Custom Jutsu Submissions

Lord of Kaos

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Please be sure to read the Battle Arena Rules before making a submission.


±± How to submit a Custom Technique? ±±
1. Step One: Pick the Name and Japanese Translation. Use this to help you. Be sure to name the techniques correctly by stating the skill/element/area to which the technique belongs. Don't use Japanese in Kanji form; use standard Romanji instead.
2. Step Two: Chose the type of your Custom Technique.
Offensive/Attack
Defensive/Defense
Supplementary
Weapon
3. Step Three: Rank The Jutsu According to Power and Effects.
E-Rank
D-Rank
C-Rank
B-Rank
A-Rank
S-Rank
Forbidden-Rank
4. Step Four: Put a Range in your Jutsu.
Short Range
Mid Range
Long Range
5. Step Five: Fill in the correct Chakra and Damage points for the rank of the technique
E Rank: 05 Chakra / 10 Damage
D Rank: 10 Chakra / 20 Damage
C Rank: 15 Chakra / 30 Damage
B Rank: 20 Chakra / 40 Damage
A Rank: 30 Chakra / 60 Damage
S Rank: 40 Chakra / 80 Damage
Forbidden: 50 Chakra / 90 Damage
Note: In certain types of techniques, some of the fields (either Damage or Chakra) may not be required to fill, like with the damage of a defensive technique . If that is the case simply put N/A (Non-Aplicable).
6. Step Six: Describe the Jutsu.
Make a brief description of your jutsu and its effects. Don't forget to make it clear and understandable by using proper grammar. Keep it simple and clean. Also, you are required to make a logical explanation of how you achieve the effect of the jutsu. For example, if you have a technique that states "can detect enemy's location" you are required to explain how that is achieved.
7. Step Seven: Resctritions.
Add any restrictions that are deemed necessary for the rank of the technique and its correct use. Usage limit, duration limit, etc. Don't forget to make it logical and simply don't add restrictions in an attempt to make your technique more approvable. Restrictions won't change the fact that your technique may be OverPowered. In terms of logic, it pertains to the correct comprehension of the RP and its skills. For example, a high rank Lava technique would affect your use of Lava and to a minor extent, Fire and Earth but it wouldn't affect your use of Water.
8. Step Eight: Post and Wait for Approval!



±± Template for Custom Techniques ±±
(Japanese Name) - English Name:
Type: <text>
Rank: <text>
Range: <text>
Chakra: <text>
Damage: <text>
Description: <text>
 

Sinthorus

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New Cycle: 25/11/25 - 09/12/25


RULES
The new cycle commences with this post, and concludes precisely two weeks from the given time-stamp. All customs from previous threads that are not checked are considered declined. You may resubmit them in the new threads under the new guidelines found in the first post.
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions once the threads close. Cycles will be open for two weeks and closed for two weeks for checking.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. As of now, you may submit the following: 4 custom jutsu across the CJ/CEJ/CFSJ/CCJ/CD threads and submit one custom field in addition to this. Sage rank members gain an addition submission to allocate where they wish.
 
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Ańbu Juniør's iconAńbu Juniør

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Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22074641
- Updated chakra values to align with the update (Yang Specialist)
- Edited duration to align with new guidelines

(Yōton: Kokū no Zantō - Shinsei) Yang Release: Remnants of the Void - Nova
Type:
Supplementary
Rank: A
Range: Short
Chakra: 30 (-20 per turn)
Damage:
N/A (+30)
Description: Derived from the Power of the Sun technique, Nova is a supplementary technique created by Kōtetsu Inuzuka to empower the physical abilities of his ninken. Through direct physical contact, he infuses their bodies with Yang energy that surges throughout them, increasing their strength and speed and granting them resistance to physical damage. The physical strength boost they gain equates to an addition of +30 to their physical attacks, a x3 base speed increase, and -40 damage reduction from incoming physical attacks. Unlike with Power of the Sun, the ninken aren’t granted passive healing from this technique, and their inexperience with handling Yang energy results in their base speed being reduced by -3 and a damage reduction of -20 from their physical attacks for two turns when this technique ends. Additionally, while under the effects of Nova, Ninken will be unable to merge with their Inuzuka partner.

Notes:
- This technique can be used three times per battle.
- This technique lasts for three turns.


Declined: This needs reigning in to be in line with the current standards even more. For one it's based on power of the sun which is S rank and yours is A rank. It's chakra value is only 30 for some insane buffs to multiple targets. The chakra cost for power of the sun is 30 per turn and yours is only 20 but it's buffing multiple targets.

Then to the actually buffs. 30 damage, x3 speed and 30 dr on multiple targets. The only cannon yang tech to buff on contact is Ring of Hell. This is buff +20 to tai, +2 speed levels, x1.5 tracking and -15 of physical clashes. The better version is x2 tracking, +4 levels to their speed to +20 damage and fly at 3x their speed.


With all this in mind through the cannon techniques, what you're aiming to achieve here is way beyond that and either needs bringing in line with the cannon or greater drawbacks. You have no limit on how many you can effect either.

Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22122727
- Updated chakra values to align with the update (Yang Specialist)
- Edited duration to align with new guidelines

(Yōton: Kokū no Zantō - Nisshoku) Yang Release: Remnants of the Void - Eclipse
Type:
Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-20 per turn)
Damage:
N/A
Description: The user performs three handseals and releases Yang energy in an outward surge up to 180 degrees in a given direction, giving off a faint yellow glow and radiating a soft warmth that permeates up to short range. Used as a defensive measure, the energy released by this technique serves to burn away entities or objects, such as tools and spiritual parasites within range that are produced through the use of Yin Release by overloading them with Yang energy, which can be achieved as long as the chakra used to create the entity is less than that which exists within this technique. Especially useful against techniques that seek out and feed upon Yang-based energy, when faced with such a technique of equal chakra cost, Eclipse will prevent the user’s chakra from being drained and stop spiritual parasites and tethers from latching onto the user and allies within the technique’s range. While active, the user cannot use Genjutsu, Yin release, Yin-Yang release, or any non-elemental ninjutsu (including special fields like Fuuinjutsu).

Notes:
- This technique lasts three turns and can be used twice per battle.
- This technique requires a three-turn cooldown upon expiring.

- The user is unable to use Yang Release techniques above A-rank for two turns after this technique expires.

Approved

Updating: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22128613
- Updated chakra values and S&W to align with the update (Unspecialized)
- Edited duration to align with new guidelines

(Inton: Kokū no Zantō - Eisei) Yin Release: Remnants of the Void - Satellite
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40 (-20 per turn)
Damage: 80
Description: Inspired by the ‘Night Parade of a Hundred Demons’ folktale, this technique allows the user to create their own small hoard of imaginary creatures. After performing three handseals and releasing a surge of Yin energy throughout their body, the user can create up to five creatures from their imagination or mimic the form of a beast from memory. Reaching the same size as the Phantom Dragons, these entities can act independently, have a strength over Elemental Ninjutsu, neutrality to Ninjutsu fields, a weakness to Senjutsu, and possess -20 damage reduction from Spiritual techniques. The user cannot use Yang Release or Yin-Yang Release techniques while this technique is active.

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

Declined: I'm not sure why a spiritual entity should get a 20 DR from spiritual techs. The strength over elemental nin isn't in effect yet. Both ideas in the update say "likely to be updated" and "may change". I'd rather you remove that bolded from the jutsu as then it will automatically fall in line with the final decision made.

"In addition to that, Y/Y will likely be updated to be strong to Ninjutsu and equal to Senjutsu. This may change to a Strength over elemental ninjutsu and neutrality to Nin fields and Weakness to Senjutsu, but I'm going over the natural energy options first."
 
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Gutsy

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(Suiton: Ruten Genmatsu): Water Release: Phantasmal Drift Current
Type: Supplementary / Defensive / Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user performs the Dog → Ox → Horse hand seals and releases a surge of chakra that disperses their body into hundreds of shimmering water droplets, erupting in a harmless omnidirectional wave. As the wave washes past the intended target, the scattered droplets rapidly pull together and reform into the user along with three identical water copies. These copies appear in a circle around the target with their katanas already drawn, striking instantly and sending slashing streams of water across the target’s body. At the same moment, the true user silently materializes in the target’s blindspot and synchronizes their cut with the three copies, creating a coordinated four-directional strike. The user is unable to use any other jutsu until they have fully reformed.
Note:
- Usable twice per battle.
- Must wait a turn before using again
- No Water techniques of A rank or above next turn

Approved - Made some edits.


(Fūinjutsu/Yōton: Ākēn Wādo) – Sealing/Yang Release: Arcane Ward

Type: Supplementary / Defensive
Rank: S
Range: Self / Short
Chakra: 60 (-15 per turn to sustain)
Damage: N/A
Description: Yang Release: Arcane Ward is a high-level defensive seal that manifests a living barrier of pure vitality around the user or an ally. The seal is placed as Kanji 奥義 (Ōgi) between the users shoulder blades, however due to its limited sentience, the seal moves along the users body like liquid to intercept an incoming attack. It forms as crystallised Yang chakra and the barrier looks like liquid glass and radiates a soft warmth, as it only solidifies and becomes tangible once it defends the user, prior to that the barrier is invisible. The barrier has limited sentience, autonomously interposing itself between the user and incoming attacks. Unlike static or one-time use defenses, the Arcane Ward is alive and it reacts to incoming attacks. The Arcane Ward absorbs incoming attacks, and it distributes an attack impact evenly through its surface until it reaches its limit. Each turn, the barrier regenerates 20 health, mending its structure using the user’s chakra. The strength of the Arcane Ward is represented by a health pool of 120, which cannot be exceeded, and when the barrier is reduced to 0 health the seal becomes dormant and the barrier disappears.
Note:
- May be cast once per fight.
- Seal must be placed on the Biography.
- The Seal has limited sentience, activating on its own, albeit at the cost of a move.
- Cannot coexist with Yang Release: Power of the Sun or Yang State.
- No other Yang Techniques can be activated in the same turn.

Declined: This does way too much for a single single. If you're submitting a body seal, you need to link to show you have advanced fuuin. Now to the actual decline. The orange wouldn't function in the way you want it to. If the seal is on your body, and it distributes the impact across the surface, eventually it will end up on the surface of your body. Secondly, a barrier doesn't heal, it reforms. It shouldn't have a health pool but a durability limit. 120 is too much. For example, Susanoo in it's complete form is 90-100. The one tailed beast's protection after completing 15 missions ish is 60. You need to bring this down to a reasonable level and a mechanic that actually regenerates it, like the cost of a move per turn as it draws on your own chakra. It is still an S rank and you have it lasting indefinitely too which doesn't fall in line with the jutsu submission guidelines. I would advise on how to make it approvable, but it needs to be drastically changed.

(Yōton/Suiton: Ryūsui Kasō) | Yang/Water Release: Dragonfly Swarm

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 60 (- 20 per round)
Damage: (+ 30 damage per round)
Description: Dragonfly Swarm is a Water Ninjutsu that causes a large swarm of small dragonflies infused with Yang Energy to continuously rise from the water, dew, or moisture in the air, across the entire battlefield, sustained by the continuous presence of water. Executed through the manipulation of the battlefield, the user crafts lifelike dragonflies of water that rises across the entire battlefield, creating a swirling storm of water and mist resembling a swarm of small insects. This technique not only batters and injures targets (30 damage per turn, for a total of 120 over 4 turns), and obscures their vision like a sandstorm, but also possesses unique properties from Yang Release. Each round within the swarm’s influence, the dragonflies emit Yang Energy. This energy inflicts an effect much akin to the White Tiger technique, burning away the target’s chakra (10% of target’s total chakra per turn). Additionally, these dragonflies do not harm the user or their designated allies, as they specifically fly out of their way.
Note:
- Usable twice per battle.
- Remains on the field for 3 turns unless destroyed.
- No other Yang Techniques can be activated in the same turn.
- No Water or Yang techniques of S rank or above next turn

Declined: First of all, the chakra value is incorrect as you need to read this RP Update [x]. The chakra value will be 40, and scale up should you specialise in that field, the same with damage. You say this "causes" a large swarm of dragon flies but I'm assuming you mean you create those that are made out of water? All around the battle field would need a limit that falls in with "Can extend up to 30 meters". It can only last 3 turns too as you can find here [x]. As for the technique as a whole, you want a 4 turn technique that constantly damages, blocks vision, takes 40% of the user's chakra. It's way too much. Scale this all back and read the updates I've linked.

(Kitsutsuryū: Mizu no Kata) | Demon-Slayer Method: Water Stance

Type: Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A
Description: Demon-Slayer Method: Water Stance is a unique stance and sword style that adopts a stance based on the flow of water, this stance and movements become freeflowing, removing thoughts that delay movements, the users movements start to take the fastest route and one of the least resistance to the body, similar to that of a river carving its way through a valley. The force of the water is neither overbearing nor too weak, resisting where necessary and taking a new path when needed. This in turn equates to the user emphasising fluid movements, pressure and seamless transitions, and slipping around defenses through speed and flowing motion rather than force. This stance is an innate ability that allows the user to constantly be in this stance, including at the beginning of a fight (passively), albeit it is required to be noted in the biography. This stance grants its user enhanced reflexes and movement in close-quarters-combat, giving them a x2 speed and tracking while performing close-quarters-combat techniques and fighting in close combat.
Note:
- To enter a fight already in this stance, it must be stated within the biography.
- The technique can be entered or stopped passively at any moment.
- The technique can be used 5 times per fight, lasting up to 4 turns.
- Must wait one turn before entering the stance again

Declined: If you're going to cause your body to be effected in any way you need a the very least a chakra cost. It also it shouldn't increase your tracking as it's increasing your reactions in the way your body moves, which would fall under your speed boost.
 
