Custom Jutsu Submissions

Sinthorus

Sannin of the Scrolls 📜
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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. ±
Resubbing:

- Removed the addition damage effects.
- Got the last note as we spoke about on disc.
- Yang to reflect it's a yang/rot tech

(Yōton / Aka Fuhai: Nāguru no Shukufuku, Donshokuna Shingun) Yang / 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 20 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.

Note: Can only be used 2 times per battle with 3 turns between uses. Requires 3 hand seals.
Note: No Yang or Scarlet Rot jutsu above A rank for two turns.

± Approved, edits made. ±

- Made the changes in bold based on the last check for clarity

(Aka Fuhai: Nāguru no Shukufuku: Norowareshi Ranman) Scarlet Rot: Blessing of Nurgle, Blighted Efflorescence
Type: Defensive/Supplementary
Rank: A
Range: Short
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. 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 forming the infectious rotting cyclone short range around where they stood. This is formed short range around the user, but the user can travel up to long range in this form moving along the ground like a tornado. This Offensive/Supplementary technique allows the user to swiftly traverse long distances across the battlefield while continuously releasing a plume of spores (scarlet rot) and corrosive matter (moving at their base speed), which instantly inflicts the Curse of the Scarlet Rot. While in this travelling form, the user is invulnerable to standard physical attacks based on damage interactions, but is restricted, unable to perform any jutsu at all while in this travelling form. The user 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. Any technique that has a higher damage output will push the user out of this form.

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.

± Approved, edits made. ±

New subs:

(Inton/Sekifuton: Tīzeinchi no Onchō) – Yin/Scarlet Rot Release, Blessing of Tzeench, Grand Father's Greed

Type: Offensive / Supplementary
Rank: S-Rank
Range: Short - Long
Chakra Cost: 40
Damage: 80
Description: The will perform 3 hand seals releasing a burst of rot infused with yin from their body. This can be in an omnidirectional blast or a focussed wave. Using Yin Release, the user creates a biological tether, Grand Father's Greed, that craves thermal energy. When this rot clashes with a foreign entity or jutsu, it will seek the source of the chakra and latch onto that target much like the Hungry ghost technique. Once a connection is established, the tether acts as a Thermal Sink. It begins violently drawing the heat out of the target or their jutsu to accelerate the Rot’s incubation. Any Fire Release technique used by the target or caught by the tether is weakened by one rank. In game terms, the fire jutsu loses 20 damage and its chakra potency is reduced by 10. Once the Grand Father's Greed is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects last for 3 turns.

Note: Can only be used 2 times per battle and cannot be used on the same target more than once.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: After use, the user can't use Rot/Yin techniques above A rank in the following turn.

± Declined, what makes this different from Hungry Ghost? You mention the Rot incubation is accelerated, what is the effect of this? Specifically, Fire techniques are affected by this, but I don't think I get the interplay between Grand Father's Greed and Rot, it seeks out thermal energy, but what makes it different from tethering normally with Hungry Ghost? ±
 
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Kooljay

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(Suiton: Suidanha) - Water Release: Severing Cutter
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Severing Cutter is a variation of the Severing Wave jutsu. After weaveing 3 handseals the user will spew highly pressurized water through their mouths. However in this instance, instead of forming a small hole with their mouth to release the jutsu, the user will leave a small line of space between their lips. This will cause the stream of water to be released in a 120 degree arc while still highly pressurized and capable of cutting rock.

Note: Can only be used twice
Note: Can only be used once every two turns
Note: The user cannot use S rank or above suiton after technique for one turn


Approved - I laughed a lil too hard reading this and imagining your character just moving his mouth around performing an S rank figuring this shit out xD




(Raikiri no Gokui no Jutsu) - Mastery of the Lightning Cutter Technique
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: n/a
Description: The Mastery of the Lightning Cutter technique used to upgrade chidori variant jutsu by using raikiri as their base technique instead of chidori. By adding the Ox → Rabbit → Monkey handseals to the jutsu, the jutsu will receive a boost rank as well as an additional boost in one range level when logical. If the jutsu is S rank, the jutsu will receive a +10 to chakra and +20 to damage as well a singular boost in range. This jutsu is done passively within the time frame of the jutsu.

