Custom Jutsu Submission - IV

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Submitting techniques from my attempt at making Hinokami Kagura a CFS. I'm giving up on that avenue and trying regular Atavistic Flame kenjutsu CJ.

(Hinokami Kagura: Enbu) Dance of the Fire God: Dance
Type: Offensive
Rank: B-S
Range: Short (Short)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user delivers a single high-powered vertical slash with their blade cloaked in Atavistic Flames. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns. Grandmasters are able to use (Hinokami Kagura: Enbu) Dance of the Fire God: Dance with an additional 30 damage to each rank, not counting as a boost. S-Rank applications can be used four times per battle, once every two turns.
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0:00 - 0:12

(Hinokami Kagura: Heki-ra no Ten) Dance of the Fire God: Clear Blue Skies
Type: Offensive, Supplementary
Rank: B-S
Range: Short (Short-Long)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user spins their body horizontally to deliver a 360° slash, with their blade cloaked in Atavistic Flame, with the flame propagating outwards in rings up to long range. Activating the technique requires the user to expend 30 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following three turns. Upon use, the user is able to designate allies to be unaffected by the propagating flame, who are instead healed for an amount of spiritual Health Points equal to half the damage of the technique (user excluded). Grandmasters are able to use (Hinokami Kagura: Heki-ra no Ten) Dance of the Fire God: Clear Blue Skies with an additional 30 damage to each rank, not counting as a boost. S-Rank applications can be used four times per battle, once every two turns.
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0:30 - 0:50


(Hinokami Kagura: Retsujitsu Kōkyō) Dance of the Fire God: Raging Sun
Type: Offensive, Defensive
Rank: B-S
Range: Short (Short)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes two horizontal slashes with their blade, cloaked in Atavistic Flame, to strike the opponent or defend against incoming attacks, as they release swaths of undulating flame. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns. Grandmasters are able to use (Hinokami Kagura: Retsujitsu Kōkyō) Dance of the Fire God: Raging Sun with an additional 30 damage to each rank, not counting as a boost. S-Rank applications can be used four times per battle, once every two turns.
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0:50 - 0:57

(Hinokami Kagura: Shakkotsu En'yō) Dance of the Fire God: Burning Bones, Summer Sun
Type: Defensive
Rank: B-S
Range: Short (Short-Mid)
Chakra: N/A
Damage: 40-80 (70-110)
Description: The user unleashes a large circular slash with their blade, cloaked in Atavistic Flame, to defend from imminent frontal attacks, as the fire propagates forward in an billowing spiral. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns. Grandmasters are able to use (Hinokami Kagura: Shakkotsu En'yō) Dance of the Fire God: Burning Bones, Summer Sun with an additional 30 damage to each rank, not counting as a boost. S-Rank applications can be used four times per battle, once every two turns.
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1:16 - 1:30

(Hinokami Kagura: Enbu) Dance of the Fire God: Flame Dance
Type: Offensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: 40-80 (70-110)
Description: A powerful two-strike combo which starts with a vertical strike, and then a horizontal blow directly following, with the user’s blade cloaked in Atavistic Flame. The built-in follow up with this technique allows for two opportunities for it to land and inflict its full damage, should the first blow be avoided. Activating the technique requires the user to expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn, in the following two turns. Grandmasters are able to use (Hinokami Kagura: Enbu) Dance of the Fire God: Flame Dance with an additional 30 damage to each rank, not counting as a boost. S-Rank applications can be used four times per battle, once every two turns.
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Kooljay

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(Jiton: Denjiki no Jutsu) - Magnetism Release: Electromagnetism Technique
Rank: D-S
Type: Offensive/Supplementary
Range: Short - Long
Chakra cost: 10-40
Damage points: 20-80
Description: The user fires a beam electromagnetic chakra from their hand. The chakra carries with it a powerful polarity and can change the polarity of anything it touches. If something already has the opposite charge, the technique can home in and seek it out. This includes negatively charged Lightning Release and electricity based techniques. The technique will be repelled by things of a similar charge.

If this jutsu is used to change an object’s polarity into positive, that object will attract negative charged attacks including electricity based techniques. The strength of the polarity depends on the amount of chakra used in the technique. The polarity cause by this technique can only repel or attrack other polarities of made of equal or less chakra. For example something given a negative charge by an A rank version of this technique can only repel things of a negative charges created by 30 chakra or less. The range of the magnetic field is also determined by the rank of the Electromagnetism Technique used. D - B rank can create a magnetic field up to 5m. A and S rank can create S rank a magneticic field up to 10m.

Note: A rank can only be used three times and S rank can only be used twice.
Note: Can only be used by a Basic Magnetism bio.
Note: Can only be used by those taught by Kooljay.

Declined: A couple of things, this technique based on how it's worded does not need to do nor does it do damage. For basic magnetism to do damage, it has to affect other materials such a kunai, shuriken etc to do the damage for the user. Secondly, I suggest you don't make this based on positive or negative charges that aren't placed by yourself. Because you can find yourself getting into situations were opponents can argue what charges their techniques have and bla bla bla. It's a mess. Trust me. - Daemon




(Jiton: Denji Shindō no Jutsu) - Magnetism Release: Electromagnetic Vibration Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (+10 to Iron Sand jutsu cost)
Damage points: +20 to Iron Sand Technique
Description: The Electromagnetic Vibration Technique was created with the purpose of vibrating Iron Sand Techniques to increase their offensive capabilities. Within the same timeframe of an Iron Sand Technique, the user can an additional single hand seal to cause their Iron Sand technique to vibrate at ultra high frequencies via adding an additional amount of Magnet Release chakra to their Iron Sand jutsu thus increasing its cutting and piercing capabilities. This can only increase the power of piercing and cutting Iron Sand techniques.

Note: Can only be used by Iron Sand bios.
Note: Can only be used once every two turns
Note: Can only be used by those taught by Kooljay
Note: Can only be used a maximum of 5 times per battle.

Approved with Edits made - Daemon




(Jiton: Rerugun no Jutsu) - Magnetic Release: Railgun Technique
Rank: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage points: 80
Description: The Railgun Technique is the signature jutsu of Misata Mikoto. It is simple, but yet extremely powerful. After weaving 3 hand seals, the user gathers and condenses magnet release chakra into a small area on each side of their hand. The first one going towards the palm of the hand (1) and the second one coming back towards her body, The user then puts a small metal object like a coin in their hand. For the Railgun to work, the chakra goes through the positive side, through the projectile and comes back through the negative side, using the Lorentz Force with the addition of Fleming's left-hand rule. The arcade coin acts as the projectile, which is propelled towards the target using the magnetic force. While the mass of the object is small, the acceleration more than makes up for it. This allows the projectile to be propelled at great forces capable of easily punching through most materials.

Note: Can only be used by Basic Magnetism Bios
Note: Can only be used once per turn on 2 turn cooldown.
Note: Can only be used by those taught by Kooljay
Note: Can only be used 2 times per battle.

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Approved with Edits made - Idk why you had to mention Lorentz force and the left hand rule like this is Physics 1 just to launch a piece of metal forward but whatever floats your boat man. - Daemon




(Jiton: Denji Seidenki Hōden no Jutsu) - Magnetism Release: Electromagnetic Static Discharge Technique
Rank: D-S
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra cost: (Equal to Raiton Technique)
Damage points: (Equal to Raiton Technique)
Description: The Electromagnetic Static Discharge Technique is a technique created for the purposes of creating natural electricity by using electromagnetism to pull electrons from the surrounding environment, mainly the air. With precise control using magnetism release, the user can mold the natural electricity to replicate a lightning release technique that they already know. Because this electricity is however natural, it will appear to be pure white in color and is neutral to all chakra elements. The handseals needed to perform this technique are the same as the replicated Raiton technique plus 1 hand seal if its a B rank technique, 2 hand seals if its an A rank hand seals, or 3 hand seals if its an S rank.

Note: Can only be used by bios with basic Magnetism Release.
Note: Can only be used to replicate Raiton techniques the user already knows.
Note: Cannot be used the same turn as Raiton techniques.
Note: Can only be used by those taught by Kooljay

Declined, DNR: There is no way in hell you are getting natural lightning with regular magnetism release just because you can. - Daemon
 
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Kirikoe

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(Tama) Soul
Type:
Weapon
Rank: S
Range: Short - Long
Chakra: (+10 where relevant)
Damage: (+20 to Kenjutsu related fields)
Description: Soul, a weapon forged by the user pouring his spirit, will and heart into the blade as he moulded it to his ideal shape and form which he desired most, whiles using wood from the world tree which he worked tirelessly to secure, Wei Wuxian having poured so much of himself into this blade embedded it with his feelings of freedom and his desire to reach the peak of swordsmanship in his own way, using his own path, this gave birth to a sword which was unique and very much apart of the user.