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Zatanna

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updating https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22062556
Yoton: Keiken'na tetsu no te | Yang Release: Godly Iron Hands
Type:
Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 100 (-50 per turn)
Damage: 100/120 with elements
Description:
Given the nature of Yang, capable of being able to create flesh and vitality from the users flesh, as well as being able to increase the vitality and strength of the user, this technique could be considered the pinnacle of Medjutsu mastery combined with Yang Release. By channelling Yang chakra around their body, the user grows 4 extra arms, although much larger than the users current arms. Comparable to the Akimichi partial expansion jutsu combined with the Yang Release Ring of Hell, these arms are completely connected and part of the user. These arms however are powered completely by Yang Release, coated with Yang chakra causing the arms to have a -30 damage reduction. Should these arms block the user from a technique, the user will still take damage from their health pool. The advantage of these arms is that they allow the user to channel elements into each fist, (up to a max of 2 different elements at a time) to allow the user to perform elemental nintaijutsu with their taijutsu. As the arms themselves are connected to the user they can be used like normal arms should the user require, capable of performing handseals or other taijutsu moves the user has access to.
Each attack with these arms counts towards one of the users moves per turn. Can only attack twice per turn max.
This technique however doesnt come without drawbacks.
Note: Technique can only be used once per battle and requires 50 chakra points to maintain. While this technique is in use, the user cannot use any non-elemental ninjutsu, Yin Release, or Yin-Yang techniques.

-changing to allow for multi element use if user has Yin or YY.
-adjusting chakra/damage values for new system

Yoton: Keiken'na tetsu no te | Yang Release: Godly Iron Hands
Type:
Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 40 (-25 per turn)
Damage: 80
Description:

Given the nature of Yang, capable of being able to create flesh and vitality from the users flesh, as well as being able to increase the vitality and strength of the user, this technique could be considered the pinnacle of Medjutsu mastery combined with Yang Release. By channelling Yang chakra around their body, the user grows up to 4 extra arms, although much larger than the users current arms. Comparable to the Akimichi partial expansion jutsu combined with the Yang Release Ring of Hell, these arms are completely connected and part of the user from the shoulder-blades then transform from the elbows down into chakra, either elemental, Yang Energy or another ability/element the user can produce (eg M-Peacock, Bijuu abilities, applicable KG like blood etc). The user can only choose one of these however should they have access to Yin or YinYang then they can choose a second option akin to channeling two elements at the same time. These arms however are coated completely by Yang Release, causing the arms to have a -20 damage from technique interactions (following S/W interactions). Should these arms block the user from a technique, regular damage interactions will occur and if the arm is completely overpowered then it will be destroyed. The advantage of these arms is that they allow the user to perform elemental nintaijutsu with their taijutsu or perform attacks with the arms themselves. As the arms themselves are connected to the user they can be used like normal arms should the user require, capable of performing handseals or other taijutsu moves the user has access to. Any BODY related techniques used through this technique will gain an additional +20 damage.
Each attack with these arms counts towards one of the users moves per turn. Can only attack twice per turn max.
This technique however doesnt come without drawbacks.
Restrictions:
- Technique can only be used once per battle and requires 25 chakra points to maintain. While this technique is in use, the user cannot use any elemental ninjutsu (excluding the element used in the technique), Yin Release, or Yin-Yang techniques.
- After using, the user cannot use any S rank and above Yang techniques for 2 turns.

Declined; Read
[here]

- Sinthorus


new submissions:


Aka Fuhai: Sekiyoku | Scarlet Rot: Vermillion Wings
Type:
Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20)
Description: Releasing the rot from the body while performing two handseals, picks up surrounding blooming life while channeling it through their back and from their creation unfurls a pair of large wings (design up to users discretion). These wings allow the user to fly, moving at twice their regular speeds. Each flap of these wings scatters Scarlet Rot below them, causing more Rot to be spread about the battlefield. These wings can act as a substitute for the user instead of a fan, blowing gusting winds and being a source for their Wind Ninjutsu, however as the rotten wings themselves are made from the Scarlet Rot, the users Wind ninjutsu therefore gains an additional +20 damage with Rot infused and empowering Wind Release techniques. In an emergency, the wings themselves can act as a shield, sacrificing them as a defensive technique like a barrier to protect the user at the cost of ending the technique.
Restrictions:
-Can only be used three times, lasting for 3 turns each
-Can not use Scarlet Rot above A rank 1 turn after ending
-Can not be used for 2 turns after ending.

Declined.

First bold: What do you mean by regular speed? If its base speed, please say so to avoid confusion.

Second bold: If the Wind is infused with the Scarlet Rot, I'm assuming those techs are capable of infecting opponents with the Curse of Rot based on the wording, in which case you're gonna have to decide if you want that effect or the boost to Wind. Also, if you go with the boost, it'll need to come with an additional chakra drain, and the boost will only apply to Wind techs used directly from the Wings.


Aka Fuhai: Rinsen no Hari | Scarlet Rot: Lotus-Corroding Needle
Type:
Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user makes three handseals and then concentrates an large amount of chakra into a small amount of Scarlet Rot to create a thing needle like creation, capable of varying in size between a finger to the size of ones forearm. The needle is charged with Scarlet Rot and launched like a dart to break through physical barriers into long range. When hitting physical objects, Rot is left behind infecting and beginning its process to destroy from within. When reaching its target, the needle explodes, blooming in a shower of Rot, causing a small ranged explosion of Scarlet Rot and infecting those within.
Restrictions:
-Can only be used twice
-Can not be used for two turns after its use
-Can not use A rank and above Scarlet Rot techniques for a turn after using.

Approved, with an edit. Keep in mind it'll only infect opponents if it's not completely destroyed.

Aka Fuhai: Kekkai Koro | Scarlet Rot: Field of Blooming Decay
Type:
Supplementary
Rank: B
Range: Short-Long
Chakra: N/A - +10 active portion
Damage: N/A
Description: This technique is both a passive effect and an active application of the passive effect, one that involves corrupting and destroying the battlefield to create new sources of Rot. As Rot can bloom new life and destory almost anything organic unless explicitly burnt away, every Scarlet Rot technique used will create pools and sources for new Scarlet Rot to be used from that the user can control and manipulate. This still respects spawning rules, unless the user is within close range of the opponent or within 5m, they cant create anything within that same distance, however it allows the user to create new and different points of attack that could come from different places on the battle field.
The active portion of this technique however is when applied to techniques that come from the user themselves after forming a handseal, corrupting the ground the stand on, letting the Rot spill out and grow from where they are. At the cost of a move within the same timeframe, the user can infuse a Scarlet Rot technique with an extra 10 chakra to cause a bloom of Rot beneath the user. This starts at 5 meters, and with each subsequent application, increases an additional 5 meters. Should the user move from the spot they are on to new ground that is not corrupted, then it will start again at 5 meters.
Restrictions:
-Can only be used 4 times
-Requires 1 turn in-between each usage
-Must be placed on Bio or at start of battle

Declined. I can't allow this considering the Curse of Rot, this is way too abusable with Scarlet Rot.
 
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Sinthorus

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Updating/resubbing

Made the changes from the last check.

Frostmourne
Type: Weapon
Rank: S
Range: Short-Long
Chakra: -5 per turn
Damage: +20 (Blood/Rot)
Description: Frostmourne is a unique sentient weapon that is bound to the user through the runes etched into the blade. Within these runes is the user's blood corrupted by the rot that flows through them, binding it to the one that wields it. Frost Mourne is a 2 foot long blade with an intricate hilt decorated with skills and runes carved into it. The blade is broad with a series of runes running through the middle of it. Frostmourne is a sentient blade with a mind of it's own being infused with yang. Should another try to hold it, blood spikes will shoot out of the handle dealing 30 damage. This blade resonates chakra into the user empowering their Blood Release abilities and their use of the Scarlet Rot techniques. These fields have their jutsu infused with an additional 10 chakra, improving their damage by 20.

Death Strike: The unique ability of Frostmourne is an ability called "Death strike". The user will swing Frostmourne releasing waves of semi sentient plagued blood (this carries the user's blood mixed with the rot that flows through their body). The user can release thin slashes or large waves that reach up to mid range. Should these waves come near an ally of the user, the corrupted blood will part, passing over them leaving them completely unharmed due to the sentient nature. Should an enemy be hit by these waves, they would be inflicted by the Curse of Rot.

Note:
Death This can be used 2 times per battle with 2 turns between uses. It is A rank (30 chakra/60 damage). If used, the user is unable to use blood/Scarlet jutsu above S rank in the following turn and no yang techniques above S rank in the following turn.

± Approved, edits made. ±


(Aka Fuhai: Nāguru no shukufuku, Shi to suitai) Scarlet rot: Blessing of Nurgle, Death and Decay
Type: Supplementary
Rank: B
Range: Short
Chakra: 10 to the jutsu applied to
Damage: +15
Description: This is an infusion technique used passively with a single handseal as the user releases a blood technique from their body. As they release their blood for the technique, the scarlet rot from their body will be infused into the blood, having the sand like substance running through it corrupting their blood. This will increase the chakra within the blood technique by 10 while increasing the damage by 15. Due to the Scarlet Rot being infused into the blood, this will carry the curse of rot within the blood technique. Through the user's chakra control in the technique, it will prevent the rot from decaying the blood making up the jutsu as the rot flows through their body within their blood normally.

Note: Can only be used once per turn up to 5 times per battle.
Note: Can only be used once every other turn.

± Approved. Edits made to range and clearly outlined that it's an infusion technique. ±


New Submissions:

(Aka Fuhai: Nāguru no Shukufuku: Norowareshi Ranman) Scarlet Rot: Blessing of Nurgle, Blighted Efflorescence

Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( - 10 per turn )
Damage points: N/A
Description: The user releases a surge of chakra to transform their entire body into a cohesive mass of Scarlet Rot, assuming. Should anything come into contract with their body in this form, they will be infected with the Curse of Rot. In this form, user can burst into a rapidly spinning, infectious Rotting Cyclone. This Offensive/Supplementary technique allows the user to swiftly traverse long distances across the battlefield while continuously releasing a plume of spores and corrosive matter (moving at their base speed), which instantly inflicts the Curse of the Scarlet Rot. While in this form, the user is invulnerable to standard physical attacks based on damage interactions, but is restricted from performing other techniques, and remains highly vulnerable to specific counter-elements like intense fire or powerful purification jutsu that can disperse the rot, causing damage and forcing a sudden reversion.

Note: Requires 2 hand seals and can only be used 3 times per battle. The user can stay in this form up to 3 turns with 2 turns between uses.

± Declined. Short range as you're only transforming your body into Scarlet Rot. Clarify if this allows you to travel on the ground, flight, or how do you move in this form? You say restricted to other techniques, do you mean outside of Scarlet Rot, or in general? Need some clarity on this one. ±


(Aka Fuhai: Nāguru no Shukufuku, Donshokuna Shingun) Scarlet Rot: Blessing of Nurgle, The Gluttonous Advance
Type: Defensive/Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: This S-Rank jutsu harnesses the Yang Release to grant a destructive, biological sentience to the Scarlet Rot, weaponizing it for long-range mass corruption. The user initiates the technique by violently surging a massive quantity of Yang-infused Chakra through every part of their body, causing their body to pulse with crimson energy. This energy acts as a catalyst for a massive, near-instantaneous expulsion of infectious rot that explodes outward up to 30 meters in a colossal, creeping wave, inflicting a base damage of 80 upon initial contact.

The key feature is the Rot's Sentience: The concentrated Yang-Chakra imbues the rot with a predatory will, causing it to become a semi-sentient plague that actively seeks out and corrupts all non-allied organic life. This tracking infection aggressively bypasses terrain and obstacles, targeting the chakra signatures of enemies while completely ignoring allies.

Any enemy caught in the initial burst is instantly and severely afflicted with the Curse of the Scarlet Rot, which deals an additional +20 damage per turn. The rot attempts to burrow into the enemy's body, utilizing the Yang influence to accelerate the target's internal decay and rapidly exhaust their stamina, increasing the damage they take from the curse of rot by +5 per turn.

Note: Can only be used 2 times per battle with 2 turns between uses. Requires 3 hand seals.
Note: No Yang or rot jutsu above A rank in the following turn.

± Declined. The Curse of Scarlet Rot states; Those who make use of Scarlet Rot are capable of inflicting 10 damage per turn for four turns to those afflicted by it. Not sure where the +20 damage per turn comes from, cause you do mention a +5 damage per turn as well? This also needs to have more restrictions outside of the hand seals and durations as per the new guidelines for S-ranks. Also, this needs to be labeled Yang/Scarlet Rot technique. ±
 
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Kooljay 🥈

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(Magen: Metsubō no Senkō) - Demonic Illusion: Extinction Flash
Rank
: A
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: This is a powerful genjutsu created to be used in conjunction and in the same timeframe with the Lightning Illusion Flash of Lightning Pillar technique. After weaving 2 hand seals as the Lightning Illusion Flash of Lightning Pillar jutsu is being used, the user entraps those who see light in a genjutsu. They will perceive the blinding light to flicker rapidly and randomly in the genjutsu. This triggers symptoms of illusory photosensitive epilepsy within the target. They will lose total control of their body. From their perceptions they will drop to the ground as their muscles painfully contract out of their control randomly jerking and paralyzing them, their breathing rapidly increases, and they will bite through their tongue causing them the traumatizing painful experience of drowning in their own blood. In reality the target is laying on the ground drooling and not moving. As this jutsu can be used on all that see the light it is capable of trapping multiple people within a single use of the jutsu. Although in doing so its power is diluted and diminishes the more people are trapped.