Note: Chidori variant jutsu are noted by appearance of "Chidori or 1000 birds" within their names.
Note: Chidori, Chidori variants, and raikiri cannot be used for a single turn after using this jutsu.
Note: This jutsu can only be used twice.
Note: This Jutsu can only be used once every two turns.

Declined: Here's a reminder - https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22098733

" The Lightning Cutter is an enhanced and concentrated form of the Chidori"



(Ranton: Arashi no Shingan no Jutsu) - Storm Release: Eye of the Storm Technique
Type: Offense
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description:
The user performs 3 precise hand seals and channels Ranton chakra into their eyes. As the chakra concentrates, the eyes begin to glow with a piercing blueish white light, signaling the impending release of energy. From each eye, a dense focused beam of Ranton chakra erupts, capable of traversing long distances with surgical precision. The user maintains full control over the trajectory of the beams, allowing them to strike multiple targets, bypass defenses, or hit critical points with pinpoint accuracy as they relentlessly chase down whatever target the user has set their sight on.

Note: Can only be used 2 times max
Note: Can only be used once every 2 turns
Note: No storm release jutsu S rank or above the following turn


Declined - I'm fine with the technique. But have no idea about the scale itself. It's surgical precision how wide are the beams? If you message me, I'll edit in the scale to approved this.
 
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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.
Fixed as discussed.

(Kage/Inton: Apatē) - Shadow Art/Yin Release: Apate
Type: Supplementary
Rank: A
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 3, 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, and Yang. The range of effect of Apate is restricted based on the rank of the technique it is applied to, B ranks and below techniques (15m), A ranks (20m), and S/F Ranks (25m).

Declined - Explained through discord. Separate into two techs.


(Kage/Inton: Aku) - Shadow Art/Yin Release: Aku
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 60 (-20 per turn)
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 basic 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 80 spiritual damage points, deducting the damage from said pool upon each clash. 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.
Standard rate is 80, but specialising in Yin elevates it to 100.
While in use, the user can not utilise S rank or above Yang techniques.

Upon Aku's expiration the user can not use S rank or above Shadow/Yin techniques for a turn.

Approved - Made edits. Pending

New:

(Haōshoku no Haki) - Color of the Supreme King Haki
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: An expression of the user's dominating willpower, Haōshoku no Haki is a technique that brings forth the user's willpower in the form of a zone of intense red and black bolts of spiritual energy around the user, affecting all within that range. This is a surge of chakra followed by 3 hand seals which can be performed with supplementary/defensive jutsu. Those that enter the zone would have their chakra drained and be afflicted with a spiritual tether, inflicting them with emotions of dread, weakness, and fearfulness. Once tethered, the emotions targets are experiencing would translate to a deterrence and hesitance from approaching the user freely, making it so that they can only be moving up to twice the user's base speed while within Mid range of them. In regards to the chakra drain, the tether would drain the affected targets by a rate equal to the chakra cost of this technique per turn, for 3 turns (40 Standard, 60 Spec). The zone itself is an AOE, reaching up to 10 meters around the user, but it can be concentrated to a single target up to 20 meters away. Techniques of equal or lower chakra cost that enter the zone would be drained of their chakra, and would be used as a conduit to send the tether to their original user. For sentient techniques, the tether would afflict the technique alone. When targeting multiple targets, the technique would follow splitting rules in terms of draining. (So 2 targets would lose 20 chakra each for instance) Usable twice, and must separated by two turns. No A rank or above Yin techniques in the turn after this is used. Surges and Barriers that utilize Yin/Yang and components, or Natural energy can resist the initial zoning and can break free of the tether.