The first ability Soul was born with was the the most basic, being born from the users emotions and will it reflected those desires, Soul and its master sharing a connection of spirit, it elevates the users ability with the sword, a gift born from the desire to reach the peak, improving all Kenjutsu by +20 damage and +10 chakra should the technique use chakra.

Secondly, Soul having been given form by its master using wood from the world tree has a very strong connection to nature, Soul passively draws in natural energy from the world around it gaining +25 natural energy per turn to a maximum of 100, this natural energy is stored within the sword and all kenjutsu techniques subsequently benefit from this natural energy, becoming neutral to ninjutsu as well as gaining the strengths and weakness of natural energy techniques whiles having 50 or more natural energy accumulated, the user, having a strong connection to Soul is able to use this natural energy and draw it into their body and then out of their pores, thus cleansing their body of foreign chakra such as Genjtusu or Fuuinjutsu by drawing on equal or more natural energy from the sword, for example an A rank Genjutsu/Fuuinjutsu would require 30 natural energy be consumed from the sword.

Lastly, due to the user and Soul having a strong connection of spirit, will and the fact Soul is able to passively draw in natural energy, it allows the user to become able to passively sense natural energy through Soul itself, this normal passive does not benefit from the tracking boost but is constantly active. The user can gain sensory skill just below that of imperfect sage mode equating to a x2.5 tracking boost, not stacking with sensory of the same type, by consuming the natural energy within Soul to do so, this passive activation consumes 5 natural energy from Soul every turn it remains active and whiles active, Soul becomes unable to draw in additional natural energy.




(Dokkōdō - Shiraha Nagashi - Kōzui) - The Alone Way - White Blade Flows - Flood
Type: Defensive
Rank: A-S
Range: Short
Chakra: 30-40
Damage: N/A
Description: The user draws in natural energy as per usual into their blade seemingly getting ready to perform the usual version of white blade flow, however instead of displaying it outwardly, the user instead draws in the natural energy from white blade flows and floods their chakra system creating a large spike of foreign energy which would expel Genjutsu, however the properties of white blade flows pervades, this technique becomes capable of breaking Fuuinjutsu placed on the user as well by targeting the weak points of said techniques and breaking them down, Seals placed on the body shatter like glass and fade, illusions the user is stuck in seemingly shatter before their eyes revealing the real world around them.

Note - A rank is Capable of being used 3 times per battle and S rank is capable of being used 2 times per battle
Note - Can only be used by users of Dokkodo
Note - Can be used Ronin/Samurai without the mode




(Dokkodo - Taiyō furea no arashi) | The Alone Way - Solar Flare Flurry
Type: Supplementary | Offensive
Rank: A - S
Range: Short
Chakra: 30 - 40
Damage: 60 - 80
Description: The user focuses a torrent of Senjutsu energy into their Sword and emits it outwards as a bright flash of blinding light keeping the sword as the origin, effectively blinding anyone present apart from the user effecting both sight and chakra sensory, during this they unleash a flurry of slashes containing the first form of Senkenjutsu, Petrification, at the opponent under the mask of light completely cutting their opponent to ribbons and causing them to petrify 3 turns after being cut and dealing devastating damage

The S rank variant of this technique allows both forms of senkenjutsu to be used, adding the corrosive aspect of Senkenjutsu, which break down techniques this technique comes into contact with.

Note - A rank can only be used three times per battle and the S rank can only be used twice per battle
Note - Can only be used with Dokkodo Active, Ronin and Samurai can use this without the mode
Note - Should the S rank variant be used, the user must wait a turn before being able to use either rank of this technique again
 
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(Dropping [x])
(Mujura no Kamen) - Majora's Mask
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Millenniums ago during the age of the first and immortal humans there was a now long-forgotten Deity by the name of Majora. This Deity had similar powers to that of the Otsutsuki as well as full control over the elements and Yin/Yang. However, it's powers were used only to seek destruction to any opposing the Deity and a sect was formed in unison to stop Majora's plan to bring down the very Moon onto the earth in seeking a cataclysmic event that would cause the end of times. While the cataclysm itself was stopped, Majora's will to dominate all life continued and even as thousands of blades pierced the Deities body, seeking to end their tyranny, the Deity had already forged their life force within an inanimate object before they were destroyed. This, inanimate object was never found until several thousand years later during the Hangurian Freeholds rein in an underground chamber. It was Majora's Mask that they had found, lying under several ancient seals inside of an ornate yet dusty box. As soon as the two brother adventurers who found it opened the box, the Mask awoken. One of the brothers decided to try it on, making it their biggest mistake of their life. The Mask would feed on the brothers lack of self-control and fear, puppeteering his body like a parasite in full control over its host. Majora's powers strengthened him beyond the scope of normal and made him slice his brothers head clean off as he made an attempt to take off the Mask. Riddled with a creeping insanity and in complete obedience to the Mask, the brother exited the Deities tomb. The Mask would make it's host flee into isolation, making it disappear from knowledge once again until it was found by it's current wielder.

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

When wielding Majora's Mask, the user will succumb to it's dominating will and in order not to succumb to it's corruption, the user has to retain a great harmony of their natural balance of chakra. The mask provides two sets of paths that it's wielder can chose from and depending on what path, the restrictions and powers vary. The wielder of the mask may change path during battle or in the NW at will but at the cost of a moveslot in the timeframe and at a limited amount of time (once per battle). The mask has no default path, meaning if a new wielder wears the mask they need to specify which path to take. However, it's notably a general restriction that because of the great corrupting forces imbued into the mask, only Yin-Yang users can wield it, regardless of what path they chose in order to avoid turning into a mindless puppet of the masks inherent will. Another boon of the mask is that it is capable of using the Chakra Transfer technique towards it's wielder, regardless of path chosen. However, it follows the same restrictions as the technique.

Path of Clarity;
This path involves the focus of the mind and the spirit, altering the user's natural balance and invoking a parasitical injection of Yin chakra through the mask. Through the mask's application, the user gains boons that let them fortify one specific field in their arsenal to increase it's chakra potential by +10 passively Through the path of Clarity, the user gains the ability to invoke the mask's full potential. By using a move in the timeframe, the the mask will form an aura around the user that reaches 2 meters around them in all directions. This aura is barely visible but Dojutsu and Chakra sensors can see and feel the force of the field moving alongside the wielder of the mask. Entering this field causes no harm or damage but it results in the nullification of Yang release. Techniques that are of Yang nature or techniques that are imbued with Yang release will be nullified by the massive surge of Yin chakra that the aura contains. This also means the user themselves cannot use Yang release or techniques containing Yang as the aura will dismantle them. The aura lasts for as 5 turns for each use and can be used twice per battle with a two-turn cooldown.

Path of War;
This path involves the focus of the body and the will, altering the user's natural balance and invoking a parasitical injection of Yang chakra through the mask. Through the mask's application, the user gains boons that let them gain a passive increase to their durability. This translates to a 20 damage resistance (for physical damage). By using a move in the timeframe, the the mask will form an aura around the user that reaches 2 meters around them in all directions. This aura is barely visible but Dojutsu and Chakra sensors can see and feel the force of the field moving alongside the wielder of the mask. Entering this field causes no harm or damage but it results in the nullification of Yin release. Techniques that are of Yin nature or techniques that are imbued with Yin release will be nullified by the massive surge of Yang chakra that the aura contains. This also means the user themselves cannot use Yin release or techniques containing Yin as the aura will dismantle them. The aura lasts for as 5 turns for each use and can be used twice per battle with a two-turn cooldown.

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

Visual of the Mask:

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Note: Can only be used by Yin-Yang users.
Note: Prohibits the usage of Yin and Yang state while wielded.
Note: Applying the mask is passive, removing it costs a moveslot and hinders usage of Yin/Yang and it's components from being used in the same turn.




(Genjutsu: Mukō no shinpan) - Illusion Arts: Judgment of the Void
Type: Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user focuses on their designated target(s) and weaves a total of three handseals; Rat -> Boar -> Snake in order to place the Genjutsu. Being able to target multiple targets the damage is split between them following the regular damage splitting rules. The Genjutsu itself is at it's core a paralyzing one, making a target succumb to a rapid increase of their own internal weight. Their bones, blood and organs will start to feel as if they had been targeted by the earth release added weight rock but it will increase beyond the scope of what that technique is capable of. Due to the increase of their own weight, the target loses any and all mobility as the weight ultimately crushes them into themselves and ultimately through whatever foundation they were currently on. Breaking through this foundation will leave them to burrow through the earth and ultimately enter a void of Irkalla itself. Out of this field, endless hoards of Void creatures will start to attack them from all around and tear through their flesh as their bodies are functionally shut down. Even after their bodies are destroyed in Irkalla, their spirits will linger on, succumbing to as possibly infinite torment. The mental stress of this deals damage to the target(s) mind(s) and for as long as they're still in the Genjutsu they will continue to take this damage. As an added mean of deception incorporated, the affected victim will see the caster of the jutsu also having been seemingly suffered the same effects and are being torn apart by Void creatures too.