Note: Can only be used 3 times max
Note: Can only be used once every 2 turns
Note: Can only be used by those taught by Kooljay

Declined: First of all, the cannon technique is a medium for any illusion that you don't need to specifically mention. You could say this initiates after any form of flash. If you re read the cannon technique it will help clear this up.

Secondly, this technique doesn't really work in the way you want it too. Not everyone would react the same to flashing lights. People with epilepsy react to different patterns of light or intensity that causes the reaction in their neurosystem. In short, flashing lights wont trigger fits in all like this.

Now for the illusion side, you can't force a person's body to act in a certain waya like fall to the ground in that sense. You can manipulate their senses to create certain situations where their mind believes it to be real. If you had an illusion where something in it physically forces them to ground, it might be more logical. As it stands right now, it's not.

Advice: You could refine this as an after effect illusion. What I mean by this is you activate this gen when they have seen a flash and then it constantly causes them to see flashes hindering their reactions and sight?





(Katon: Taimatsu) - Fire Style: Torch
Type
: Offensive/Defensive
Rank: S
Range: Short-Mid (Long range upward)
Chakra: 40
Damage: 80
Description: The user weaves 3 handseals before grasping their sword and concentrating a large amount of Katon chakra into the sword. They will then slash forward unleashing their chakra from the blade in the form of a cyclone of fire. The cyclone has a a radius of 10m, but reaches long range(30m) into the sky. The flames are dense thus having the solidity property of the Fire Release: Great Blaze Ball and Fire Release: Dragon Flame Release Song techniques making the jutsu difficult to penetrate.

Note: Can only be used 2 times max
Note: The user cannot use katon jutsu above S rank for 1 turn after using this jutsu.
Note: This jutsu can only be used once every 2 turns
Note: Can only be used by those taught by Kooljay

Declined: Look at the bold for one. Who actually uses F rank jutsu these days? That's a filler restriction. ANd the last one is quite obvious as only you can teach your customs. As for comparing them to cannon techniques, are you just saying they are solid and can punch through obstacles? One of the techniques says "However, this also means that they can be deflected as a solid projectiles.". So does this apply to your technique too? Just need some clarity on what you're aiming for.

In case you weren't aware too, there is a cannon technique, that doesn't need handseals, where you swing your sword to create a wall of flames:


( Kumo-Ryū Kaengiri ) - Cloud Style: Flame Slash
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user imbues their blade with fire, before slashing in the direction of the desired enemy, resulting in the creation of large arcs of intense flame that follow the trajectory of the previous swing. A skilled user of this technique, is capable of surrounding their immediate area with a circular wall of these flames, incinerating multiple targets even if they approach from numerous angles simultaneously.

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(Jiton: Satetsu no Jutsu) - Magnet Release: Iron Sand Technique
Type:
Offensive/Defensive/Supplementary
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: 20-80
Description: The Iron Sand Technique is the versatile usage of Iron Sand for offensive, defensive, and supplementary purposes. After weaving the handseals needed: 1 for B rank, 2 for A rank, 3 for S rank, the user commands Iron Sand from the environment around themselves manipulates it with their Magnet Release Chakra for the purposes of attacking, defending, restricting, etc. The jutsu’s full capabilities rely on the user’s creativity when manipulating Iron Sand.

Note: Can only be used by those taught by Kooljay
Note: The max range of the jutsu is as follows correlating with rank: 5m, 10m, 15m, 20m, and 30m
Note: B, A, and S rank can be used a max of 5, 3, and 2 times per match.
Note: If B, A, or S rank is used, this jutsu cannot be used the following turn.
Note: If S rank is used, that turn if another iron sand jutsu is to be used that turn it much be A rank or below


Declined: Generic multiranked techniques that basically allow you complete control over a field like this will not be approved. The exceptions are stuff like CE and CCJ where the number of available slots are limited. A jutsu for a cannon field that lets you basically do anything you want with it, is a no.

- Sinthorus




(Jiton: Denji Rēdā no Jutsu) - Magnet Release: Electromagnetic Radar Technique
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-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 weaves 2 handseals, molds Magnet Release chakra, and emits the chakra in the form of weak electromagnetic waves from their body throughout their environment up to 20m. 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 3x.

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: Can only be used 3 times max and Lasts 3 turns max
Note: When this technique ends, it cannot be reactivated for one turn.

Declined: While this is a cool refined concept that I can be viable, it is too similar to an existing technique that belongs to Alternative: (Jiton: Sessei no Inori) — Magnetism Release: Prayer of Temperance

With his permission, you can resubmit this as it has some slight differences.
 
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El Alucard 🥉

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Genjutsu: Reddomirā, Burūmirā | Illusion: Red Mirror, Blue Mirror
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs 3 hand seals, sending their chakra into the target's mind. The target begins to perceive their own actions as flawed and in trying to correct their action they actually end up making it worse, causing them to make a fault which then enforces the idea that they are doing everything wrong, which in turn causes them to overcompensate and fix, which leads to more mistakes and the cycle just continues getting worse with every error. It starts small, the disorientation disrupts precision and fine motor skills, clumsy movements. These minor miscalculations are actually just caused by slightly altering target's perception of their surroundings , a rock they might’ve seen on the left side might now be on the opposite side, 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 due to seeing the opponent there. 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, a slight deviation of a finger, a hair's breadth too far, results in misfires or unintended detonations of techniques. The sensation intensifies with every "error", getting so bad that the opponent begins to hesitate their every move and decision and, ultimately, resist movement altogether. Frustrated by the pervasive sense of error, they even reach a point where they refuse to breathe because they thing they are doing even that wrong, leading them hold their breathes in trying to correct the "error" and fall unconscious (happens 4 turns after being placed under the illusion).
Note: Can be used thrice per battle.
Note: Has a cool-down period of 3 turns.

Declined: While you have some unique applications to your illusion, it is a bit too broad in a sense and parts of it infringe on existing techniques. For example, this part ", a rock they might’ve seen on the left side might now be on the opposite side" is inverting senses which is part of an existing genjutsu approved for Perry iirc. It also doesn't fall in line with the initial premise you submitted. The aspect of fine motor skills and misjudging due to your basic senses lacking refinery is a fine concept. It will be approvable if you refined that, though that doesn't flow with the flipping directions, which is also an already approved gen. You also need to say how this impacts them in an actual fights. Refusing to breathe will never happen too.


(Katon: Enbu no Tsubaki) | Fire Style: Camellia in Flame Dance
Type: Offensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: Immediately after an explosion, the user does the Tiger → Ram → Dragon → Bird handseals and extends their hands and seizes the flames/heat of the explosion with precise chakra control. They then compress this volatile energy into a rapidly shrinking orb of immense pressure and scorching intensity. As the sphere shrinks, its internal heat and force increase until it reaches the size of a football, at which point it explodes in a catastrophic blast far stronger and hotter than the original explosion. An opponent caught in the initial blast and trapped inside the forming orb is rendered completely unable to move, crushed by the rapidly increasing pressure and seared by the rapidly increasing heat. What's more, their body is reduced to absolutely nothing before the orb even bursts, leaving not even ash behind. Any technique they try from within is immediately extinguished; water instantly evaporated, earth melts, lightning and wind simply enhances the technique adding 10 damage to it, overwhelmed by the crushing force and blistering temperature within orb.
Note: Can only be used 4 times per battle.
Note: Requires a cooldown of 2 turns.
Note: Can be used on any explosions/implosions that release heat or flames
Note: No Fire techniques of S-rank and above in the same turn.

Declined: See
[Here]

S-Rank Techniques
  • Requires 4 in MIND/BODY/SPRT
  • Can boost +20 Damage/1AP or -20 Damage/-1 AP max ( AP reductions only if skill allows for it )
  • Can boost speed or tracking x3
  • Can extend up to 30 meters
  • Can only be used 2 times max and Lasts 3 turns max
  • Must have at least 3 hand seals
  • Must have 2 Restrictions other than Duration ( Handseals not included )
 
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Lucidus

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Azure Storm Spear | Ao arashi no yari
Type:
Weapon
Rank: S
Range: Short
Chakra: N/A (+10)
Damage: N/A (+20)
Description: The Azure Storm Spear is a masterpiece forged by one of the greatest blacksmiths of ages past. Said to be crafted from the remains of an azure dragon, it is a total of 9ft long and considered indestructible. The weapon takes the form of a qiang-style spear with a long, sword-like blade. Its shaft, which is approximately 6ft in length, is wrapped in a blue pelt, with a flowing blue ribbon tied just beneath the blade which extends about a foot down. The spear’s design makes it versatile, suited for a wide range of polearm and sword techniques, such as bisentō, halberd, and kenjutsu styles.

1. Draconic Might - True to its draconic origin, the Azure Storm Spear channels immense power, enhancing any polearm or kenjutsu technique performed through it by +1 rank or +20 damage and +10 chakra. This is possible through the weight and length of the Qiang Spear, allowing it to pack much more power and leverage in its blows, while to the user it feels like the weight of a regular spear due to the weapon sharing a chakra connection with its user. Should anyone else try and hold this weapon they will find it nigh impossible to lift.

2. Draconic Link - The Azure Storm Spear is said to house the spirit of the azure dragon from which its materials were taken. Whether this is true is unknown. The spear is able to absorb chakra from the user, and up to short range around him up to a max value, capable of holding up to 100 chakra at any one time, whether this be their own or foreign chakra. Absorbing foreign chakra costs a move to perform, however it can be used in the same time frame as another technique, when it does, it automatically breaks any genjutsu or fuuinjutsu affecting the user by absorbing the full chakra value within the users system or around them, should it be foreign chakra, or if it absorbs the users own chakra, it causes a chakra spike, and stores the absorbed chakra within the spear. The chakra spike caused through the user's own chakra being absorbed by the spear is equivalent to an S rank elemental surge, as such genjutsu release goes by elemental surge rules.

Restrictions
- Absorbing foreign chakra can be done twice per battle
- Absorbing the users own chakra can be done twice per battle
- There is a one turn cool down between absorption usages.
- The user can only absorb foreign chakra once per turn

Draconic Perception - It is said that the spirit of the Azure Dragon grants not only power but sensory beyond normal limits. Able to be activated passively, taking 10 chakra per turn, the wielder may awaken Draconic Perception, an A rank technique enhancing and extending the user's basic 5 senses equating to a 3x tracking increase. While active, the wielder’s perception expands into a draconic like awareness, able to sense and see chakra signatures within a wide radius, regardless of concealment, suppression, or misdirection. Things that contain chakra appears like seeing a translucent color with a thick bolded outline, and by extension the user becomes able to smell, taste, feel, and hear chakra. The wielder can distinguish the general strength and nature of these chakra sources, each having a particular distinguished feature that allows each sense to accurately perceive them. This allows the user to perceive hidden enemies, detect clones, or pierce through environmental obstructions that contain chakra such as mist through sight alone or a combination of his other heightened senses. In the case of ‘hearing’, this sense is relatively unique, not only does it enhance the hearing, but it allows the user to hear on a unique frequency, allowing them to hear the ‘existence’ of chakra, should it be mobilized or not. This allows them to hear the chakra within someone and when it's being used, sounding like different pitch changes to the user which allows them to tell the difference between how chakra is being used, or just hearing the chakra inside a person.

Restrictions
- Dragon’s Perception can be used 3 times per battle, lasting 3 turns each activation.
- 1 turn cooldown between uses starting from when ‘Draconic Perception’ ends.

Qiang Styled Spear (Not to scale)
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Declined: Firstly, we don't allow indestructible weapons anymore. The Draconic Might is fine as an ability. Saying it couldn't be lifted could be a stretch though. Being able to just absorb chakra around you is a stetch especially when it's 100 chakra. The reason I say this is fuuin itself draws in chakra based on chakra value, so 40 chakra seals/absorbs 30 chakra. Even with advanced fuuin that I believe caps at 70 chakra would only seal 70 chakra. So the scaling of that really needs drawing in. Based on the restrictions I'd say the ability is S rank so would be 40 chakra at a time. It can hold 100 chakra where the 2 uses is 80 chakra then can draw 10 chakra from you as you stated. Absorbing in the same timeframe will be a hard no. That's hard to justify even with a sentient weapon of which you'd need yang to make. The spear absorbing chakra doesn't relate in any way to why it would break a seal or a genjutsu. To break a genjutsu you would need a surge of chakra through your body. You don't say the spear absorbs the chakra and distributes it into you, so there is not mechanism that actually breaks the gen. The whole Draconic Link needs rewording to make sense and drawing in to be logical within our rp.

After these above effects, where you have a damage boost, an absorbing then breaking gen and fuuin on you, to add more effects is way too much for one weapon. So the last sensory bit even before reading it is too far. You've just given yourself the cannon sensory, through a weapon but increased the tracking to x3. This is a lot better which I can't allow in a weapon with no true justification along with all the other abilities this has. Reign this in, A LOT.