'Resub' https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-49#post-22132606
bio with mastery/adv fuin https://animebase.me/threads/shirou-kotomine-v15.792234/
SM Mastery for higher damage: https://animebase.me/threads/mastery-submissions.780592/page-2#post-22129554
Not sure how Damage for SM mastery is treated, i'm guessing standard chakra but higher damage?
Jutsu referenced:
( Senpō: Hakugeki no Jutsu ) - Sage Art: White Rage Technique
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: After forming the necessary hand seal Bird, the user expels a dragon-like entity from their mouth that carries an orb in its left front claw. As the dragon tightly coils itself around the orb, it releases both blinding light and deafening sound. This alone greatly hinders those in the vicinity but, due to the intensity of the resulting vibrations, paralysing pain is also induced. Thus, the technique both briefly inhibits the opponent's senses, as well as techniques that require their active concentration. According to Kabuto, only he is capable of functioning normally whilst this technique is in effect, thanks to the properties of his Sage Mode and his adopted abilities. Due to his snake characteristics, Kabuto can close the cornea of his eyes to completely block the harmful light, whilst instead relying upon the enhanced perception of his other senses to compensate for his obstructed vision. He can also liquefy the insides of his body in order to negate the effects of the harsh sound vibrations.
Note: Can only be used once by advanced Kabuto bios while on Snake Sage Mode

Declined - S rank... restrictions? <_<

(Kage Senpō: Senri Tsūtenshō) - Shadow Sage Arts: Heavenly Passing Palm of the Thousand
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10)
Damage: 120
Description: Combining NE and Shadows, the user surges chakra throughout their body and performs 3 hand seals to manipulates their shadow with an additional helping of natural energy embedded into it. This enables the user to form limbs and constructs of physical shadow that can be used to attack, defend, or supplement their actions. Uniquely, when this variation of shadows clashes with other objects or passively on the user's command, a deafening sound is released, amplified via the NE coursing through it. This sound behaves on a smaller scale of that released in the "White Rage Technique", wherein the sound here only causes a disruptive vibration and sound short range around the clash area, one which causes sustained techniques to be interrupted and inflicts paresthesia (20% Speed debuff) on targets, rather than full on paralysis. Notably, when released by the user, the sound can be directed at a 180 degree angle, preventing it's effect on allies or the user himself, whereas in normal clashes it's effects are of a short range aoe. Usable twice, lasting up to 3 turns each. Second usage must be separated by the amount of turns it was active in first usage. No other Senjutsu techniques S rank or above the following turn. Self activated sound release is achieved by moving the shadows to clash within itself in a controlled fashion to release the sound, costing 10 chakra, still only short range distance.

Declined - White Rage is a Kabuto only technique in the RP. This would to be too! The thing I'm not a fan of here is you've basically taken a cannon technique into its entirety and applied all of it to this with addition effects and made it stronger. This is a bit much for one technique. It needs to be reworked to be more balanced.

(Kage Fūinjutsu: Chūsai No Aceso) - Shadow Sealing: Arbitration of Aceso
Type: Defensive, Supplementary
Rank: S
Range: Short - Mid
Chakra: 70
Damage: N/A
Description: Arbitration of Aceso is a sealing technique that combines Yang and Shadow manipulation into a defensive body seal. A Yang infused seal would be placed on the user's body with the kanji of "Aceso", laying dormant until triggered by the user or upon the user losing consciousness, either to physical or mental attacks. Once triggered, the seal would flush the body and shadow with the Yang chakra, healing and rejuvenating the body whilst granting limited sentience to the shadow. The rejuvenation process would flush out any hostile foreign components and heal the user on a physical level similar to Touch of the Sun, but only by up to 80 HP, or 100 if specialised. As for the sentience granted to the shadow, it would momentarily allow it to manipulate the user's movement up to 10 meters away, moving at thrice the user's base speed. This enables the shadow to tactfully move the user to a safer or less dangerous position, meaning it can't be used to directly approach the opponent. However, whilst moving under the shadows influence, the user can freely attack with his upper body, or passively override the shadow's manipulation if needed, losing the speed modifier as a result. Usable twice, although the seal must be reapplied after the initial usage. No Yang or sealing techniques above A rank the turn after the seal is utilised. Seal must be placed on bio or in first post of battle. Requires Adv.Fuin.

Declined - I'm fine with the first part, not the second. The healing of yang isn't instant it takes time so you need to incorporate that. You'd still suffer the health chart drawbacks. Describe how your shadow or the shadow produced moves you. Right now it's a clash of two techniques with little synergy. A seal to heal. Then a shadow to move you. Iirc there is a cannon technique that allows you to move as your shadow, maybe try mixing it with that. The seal heals you, draws you into your own shadow for movement. Wont have you attacking at the same time, or you're basically getting a combat res without any real drawbacks.
 