Note: No Genjutsu above A-rank for two turns after usage.
Note: Usable twice per battle.
 
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Ańbu Juniør

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(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.
(Iryō Katon: Jōka no Honō) Medical Fire Style Technique: Flames of Purification
Type:
Offensive/Defensive/Supplementary
Rank: S
Range:
Short
Chakra: 40
Damage: 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 can 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 seals by damaging the medium it is 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 (80).

Notes:
- This technique requires mastery of Medical ninjutsu and Fire Release to use.
- This technique can be used three times per battle and requires a two-turn cooldown between each use.
- After use, the user is unable to use Fire Release of Medical Ninjutsu techniques above A-rank for a single turn.

Approved - Daemon
 
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Vayne

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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
(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 50 chakra, whereas in level 2, it becomes capable targeting attacks of 70 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 damage is also changed into 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, with a turn break for level 1 and two turn break fro level 2 between uses.



Subbing as higher damage customs for SM Mastery
Maxed out SM Mastery https://animebase.me/threads/mastery-submissions.780592/page-2#post-22129554

(Senpō: Ōganikku Tensi) - Sage Art: Organic Reincarnation
Type: Offensive, Defensive, Supplementary
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 85 - 105
Description: Based on Muki Tensei, this advanced variation allows the user to manipulate the terrain and non-living targets and impose his life force into them, allowing him to manipulate them at will to impose drastic immediate changes. While this can be used to target matter in the terrain itself, it can be used to target opposing jutsu up to equal strength. For techniques that are weaker, the user can manipulate them like the terrain, whereas techniques that match the strength can only be rendered useless. Similar to it's parent technique, these alterations can last up to two turns, with said effects being reversible by intense flames such as those of Amaterasu. Usable thrice, with a turn cooldown after usage for A ranks and a two turn break for S ranks.
 
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Zaphkiel

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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".
(Fūinjutsu: Pararia no Negusame)- Sealing Arts: Pariah's Solace
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 but once this happens the seal goes on a two turn cool down, during which time the user will be unable to perform Fūinjutsu above B-rank in the first turn, and none above A-rank the second. Unique to this seal is its ability to continuously regenerate per turn so long as the barrier has not been destroyed completely prior, sustained any form of damage for at least one turn, and 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.

-Approved-
 
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Kooljay

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(Jiton: Denji Fujō no Jutsu) - Magnet Release: Electromagnetic Levitation Technique
Type:
Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage:
Description: The user weaves three handseals and releases Magnet Release chakra throughout their body opposite to that of the Earths magnetic fields. By making changes to their own polarity they can levitate and fly at speeds of an S rank magnetism jutsu by repelling themselves off of the Earth’s magnetic field.

Note: Can only be used by a Basic Magnetism bio
Note: Can only be used by those taught by Kooljay
Note: Lasts for 4 turns afterwards it can’t be used for 1 turn
Note: Can only be used three times.



Approved dual AE Iron Sand/Basic Magnetism Bio

(Jiton: Denji Rēdā no Jutsu) - Magnet Release: Electromagnetic Radar Technique
Type:
Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (-5 per turn)
Damage: N/a
Description: The Electromagnetic Radar technique is a similar jutsu to that of the Sound Release Sonar Skill. The user molds Magnet Release chakra and emits the chakra in the form of weak electromagnetic waves from their body throughout their environment. These waves are invisible to the naked eye, but can be seen by those who can see chakra or sensed by those who can sense chakra.

The waves make use of the doppler effect and bounce back to the user at various frequencies. Based on the changed frequency of the waves that bounce back off of the objects the user can determine the size, shape, velocity of the objects with extreme precision. This increases the user tracking by 2x.

This jutsu can be used by anybody who has mastered at least one form of Magnet Release whether that be Iron Sand, Gold Sand, Basic Magnetism Release. A fully realized master of Magnet Release, one that has mastered and can use two different forms of Magnet Release may activate this jutsu passively.

Note: Can only be used by those taught by Kooljay
Note: This technique only lasts for up to 4 turns.
Note: This technique can only be used 3 times.




(Jiton: Satetsu no Jutsu) - Magnetisim Release: Iron Sand Technique
Type:
Offensive/Defensive/Supplementary
Rank: D-S
Range: Short - Long
Chakra: 10 - 40 (-10 per turn)
Damage: 20-80
Description: After weaving the appropriate amount of hand seals, the user can call forth and manipulate iron sand from their environment to use has they please for offensive, defensive, or supplementary purposes. The main limitation of this jutsu is the user’s imagination. The user’s control over the sand can be maintained at the cost of chakra and a time frame for up to 2 turns. D rank usage of this technique can only manipulate and send Iron Sand up to Short range. C and B rank usage of this technique can only manipulate and send Iron Sand up to Mid Range. A and S rank can be used manipulate and gather sand into to Long Range.

Note: Can only be used by Iron Sand Magnetism bios
Note: Can only be used by those taught by Kooljay
Note: S Rank can only be used 3 times and once per turn.




(Jiton: Denji Parusu no Jutsu) - Magnet Release: Electromagnetic Pulse Technique
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/a
Description: The user weaves 3 handseals and gathers Magnet Release chakra within their body before releasing it in an omnidirectional shockwave from their body in the form of electromagnetic pulse. The chakra is so concentrated, that it becomes visible to the naked eye in what looks like violet electricity. SNT’s caught in the EMP will malfunction. This affects the user’s own SNT's including those on their body which makes this technique a double edge sword.
S rank SNT’’s will be completely deactivated for 2 turns. A rank SNT’s will be deactivated for 3 turns. B rank and lower SNT’s will be deactivated for 4 turns. Affected SNT’s will give off visible but non-harmful static electricity. The EMP is completely harmless to living organisms.

Note: Can only be used by basic magnetism bios
Note: Can only be used by those taught by Kooljay
Note: This technique can only be used twice and once every 4 turns.
 
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Gutsy

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Note: I have the Sage Mode mastery for more powerful sage customs.
Note: I purchased Sage Rank and its gone through.
Second CW:

(Kudaka Reta Joō no Masuku) – Mask of The Shattered Queen
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (Chakra Pool: 400)
Damage: N/A
Description: Mask of the Shattered Queen is a mythical mask found in the ancient city of Uzushiogakure. It is an intricate, onyx mask adorned with golden patterns resembling a fractured crown. Wearing it exudes an aura of concealed power and regal authority.

The Mask of the Shattered Queen boasts protective seals within its fabric, forming an enduring chakra-infused barrier around the wearer's mind. This barrier actively defends against spiritual intrusions, illusions, and sealing techniques. Upon detecting threats, the seals automatically activate, fortifying the protective veil and neutralizing intrusions to maintain the wearer's mental integrity and focus. Drawing from the mask's chakra pool, the barrier can passively utilize up to 70 chakra per use for protection against imminent dangers.