(Ashura no Gi - Ashura no Ma no Gentei) - Asura’s Blood Armor
Type:
Weapon
Rank: S
Range: Self
Chakra: N/A (+10)
Damage: N/A(+20)
Description: Asura’s blood armor is an armor made of crystalized, solid blood combined and mixed with rare precious metals, using mysterious forms of alchemy to combine and give the armor its miraculous effects, making the armor indestructible and unique. The armor is akin to a symbiote, one without any sentience, due to this the armor is bonded with its user. The armor covers the user from the neck downwards, and is a mix of pitch black and crimson red embellishments, it seems to have a mixture of a metal and cloth, although this cloth is in actual fact just a flexible form of solid blood. The plates of armor interlock down the abdomen and appear seamlessly as one piece, which also encompasses the legs, while the fabric looking portion is around the waist flowing downwards to the bottom resembling a robe. The armor acts as a blood source and allows the user to use blood techniques directly through the armor, originating from the armor, like an extension of himself.

Bloodbond - This armor increases the strength of the user's ketsuryugan and Taijutsu techniques by +20 damage and +10 chakra. This is due to the armor being made out of an Asura’s bloodline, a type of demonic deity which holds a strong connection toward blood manipulation and slaughter, holding an inherent strength. Blood techniques which would normally come straight from the user, instead come straight from the armor, the armor being an extension of themselves taking on the properties of the users own blood in combination with the Asura’s bloodline. Blood controlled from a distance or through physical contact is also heightened due to the connection of Asura’s bloodline and a connection to the user's chakra.

Blood Aura - A ‘B’ Rank technique, Asura’s blood armor allows the user to manifest his blood techniques as a type of energy similar to chakra which is blood red with hints of black in colour, in place of physical blood. This energy can be both ethereal and solid, abiding by blood's strengths and weaknesses. The energy is known as Blood Aura and is the manifestation of the life force blood holds. Activation of ‘Blood Aura’ is passive and this energy can be used as a medium for all blood techniques, thus going by the rank, strength, and restrictions of the techniques used, and allows the user to draw the energy from themselves or from the armor itself. Blood Aura in its ethereal form can be extended through physical barriers and limitations, similar to Raw chakra, but with much greater strength and effectiveness. The solid form of Blood Aura still appears ethereal but interacts with solid matter and all other forms of energy.


Restrictions
- Blood Aura can be used five times per battle, lasting 4 turns per activation
- Requires one turn cooldown between usages


Physical representation of armor, not exact.
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Declined: While most of this is fine. There are a couple of issues that it's better if you change to suit you rather than me changing now. First of all, remove the mention of symbiote. It reads as an armour forged using the users blood mixed with metals etc. That's alright, no need for the symbiote side. Remove the mention of the demonic deity. You can't just make up your own divinity within the world. The rest of Bloodbond is fine. Blood Aura is starting to sound like a CE rather than an actual CW ability. Ethereal energy that is blood? At best you could say it changes it's appearance to be darker or more coagulated I guess, but to make it an ethereal energy without it being a CE or infused with Yin wont work. You could resub this weapon once you have yin to achieve that. Though trying to allow blood to become energy that passes through physical things, chakra itself when harnessed as a force can't do this. Have a think how you want to approach these issues.

(Ketsueki FūinJutsu - Jigoku no Kusari) - Blood Sealing Technique - Chains of Hell
Type:
Supplementary | Offensive | Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80 (-10 per turn)
Description: A Fuuinjutsu blood technique which can either originate from the user, be used through existing blood from a blood source on the field, or from the opponents own blood should contact be made, ripping out and through their own skin. With the Chinoike clan’s ability to manipulate blood, and the users knowledge of fuuinjutsu. The user forms chains of blood covered in what appears like sealing scripts of blood which swim over the surface of the chains. The chains are layered systematically with barbed spikes.

Upon activating this jutsu, the chains move in a way the user desires, being able to manipulate and even stab or strike using these chains dealing damage, aiming to tightly bind an opponent in the process by physically wrapping around them, piercing through them and the spikes ripping through their flesh. While the sealing script in these chains specifically restrict and limit the chakra output the opponent can use similar to the fuuinjutsu technique ‘Multiple Infinite Embraces’, limiting them to A rank techniques and absorbing chakra from them through the chains feeding back to the user. The user can fully replenish the full power of the chains by spending a move slot and spending the equivalent chakra of the required rank to do so.

The Chains of Hell carry properties of an anti-coagulant factor, preventing clotting and causing continuous blood loss which prevents regenerative healing and med ninjutsu, requiring to be healed by yang jutsu specifically.

Should this technique originate from inside the user, rather than rip through their own skin, the blood rises to the surface of their skin and releases from their pores, thus dealing no damage to themselves.

Restrictions

- B rank version can be used 5 times per battle, A rank 3 times per battle, and S rank can only be used twice per battle.

- Chains of Hell last for 4 turns, 3 turns, and 3 turns respectively depending on the rank of technique used.

- B rank chains absorbs 50 chakra per turn from the target, giving +30 to user per turn, A rank absorbs -100 chakra from the target per turn, giving +100 to user per turn, S rank absorbs -100 chakra from the target per turn, giving +100 to the user per turn while also dealing 10 additional damage per turn due to the greater anti-coagulant.

- After using the S rank version the user is unable to use blood techniques of S rank or higher in the next turn.

- The technique requires a 1 turn cooldown between uses regardless of the rank used.

- The chains can be used as a blood source for other blood techniques, carrying the fuuinjutsu properties if done so.

Declined: Outside of CEJ and CCJ, we mostly wont be allowing multi ranked techniques like this. As for the technique itself:
- Blood chains
- Carry MIE sealing reducing them to A rank techs
- Prevents healing outside of yang
- Absorb 50 chakra, gives you 30, then absorbs 100 chakra
- 10 damage per turn too


All this, for one technique is wild. You're basically taking MIE and removing the limitation where you as the user have to maintain it. You need to reign this in a fair bit.

(Asura Ketsugei - Ma Kami no Ame) - Asura Blood Art - Demonic Gods Rainfall
Type:
Supplementary | Offensive
Rank: B
Range: Short - Long
Chakra: 20 (-10 per turn)
Damage: N/A
Description: A technique unique to those of the Chinoike Clan and their unique ability to manipulate blood. This technique can be used as a standalone technique, coming from a blood source or the user, or it can be used in the same time frame as another blood technique.

The user’s blood permeates into the air above as a type of mist, forming blood like clouds above turning the sky a crimson red. A type of blood rain begins to descend onto the battlefield, not a mere drizzle, but one reminiscent of a monsoon, covering the area and everyone in it, while also obscuring vision and making it hard to hear during the rain's downfall. This technique gives the blood a toxicity property if it didn’t have one before. This toxicity causes 10 damage per turn which cannot be mitigated while those deemed enemies are within its area of effect, not affecting those the user deems as allies due to a chakra connection the technique has within its user. This blood rain toxin prevents enemies from healing from regenerative means other than yang release, while they remain within the confines of the technique.

Restrictions

- Can be used 5 times per battle, lasting 4 turns per use.
- Demonic Gods Rainfall has a one turn cooldown between uses.

Declined. 10 damage per turn for four turns, and it can't be mitigated, or healed, unless through Yang? Also used alongside another technique? You've got way too much going on here. Scale this back.
 
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Troi

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● (Rozaria no Yubi) - Rosaria's Finger ●
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Rosaria's Finger is a ninja weapon ring made by the Kaguya clan in the early days of Konohagakure rise, worn on the user's right or left thumb. It is set with the task of constantly feeding on the user's chakra. The user, while wearing this ring, loses -10 chakra per turn. It can be brought into battle, worn on the user and taken off. When it is off of the user, it does not sap chakra. However, once the user takes it off, it summons it to where it belongs and the user would have to manually re-summon it into battle to wear again. While sapping the user's chakra, it passively stores a portion of the user's chakra per turn and it is to be used to enhance the damage of an elemental or non-elemental jutsu, excluding taijutsu and kenjutsu/bukijutsu. This counts as a move used. This increase is +20, however, this is the only boost that can apply to the jutsu that is being used no matter what else is active, shall the user wish to use the ring's boosting ability and it costs 20 chakra from the ring's chakra pool to use. However this tool can only store a maximum of 140 chakra per match which would equal seven uses of the ring. Once a total of 140 chakra has been stored/used, it is not able to store chakra for the rest of the match and once all 140 chakra is utilized, this ability is no longer usable, however, the ring still drains chakra from the user every turn. You also cannot consecutively enhance a jutsu. It is limited to one technique per turn, and must wait a turn to do so again. De-summoning the ring is not free and costs a move shall the user deem so.

Due to its inherent nature as a Kaguya heirloom, it was made to help them in times of war and was a pivotal cause of the Kaguya clan's downfall as this ring was eventually used against other members and factions of the clan by the member wielding it, seeking ultimate control and authority over the clan and eventually leading to the absolute destruction of the clan among disease and sickness. Passively, it is able to boost Shikotsumyaku techniques by +10 damage and -10 chakra needed to perform a Shikotsumyaku technique at the cost of 2 health per turn. It is able to passively perform ( Sawarabi no Mai ) - Dance of the Young Ferns (and variations of) free of charge, every three turns from its initial use.

  • Actively boosting a technique by +20 counts as a move and is only usable on one jutsu per turn, every other turn and can be the only boost applied to the jutsu being used
  • Once you use 140 of the sapped chakra, the active boost is no longer usable but the ring will continue to sap 10 chakra from its wearer per turn
  • De-summoning the ring counts as a move and the user must activate the generic summoning technique to summon the ring back. De-summoning and summoning the ring back does not reset the amount of uses left on the active ability. It is strictly limited to 140 chakra and 7 uses per match
  • Passive effects are always active as long as the ring is on the wearer's person in some way, shape or form (sapping 2 life points of the user per turn)
  • Can passively and freely perform Dance for the Young Ferns, and variations of, every three turns after initial use
  • Must be a Kaguya clan member to use
Dropping [Wings of Venti] whether this is approved or not.

Declined: While this is not a wild weapon, some parts need refining or bringing in line.

  • You have no chakra cost but it takes 10 per turn.
  • You have no damage but later it says -2 to yourself peer turn.
  • You're having two lots of boost in the technique, You don't say anything about if these can stack or those limits. Also the boost limits need to take in line the jutsu subs guidelines. +20 damage would fall in with A ranks with the following:
    • Can only be used 3 times max and Lasts 3 turns max
  • The passive Dance of thee Young Ferns, a giant bone forest from a ring, is not going to work. That's too much.
Refine these aspects and you can have an approvable weapon.
 
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Skorm

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(Fuinjutsu/Yang/Shikotsumyaku: Herumesu no Tsubasa) - Sealing/Yang/Bone Release: Wings of Hermes
Type: Supplementary/Defensive
Rank: S
Range: Self
Chakra: N/A
Damage: N/A
Description: Wings of Hermes is a body seal placed on the users back. It is a seal that is infused with Yang release aimed to power the users own bone release primarely. Shikotsumaku users in general have already shown their capability of almost instantly regenerate their bone structure when using their techniques. This seal allows them to do that in a defensive matter as well as strengthen their inept physicality even further. As a passive enhancement thanks to the seal, the user gaints a flat resistance to physical damage (damage shaving) as the inept Yang release in the seal strengthens their bones by a value of 40. The user also gains a passive regeneration factor of 10hp/turn thanks to the Yang chakra working in tandem with the users Shikotsumyaku Kekkei Genkai through the seal. If hit more than four times in a fight, the seal will break providing none of the mentioned boons. .

Note: Requires Yang, Shikotsumaky and Fuinjutsu
Note: Damage shaving can only be used x4 per battle before the seal ultimately breaks


Declined; Read [here]

- Sinthorus




(Inpeirāāmā) - Impaler Armor
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Impaler Armor is a full set armor piece that covers the user from their neck all the way to their hands and feet. It has a black metallic exterior coupled with dark leather and crimson red threading along with a black and red cape on the back and around the neck. The armor itself is made from regular materials found on the mortal plane but all of it is influenced by Yin chakra, making the components able to change their physical properties somewhat. This makes the armor light as a feather yet very hard and dense. Not only is it weightless but it also gives full flexibility for the wielders body to move around in and with. The armor itself was crafted by Alucard himself yet it can fit any humanoid being. Along with it just being an armor and looking rad, it provides the wielder with a passive trait and the cloth itself has a very unique ability tied to Yin release.

Shadow Prince
The Impaler Armor is equipped with a powerful seal that activates as soon as one wears the armor, essentially "activating" it. This seal triggers an unimaginably thin layer around the armor that is completely invisible to the naked eye and requires something akin to Yin spec's ability to sense spiritual chakra to perceive. What this layer does is surrounding the wearer of the armor with an intangible force. This force on it's own doesn't do anything, but it allows the user to deal spiritual damage on contact with an opponent when performing Taijutsu rather than physical. This applies not just to Taijutsu but rather any move that involves the wearer of the armor dealing physical damage through their own motions.

Mother's Veil
The cloak itself is inspired heavily with the functions of the cannon yin technique, Hands of Sloth as it can appear and disappear from the existential plane and act as strong appendages. However, instead simple arms, these appendages are abe to morph into any form the user wants but only reach as far as mid-range. While not as strong as the technique they are derived from, they can be used at will passively but at the turn of a moveslot dealing B-rank damage and following the S/W of Yin release. On contact with these appendages, one takes spiritual damage rather than physical. While Mother's Veil exists in the spiritual realm at all times, it can only be used 4 times either offensively or supplementary. Once per match, Mother's Vel can be used in order to fully disappear from the existensial plane in order to avoid damage. When this is done, the Veil turns itself and the wearer of the armor into black bats that rapidly dispereses into nothingness. The user then respawns within the battlefield the following turn.