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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.

(Zangerin) - Cutting Flower Ring
Type: Offensive
Rank: A
Range: Short (The range extends to mid-range when used with a sword)
Chakra: 30
Damage: 60 (+20 damage when infused with elemental chakra)
Description: The user channels raw chakra around their body by performing the hand seals Tiger → Ram, then releases it in a circular formation. The energy quickly expands into a radiant ring that surges outward, tearing across the battlefield with destructive force. When infused with elemental chakra, the ring transforms: fire blooms into scorching petals, lightning crackles through the arc in violent flashes, and water sharpens into slicing blades that cut through the air, etc. Channeling the raw or elemental chakra through a sword and concentrating along the blade's edge releases a perfect circle around the body, striking multiple opponents at once and creating a devastating, wide-area attack.
~ Requires 3 in MIND/BODY/SPRT
~ The user cannot perform other elemental kenjutsu or ninjutsu in the same turn
~ Can only be used 3 times per battle

Declined - This needs refining. The first part is a circle of chakra you release out. The second is infused with elements. the third part involves a sword thats somehow a perfect circle around your body? The last bolt makes little sense as it doesn't really correlate to the rest of the jutsu. Raw chakra is weak to elements, then elemental chakra is natural stronger. So the +20 damage buff doesn't make sense as the natural clashes of chakras will accomodate for that. Also that note of ninjutsu... in the same turn. The restriction would basically leave you only able to use genjutsu in the same turn and tai. Are you really happy with that?


(Fūin: Shadoukaotikkukānibaru no jutsu) - Sealing: Shadow Chaotic Carnival Technique
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra 40 (-10 chakra per turn)
Damage: N/A
Description: The user performs three hand seals, causing their shadow to spread outward into a wide circular zone. Within this area, the shadow is intertwined with sealing formulas that unfold into thin, vine-like patterns across the ground, capable of merging immediately with any Nara Clan shadow technique used during the same turn. Anything within the circle — opponents, weapons, or chakra constructs — is touched by these shadow‑seals.

Once contact is made, the sealing threads bind to the target’s chakra network, disrupting the efficiency of chakra flow. Instead of suppressing movement, the seal forces the opponent’s chakra output to become unstable and wasteful. Any attempt to mold chakra — whether forming hand seals, channeling chakra into a weapon, or activating a ninjutsu — requires significantly more chakra than normal.

Because the seal forces excess chakra to leak out during molding, most techniques fail to form properly, misfire, or collapse before release. High‑cost techniques become nearly impossible to execute, while weaker techniques drain far more chakra than intended. Any opponents attempting to use any chakra‑based technique while inside the sealing field must pay an additional +20 chakra points to execute the technique. If they cannot meet this increased cost, the jutsu fails to form or fizzles out.

~ Requires 4 in MIND/BODY/SPRT
~ Can be used in the same turn as Nara Clan Techniques.
~ Cannot use Nara Clan Shadow Techniques of A-rank and above while the Jutsu is active or after the Jutsu is canceled or ended.
~ Can only utilize 1 Nara Clan Technique per turn while this jutsu is active.
~ No Nara Clan Techniques for 1 Turn after the jutsu is cancelled or ended

~ Can only be used 2 times per battle and lasts 3 turns max

Approved. Keep in mind this only causes opponents to spend more chakra, it doesn't stop the formation of jutsu as long as they pay the extra +20.

(Kisō Eijutsu: Genran Jūjizan) - Twin Demon Shadow Jutsu: Chaotic Phantom Cross‑Slash
Type: Offensive, Supplementary
Rank: A
Range: Short
Chakra 30
Damage: 60
Description: The user performs three hand seals while channeling chakra into their blade. As they advance, their Sōma no Kō activates, causing the secondary body to erupt from their frame in rapid, shifting bursts. Both bodies execute overlapping sword strikes, each following a different rhythm and angle.

Simultaneously, the main body user’s shadow stretches outward and splits into multiple mirrored silhouettes, each one mimicking distorted versions of the sword movements. These shadow‑slashes flicker unpredictably, creating the illusion of several real attacks converging at once.