Fashioned from mystic wood sourced from the ancient world tree, the Mask of the Shattered Queen serves not only as a guardian but as a dual reservoir of untamed natural energy. Constantly maintaining a baseline of 100 natural energy, the mask actively accumulates an additional 50 natural energy per turn or post, ultimately reaching a maximum capacity of 500. This unique feature enables the wearer to promptly access Sage Mode by seamlessly tapping into the stored energy for a passive transition. Furthermore, should the wearer activate Sage Mode through alternative means, they have the option to supplement it with the accumulated natural energy from the mask.
The Mask of the Shattered Queen holds the "Shattered Exile Seal," allowing the wearer to activate a reverse summoning technique for a swift retreat to Mount Myoboku with chosen allies and hostiles within mid-range. Hostiles are submerged in liquid chambers filled with Mount Myoboku's unique oil, triggering a rapid three-stage petrification process upon contact.
  • Initial Contact (First Round): Initiates a numbing sensation, causing a noticeable slowdown in the affected individual's movements (decreasing the target(s) speed by – 2 base levels). This stage also introduces minor mobility impairment, making evasion more challenging.
  • Moderate Petrification (Second Round): Progressing to this stage, the target(s) experience increased rigidity in their body and limbs, restricting their capacity for intricate movements. Speech becomes impeded as petrification spreads, requiring double the usual chakra expenditure for techniques and further hindering breathing and mobility.
  • Complete Petrification (Third Round): In the final stage, full-body petrification ensues, transforming individuals into stone statues. This results in absolute immobilization, leading to eventual death.
Note:
  • Gathering, storing and the entering of Sage Mode is a passive ability.
  • The barrier around the wearers mind is a passive ability.
  • The barrier can protect the wearer 4 times per combat.
  • The Shattered Exile Seal is an S-rank seal, usable once per battle.
(Yoton/Doton: Yōsai Ryūsui Kasō) | Yang/Earth Release: Terracotta Dragonfly Swarm
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 60 (- 20 per round)
Damage: (+ 30 damage per round)
Description: Terracotta Dragonfly Swarm is an Earth Ninjutsu that causes a large swarm of small terracotta dragonflies infused with Yang Energy to rise from the earth across the entire battlefield. Executed through the manipulation of the battleground, the user crafts lifelike dragonflies that rise from across the entirety of the battlefield, creating a swirling storm of earth and dust resembling a swarm of small insects. This technique not only batters and injures targets, and obscuring vision like a sandstorm but also possesses unique properties from Yang Release. Each round within the swarm’s influence, the dragonflies emit a gentle Yang Energy. This energy, inflicts an effect much akin to the White Tiger technique, burning away the target’s chakra (10% of targets total chakra per turn).
Note:
  • Usable twice per battle.
  • Remains on the field for 4 turns unless destroyed.
(Doton/Senpō: Eien no Sekichū) | Earth/Sage Art: Pillars of Everstone
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 120
Description: With a single hand seal, the user harmonizes the earth with a powerful fusion of natural energy and earth chakra. A formidable expanse materializes—a relentless surge of square pillars and spikes ascending from the ground in continuous waves across the battlefield. This ascending stone forest, reaching as high as long-range into the sky, serves as both a chaotic force reshaping the landscape and a means to elevate chosen entities into the heavens, protecting those the user deems as allies. Beyond the havoc it wreaks, each pillar and spike carry a potent reservoir of natural energy. Upon contact with any living being that is not an ally, this energy is released, inducing petrification by disrupting the target's chakra system. The result is an ever-rising forest of stone, leaving a transformed and immobilized tableau in its wake, altering the very fabric of the battlefield.
Note:
  • Can be used twice per battle.
  • Must be in Sage Mode to use it.
  • Cannot use above A-rank Sage Art in the following turn.
 

El Alucard

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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.
Log
  • Resubmitting Red Mirror and Blue mirror as 2 separate Genjutsu.
  • Submitting Body Seal, Proof I have Adv. Fuuin here: [X]


Genjutsu: Reddomirā | Illusion: Red Mirror
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: By executing three intricate hand seals, a deceptive illusion is woven with the sole purpose of bewildering and entangling the target. Upon unleashing this genjutsu, the subject perceives their own actions as flawed from the outset. Initially inconspicuous, the disorientation disrupts precision – errant aim, clumsy movements, and a struggle to wield tools with finesse. Minor miscalculations escalate; a slight deviation of a finger, a hair's breadth too far, results in misfires or unintended detonations of techniques, causing self-inflicted harm. The sensation intensifies relentlessly, compelling the opponent to hesitate and, ultimately, resist movement altogether. Frustrated by the pervasive sense of error, they even reach a point where the refusal to breathe becomes inevitable, leading them to fall unconscious.
Note: Can be used thrice per battle.
Note: Requires user to perform 3 handseals.
Note: Illusion lasts 5 turns, refusal to breathe can only happen after 4 turns.
Note: Has a cool-down period of 3 turns.
Note: Can only be taught by El Alucard.

Genjutsu: Burūmirā | Illusion: Blue Mirror
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: "Blue Mirror" manifests through chakra bursts or induced pain, proving invaluable when interwoven with other Genjutsu, particularly triggered by attempts to escape illusions. Under the spell of "Blue Mirror," the target's perception of their surroundings distorts a rock they might’ve seen on the left side might now be on the opposite side, or it might’ve just gotten slightly bigger not enough to actively notice without paying attention but changed nontheless. Distance is miscalculated, a fired projectile may seem like it has just reached the halfway point to them, however in reality it is already in front of them. Or they may fire off a projectile in a certain direction when in reality they are facing a completely direction. The actions of others are misinterpreted they may see the user running to the left, or flying however in reality the user is not even moving. They may even see the user fire off a water jutsu only to be feel a burning sensation when they are hit because in reality the user used a fire one instead.
Such perceptual errors lead to consequential lapses in judgment and decision-making, rendering the target susceptible to subsequent attacks from the user.
Note: Can be used thrice per battle.
Note: If performed as a layering genjutsu the user need only add one handseal to the first genjutsu to layer it with Blue Mirror.
Note: Requires user to perform 3 handseals.
Note: Has a cool-down period of 3 turns.
Note: Can only be taught by El Alucard.

(Shinran) - Reality's Embrace
Type: Supplementary
Rank: S
Range: Short
Chakra: 50 (+10 to returned illusion)
Damage: (+20 to returned Illusion)
Description: Shinran, an intricately devised body seal, springs into action with seamless precision when the user becomes the target of genjutsu or other illusionary techniques. Responding to the intruding chakra within the user's system, the seal adeptly intercepts and absorbs the opponent's illusionary influence before it gains a foothold.
In a swift counteraction, the expelled chakra undergoes enhancement within the seal, deftly harnessing its illusory essence. The augmented chakra is promptly redirected back to the opponent, entangling them in a refined and intensified iteration of their own illusion. The returned illusion now carries an additional +20 in damage and +10 chakra, heightening the consequences for the unsuspecting opponent.
Note: Does not counter MS and EMS Genjutsu.
Note: Seal activation limited to 3 times per fight.
Note: 2-turn cooldown period after each activation.
Note: Passively activated, allowing the user to employ other techniques however, consuming one move slot.
Note: Can only be taught by El Alucard.
 
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jagged

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(Arashi no kami:Ōkoku ga kimasu ) Storm God: Kingdom Come
Type: Offensive|Defensive|Supplementary
Rank: S
Range: Long
Chakra: 40 | -10 to maintain
Damage: -40
Description: Performing 3 handseals will allow the user to create (or use existing storm clouds) a giant ball of condensed storm Cloud directly above the user a few meters into the sky, constantly rotating in the air the ball of clouds suck in opposing techniques S rank and below absorbing them into its frame with its Storm nature( Can only absorb up to S rank and below techniques). While active the rotating ball stirs up the wind around it making the formation of A rank and below wind techniques (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.

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(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.



(Arashi no kami:Ōkoku ga kimasu ) Storm God: Kingdom Come
Type: Defensive|Supplementary
Rank: S
Range: Long
Chakra: 40 | -10 to maintain
Damage: N/A
Description: Performing 2 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 Up to S rank and below (Holding only 1 S ranks worth of chakra at one time) 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, This bottoms out any held stolen chakra within the jutsu regardless of the amount held.

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

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

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

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

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

Amegafuru arashi: Kurai shirase ) RainingStorm: Dark Tidings.

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



Note: Can only be used 6 times per battle, has only a 1 turn cool down, and only applied once to a rain cloud technique.

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

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English name: Mikazuchi
Type: Weapon
Rank: S
Range: Close- Medium
Chakra: 10-40 to activate| 10 to maintain every turn
Damage: 80
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). At the utterance of the words "Bankai: Formless storm" the user injects his sword with 40 chakra, the sword expels a slightly dark cloud from the hilt that engulfs long range in its size. The cloud stays on the ground and is thin enough to see through allowing clear view of their surroundings, the cloud itself allows the user to perform storm related jutsus using it as a medium and, so long as the user maintains his sword and the chakra cost(-10 per turn), the cloud will always reform after 1 turn of being dispersed. Due to the storm clouds ability to absorb chakra, any non storm related jutsus used within the cloud are reduced by -10 chakra.



Note: Formless storm takes one 1 move slot to perform.
Note: Formless storm is reformed after one turn of being dispersed.
Note: Formless Storm can only be used two times per battle. And has a 1 turn cool down between each use.

Note: Blade is 1 meter in length
Note: Formless storm and the storm blade cannot be used at once, one is stopped for the other.
 
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Lili-Chwan

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

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

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

Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 100
Damage: 140 ( -40 to user of physical recoil )
Description: Similar to Onyx Chidori, Blood Moeagaru works by using Yin Release and combining it with her Advanced Sealing and Fire release, Isabella surges yin through her body that generates fire with the appearance of a blood crimson Flame that she is able to fire off in an omnidirectional maelstrom of flames, direct it as a burning stream of fire or focus it onto her hand to sear someone with it, acting as a melee weapon. What differs between this and normal Fire variants however is the addition of the concept brought by the orange flames of the Medical Sealing Technique: Bloodline Sealing technique, and the experimentations of Medical Kinjutsu in the field of Bloodline Abilities. In addition to directly marking and thus sealing off the Bloodline abilities of their targets, Blood Moeagaru possesses the ability to combat physical or spiritual techniques borne from Bloodline Abilities at an elemental strength, specifically the techniques stated under KG in the Bio Quick Access Guide and satellite skills ( such as Blaze Release ) such as Bone Pulse or Kurama Genjutsu for example ( When the full-body surge is used ).