Physical representation of the armor

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Note: Shadow Prince ability only works in tandem when touching/hitting a target with the armor being the piece of contact.
Note: Mother's Veils abilities can only be used x4 per battle (appendages) and once per battle (respawn).


Declined: First of all, at the first bolded:

► Spiritual: This type of damage, much like the first type's name suggests, relates to spiritual attacks that target the mind/induce mental damage, such as Genjutsu and Yamanaka techniques as various Yin release related techniques. Other areas such as psychological, spiritual or neurological damage fall under this category as well. These techniques deal the same damage physical attacks do except the damage is done via spiritual attacks. For Genjutsu, should a specific jutsu that damages the mind remain active for an entire turn after it is cast, the victim will take the amount of damage described in the technique. For each turn the Genjutsu is unbroken, the afflicted member will sustain half the damage again. Thus the longer one remains in the Genjutsu, the more they are damaged. However, this is only in regards to Genjutsu; exposure to the jutsu damage upon contact will reduce a member's health by the described amount only once. If the medium exists in a way that can be avoided (unlike with the nature of genjutsu), then it will effect a bio immediately upon contact.


You say spiritual damage but this is spiritual damage. I don't get how punching someone is causing damage to the mind.

What I think you mean, is something along the lines of:


  • Spiritual Tai Usage - Gain the ability to use Spiritual Taijutsu. Taijutsu techniques the user interacts with physical targets normally but deal force to their spirit and chakra system, causing spiritual damage. Can only be used against living entities. NinTaijutsu and Elemental Taijutsu will not be augmented in this way. If another KG/AN/HA or Mode is chosen for Dual Abilities, Blue Fire skills cannot be gained later.
Which, this is a unique skill of the two tailed beast pathway.

Another field that can do this is is the Ronin:

  • Rōnin have access to a special form of spiritual Kenjutsu, known as Rōnin Kenjutsu, which does not inflict physical damage; rather, they strike at spiritual energy and inflict spiritual damage, ranging in severing flow of spiritual energy to sealing the soul via strike.
If you wish to take on these cannon aspects, you should pick up the field associated with it. if you read through the cannon yin list, there is only reference to damaging one's spirit with Sasuke's Black Thousand Birds technique. Outside of that there are spiritual effects such as hungry ghost or the degenerative stuff of the Hands of the Sloth, but nothing that mentions changing the damage you do to deal spiritual damage.

With this in mind and to keep fields feeling unique such as the Two Tails and the Ronin, this would be declined.

If the above was allowed, you gave an indefinite use on an ability which is yin. Yin as a skill at minimum could be B rank and that's pushing it due to the level of skill needed for it. Now looking at B ranks, it would need to follower the rules found here
[x]

B-Rank Techniques
  • Requires 2 in MIND/BODY/SPRT
  • Can boost +15 damage OR -10 damage max
  • Can boost speed or tracking x2
  • Can extend up to 15 meters
  • Can only be used 5 times max and Lasts 4 turns max
  • Must have at least 1 Handseal
  • Must have 1 Restriction other than Durations ( Handseals not included )
And seeing as you have nothing like that, it would be declined as an ability. With all this in mind, it's easily declined before I even go into what's wrong Mother's Veil.
 
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jagged

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( Bōfūu no hōshutsu -Eien no shōki ) - Storm God: Fatal Miasma
Type:
Supplementaty
Rank: B
Range: Mid range
Chakra: 20
Damage: N/A
Description: With the formation of Two hand seals the user creates, or uses pre existing, storm clouds that have a lighter color than normal almost appearing gray as the user reduces its chakra absorbing effects to instead disrupt miniscule amount of non-storm aligned chakra from an opponent who uses chakra to boost their physical body's though only if the opponent falls within a storm techniques range. As the opponent breathes within the range of this storm technique the winds comprised of storm enter into the body and disrupt non storm aligned chakra constantly channeled through their frame, this disruption reduces the effectiveness of the opponents Chakra based boost by 1 for example.

Using a chakra tech to boost speed by ×2 will know be ×1 while within this techniques range.


Note:This technique can be used at the same timeframe as another storm jutsu.

Note: When creating clouds using this technique they span to mid range.

Note: this technique Lasts 2 turns with a 1 turn cooldown

Declined; Firstly, you did not adhere to the custom jutsu standards: Custom Submission Rules | Anime Forum

  • Requires 2 in MIND/BODY/SPRT
  • Can boost +15 damage OR -10 damage max
  • Can boost speed or tracking x2
  • Can extend up to 15 meters
  • Can only be used 5 times max and Lasts 4 turns max
  • Must have at least 1 Handseal
  • Must have 1 Restriction other than Durations ( Handseals not included )
Secondly, the whole breathing in storm and disrupting chakra is beyond storm release itself. Your storm is a type of energy in the form it is released and has the property to absorb chakra. The disrupting aspect isn't a thing. And breathing in that type of energy based element doesn't coincide with how it functions.

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Alternative

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(Jiton: Kyōryokuna Kōgeki) — Magnetism Release: Forceful Strike
Type: Offensive / Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: A technique that augments the user's BODY abilities, and can only be utilised once the target has been affected by a previous magnetism ninjutsu. After performing a single hand seal, and through the manipulation of polarity, the user is effectively able to create a strong magnetic pull between the user and their target. This enables the user to pull their target towards an oncoming attack and guarantee contact will be made, whether this be from taijutsu, kenjutsu, or bukijutsu. The magnetic pull between the oncoming strike and the target renders the inability to dodge or avoid the attack, and requires another means of countering. Because this technique is applied to another, it is able to be used simultaneously with other techniques.
Note: Can only be used four times per battle, and once per turn.

Declined: While I like the premise of the connection, you need to apply a limit to this. I was trying to edit it for approval but there were some issues. For example, this is B rank technique, yet it can make it so someone in the 7th gate couldn't avoid it. Another example is someone who had chakra enhanced strength empowering their every move. This wouldn't make sense and makes this crazily strong. You need to find a way that balances it more but in a way that suits you. Maybe say it doesn't work against people with enhanced physical abilities activated? Also B ranks can be used up to five times per battle if you'd want to improve the use limit.

(Jiton: Buki no Hanten) — Magnetism Release: Weapon Reversal
Type: Offensive / Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: After performing four hand seals, the user will create a strong magnetic pull towards themselves, drawing in any desired non-sentient objects towards them. Using this, the user is capable of magnetically retrieving thrown weapons after use, while simultaneously acting as a bukijutsu strike from behind the target. This technique is typically used after using projectile bukijutsu, but can be used on other non-weapon materials should they be infused with the user's magnetic chakra beforehand. If used in conjunction with a previous bukijutsu, it is considered a bukijutsu technique for damage calculations.
Note: Can only be used three times per battle, with a one turn cooldown between uses.
Note: No magnetic ninjutsu can be used in the same turn as this move.

Declined: As we discussed on disc.
 
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Joon

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(Zangerin) - Cutting Flower Ring
Type: Offensive
Rank: A
Range: Short (extends up to 10 meters)
Chakra: 30
Damage: 60 (+20 damage when combined with elemental jutsu)
Description: The user channels raw chakra into their sword and releases it into a circular formation around their body, then fires it outward as a destructive ring of energy. When infused with elemental chakra, the ring manifests as a powerful surge—fire petals scorch the battlefield, lightning arcs crackle through the ring, or water blades slice outward. This destructive ring can penetrate defenses and overwhelm multiple opponents simultaneously, making it ideal for crowd control or breaking enemy formations.
~ Requires wielding a sword before use
~ Requires 3 in MIND/BODY/SPRT
~ Can only be used 3 times

Declined:

A-Rank Techniques

  • Requires 3 in MIND/BODY/SPRT
  • Can boost +20/1AP or debuff -15 Damage/-1 AP max ( AP reductions only if skill allows for it )
  • Can boost speed or tracking x3
  • Can extend up to 20 meters
  • Can only be used 3 times max and Lasts 3 turns max
  • Must have at least 2 handseals
  • Must have at least 1 Restriction other than Durations ( Handseals not included )


(Fūin: Shadoukaotikkukānibaru no jutsu) - Sealing: Shadow Chaotic Carnival Technique
Rank: S
Type: Supplementary
Range: Short-Long
Chakra 40 (-10 chakra per turn)
Damage: N/A (+20 Damage to offensive Shadow Techniques only)
Description: The user performs three hand seals, causing their shadow to expand outward into a large circular zone. Within this area, the shadow is infused with sealing formulas that weave into intricate, thread-like patterns, entangling everything caught inside — limbs, weapons, and chakra constructs. Opponents trapped within the circle are restrained by these shadow threads, which disrupt their movements and force them into clumsy, tangled motions. The threads function as suppressive seals, interfering with the flow of chakra. This interference prevents opponents from forming hand seals correctly and weakens their ability to channel chakra through weapons or utilize chakra-based Jutsu. While this technique is active, all Nara Clan shadow techniques receive a +20 increase in binding strength due to the reinforcement from the sealing. As a result, techniques such as Shadow Killer and Shadow Strangle become more difficult to escape from.
~ Requires 4 in MIND/BODY/SPRT
~ Can be used in the same turn as Nara Clan Techniquess.
~ Cannot use Nara Clan Shadow Techniques of A-rank and above while the Jutsu is active or after the jutsu is canceled or ended.
~ Counts towards 2 Jutsu slots per Move
~ Can only be used 2 times max and Lasts 3 turns max

Declined: You want a 30m around circle of shadow that stops handseals, prevents chakra based jutsu, gives you +20 to your shadows cause for fuuin and you want to maintain this for a while and still be able to use other jutsu at the same time? There is no chance of you getting this approved unless you outline some limits to it.
 
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Vayne

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https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-48#post-22130258
Original sub: https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-47#post-22128335

(Kage/Inton: Apatē) - Shadow Art/Yin Release: Apate
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: +30 (10 per turn)
Damage: N/A
Description: Crafted around the lack or restrictions of shadows in some cases, Apate is a technique that is based on the principles of Yin Release to allow the user to manipulate shadows with increased effects, both in 'shadow' and physical forms. Physical techniques would become capable of interacting with spiritual attacks, such as Ronin Ken, while their damage in regards to non-spiritual based attacks would remain physical. Shadow techniques created via Apate, can have an aesthetic colouration depending on the user. Techniques that are in a 'shadow' form would have their spiritual based tether strengthened, allowing it to now affect techniques as long as they have shadows. This means that opposing techniques that produce shadows, should they overlap/interlock with the users own Apate 'shadow' techniques, could potentially have their movement stopped, restricted, or controlled similar to a normal ninja, with the techniques seemingly being suspended in their path upon initial contact. This brand of Apate techniques would be capable of stopping techniques up to and including the same chakra level. Techniques that are stronger will not be effected should their shadow travel across that of the Apate infused. Should a Nara technique carry both physical and 'shadow form' qualities, only one variation could be applied. Usable once every two turns, with a max usage of five, and naturally occurring in tandem with a shadow technique. The shadow techniques would behave similar to Yin release in terms of s/ws, becoming breakable to Natural Energy, Yang, Anutu and its components.

Declined: This can change the nature of your shadows, just as change into heaven can. The difference is, change into heaven is S rank, yours is B. This would at least need to be A rank. Secondly, Anutu has been removed from the RP so you'd need to remove that. Then with it changing to A rank, add the restrictions to match. Apart from that, the rest of this is fine. Cap the range at which it can reach though. B ranks 15m, A rank 20m. It's still long range, but you aint stopping something 5 landmarks away O_<


(Kage/Inton: Aku) - Shadow Art/Yin Release: Aku
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 60
Damage: 80 (100)
Description: Through a surge of chakra throughout their body, followed by 3 hand seals, the user would manifest from their shadows a autonomous dark entity with flaming features called . Aku's formation attaches a tether to the user, linking the two and having it act as an equivalent 'shadow' self that becomes the target of certain spiritual clashes. Aku is capable of utilising shadow techniques, siphoning the chakra from their main reserves to do so, and as it is formed through potent Yin enhanced shadows, it can manipulate it's body into different forms to attack, extending up to mid range and inflicting spiritual damage. In regards to the tether, it enables Aku to divert to itself inhibiting/homing techniques (Gen, Yamanaka techniques, Y/Y, and other tether based techniques that create a form of restriction/debuff), with the techniques clashing with the user and getting bounced via the tether to Aku. For instance a illusion or Yamanaka technique would be bounced to Aku and be rendered ineffective for the user, but a direct clash with Phantom Dragons would only have the seeking HG tethers sent to Aku. Aku can withstand up to a 100 spiritual damage points, deducting the damage from said pool upon each clash, whereas tethers would deduce 10 points and non damaging spiritual techniques would only weaken it by half of the value of the chakra used (A rank illusion would deduct 15 for instance). Should an attack fully overcome Aku's defences, the user would have to deal with the remaining surplus damage or the remaining chakra value for non damaging techniques.
Usable twice, lasting up to 3 turns, with a cooldown equal to the turns active.
Upon Aku's expiration the user can not use S rank or above Shadow/Yin techniques for a turn.

Declined: I was thinking, yeah this is alright, Vayne isn't being too wild. Then I saw the bolded. Come on now lad. That doesn't make sense. It should only absorb over 80 damage if you spec into yin btw. And give it a proper restriction.
 