The opponent is assaulted by a tri‑layered offensive pattern:

  1. Primary body’s strike
  2. Secondary body’s offset strike
  3. Shadow‑phantom slashes that distort timing and perception
The chaotic interplay of real and shadow‑based movements overwhelms the opponent’s ability to track or counter, forcing them into defensive errors that the real blades exploit. Even if the opponent successfully blocks the physical blade, the user's shadow quickly rises to capture their silhouette, momentarily immobilizing them. This prevents the opponent from evading or counterattacking during that brief interval, keeping the pressure of the assault active even when the blade is stopped.
Note: Can only be used by Sōma no Kō bios.
~ Does not count as a full merge or full separation.
~ Cannot be combined with A‑rank or higher Kenjutsu or Taijutsu techniques in the same turn.
~ Cannot utilize Nara Clan techniques in the same turn
~ Can only be used 3 times max

Declined. I'm gonna need you to be clearer and more specific. You say it overwhelms an opponents ability to track and counter, but don't specify the actual numbers. This isn't gonna apply to everyone because people have different numbers they can track, and the shadow is gonna follow the speed of Nara jutsu, not your speed.

Bold: Clarify. If someone is faster than you, why wouldn't they be able to?
 
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Skorm

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(Using this as my bonus sub)
Link to original approval #
Resubmitting because it makes no sense really, changes in bold;

(Yin/Fuinjutsu: Gyakusatsu | Yin/Sealing Arts: Carnage)
Type: Supplementary/Offensive/Defensive
Rank: A
Range: N/A
Chakra: 30/60
Damage: 60/100
Description: Carnage is a rather simple kind of sealing technique that works similar to that of the five elements sealing technique. However, instead of sealing an elemental technique as a mean of defense, the user is able store an elemental technique inside of the seal, up to A-rank in terms of power. Because of the aspects of Yin, the elemental chakra that is stored in the seal is actually manifesting(as it is released) into that of an elemental spirit that can act similar to that of a ghost or a puppet. Not to be confused with sentience, which is a property of Yang, but rather within the lines of the Hands of Sloth technique, second stage which let's the user control it's movements with it's mind. This means that the elemental chakra will retain its original S/W but can also become intangible. This, however, resulting in it dealing no damage, but instead granted opportunities to act outside an enclosed barrier that the user might be trapped in. This needs to be stated clearly when used if the technique is to bypass physical structures or not, but what is interesting in the technique is that not the full range of the technique needs to be intangible, meaning one part of it can and the other not at the same time. Like the hands of sloth, this technique will make the unsealed chakra manifest into something that is an extension of the users body and in this case its wings. This means that as soon as the chakra has been released from the seal it will manifest on the users back. The elemental Yin spirit can deal physical damage when not being intangible, it's damage depends on if the user specializes in Yin.

Note: Must be stated in battle/bio what element is stored inside of the seal.
Note: Can only be used 3x per battle, each usage lasting 3 turns.
Note: Needs to be Yin or Yin/Yang master to have dual elemental elements such as AEs/CEs stored in the seal
Note:
Adv Fuinjutsu users can have this seal as a body seal - requiring to be stated in bio.

Declined - First of all it should have a single chakra/damage value that scales up if you specialise in yin. Intangibility customs I'm pretty sure were also banned a couple of years ago, so that would need changing/removing. Now onto how this works, you are basically saying you have a seal that can just release spirits you choose of any of the five elements which have an ability similar to obito's phasing. And this is a body seal that can have three yin spirits? Which if that was the case, due to damage splitting, each spirit would actually be 20 damage each base due to the splitting rules. You have no sustainment cost for controlling these either. There is many other issues with this, but you need to refine it completely.