There are three parts to this technique, the effects on someone else's body, through direct contact, the effects on oneself, through its release, and the effects when clashing with other techniques. These are called Constriction ( Effects onto others ), Envenomation ( Effects onto Self ) and Biten ( Effects on clashing ):

Constriction ⥐ Shuushuku - The Fire is able to sear through the target's chakra, causing direct damage to their spirit and bloodline while leaving the body undamaged. This causes an attack that leaves no noticeable wounds but causes undeniable burning on the inside and injures the spiritual energy of the opponent, wreaking havoc on their chakra paths, sealing their ability to use their Bloodline techniques for 5 turns or until properly dealt with through a surge of Yang, Senjutsu or Anutu with the appropriate rank. These effects are felt upon direct contact with the flame, if left unblocked.

Envenomation ⥐ Jadoku - When afflicting someone with a dual KG, the ability will selectively seal one of their Bloodlines, but will inversely channel the power of their alternate KG into overload, acquiring a +30 damage and a +10 chakra boon to Bloodline related abilities and techniques, while causing the afflicted to spend substantially more chakra for it ( 25% more ). This effect happens when a target is hit directly by the Blood Moeagaru. When the user performs the technique, this sealing effect happens as well, by using Blood Mamba from one's body, the user is capable of sealing one of their KG, an act that will not deal spiritual damage but will still take 40 physical damage of recoil. These effects can be dealt with through the same method as described previously, or by the user ending the technique on oneself.

Bitten ⥐ Sasuhebi - When Blood Moeagaru clashes with a technique stemming from a Bloodline, or clashes with a target possessing a Bloodline, the spiritual nature of the fire will seal part of the Bloodline and trace back to the user through its tether. This tether functions as an extension of Blood Mamba, granting the user's Fire techniques the same boon as described in Envenomation, granting them elemental strength against the KG and KG user in question, +30 damage and +10 chakra boost, while still costing 25% more chakra. These remain physical damage though, and remain for up to 5 turns, until the effects of the technique end. Clashing with other techniques does not activate the effects of Constriction or Envenomation, to do so the user is required to directly hit the opponent with the Blood Moeagaru.

Note: Bloodline Abilities can be inherited, implanted or combined. Advanced Elements, like Wood and Boil, with the exception of clearly derived ones, like Blaze Release, are not considered Bloodline Abilities for the purposes of Blood Moeagaru, and thus are Neutral against it.
Note: This is firstly considered a custom Kinjutsu Technique, and secondarily considered Advanced Sealing, Fire Release and Yin Manipulation. It follows Yin's neutral elemental S&W, with the exception of its strength to Bloodline related abilities.
Note: Blood Moeagaru can only be used twice per battle with a wait duration of at least 5 turns in between usage.
Note: Using Blood Moeagaru onto others will prevent the usage of other Kin, Yin, Fuuin or Fire techniques higher than S rank for 3 turns, and S rank techniques costing higher than 50 chakra or dealing more than 100 damage in the same and next turn. Using Blood Moeagaru onto oneself will additionally prevent the usage Bloodline techniques higher than A rank for 2 turns after the effects end, and prevent the usage of the sealed Bloodline for the same amount of turns it has been suppressed.
 
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Zaphkiel

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Yang training here.

(Kakyoku Tamashī) - Anima Chorus
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: 80
Description: The Sword Saint's own sword, passed down through centuries of world history dating back to when its legendary owner died. Appearance wise, Anima Chorus is a traditional curved katana and accompanying sheath but with a unique modification to the blade collar (Habaki), right between the sheath-guard (Tsuba) and the bladed portion of the sword. Two perfectly spherical holes are carved into the metal of the sword, one slightly larger than the other, that produce sounds as the blade is swung and wind travels through them. Strikes or motions of the blade at the right angle and strength evoke sounds of various pitch and volume. These range between high frequency, low amplitude (Hindering), and low frequency, high amplitude (Destructive) sound waves. The true strength of Anima Chorus, however, is when it is used in conjunction with Sound Ninjutsu. With chakra the user is able to manipulate the sounds of the blade as they're being produced to perform various Sound Release techniques without the need to produce the sounds themselves or rely on outside sources.

(Sakebu Kyōmei) - Resonant Cry
The metal of the sword that runs from its bladed tip down into the handle is a careful mixture of multiple deep-earth metals, forged through expert craftmanship to resonate with every frequency of sound that the blade produces. This leads to a noticeable vibrating effect within the weapon that increases cutting ability each time it is swung (passive +20 to Kenjutsu). Due to the sword's acoustic nature it can also be used like a tuning fork, responding to sounds around the user up to long-range with its effects. This does not increase the user's tracking value but rather allows them to 'feel' the sounds around them.

(Shizen no Uta) - Erdsong
The spherical holes inside the base of the blade have been tuned to create two distinct types of sound: Hindering and Destructive. The smaller hole creates high frequency, Hindering Sound and is activated whenever the user swings Anima Chorus in wide, arcing motions such as with slashes or even un-sheathing. This can be heard as a shrill sound that when manipulated with chakra, can be used to perform Sound Ninjutsu techniques that require that specific type of sound. When the blade is swung in strong, short motions such as with parrying, blocking, or striking at an opponent less than 5m away, low frequency high amplitude sound is formed. This type of sound is felt more than heard, like the rumbling of a lion, and can be amplified with chakra to trigger Sound Ninjutsu techniques of Destructive Sound. This ability can only be done once per turn and cannot be activated alongside techniques that utilize chakra.

(Shizukana Kawa, Bakuhatsuru Taki) - Silent River, Exploding Waterfall
Anima Chorus is able to be infused with chakra such as elemental and raw, but it is foremost designed to be channeled with Sound. Sound infusions such as (Ototon: Oto no Ken) - Sound Release: Sonic Fist and the (Ototon: Shinsei) - Sound Release: Divinity can be channeled into the blade rather than the user's limbs, which extends the effects of such techniques to their strikes for varying effects. This ability can only be activated alongside Kenjutsu techniques that do not utilize chakra, with the damage of the Sound technique occurring after jutsu clashes or physical contact with a solid object. Can be performed once every two turns.

(Kako to Mirai no Ken) - Blade of Once & Future
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 80 (-30 per turn)
Damage: N/A
Description: The Blade of Once and Future, or the Prophesied Edge, is praised as the root or beginning of the Sword Saint's teachings. The Prophesied Edge, made of pure Yang chakra, lies within an advanced body seal that consumes the user's entire sword arm, making it impossible to place any other seals there. This chakra is sentient and able to communicate with the user mentally through the seal. When activated (passively, at the cost of a move), the seal glows white hot, flooding the user's body with Yang chakra while also releasing the blade into their hand which can take the form of any one-handed sword type such as a katana, falchion, saber, etc. This surge is able free the user from the effects of Yin tethers/parasites and illusions up to and including Mangekyou Sharingan and Yin-based. As for the blade, it carries no physical damage and is designed to interact primarily with chakra, having a sealing ability attached to every strike. When in contact with chakra-related techniques, especially Yin release, the blade causes a sudden spike of Yang chakra within the attack or entity which serves to displace whatever chakra was already present. The displaced chakra is then sealed away within the blade, allowing the user to 'cut' through otherwise intangible targets. This effect applies to techniques of lesser chakra than that of the sword. However, due to the Prophesied Edge's own balance of pure Yang chakra, each time it seals away the chakra of an overpowered technique it is weakened, resulting in -10 chakra effectiveness toward the next encounter. After sealing away the chakra of four defeated techniques, totaling -40 chakra effectiveness, the imbalance destroys the sword and places the seal on cool down. When striking living/sentient targets, the sudden spike of Yang chakra caused by the technique limits them from performing Genjutsu and other Yin-related techniques above A-ranked for two turns unless countered by Senjutsu surges or infusions of equivalent chakra. The displaced Yin chakra from living targets is also sealed within the blade but this corrupts it faster, resulting in -20 chakra to its effectiveness each time. At -40 chakra effectiveness, or two strikes, the blade is also destroyed. Both the sealing of chakra from techniques and opponents counts toward the imbalance threshold of the technique, meaning that with each activation the blade is able to affect up to four techniques, weakening each time, or strike the opponent twice, whichever tips the balance first. Finally, due to the immense amount of Yang energy within the blade itself it is able to persist on the field disconnected from the seal on the user's arm for up to 2 turns before dispersing. While holding the Prophesied Edge the user will be unable to perform non-elemental Ninjutsu, Yin-release, or Genjutsu of any rank. Upon deactivation or sealing enough chakra, the technique goes on a two turn cool down, during which time the user will also be unable to perform Yang or Fūinjutsu above A-rank. This technique lasts four turns with each activation, maximum usage limit of two times per arc/event.