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Python

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Muramasa no Tetsu — The Soulsteel blade
Range: Short
Rank: S
Chakra: -10 per turn
Damage: N/A
Description For seven days and nights, Muramasa tempered molten chakra metal inside a sealing array carved from his own blood, as he poured his remaining chakra into the blade. Due to the user's blood and chakra resonating within the sword, it releases this into the user's techniques. This equates to an addition 10 chakra for their steel jutsu, this cause the user's steel techniques to gain a +20 damage bonus or a +1 defensive rank if it is a technique without a damage value.

The unique ability of soulsteel is the ability to release a light constant pulse of chakra up to mid range around the user akin to a chakra sonar. With this the wave passes over everything up to mid range and allows the user to feel chakra signatures and they are able to differenciate them.

The blade has the ability emits a metallic ring, and molten steel seal markings spiral outward beneath the user, forming a sealing circle (10 meter radius). that glows bright golden this absorbs up to 50 charka and allows it to store it within the blade when a technique passes through its charka is absorbed by the barrier projected by the sealing circle. when the Technique is absorbed 4 angelic Angels would appear, Michael Raphael, Azrael, Uriel each depicting the 4 separate angels would return the charka to the blade (this purely aesthetics there not entity's or sentient) where it is stored and can be released in attack at any point through the turn but it must be used before the next turn or the charka inside dissipates. The attack released can is just released a huge blast as golden charka being S rank in strength.

Note The blades ability to absorb can be used 3 times per battle, with a turn usage in between

Note Returning the stored charka as a blast can only be done once per battle

Declined.

First bold: I'm fine allowing the chakra sensing, but being able to differentiate chakra signatures through this method is a bit of stretch.

Second bold: In order to store up to 50 chakra, you'd need Advanced Fuinjutsu. The max you can store with basic Fuinjutsu is 40 chakra.


Bukong Acidic
Type: Offensive / Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description:
This jutsu can only be performed by Toads or toad users. Performing 2 handseals using this technique would allow the user to gain toad features this would the paratoid glands along the users entire network across his body, the user can access a unique ability derived from the toads’ parotoid glands, which naturally secrete a potent neurotoxin known as bufotoxin. This ability has been adapted into a powerful battle technique that can be used in two distinct ways:

Mist Release:
The user performs a single hand seal and exhales a purple, dimly visible mist that spreads throughout the battlefield, resembling the Hiding in the Mist technique. This mist, infused with bufotoxins, is highly toxic and capable of causing paralysis or even death in large doses. While within the mist, the target’s nervous system quickly begins to deteriorate, causing sluggish movement and a 50% speed reduction while within the purple mist. If the target remains inside for a full turn, their nervous system shuts down completely, resulting in total paralysis for one turn.

This does not affect toads or toad users, as their parotoid glands naturally allow them to breathe and resist these toxins.

Wart Excretion:
The user manifests parotoid glands on their body, creating either multiple small warts or two larger warts that excrete concentrated bufotoxin in liquid form. When splashed onto the opponent, the toxin bypasses gradual weakening and instead paralyzes them within seconds of contact. Unlike the mist version, this method does not reduce speed but provides a far more immediate and decisive effect.

Note: Requires users to sign the Toad contract.

Note: Can be used three times per battle.

Note: Two-turn cooldown between uses for toads and toad users.

Note: No other Toad techniques for 2 turns

Declined. Wrong thread.

(Shukaku no Jesshi Keitai) - Essence of Steel
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The technique is based on Sand Attack Heaven Burial, and is a much more advanced variation of the original technique. It allows the user to create constructs anywhere on the field upto Mid-Range from the user, matching a specific part of the users body, such as the creation of a large arm or a leg. By compressing and hardening the steel to withstand damage whilst carrying a lot of force, it allows the user to easily utilize the technique for offensive or defensive purposes.

The structure created using the steel carries the ability to perform the exact same action as the user performs, thus a fist created from steel would deliver a punch only when the user himself performs a punch. The physical strength and durability of the technique is great.

Note: Only one construct can be created per usage, and it disperses in the next turn following its usage.

Note: No S rank steel for the following turn

(Suna no Houshutsu: Set no Ikari) - Steel Release: Talons resurgence
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: Description: The user will perform 3 hand seals causing the ground around them to erupt (though not harming the user), as it begins to rapidly rotate around the user pushing outwards, expanding up to long range. Due to the steel rapidly rotating, it would tear apart what ever it encounters, Shredding it to pieces with large lacerations to whatever was caught within the blades path. This would also obscure the vision of those around the user. The user remains at the epicentre, completely unharmed. The blades swirling along with the ground adding debris to the swirling onslaught

Note: Can only be used 2 times per battle

Can only be used once every two turns and no steel jutsu above A rank and above in the following turn.

Both Declined. As per our discussion on Discord.
 
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Bellion

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( Fūinjutsu/Yoton: Bia no Megumi ) - Sealing Arts/Yang Release: Grace of Bia
Type: Defensive/Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 ( +10 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 with the formation of two hand seals. 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 15 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 that lasts three turns before falling off.

Note: If additional 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 +20 damage to leg-based Taijutsu. 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.
Note: It cannot be used on Legendary Summons.

± Approved. Edits made. ±
 
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(Asura Ketsugei - Ma Kami no Ame) - Asura Blood Art - Demonic Gods Rainfall
Type:
Supplementary | Offensive
Rank: B
Range: Short - Long
Chakra: 20 (-10 per turn)
Damage: N/A
Description: A technique unique to those of the Chinoike Clan and their unique ability to manipulate blood. This technique can be used as a standalone technique, coming from a blood source or the user, or it can be used in the same time frame as another blood technique.

The user’s blood permeates into the air above as a type of mist, forming blood like clouds above turning the sky a crimson red. A type of blood rain begins to descend onto the battlefield, not a mere drizzle, but one reminiscent of a monsoon, covering the area and everyone in it, while also obscuring vision and making it hard to hear during the rain's downfall. This technique gives the blood a toxicity property if it didn’t have one before. This toxicity causes 10 damage per turn which cannot be mitigated while those deemed enemies are within its area of effect, not affecting those the user deems as allies due to a chakra connection the technique has within its user. This blood rain toxin prevents enemies from healing from regenerative means other than yang release, while they remain within the confines of the technique.

Restrictions

- Can be used 5 times per battle, lasting 4 turns per use.
- Demonic Gods Rainfall has a one turn cooldown between uses.

Declined. 10 damage per turn for four turns, and it can't be mitigated, or healed, unless through Yang? Also used alongside another technique? You've got way too much going on here. Scale this back.
Resubmitting
- Removed Anti-heal factor
- Removed Mitigation prevention

(Akuma no Geijutsu - Akuma no Kamigami no Tenki) - Demonic Art - Demonic Gods Rainfall
Type:
Supplementary | Offensive
Rank: B
Range: Short - Long (15 Meters)
Chakra: 20 (-10 per turn)
Damage: N/A (-10 damage per turn)
Description: A technique unique to those of the Chinoike Clan and their unique ability to manipulate blood. This technique can be used as a standalone technique, coming from a blood source or the user, or it can be used in the same time frame as another blood technique.

The user’s blood permeates into the air above as a type of mist, forming blood like clouds above turning the sky a crimson red. A type of blood rain begins to descend onto the battlefield, not a mere drizzle, but one reminiscent of a monsoon, covering the area and everyone in it, while also obscuring vision and making it hard to hear during the rain's downfall. This technique has a toxicity property, dealing 10 damage a turn. This toxic property is also passed on to the technique it is used with, causing a residual toxin to linger on the enemies body should the blood technique hit, also causing 10 damage per turn, though not stacking. The toxic effect lasts for 4 turns regardless of how it's applied, either through the blood rain or the blood technique the rain is used with.

While within the confines of the blood rain, those deemed as allies by the user are not affected by the toxic nature of the blood due to a chakra connection the technique has with its user.

Restrictions
- Can be used 5 times per battle, lasting 4 turns per use.
- Demonic Gods Rainfall has a one turn cooldown between uses.

± Declined. Where does the toxicity come from? There's also a lot of assumptions in this technique - why would vision be obscured and what would make it louder than rain, in a way that hearing is affected to the point where the opponent can't hear? This is pretty expansive for a B-rank technique. ±

(Kijutsu - Chidome) - Demonic Art - Bloodletting
Type:
Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A (5 damage per turn)
Description: Bloodletting is a supplementary technique applied to another blood technique in the same timeframe at the cost of a move or applied to a technique already active on the field using a single handseal. This enhances the blood technique in a unique way, doing two things, it adds an anti-coagulant factor to the blood technique it is used on. Due to this, when wounding a target, it prevents the blood from clotting at the point of impact, causing the target to continue to bleed from the wound. This results in the target losing an additional 5 damage per turn due to blood loss. Secondly, it causes the technique to leave residual chakra in open wounds, preventing wound closure, allowing the blood to constantly flow from their bodies. This combination prevents healing of med ninjutsu, requiring healing techniques of equal chakra or above to close wounds and counteract the anti-coagulant.

Should this technique be applied to a technique which doesn’t cause wounds, providing there are existing wounds on the enemies body, the above effects take hold.

Restrictions

- Can be used 4 times per battle with the effects lasting 3 turns.
- 1 turn cooldown between uses

± Declined. Similar to the above, this technique determines that Med Nin won't be able to coagulate their blood, and unless you're continuously manipulating the blood/chakra at that point, what would stop Medical Ninjutsu from stopping the bleeding? That last line is just a no, because, how? If it doesn't cause wounds, why would I continuously bleed? How is the anti-coagulant seeping into me to stop my body from bleeding? ±

(Akuma no Geijutsu - Chi no Keppeki) - Demonic Art - Blood Blight
Type:
Supplementary | Offensive
Rank: C
Range: self (short - Mid if used on an existing jutsu)
Chakra: 15 (-5 per turn)
Damage: -5 per turn (stacking to a total of - 15 per turn)
Description: Blood Blight is a supplementary technique which can be applied to a blood technique at the cost of a move slot but within the same timeframe as the jutsu used. Blood Blight causes blood techniques to become toxic much in the same way as the technique ‘( Bakuhatsu Ningen no Jutsu ) - Exploding Human Technique’, causing the technique to glow an eerie red.

This results in those who come into contact with blood techniques under this effect to take 5 damage per turn which cannot be mitigated as they are left with this residual toxin on and within their body which attacks their own inner system. This residual toxin, while relatively weak, is tenacious, and will linger until dealt with through means of healing such as med ninjutsu or yang techniques, equal to or higher in chakra than the original technique this is used with. However, regenerative methods which heal per turn are ineffective to purge the blight from their system and only heal the damage the toxin causes. If the opponent is afflicted with further doses of blood blight, the damage stacks, increasing from 5 damage per turn to 10 damage per turn. This can be done to a total of -15 damage per turn.

While mainly being a supplementary technique, this technique can be used as a standalone technique, turning the user's own blood within, and on his own body, toxic in the same way as described above. While not harmful to the user himself, anyone who should draw the user's blood or make contact with the toxic blood, becomes infected and suffers the effects. After activating this technique on its own, blood techniques which utilize this blood will benefit from the effects as normal.

Restrictions

- This technique, when used as a standalone technique, can be maintained for as long as the user continues to pay the chakra cost. This technique, when applied to other blood techniques, lasts for as long as the blood technique does.

- Should a jutsu already be toxic, the user can choose which toxin is applied and takes effect, both toxins benefitting from the added effects, but only the toxin from this jutsu stacks with itself.

± Declined. Again, why would this technique be unstoppable against techniques healing per turn? Especially if it overrides the chakra inserted (in this case, a C rank). Also not a fan of it stacking. ±

(Akuma no Geijutsu - Chi o Saku) - Demonic Art - Blood Rend
Type:
Attack/Defense
Rank: A
Range: Short - Long
Chakra: 30 (+5 per turn)
Damage: 60
Description: A lethal Kenjutsu technique that integrates Blood Release with swordplay. By channeling blood into their weapon, the user coats the blade in a layer of pressurized, spiralling blood. With a powerful swing, the user releases this pressure, launching a massive, crescent-shaped wave of blood that travels at high speeds toward the target. Upon impact, the wave deals 60 damage, acting like a liquid saw that cuts through solid defences. On contact or at the end of its range (20m), the wave bursts into a fine, metallic mist. This mist obscures the vision of those caught within it for one turn and coats the environment in blood, which lingers for 3 turns.

Restrictions

- Can be used 3 times per battle. The blood left on the ground or in the mist lasts for 3 turns and can be used as a source for other Blood Release techniques.
- Cannot be used again for 2 turns after use.

± Declined. How does it obscure vision if its a metallic mist? Would it hang in the air? You then say it covers the environment in blood, which can then (I assume) be used for other blood techniques. So which is it? Hanging or covering the environment in blood for later use? ±

(Akuma no Geijutsu – Ryūketsu no Karada) - Demonic Art – Body of Flowing Blood
Type:
Supplementary/Defense
Rank: A
Range: Short - Long
Chakra: 30 (+5 per turn)
Damage: 60
Description: A high-speed escape technique where the user converts their physical form into a mass of blood. Upon activation, the user's body is instantly encased in a dense, swirling sphere of blood. The user causes this sphere to detonate violently. This release sprays high-velocity blood droplets in every direction (20m), dealing 60 damage and creating a thick, metallic mist that obscures the vision of anyone nearby for one turn. As the explosion occurs, the user’s body dissolves into the spray. They become a single, indistinguishable droplet of blood that travels at high speeds (user's base speed) toward a chosen location (up to 20m). The user can remain in this form for 2 turns. The user can pull themselves back together from the blood at any point, reforming their physical body.