New submissions;

Aerondight
Type: Weapon
Rank: S
Range: Short - Long
Chakra cost: 40/70
Damage points: 80/120
Description: Aerondight is a mythological piece of hardware passed down in in generations since it's first discovery now found by Alucard in the Hangurian Freehold. Myth says it was found beneath the water of an ancient lake, gifted by the lady guardian. The sword is possessed by the spirit of the lady guardian and claiming to have a destiny of it's own. In nature this is explained by the sword inheritingly possesses massive amounts of Yin chakra contained within through a rune seal that glows in a pale fiery color. The metal that makes up the blade is silverishly black with ornaments around the hilt. The grip, distinct and textured with leather. Wielding Aerondight in battle grants the user a boon towards their Genjutsu and Fuinjutsu arts by an additional +10 in chakra, which won't affect their damage. This is a passive trait that only affects the wielder of the sword, however, this boon doesn't require the user to hold the sword but it can be on their back or in it's sheathe on their hip. To gain these boons, the user also needs to specialize in Yin release, otherwise the boon only applies to Fuinjutsu. Using Aerondight in battle grants the user to strike targets with vast power. Because of the possessed spirit that inhabits the sword will surge into any wounds applied by the sword's edge and sip into a victims body like a poison a debuff will be applied. This debuff will lower the victims ability to break free from Genjutsu by one rank when it comes to surges as well as lowering their Fuinjutsu techniques by one rank in efficacy. This poison does not last forever, and fades naturally after four turns and can be cured by any conventional means that are meant ot deal with poisons such as med/Yang. This would also count as an active debuff. This sword can be used in a
ny type of bukijutsu/kenjutsu type of move or freeform, the latter of which would require a moveslot in the timeframe and for the user to spend a large portion
of chakra. If the user specializes in Yin release they will be able to spend more chakra using the sword in freeform and dish out more damage.

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Note: Freeform can be used twice per battle, costing a moveslot. After using it in freeform, the user cannot use spiritual arts for a full turn after. Requires Yin spec for higher yield of chakra/damage.
Note: If used in conjunction with Bukijutsu/Kenjutsu techniques, no additional damage is dealt - the only difference is that spiritual poisoning would apply if hit.
Note: Requires a weapon speciality in order to gain the second boon of +10 chakra to Genjutsu.
Note: Spiritual poisoning lasts for a maximum of 4 turns, counts as an active debuff and requires a physical wound caused by the sword to take effect. It can be cured by any means of med/Yang release designed to rid of poisoning. It can be applied a maximum four times per battle.


Declined - Gonna go through this step by step based on what I highlighted. You can't just make up a spirit that inhabits the sword. You need to describe it as something created like the hungry ghost technique in the sword. For it to be a living sentient sword of that sorts it would need yang as that governs sentience.

Second highlight: What rank is this? Why is a poison? Is it a yin type effect we see in the hands of the sloth? You need to explain it's yin related and why it achieves those effects. You're debuffing two fields with that too.

Third highlight: Any type of kenjutsu makes no sense. Why would a kenjutsu technique releasing a wave of fire inject them with a poison? Need explain that to make sense.


Fourth: You're not boosting freeform to that extent, specialised or not. At best you can have a small damage buff to ff. But giving it wild effects like this. It will be a case if you pierce their skin, the effect/poison will be applied.

Onto your notes, once again, read this thread: https://animebase.me/threads/custom-submission-rules.792306/

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 )
As this is the second time I'm pointing these guidelines out to you, consider this your first official warning. Read them and abide by them.


(Raiton: En) - Lightning Release: Circle
Type:
Supplementary/Defensive
Rank: B
Range: Short - Mid
Chakra: 20 (5)
Damage: N/A
Description: In a similar manner to Lightning Blades Levitation and Four Pillar Bind, the user would perform a hand seal and surge lightning chakra into the terrain, disabling any opposing terrain technique in the process, whilst functioning to cause countless little pieces of the terrain to start to constantly levitate. The pieces of the terrain would rapidly rise, covering the area with tiny glowing orbs of electricity that do not cause blinding. These orbs would serve two purposes, the first is to act similar to rain tiger at will, wherein targets making contact with the orbs would be relayed to the user, boosting tracking by 2x. The second is to hinder target's movement's, making them move marginally slower (- 8 Speed levels) due to making contact with the charged pieces of the terrain. When met with techniques or chakraless tools that do not exceed it in strength, the speed of the jutsu would be likewise lowered. Notably, each turn the technique would 'regenerate' to full strength due to more pieces of terrain rising to replenish the damaged ones. Usable 5x, lasting 4 turns. Lightning specialists are capable of resisting the effects of the charges. Must be separated by two turn intervals.