(Ken Sei Keiro: Aoao Sanka) - Sword Saint Arts: Viridian Hymn
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 70 (-30 per turn)
Damage: N/A
Description: The Viridian Hymn remains the Sword Saint's most coveted art, pursued by initiates of all ranks. The technique employs the use of both Yang and Sound chakra to take control of and augment the natural sound produced by one's body to affect both the user and their environment. With three hand seals the user will focus on the sounds of their body, specifically breathing and the heartbeat, and then convert them into a delicate, high frequency sound that surges from the user to varying distances. As this sound wave is being produced the user channels a large amount of Yang chakra into it, converting the sound into a call for life and invigoration. As mentioned this relies on which bodily sound is being controlled and amplified:

(Sensō no Taiko) - Drums of War
The heartbeat was regarded by the Sword Saint as the most accurate gauge of struggle in any creature. By amplifying and infusing the sound of their own heart, the user is able to spread Yang energy throughout their body and environment, gaining physical damage resistance (30 damage from any physical contact) and strength (+30 to Taijutsu/Kenjutsu) while causing opponents mid-ranged (15m) of the user to experience an invasion of Yang chakra into their system if the sound touches them. This results in rapid overgrowth of the opponent's muscles to the point where any sudden movements such as dashes, running, etc. will be met with searing pain (-30 damage each time) as the fibers rip and tear under their own density. The Yang chakra carried on the Drums of War also cause opponents within range to expend twice the normal amount of chakra for techniques A-ranked and above while within range. This lasts 3 turns with each activation and can only be performed 2x per fight, with a 2 turn cool down.

(Kaihō no Tsubasa) - Wings of Liberation
The lungs, or 'wings' of the circulatory system, always had a calming sound. With this technique the user's inhales and exhales will become like the wind, traveling in the form of sound up to long-ranged (15m+) of their position. The Yang chakra present within this sound causes a rapid shift in the user's own body, sprouting two wings filled with hard, sharp-edged feathers as their muscles are enhanced beyond peak. This translates to flight and x3 movement speed while active. As for the opponent, the Wings of Liberation carries a ramping effect that becomes stronger the longer they're affected, similar to Sound techniques Whisper to the Canines and Ringing Madness. Starting from the first turn, the sound causes growth within the opponents' ears, resulting in a 'natural' blockage which limits their hearing, thereby decreasing their ability to sense via sound (-10% of tracking value each turn). If an opponent fails to leave this technique's range or remove it's effects this Tracking de-buff will continue up to a maximum of -40% of their total tracking value. The Wings of Liberation lasts 4 turns with each activation but can only be performed once per fight, after which the technique goes on a 2 turn cool down.

Due to being extremely high frequency, sounds of the Viridian Hymn cannot be heard by most except those with enhanced hearing such as certain animals and that granted by techniques such as Inner Sonar Skill but its chakra can still be sensed. The effects are applied with physical contact and can be removed through full-body surges or infusions of equivalent chakra. This technique can only be activated three times overall, with only one 'sound' being produced each time. Each time this technique goes on cool down the user will be unable to perform Sound or Yang techniques above A-rank for that time also. Finally, while either Hymn is active the user will be unable to perform non-elemental Ninjutsu and Yin release techniques above B-rank. The exception is Sound Release, but only up to A-rank while this technique is active.

(Ken Sei Keiro: Sen no Taiyō) - Sword Saint Arts: Of A Thousand Suns
Type: Offensive/Supplementary/Defensive
Rank: B - A
Range: Short
Chakra: N/A - 40
Damage: 40 - 80
Description: This Kenjutsu technique is an 8-piece combo of horizontal and vertical sword strikes that can be augmented via Yang to be performed with inhuman speed and precision. The B-ranked application of this technique, which lacks Yang chakra, is a normal attack that uses strength and speed to swing a blade 8 times in quick succession. The A-ranked application of this technique utilizes Yang chakra to momentarily increase the user's speed and strength by x2. The Yang chakra infusion also causes the user's arms to release copious amounts of steam, giving the illusion that the user burns while the technique is active, which can be used to mask the attack to those that do not possess sensory abilities such as Doujutsu. This technique can also be used defensively to parry similar, flurry-type attacks within reason and range. B-ranked usages carry no limit or cool down, but the Yang variant can only be performed three times a fight with a turn cool down between. Also for Yang variant, the user will be unable to perform any Yin-related ability such as Yin Release or Genjutsu above A-ranked in the same turn.
 
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(Yoton/Suna Apotis no Shokuyoku) - Yang/Sand: Apothis' Appetite
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 60 (-20 per turn)
Damage Points: 120
Description: The user will perform 3 hand seals, releasing their chakra into the ground below their foe/foes. With this, the ground will open around the foe/foes, reaching up to 30 meters in diameter. The user can control the size of the opening, ranging from 3 meters to 30 meters. The opening is circular while having countless rings of teeth formed of sand within that rapidly rotate. The foe/foes would fall into this chasm, being shredded by the teeth that rotated. The teeth would form 10m below the target/targets. While this dangerous enough, the technique carried another effect due to the yin infused into it. The opening resembles the mouth of a terrifying beast. The yin adds a consuming effect that drains enemies within 5m of the opening of their spiritual endurance. In RP terms, this draws on the spiritual side to the enemy’s chakra, creating an imbalance in their chakra system. This would prevent the target using spiritual techniques above A rank (30 chakra), due to being unable to focus their chakra to do so. The user can restore the balance to their chakra with a surge of yang, Yin/Yang or Senjutsu chakra through their entire body of 60 chakra or more. This technique can last up to 2 turns.

Note: Can only be used twice per battle, 3 turns between uses once the first use end.
Note: No Yang jutsu in the following turn.
Note: No Sand jutsu above A rank in the following turn after creation.
Note: While active, it takes up one of the user's three moves per turn.

(Kajin Rei) - Kajin Decree

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 60
Damage Points: 120
Description: This is a technique that combines a jinchuuriki’s control of their bijuu’s chakra with yang to create a devastating technique. The use will surge the chakra through their entire body releasing it in an AOE pulse around them to long range (30m). This is a pulse of bijuu chakra infused with yang, making it neutral to all elements. This would look similar to what Naruto released when he was in his incomplete state against Pein. This technique is semi sentient and would only harm those that the user sees as enemies. On contact, this chakra would burn what it touches, inflicting deadly damage. Though, it comes with a secondary effect due to the Yang nature of the technique. This carries the user’s dominating will, seeking to overwhelm the opponent’s physical prowess. In RP terms, those hit by the wave will have their will power dramatically reduced as the yang hinders their very vitality. Their speed would be dropped by 1/3rd. Their physically taijutsu and abilities that require their physical strength to perform would be reduced by 20 damage. Lastly, should the user be two ranks stronger than their foe, they would be stunned, unable to move for 2 turns, due to the overwhelming power of the yang. They would be incapable of using spiritual techniques above A rank (30 chakra), due to being unable to focus their chakra to do so. The opponent can restore the balance to their chakra with a surge of yang, yin, Yin/Yang or Senjutsu chakra through their entire body of 60 chakra or more.

Note: Can only be used twice per battle, 3 turns between uses once the first use end.
Note: No Yang jutsu in the following turn.
Note: No bijuu jutsu above A rank in the following turn after creation.

(Koton/Yoton: Demetel no Megumi) - Steel/Yang release: Bounty of Demeter
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 60 (-10 per turn)
Damage Points: 120
Description: The user will perform three hand seals releasing their chakra into the area around them up to long range. All around, a mass forest of yang infused steel will breakthrough the ground, sprouting up 30m around the user (though not striking them). This forest can rise up to 50m into the sky. The user can control how this forest forms, making the branches and leaves as sharp or as dull as they wish. This is the perfect technique for dealing with multiple foes or larger foes. The combination of Yang with the steel creates a unique jutsu. First, the forest would be semi sentient, avoiding those that the user sees as allies. Secondly, the forest will hinder the vitality of those bound or impaled within it. The forest on contact, will pulse yang chakra through those deemed enemies, creating an imbalance in their chakra system. Due to this foreign influx of yang chakra, those affected will find their yin and yang natures out of sync. With this, those affected will need to spend twice the amount of chakra for techniques until they correct the imbalance. Not only that, but due to this imbalance, they will be unable to use techniques of a spiritual nature above A rank. After it’s initial creation, the forest becomes an sentient steel forest able to use steel jutsu the user knows, counting as one of the users three moves per turns. This forest draws on the users chakra to do so. The opponent can restore the balance to their chakra with a surge of yang, Yin/Yang or Senjutsu chakra through their entire body of 60 chakra or more. This imbalance lasts 3 turns.

