however the water itself is still spiralling in on itself, directly to the center where the rasengan is. This will then deal damage as the user is thrown about the water and also hitting the rasengan. Should the user have Rasengan Mastery, they will be able to throw the technique, avoiding the self inflicted damage.
Notes:
-Can only be used 3 times
-2 turns in between each use
-No Water S rank or above next turn

Declined: If I remember correctly, Rasengan variants are not allowed. At least not without some specialty or prize. If you can find where the contrary was said DM me and I'll recheck this. - Daemon


(Fūton: Ukucho) - Wind Release: Chasing butterfly

Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (+10 per turn)
Damage Points: 80
Description: After making three handseals, Dog → Tiger → Rabbit the user will hold out a palm causing wind to begin circling and form into a tornado, but miniature in size onto it. The user can then throw this spiraling wind out towards a target/opponent which will then rapidly grow and expand into a larger weather sized tornado. With an additional handseal and cost the user can cause the tornado to chase/follow and opponent or move on its own using wind currents to effectively move it along.
Notes:
-Can only be used 3 times
-2 turns in between each use
-Can last for a max of 3 turns
-No Wind S rank or above next turn

Approved - Daemon

(Hakkakaze) - Igniting winds

Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage Points: N/A (+20 to wind jutsu)
Description: Taking advantage of winds ability to allow objects to float through it, the user tosses a few exploding tags prior before using a jutsu, either simply as papers, or attached to kunai to reach further into their wind techniques. Upon interacting and reaching the wind technique, the tags will dance about the Wind Jutsu and as the wind hits, or before should the user choose, the tags can detonate, adding fire into the wind to cause burning and additional damage.
Notes:
-Can only be used ever alternate turn
-Can only be used 5 times per battle

Approved with Edits Made - Daemon

(Fūton: Namitsu Sempu) - Wind Release: Rippling Whirlwind

Type: Offensive/Defensive
Rank: C
Range: Short-Long
Chakra: 15 (-5 per turn)
Damage Points: 30
Description: Forming a singular seal, the user begins channelling chakra around their body to create a swirling sphere around them, with themselves as the source. Each turn the range extends once to encompass all targets within that range, so starting as short on the turn it started, reaching everything in mid range turn 2 then everything long range on turn 3. Lasting for 5 turns, the user continually passively funnels chakra into the sphere of wind as it begins cutting and ripping into enemy targets around within range. The user with conscious effort can create pockets to avoid friendly fire and harming friendly targets within its range. Should the user choose, they can end this prematurely by stop the funnelling of chakra into it.
Notes:
-Can only be used 3 times
-2 turn wait after finishing

Approved with edits made - Daemon
 
Last edited by a moderator:
Status
Not open for further replies.
Top