Restrictions

- Can be used 3 times with the mist itself lasting for 3 turns which can be used as a source for blood techniques.
- Requires 2 hand seals. Cannot be used again for 2 turns after use.

± Declined. Make it mid range for the explosion, and in that form, you will be restricted to only using blood techniques in that form, and knocked out when hit with a technique that's stronger, elemental S/W wise. ±
 
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Serpent

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(Kōsokukaijo) Release Restraint
Type: Supplementary
Rank: E
Range: N/A
Chakra Cost: 5
Damage points: N/A
Description: A basic technique that will allow the user to focus their chakra in their legs, allowing the user to simply flex in a specific manor to release the pin holding their Leg weights together, giving them freedom of mobility. This technique gives no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat. Over time, this technique can become second nature, simular to using chakra to walk on water or up a wall. With time, training and focus the user will be able to preform this technique passively.
Notes:
-Requires the user to have Leg Weights or Advanced Leg Weights to use.
-The user will be able to passively use this technique after one month.
-Can only be taught by Serpent

Declined - While I understand how your leg clamps used to work, I cannot approve this. The sheer level of weight that is use in the leg weights as shown from Lee removing them would require something stronger than a simple pin to hold them in place that could knock out if you flex your muscles. Logically thinking about it, any time you run or kick, you'd be tensing your muscles and there would always be a chance of this pin breaking or coming out based off the premise of this technique. Then we go onto the idea of Adv leg weights which would be dramatically heavier and require a more stable method of holding them in place.

(Kōdona Fuuinjutsu: Chakra Saifon) Advanced Sealing Technique: Chakra Siphon

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (-20 per turn)
Damage points: N/A
Description: An advanced sealing method using the Kenji for "Siphon" located somewhere on the users body, designed to passively absorb and store the users chakra. This sealing script is able to detect foreign chakra and then pump all the stored chakra back into the user creating a shock that spikes and restarts the users chakra flow. This allows the user to break out of Genjutsu using the chakra surge method, being able to release any genjutsu, excluding Yin and MS level Genjutsu, so long as the surge of chakra released into the user is higher then the chakra used for the Genjutsu. This sealing script is able to store up to 100 chakra into it, taking up to five turns before it reaches capacity. If the user has Senjutsu, the siphon can still absorb the senjutsu like chakra and release the Senjutsu back into the user, following the foreign chakra/energies release method of Genjutsu, instead of the chakra surge method. This allows the user to break any genjutsu, including Yin release genjutsu however it cannot break Mangekyou Sharingan Genjutsu. This seal begins absorbing and storing the users chakra at the beginning of battle and stops absorbing once it reaches capacity and/or when the chakra/senjutsu is released back into the user. Requiring a two turn cooldown period before it begins absorbing chakra/senjutsu again. While the siphoning of chakra is a passive ability, the release of chakra back into the user will still cost a move for that turn. Lastly, this technique cannot be used to enhance techniques in any way. The chakra/senjutsu released back into the user does not replenish their chakra or senjutsu reserves. Only working to release foreign chakras and genjutsu under one of the two presented methods.
Notes:
-Requires Fuuinjutsu and Advaned Fuuinjutsu
-Must be placed in the users biography
-Can only be taught by Serpent

Pending - I have a strong feeling something almost exactly like this already exists. I'll get back to this.

(Iryo Kinjutsu: Edo Shometsu) Forbidden Medical Technique: Impure Annihilation Pulse

Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50 - 70
Damage points: N/A
Description: Perhaps one of the most dangerous medical techniques ever conceived, this jutsu has long been deemed forbidden, not only for its violation of natural law, but for the catastrophic collateral damage it can inflict both on the user, and the environment surrounding them. Drawing upon the user’s mastery of Medical Ninjutsu, specifically their profound understanding of organic matter, the technique does not heal. Instead, it inverts the very principle of healing. Through this inversion, organic matter is broken down beyond recovery, disintegrated until nothing remains, a total annihilation befitting the technique’s name. To activate it, the user performs the necessary hand seals while focusing their chakra, then releases it outward in an omnidirectional pulse. This chakra carries no physical force or mass; it passes harmlessly through solid, non-organic matter. Its target is singular and absolute: organic life. All organic matter within the technique’s range is erased entirely. Plants, animals, down to the smallest microbes; none survive its effect. Against organic-based techniques, it is considered an absolute defense, nullifying them regardless of chakra or destructive output. Any ally or opponent caught within its range, however, will suffer damage proportional to the scale of the technique, unless they escape its reach or otherwise counteract the effects properly. This technique does not spare its wielder. The strain it places upon the body increases in direct proportion to the scale at which it is used. At minimal levels, the damage is subtle but unsettling. Fine fractures spread across the skin, thin enough to leak blood as though the body were failing to contain itself. When pushed further, the consequences become far more severe, manifesting as deep wounds, torn flesh, and extensive bruising throughout the body.
Shōkibo - Small Scale: When employed on a small scale, the user forms a single, unique hand seal before slamming their hands together. Releasing a short-range pulse of chakra. This limited discharge requires a cost of 50 chakra and inflicts 60 damage upon any individual it comes into contact with, whether ally or opponent. Even at this restrained level, the technique exacts a price from its wielder. The user suffers minor backlash, sustaining 30 damage as their body absorbs the strain of the release. This lesser form of Annihilation Pulse may be used up to four times per battle, with a one-turn cooldown before the technique can be used again.
Chūkibo - Mid Scale:
When executed at a moderate scale, the user forms two unique handseals before slamming their hands together. Expanding the pulse outward to mid-range, increasing both its reach and destructive potential. This release costs 60 chakra and inflicts 100 damage upon any individual caught within its path, regardless of whether they are ally or opponent. The backlash to the user is correspondingly greater. At this level, the strain causes moderate harm, resulting in 50 damage as the body struggles to withstand the technique’s effects and causes a slight strain to their chakra, limiting them to only using one other technique that turn. This mid-scale manifestation of Annihilation Pulse may be employed up to three times per battle, with a two-turn cooldown before the technique can be used again.
Ōkibo - Large Scale:
When unleashed at its largest scale, the user forms three unique handseals before slamming their hands together. The scale expands to long range, its pulse vast enough to engulf an entire landmark. This manifestation demands the cost of 70 chakra and inflicts 140 damage upon any individual within its reach, whether ally or opponent. The toll on the user is severe. The immense strain ravages their body, resulting in 70 damage as their chakra and physical form struggle to endure the release. Due to its destructive scope, this scale of Annihilation Pulse may be used only once per battle, followed by a four-turn cooldown before the technique can be used again. In addition, the user’s chakra becomes violently staggered after activation, rendering them unable to perform any other techniques in the same turn and any forbidden ranked techniques during the following two turns.
Notes:

-Requries knowlage with Medical Ninjutsu
-Requires Kinjutsu and Custom Kinjutsu
-Can only be used by Serpent

Declined - First of all, link to your purchase of custom kin? Secondly, I wouldn't allow multiple scales for this to 140 damage. Not for something reaching long range and nuking everything. 120 would be the cap. As for understanding healing correlating to being able to tear apart anything organic is an insane stretch even if it is kinjutsu. Lastly, those bolded restrictions are no where near enough and really don't fall in line with the current guidelines found here: x




Due to changes to Urashiki rules, I am updating [The Following] to remove senjutsu/six path senjutsu connections and fit more in line with current rules and standards.

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(Jingi: Akarui) - Sacred Treasure: Brightroar
Type: Weapon
Rank: S
Range: Short
Chakra cost: 70 (-40 per turn)
Damage points: 80 - 120
Description: Brightroar is an ancestral blade that has been passed down though millennia. Described as being a white bladed long-sword with a dark brown hilt wrapped in leather and a golden guard and pommel that creates a soft and simplistic design. When wielded the blade will instantly drain a massive amount of chakra from the user and excrete a translucent white aura of yang energy around the blade that uses the users chakra as a medium to maintain stability. The sword will continue to drain the users chakra allowing them to wield and manipulate this yang aura around the blade to form any geometric shape, only limited in scope to a short ranged area. The sword needs to be in physical possession of the user in order to manipulate the yang aura and cannot be manipulated at a distance. The user cannot reshape the aura while using his chakra for another technique. Using the sword outside of reshaping it, either for attack or defense counts as one of the user's three moves per turn. Due to the nature of possessing Yang Energy the blade can be a potent weapon against spiritual techniques such as Yin Release’s Hands of Sloth, able to interact with techniques of this type as normal. Although Brightroar is a powerful weapon, it does come with it's drawbacks. First is it's immense chakra cost and drain, rapidly taxing the users chakra. Second is that the constant flow of Yang prevents the user from using Genjutsu, Yin Release and Yin-Yang Release while wielding Brightroar. Lastly, users who do not specialize in Yang release are not as efficient in using the blade, producing the weaker damage output of the blade. If the user of Brightroar is a Yang Specialist, they can achieve the maximum damage output of the blade.
Note:

-Cannot use Genjutsu, Yin release or Yin-Yang Release while wielding Brightroar
-Maximum damage output requires Yang Specialty
-Can only be used by Serpent

Declined - Yin and yang techniques will be 40 chakra/80 damage unless you specialise in them. This was part of the rework recently to scale everything down. This needs to reflect in the technique. I strongly suggest you read: [1] and [2] and
 
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Gutsy

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(Suiton: Ruten Genmatsu): Water Release: Phantasmal Drift Current
Type: Supplementary / Defensive / Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user performs the Dog → Ox → Horse hand seals and releases a surge of chakra that disperses their body into hundreds of shimmering water droplets, erupting in a harmless omnidirectional wave. As the wave washes past the intended target, the scattered droplets rapidly pull together and reform into the user along with three identical water copies. These copies appear in a circle around the target with their katanas already drawn, striking instantly and sending slashing streams of water across the target’s body. At the same moment, the true user silently materializes in the target’s blindspot and synchronizes their cut with the three copies, creating a coordinated four-directional strike. The user is unable to use any other jutsu until they have fully reformed.
Note:
- Usable twice per battle.
- Must wait a turn before using again
- No Water techniques of A rank or above next turn

Approved - Made some edits.


(Fūinjutsu/Yōton: Ākēn Wādo) – Sealing/Yang Release: Arcane Ward

Type: Supplementary / Defensive
Rank: S
Range: Self / Short
Chakra: 60 (-15 per turn to sustain)
Damage: N/A
Description: Yang Release: Arcane Ward is a high-level defensive seal that manifests a living barrier of pure vitality around the user or an ally. The seal is placed as Kanji 奥義 (Ōgi) between the users shoulder blades, however due to its limited sentience, the seal moves along the users body like liquid to intercept an incoming attack. It forms as crystallised Yang chakra and the barrier looks like liquid glass and radiates a soft warmth, as it only solidifies and becomes tangible once it defends the user, prior to that the barrier is invisible. The barrier has limited sentience, autonomously interposing itself between the user and incoming attacks. Unlike static or one-time use defenses, the Arcane Ward is alive and it reacts to incoming attacks. The Arcane Ward absorbs incoming attacks, and it distributes an attack impact evenly through its surface until it reaches its limit. Each turn, the barrier regenerates 20 health, mending its structure using the user’s chakra. The strength of the Arcane Ward is represented by a health pool of 120, which cannot be exceeded, and when the barrier is reduced to 0 health the seal becomes dormant and the barrier disappears.
Note:
- May be cast once per fight.
- Seal must be placed on the Biography.
- The Seal has limited sentience, activating on its own, albeit at the cost of a move.
- Cannot coexist with Yang Release: Power of the Sun or Yang State.
- No other Yang Techniques can be activated in the same turn.

Declined: This does way too much for a single single. If you're submitting a body seal, you need to link to show you have advanced fuuin. Now to the actual decline. The orange wouldn't function in the way you want it to. If the seal is on your body, and it distributes the impact across the surface, eventually it will end up on the surface of your body. Secondly, a barrier doesn't heal, it reforms. It shouldn't have a health pool but a durability limit. 120 is too much. For example, Susanoo in it's complete form is 90-100. The one tailed beast's protection after completing 15 missions ish is 60. You need to bring this down to a reasonable level and a mechanic that actually regenerates it, like the cost of a move per turn as it draws on your own chakra. It is still an S rank and you have it lasting indefinitely too which doesn't fall in line with the jutsu submission guidelines. I would advise on how to make it approvable, but it needs to be drastically changed.

(Yōton/Suiton: Ryūsui Kasō) | Yang/Water Release: Dragonfly Swarm

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 60 (- 20 per round)
Damage: (+ 30 damage per round)
Description: Dragonfly Swarm is a Water Ninjutsu that causes a large swarm of small dragonflies infused with Yang Energy to continuously rise from the water, dew, or moisture in the air, across the entire battlefield, sustained by the continuous presence of water. Executed through the manipulation of the battlefield, the user crafts lifelike dragonflies of water that rises across the entire battlefield, creating a swirling storm of water and mist resembling a swarm of small insects. This technique not only batters and injures targets (30 damage per turn, for a total of 120 over 4 turns), and obscures their vision like a sandstorm, but also possesses unique properties from Yang Release. Each round within the swarm’s influence, the dragonflies emit Yang Energy. This energy inflicts an effect much akin to the White Tiger technique, burning away the target’s chakra (10% of target’s total chakra per turn). Additionally, these dragonflies do not harm the user or their designated allies, as they specifically fly out of their way.
Note:
- Usable twice per battle.
- Remains on the field for 3 turns unless destroyed.
- No other Yang Techniques can be activated in the same turn.
- No Water or Yang techniques of S rank or above next turn

Declined: First of all, the chakra value is incorrect as you need to read this RP Update [x]. The chakra value will be 40, and scale up should you specialise in that field, the same with damage. You say this "causes" a large swarm of dragon flies but I'm assuming you mean you create those that are made out of water? All around the battle field would need a limit that falls in with "Can extend up to 30 meters". It can only last 3 turns too as you can find here [x]. As for the technique as a whole, you want a 4 turn technique that constantly damages, blocks vision, takes 40% of the user's chakra. It's way too much. Scale this all back and read the updates I've linked.