Note: Can only be used twice per battle, 3 turns between uses once the first use end.
Note: No Yang jutsu in the following turn.
Note: No Steel jutsu above A rank in the following turn after creation.
Note: While active, it takes up one of the user's three moves per turn.
 

Alyx

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(Fuinjutsu: Kami no Hōyō ) Sealing Technique: Divine's Embrace
Type: Supplementary, Defensive
Rank: B-S
Range: Short
Chakra: 20-40
Damage: N/A
Description: Divine's Embrace is a defensive seal located on the body of the user which continues to draw chakra into it at a rate of +10 each time the user utilizes a sealing technique. An example of this is when sealing a 60 chakra opposing technique, the seal automatically draws in a portion of that into it. Over time, the seal reaches its max capacity of 100; which then the user can trigger it's active ability. This causes a powerful barrier to form around them. This takes into the form of a uncompromising skin tight barrier - allowing the user to essentially tank damage relative the the amount of chakra being expunged from the seal. This can be prematurely trigger as well, not requiring the maximum amount to be fully reached. Once the barrier has reached its maximum damage defending - it automatically shatters and leaves the user open to damage once more. However should a single technique or multiple overpower the barrier, it will simply shatter the barrier and the user suffers the remaining damage after clashing occurs. According to the progression of chakra stores, the active release of this technique increases in level and cost, B rank pertains to the accumulation of 50 chakra, A rank pertains to the accumulation of up to 80 chakra whereas the S rank version goes up to the full accumulation of 100. Divine's Embrace requires a cooldown of 3 turns between usages. Once the active portion is on cooldown, the passive absorbing will continue to draw in chakra but cannot be used until the former's cooldown as passed. A rank activation can only be used 4 times per battle, S rank activation can only be used twice per battle and increases cooldown by 1 turn. Due to the nature of the seal, the user is required to know Adv. Fuinjutsu and counts as a Body Seal.


Declined by Imperfect.

Received a report that this is very similar to an existing technique, and I have to agree. Banned for one cycle.
 
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Vayne

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SM mastery for higher damage; https://animebase.me/threads/mastery-submissions.780592/page-2#post-22129554

(Kage Senpō: Senri Tsūtenshō) - Shadow Sage Arts: Heavenly Passing Palm of the Thousand
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10)
Damage: 110
Description: Combining NE and Shadows, the user surges chakra throughout their body and performs 4 hand seals to manipulates their shadow with an additional helping of natural energy embedded into it. This enables the user to form limbs and constructs of physical shadow that can be used to attack, defend, or supplement their actions. Uniquely, when this variation of shadows clashes with other objects or passively on the user's command, a deafening sound is released, amplified via the NE coursing through it. This sound behaves on a smaller scale of that released in the White Rage Technique, wherein the sound in Senri Tsūtenshō causes a disruptive vibration short range around the clash area that momentarily (1 turn) hinders sustained techniques should their user be in the range, whilst causing paresthesia (20% speed debuff) rather than paralysis. Notably, when released by the user, the sound can be directed at a 180 degree angle, preventing it's effect on allies, whereas in normal clashes it's effects are of a short range aoe. Usable twice, lasting up to 3 turns each. Second usage must be separated by the amount of turns it was active in first usage. No Senjutsu techniques S rank or above the following turn. Self activated sound release is achieved by moving the shadows to clash within itself in a controlled fashion to release the sound, costing 10 chakra.

(Kage Fūinjutsu: Chūsai No Aceso) - Shadow Sealing: Arbitration of Aceso
Type: Defensive, Supplementary
Rank: S
Range: Short - Mid
Chakra: 80
Damage: N/A
Description: Arbitration of Aceso is a sealing technique that combines Yang and Shadow manipulation into a defensive body seal. A Yang infused seal would be placed on the user's body with the kanji of "Aceso", laying dormant until triggered by the user or upon the user losing consciousness, either to physical or mental attacks. Once triggered, the seal would flush the body and shadow with the Yang chakra, rejuvenating the body whilst granting limited sentience to the shadow. The rejuvenation process would flush out any hostile foreign components and heal the user on a physical level up to eighty health points. As for the sentience granted to the shadow, it would momentarily allow the shadow to manipulate the user's movement up to 10 meters away. This enables the shadow to tactfully move the user to a safer or less dangerous position. Said movement would occur at twice the user's speed due to the influx of Yang both to their body and shadow, allowing for a quick repositioning. Notably, whilst moving under the shadows influence, the user can freely manipulate non controlled limbs or simply override the shadows manipulation if needed. Usable twice, although the seal must be reapplied after the initial usage. No Yang or sealing techniques above A rank the turn after the seal is utilised. Seal must be placed on bio or in first post of battle.

(Kage Fūinjutsu: Teiden) - Shadow Sealing Arts: Blackout
Type: Supplementary/Defensive
Rank: A - S
Range: Short - Mid
Chakra: 30 (5) -70 (10)
Damage: N/A
Description: After marking an object or themselves with the kanji of blackout (停電), the user would perform a hand seal and erect a translucent barrier all around the marked spot, with the barrier reaching 10 meters in each direction. The barrier serves to create a zone that favors the user, while keeping the events occurring inside hidden from those outside of the barrier as no physical (sound, smell, vision etc) or chakra cues leak outside of the barrier. Inside this zone a 'dampening' effect is triggered upon it's erection, as the barrier's internal walls will be used to cast shadows across the area in a non-damaging fashion. These shadows can appear in various shapes and forms, typically changing the scenery into a darker foreboding one, but regardless of the iteration of shapes used, a layer of shadow is always produced on the entirety of the ground/terrain itself. This dampening field serves to augment and protect shadow manipulation performed by the user. Protection wise, techniques from energy light producing elements (fire, lightning, light etc) of A rank and lower would be immediately sealed away, preventing their use for both the user and opposition, while higher ranked would be weakened by a rank. Should the user have marked themselves with the blackout seal, their techniques would not be affected, but at the cost of Blackout lasting less. Augmentation wise, the shadows produced in the zone would enable physical shadow techniques used by the user to carry the ability of non-physical shadow techniques, specifically in regards to being hidden when moving across other shadows. This would allow the physical shadow technique to essentially merge with the zone's shadows and move to emerge from a different point to attack the targets. This would be usable once per turn passively, with emerging following spawning rules unless the user is within short range of their target. Blackout when applied to an object lasts for 4 turns, while it lasts for 3 turns if applied on the user. Usable thrice and must be separated by a two turn interval. The S rank variation requires Adv.Fuinjutsu training, and is capable of stopping all hostile light producing techniques which those who have a chakra cost of 70 and below. S ranked variant is only able to be used once. The S ranked Variant only emcompasses the user's short range.

Approved with edits made- Daemon


(Kage Fūinjutsu: Tarutarosu) - Shadow Sealing Arts: Tartarus
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (+10)
Damage: N/A
Description: Created by those who heavily use their shadow in combat, Tatarus is a technique that serves the process of supplementing one's usage of scroll, object, and tag based techniques through the utilization of one's shadow. By tagging the user's shadow with the kanji of Tartarus (タルタロス), it becomes possible to utilize the user's shadow as the medium/vessel of techniques that employ their usage, enabling a more unique approach to their usage that eliminates the need of scroll/tags/objects. Two approaches exist for Tartarus depending on the nature of the original technique. For techniques that are inherently offensive/defensive in nature and deal with the release/unsealing of objects from them, such as the Manipulated Tools/Ink Release set of techniques, they become usable through the user's shadow with an additional cost of ten chakra, subverting the need to carry multiple scrolls or tags. This usage would be passive after the placement of the seal, only costing five additional chakra to the utilize the desired technique, with the user being restricted to two pre-mentioned techniques per usage of Tartarus and said techniques themselves naturally taking a move slot when used. While applicable to techniques such as Fire Release: Exploding Dragon Strike, usage on techniques that are naturally harmful to shadows through light would logically result in the removal of the seal, canceling further use of the technique. As for techniques that don't release and rather uses objects to seal or restrict, such as the case with elemental sealing method or sealing tag, these would constitute an active usage of Tatarus wherein the user would manipulate his shadow to form a replica of the scroll/tag and utilize it through his shadow, costing ten additional chakra to the technique, with the user being restricted to two techniques replicated per usage. While Tartarus serves as an independent technique after it's kanji is placed, the user can also utilize it's effects in the same timeframe of performing other shadow manipulation techniques, costing ten chakra to the cost of the shadow technique, in addition to ten to the technique being replicated. Usable thrice and must be separated by two turn intervals. Scroll/Kanji techniques that deal with releasing objects/techniques must be mentioned in bio, first post, or upon using the technique the first time in battle(if the user has the original scroll/tags/objects). This can only be used with techniques that require sealing tags, scrolls, and physical objects(kunais, swords etc), with the user's shadow becoming the replacement. If the users shadows are completely destroyed or momentarily extinguished (high level lights), the pre-stored techniques would be destroyed as well. Notably, for Fūinjutsu techniques, they can only be chained with B rank or lower Nara clan techniques, or alternatively only B rank or lower Fūinjutsu can be applied for higher ranked Nara technique usages.