(Kitsutsuryū: Mizu no Kata) | Demon-Slayer Method: Water Stance

Type: Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A
Description: Demon-Slayer Method: Water Stance is a unique stance and sword style that adopts a stance based on the flow of water, this stance and movements become freeflowing, removing thoughts that delay movements, the users movements start to take the fastest route and one of the least resistance to the body, similar to that of a river carving its way through a valley. The force of the water is neither overbearing nor too weak, resisting where necessary and taking a new path when needed. This in turn equates to the user emphasising fluid movements, pressure and seamless transitions, and slipping around defenses through speed and flowing motion rather than force. This stance is an innate ability that allows the user to constantly be in this stance, including at the beginning of a fight (passively), albeit it is required to be noted in the biography. This stance grants its user enhanced reflexes and movement in close-quarters-combat, giving them a x2 speed and tracking while performing close-quarters-combat techniques and fighting in close combat.
Note:
- To enter a fight already in this stance, it must be stated within the biography.
- The technique can be entered or stopped passively at any moment.
- The technique can be used 5 times per fight, lasting up to 4 turns.
- Must wait one turn before entering the stance again

Declined: If you're going to cause your body to be effected in any way you need a the very least a chakra cost. It also it shouldn't increase your tracking as it's increasing your reactions in the way your body moves, which would fall under your speed boost.
Approved Advanced Uzumaki (Allowed to submit S and F rank Sealing Techniques): https://animebase.me/threads/akhwera-haplore-v2.784925/
Note: With advanced Uzumaki (Advanced Fuinjutsu) is higher chakra absorption allowed? if so i changed the chakra cost to something fitting.

5 Tailed Jinchuriki Purchase approved: https://animebase.me/threads/kumi-exchange-center-2-0.780607/page-26#post-22156336 (currently making the biography).

Sage (5 Submissions) + 1 from this cycle.

Resubbing:

(Fūinjutsu/Yōton: Ākēn Wādo) – Sealing/Yang Release: Arcane Ward
Type: Supplementary / Defensive
Rank: S
Range: Self / Short
Chakra: 70 (-15 per turn to sustain)
Damage: N/A
Description: Yang Release: Arcane Ward is a high-level defensive seal that manifests a living barrier of pure vitality around the user or an ally. The seal is placed as Kanji 奥義 (Ōgi) between the user’s shoulders. However, due to its sentience, the seal moves along the user’s body like liquid to intercept an incoming attack. When an incoming attack is detected, it interposes itself and generates a barrier around the user that forms as crystallized Yang chakra. The barrier fully envelops the user in an omnidirectional 360-degree dome, protecting from all directions, The dome expands outward to encompass the entirety of short range, and when formed, it gently but forcibly displaces hostile entities already within that radius to the outer edge of the barrier, and the barrier looks like liquid glass and radiates a soft warmth, as it only solidifies and becomes tangible once it defends the user. Unlike static or one-time use defenses, the Arcane Ward is alive and it reacts to incoming attacks. The Arcane Ward absorbs incoming attacks by spreading the force of the impact across the entire surface of the barrier, dispersing the energy evenly through the dome. The barrier can be actively reformed by the user, costing one move and chakra equivalent to the original cost of the barrier, restoring it to full capacity. The Arcane Ward has a durability limit of 80 damage (100 damage if the user specializes in Yang), representing the maximum impact it can absorb before the seal becomes temporarily dormant. Each time the barrier absorbs a strike, its durability decreases by the strength of the attack. Once the durability is exhausted, the seal becomes inactive and must be reactivated.
Note:
- May be cast twice per fight.
- The barrier remains active for a total of 3 turns.
- Seal must be placed on the Biography.
- The Seal has sentience, activating on its own, albeit at the cost of a move.
- Cannot coexist with Yang Release: Power of the Sun or Yang State.
- No other Yang Techniques can be activated in the same turn.

Declined - While you're almost there. Try to make it more unique in the sense of what the yang does apart from making it sentient. Don't forget the handseals for applying the seal to start with. I'd suggest maybe look at the white tiger cannon technique for inspiration to separate this from stuff that has been done before.

New Submissions for 5 Tailed Jin:

Mizukagami (水鏡, “The Water Mirror”)
Type: Katana / Living Relic
Rank: S
Range: N/A
Chakra Cost: N/A (Chakra Pool: 300)
Damage Points: N/A
Description: Mizukagami is a refined, slender katana whose blade shimmers like a rippling surface of still water. Forged from crystallized chakra steel tempered in sacred spring water, the blade’s appearance shifts fluidly, its edge translucent, and faint ripples dance across its surface with each movement. The sword’s spirit is calm, as it has its own sentience granted by the spring waters' yang energy. Mizukagami emanates a calm heat as gentle wisps of steam rise from it constantly, and with every swing, it releases scalding heat and water, adding +20 damage to all sword-based attacks. Mizukagami’s spirit channels its inner heat and power into the user’s water techniques, enriching them with the heat and power of steam, allowing the user to use S-rank and lower Water techniques as Basic Boil techniques (passively). This causes all the user’s water techniques to become Steam techniques and follow the strengths and weaknesses of Boil Release.

Steam Sight (蒸眼, Jōgan): A refined passive sensory ability born from the union of Water and Fire chakra, steam sight allows Mizukagami and its wielder to perceive the world not through the eyes, but through the flow of vapor and heat. Through Steam Sight, the wielder perceives all heat and moisture around them as vivid visual currents, with heat appearing like glowing red-hot coals and cold as opposite blue-tinged flows. Every droplet of moisture, every fluctuation of the temperature, and every ripple of chakra becomes part of an invisible current the wielder can see. Bodies radiate warmth like faint lanterns in mist, movements distort the air like ripples upon a still pond, and chakra moves like tides beneath the surface (tracking x2).

Kagami Utsushi (鏡写し, “Mirror Reflection”): A defensive ability that embodies Mizukagami’s namesake. The blade can activate this ability on its own, without the wielder needing to initiate it, albeit at the cost of a move. Upon the katana detecting an incoming attack, the blade releases steam from its reflective surface, momentarily forming a mirror image of the oncoming strike, going by steam strengths and weaknesses. This mirrored projection intercepts the attack in perfect synchrony, dispersing its force in a burst of vapor before returning to stillness. Mizukagami can, with its sentience and sensory capabilities, analyze every aspect of an incoming technique, its speed, velocity, composition, temperature, and chakra flow, allowing it to recreate the attack with flawless precision. The steam completely recreates the power, scale and appearance of the technique it mirrors. The replicated technique, when seen for what it truly is, is just a manifestation of steam. However, due to the sheer heat and the weapons design, it creates a mirage effect, which makes it appear the same as the technique used by opponents. Dojutsu, however, can see through this aspect. Because of this, Kagami Utsushi adapts in power to the threat it faces, manifesting at a potency equal to or higher than the mirrored attack, ranging from D-rank to S-rank. However, the A-rank version is only usable 3 times per fight, while the S-rank version is usable 2 times per fight, and regardless, if it uses A or S rank, it has a two-turn cooldown.

Declined - I started going through this, but had to stop. +20 damage buff is fine. Converting all water to basic boil passively? Nah, unlock the pathway lad. That's wild. The third bold sounds like it's own doujutsu etc. It doesn't make a whole lot of sense the way it's written now. Also not sure why you suddenly got the x2 tracking from it? The last ability needs refining to one rank. And lastly, shorten this down. This can be a lot shorter. It's not fair on your opponent's to have to read so much.

(Futton: Musuperuheimu no Tobari) - Boil Release: Veil of Muspelheim
Rank: S
Type: Supplementary / Offensive
Range: Short – Long
Chakra Cost: 40 (-10 per turn)
Damage Points: 25 damage per turn
Description: This technique requires a set of hand seals Ram → Tiger → Horse. Once initiated, all moisture in the air, on the ground, and within the environment is superheated as chakra saturates the battlefield. The intense heat produces a veil of steam that blankets the area, creating a dense mist or steam, making it impossible to see without Dojutsu, continuously burning and boiling anyone caught within it, dealing 25 damage per turn. Anyone who is caught within the steam for 3 turns will experience blurred vision and fatigue, seeing optical illusions, which lowers the target(s) tracking by 25%.
Note:
- Can be used twice per battle, with a two-turn cooldown.
- Lasts a maximum of 3 turns per use.
- No A-rank or above Boil Release in the following turn.

Declined - It needs a max range of 30m as is in the guidelines. Also, as it works right now you could quite literally spawn it around an opponent in an instant. This would break the spawning rules. I'd suggest changing to to move out from you up to long range 30m around.

(Futton: Surutoru Tate) – Boil Release: Shield of Surtr
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: This technique can be activated directly by the user or triggered by Kokuō, the Five-Tailed Beast, to protect its vessel. When performed by the vessel, it requires the hand seals Ram → Dragon → Horse. Upon activation, a powerful surge of chakra erupts outward, forming a dense barrier of superheated steam around the user. This barrier instantly evaporates liquids, extinguishes flames, and melts or erodes solid objects such as kunai or earth constructs following the strengths and weaknesses of steam. Any living being that comes into contact with ko the steam suffers intense burns, their skin boiling as their body temperature spikes dangerously 80 damage.
Note:

- Can be used twice per battle.
- Has a two-turn cooldown.
- No other A-rank or above Boil Release in the same turn.

Approved - This didn't need two ranks. I've changed it to S rank and added the bold. Contact me if you're not happy with these changes and I'll decline it.

(Futton / Genjutsu: Nifureru no Kasumi) - Boil Release / Illusion: Mist of Niflhel

Rank: A
Type: Supplementary / Illusion
Range: Short – Long
Chakra Cost: 30 (+10 to jutsu applied to)
Damage Points: 60 (Mental Damage)
Description: Mist of Niflhel is a technique that is used within the same timeframe as a boil, steam or mist-based technique, with the technique being infused with additional chakra, resulting in an additional effect when it comes into contact with a sentient being. Once contact is made, enemies (including summons, creations & other sentient beings) will be bound in an illusion. If they manage to break free from the illusion but remain within the steam or mist technique, they will be ensnared once again. Once trapped in the illusion, those affected will experience the sensation of scalding water freezing and solidifying around their body, immobilizing them as their mind twists under the illusion. The heat feels unbearable, as if their flesh is being slowly cooked, while phantom screams of boiling agony echo in their ears (mental damage caused by the illusion). When combined with a steam technique, the opponents will feel the boiling heat of the steam. If the illusion is not broken within one turn, the affected individuals will suffer 60 mental damage. Within the illusion, they will hear the agonizing sound of their skin boiling due to the super-heated steam, and their vision will be obscured by the surrounding cloud of steam. The technique can also be used as a standalone technique applied to an existing steam technique.
Note:
- Usable 3 times per fight.
- If used to bind multiple target’s it can only be used twice per fight.
- No Genjutsu of A-rank or above in the following turn.

Declined - Mainly as the illusion makes no sense. How is it boiling heat of steam and scalding water freezing and solidifying? I'm kinda lost in how this works. I'll allow the premise as long as they are within the steam but you need to sort out what it's actually doing.

(Futton: Múspellr no Kamen) Boil Release: Mask of Muspelheim

Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (+10 to technique)
Damage Points: N/A
Description: Múspellr no Kamen passively enhances the user’s steam techniques by continuously absorbing ambient heat and converting it into a unique heated steam chakra. This chakra not only supercharges the steam but can also be manipulated to alter its properties, cooling or heating it, allowing the user to adapt the technique for different effects. Whenever the user casts a steam-based technique, they can choose to imbue it with one of the following properties, tailoring its behavior to the situation.

Corrosive Steam (腐蝕の蒸気, Fushoku no Jōki): The user superheats the steam and imbues it with corrosive properties similar to Boil Release other variant, allowing it to oxidize and erode metals, rock, and chakra constructs. It melts solid objects with ease, making it strong against earth and metal-based elements.

- Can't let you just gain the other variant without reason or limit.

Freezing Steam (凍結の蒸気, Tōketsu no Jōki): The user can rapidly cool the generated steam, creating a mist that freezes on contact. This chilled steam slows opponents’ movements by chilling muscles and is especially strong against fire-based techniques, as the rapid temperature drop disrupts combustion and elemental energy flow.

- Steam is boiling water. Without a logical reason like yin, I can't let you just suddenly make it freeze. As steam itself is boiled water

Pressurized Steam (加圧蒸気, Ka’atsu Jōki): The user can compress the steam into a high-velocity jet, striking like a lance of superheated air. The intense pressure allows it to cut through organic material and disrupts air currents, making it particularly strong against wind-based techniques.

Declined - See the notes on the first two. The last one is fine as a premise, but you ain't going from being weak to wind to strong to it bro.
 
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