Approved with edits made - Daemon


Adv.Fuin training
(Inku Ninpou/Fūinjutsu: Tithonus no supōn) Ink Arts/Sealing Arts: Spawn of Tithonus
Type: Offensive/Defensie/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Through manipulating an existing ink source, either through hand movements or simply drawing, the user would have the opportunity to create a 3 meter large mosquito/fly hybrid (or a swarm of smaller flies, also up to 3 meters size), similar to ink techniques that create animals from scrolls. The creature is capable of flight, administering consecutive bites/stabs/sucks, and laying eggs.

Power: Through utilising it’s proboscis('mouth'), the creature can administer a powerful strike to a target, causing great pain while also taking in some of the targets blood and chakra. Alternatively, the user can have the creature take some of his/targets blood and chakra, in a non lethal manner. When used in a lethal manner, the creature can suck up to 30 chakra points, while delivering A rank damage. When used in a non lethal manner, it can consume up to 60 chakra points. In both cases, any technique the target is sustaining would be prematurely ended, while for the user, it would consume foreign chakra sources first (if any) releasing the user from their deliberating effects. (This can be used two times, lethally, and two time non lethally. However, it’s only usable once on the user) When Power is used on a technique, it would absorb all the chakra in the technique, either cancelling it, or weakening it by 30 chakra while also piercing it with power. The absorption quality stems from combining Fūinjutsu, specifically through the kanji swarm(群れ) which appears as a part of the creature's body. Alternatively, should the user have Adv.Fuin Power can be used on techniques in a non lethal manner to absorb higher margins similar to it's application on humans, but with it's damage being treated as N/A, with only freeform damage being delivered as it pierces.

Life: Only usable after Power has taken place and both blood and chakra has been consumed. The creature(s) would be capable of laying an egg(s), through which a copy version of it would emerge, adding to the overall power of the technique, specifically 10 points per 30 chakra points. This is unusable unless blood is present, and due to it being reliant on power, it can occur in the same t/f of Power, but costing a move. The maximum power that can be increased is 20 points, but it should be noted that each 'Life' usage requires it's own 'Power' usage in which blood is taken. The eggs created would double the amount of creatures on the field, so for a big mosquito/fly only one copy is produced in the first increase. Should the creature be used with Oath Sign variation of ink, it's Life function would occur passively upon consuming chakra.

Rule: It is the creature's control over it's bodily functions and movement. Control wise refers to the ability of the fly to change between it's larger and swarm variations, at a cost of a move. Movement wise it is the combat ability of the fly to move a distance relative to it's body size(1.5x) in a single turn without it costing a move. So for a swarm/fly 3 meters big, up to 4.5 meters distance can be covered in order avoid attacks directed at it, somewhat reflecting the natural illusiveness of flies/mosquitos. Two times per usage the flies can avoid up to mid range away, but at a cost of a move slot.

Usable twice per battle, lasting 4 turns, with a four-turn interval between usages.

Update declined: You cannot go back to old fuuin techniques and update them so they have advanced fuuin effects. - Daemon


(Nano Henkan: Fukkatsu ) - Nano Transformation: Resurgence
Type: Supplementary
Rank: N/A
Range: Short - Mid
Chakra: +10
Damage: N/A
Description: Maximizing the usage out of their microscopic cybernetic composition, the user is able to alter and modify how said composition behaves when performing a Nano Transformation related technique, specifically relating to the addition of rotations into the movement of the NT components. By virtue of these rapid rotations, the affected technique would be capable of producing currents of winds akin to those of the Leaf Dragon God without impeding on the techniques inane functionality. However, unlike in LDG where the currents are the product of a single powerful movement, those of Resurgence are the product of multiple movements rotating in a aligned sequences, typically supplementing the movement of the NT technique.

These currents would be in the form of an 'outwards' rotation which serves to repel objects and as a defense mechanism. Due to the presence of multiple rotations and the NT being highly responsive to the user's commands, the user can control at which points repelling occurs from, preventing any unnecessary casualties. It would repel based on the NT's damage. Naturally this occurs in the same timeframe of utilising a NT related technique/tool, lasting for a turn. Should the NT technique have it's own A.I/sentience, it can perform this technique itself, with rotations being able to last for 2 turns due to the dedicated A.I Usable 4x per battle.

Approved - Daemon
(Kage Fūinjutsu: Teiden) - Shadow Sealing Arts: Blackout
Type: Supplementary/Defensive
Rank: A - S
Range: Short - Mid
Chakra: 30 (5) -70 (10)
Damage: N/A
Description: After marking an object or themselves with the kanji of blackout (停電), the user would perform a hand seal and erect a translucent barrier all around the marked spot, with the barrier reaching 10 meters in each direction. The barrier serves to create a zone that favors the user, while keeping the events occurring inside hidden from those outside of the barrier as no physical (sound, smell, vision etc) or chakra cues leak outside of the barrier. Inside this zone a 'dampening' effect is triggered upon it's erection, as the barrier's internal walls will be used to cast shadows across the area in a non-damaging fashion. These shadows can appear in various shapes and forms, typically changing the scenery into a darker foreboding one, but regardless of the iteration of shapes used, a layer of shadow is always produced on the entirety of the ground/terrain itself. This dampening field serves to augment and protect shadow manipulation performed by the user. Protection wise, techniques from energy light producing elements (fire, lightning, light etc) of A rank and lower would be immediately sealed away, preventing their use for both the user and opposition, while higher ranked would be weakened by a rank. Should the user have marked themselves with the blackout seal, their techniques would not be affected, but at the cost of Blackout lasting less. Augmentation wise, the shadows produced in the zone would enable physical shadow techniques used by the user to carry the ability of non-physical shadow techniques, specifically in regards to being hidden when moving across other shadows. This would allow the physical shadow technique to essentially merge with the zone's shadows and move to emerge from a different point to attack the targets. This would be usable once per turn passively, with emerging following spawning rules unless the user is within short range of their target. Blackout when applied to an object lasts for 4 turns, while it lasts for 3 turns if applied on the user. Usable thrice and must be separated by a two turn interval. The S rank variation requires Adv.Fuinjutsu training, and is capable of stopping all hostile light producing techniques which those who have a chakra cost of 70 and below. S ranked variant is only able to be used once. The S ranked Variant only emcompasses the user's short range. Blackout can be utilized by non-Naras as a direct sealing technique, wherein the zone would only have it's dampening effect and sealing effect, but shadows would not be cast.
 
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Corazon

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( Fūinjutsu/Yoton: Bia no Megumi ) - Sealing Arts/Yang Release: Grace of Bia
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra Cost: ( +40 chakra to Summoning )
Damage points: N/A
Description: Grace of Bia is unique in that it is not a standalone technique but rather a supplementary seal that is passively applied during the summoning process. While performing the summoning jutsu, the user applies this seal to make an adjustment to the sealing script, inserting their Yang chakra into the creature being summoned. In doing so, the user will grant the Summon physical enhancements similar to those provided by the touched based variant of Ring of Hell. This influx of Yang energy will reinforce the summon, allowing it to reduce damage from physical contact by 30 damage points. Additionally, the Summon is able to gain physical alterations to their body, such as wings, additional limbs, etc, though this is limited to one change.

Note: If additional arms, stronger arms, or alterations related to the arm are made, the target will gain an additional +20 to Taijutsu. If the changes target the head, the summon is able to grant a 2x tracking. If leg-based alterations are made, then the target will gain either +4 levels to their base speed or +20 damage to leg-based taijutsu. If changes target the torso, then a universal durability boost of B-rank Ninjutsu immunity is obtained, and if wings or something similar are created, then the summon is able to fly at thrice their speed.
Note: Grace of Bia can only be used thrice per fight and on Summoning techniques that summon a singular creature, with a two turn cooldown between uses.
 
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