Declined: I had other reasons to decline, but lord, WHAT " (- 8 Speed levels) ". I don't know what made you think this was okay in a B rank. But lets just look at the thread I linked above where A ranks can reduce Ap by 1. In relation to agility that's 2 levels. THat's on an A rank. You spawn some orbs across the field, that you don't even specify how many, how big, how far apart etc, and you wanna say pretty much chuunin and below couldn't move. Then give yourself a 2x tracking boost. And then slow techniques down just cause? Regenerate it too just cause?


(Fuinjutsu: Gyudon) - Sealing Arts: Gyudon
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40 (10)
Damage: N/A
Description: The user performs three hand seals and erects a barrier up to short range around him. The barrier's visage can be modified to have that of an animal, objects, or item in it's place. In all cases, the barrier would have a unique colour but the user would still be visible inside. The barrier functions in a manner similar to MIE, but rather than targeting an opponent to pin them down, it is used to lift the barrier and it's contents itself, achieving a form of flight at the standard speed level of 13. This method of 'propulsion' brings with it strong defensive capabilities, pushing back energy and physical attacks that clash with it, while also draining sentient beings that make contact with it. This translates to bringing down attacks of higher speed to match it's own speed, while completely pushing back slower moving attacks. This does not serve to weaken attacks in terms of damage, but simply in speed, whereas slower ones would be repelled back to the direction it came from at 13 Speed. Naturally this is dependent on the jutsu having equal, less, or no chakra when compared to this one. As for opponent's or sentient creations/techniques that clash with the barrier, they would be launched backwards by 10 meters while having eighty chakra drained from them. The chakra drained can be used to sustain the barrier in place of the user's own chakra cost. Usable twice, lasting 3 turns. Must be separated by a turn interval. Adv. Fuin users can use this at sixty chakra cost, and can also be placed as a body seal (Guardian 守護者) to trigger upon technique's moving faster than 13 speed entering short range of the user. Should it be placed as a body seal, it must be stated in the bio.


Declined - This references MIE but isn't really anything like MIE. MIE restricts jutsu above A rank and drains chakra, this is something else completely. You can remove the speed reference as it will always move at a universal speed for S ranks. Outside of that, you've got his being a barrier that forces back slower jutsu which I can't have. It's too much. You need to fix how this works completely. Not really sure what to suggest, but a barrier that flies with you, mentions MIE but isn't MIE, pushes back ANYTHING slower, then draining chakra and sustaining it etc. Pick one theme and stick to it.


(Raiton/Fuinjutsu: Cambio Forma ) - Lightning/Sealing: Form Change
Type: Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (10)
Damage: N/A
Description: A unique sealing technique to be utilised with (Chō Biburāto Raitontō) - Super Vibrating Lightning Release Sword, it allows the user to take the qualities of the lightning and utilise it in a defensive manner in the form of a barrier. The barrier can be utilised in one of two main manners, either placing it around the user's weapon of choice, or forming a moveable skin barrier around the user. The barrier can be cosmetically be given coloured shapes, appearing as an armour or guardian. The barrier doesn't deter attacks from inside, but it does 'shred' external techniques that come in contact with, attributed to the vibrating and cutting frequencies granted by the lightning, shaving fourty damage rather than boosting it. Naturally, the barrier can only shave damage from techniques of equal, lower, or no chakra in comparison to itself. It remains self active for 3 turns, consuming 10 chakra per turn to maintain it's full strength. Techniques of higher chakra would interact with the user like they normally would. When utilising it for the first time, the user utilises the lightning technique at the same time, thus consuming two jutsu slots, albeit happening in the same t/f. The user can chose to prepare the technique beforehand, and apply it on a weapon or as a body seal. In this case, the technique is treated as costing sixty chakra, and thus becomes of capable of shaving the 40 damage from technique of that chakra level and lower. If performed during battle, the sealing aspect does not count towards the overall usage, but activating the jutsu does. It would naturally still count as a move and consume a t/f slot. The seal auto-activates the moment the weapon or the user is hit by an attack, immediately shaving the the damage if viable. Alternatively, the user can self activate it. Usable twice, lasting 3 turns per each usage. Must be separated by 2 turn intervals before reusing. Adv. Fuin users can use this at sixty chakra cost, and can also be placed as a body seal (Rumble ランブル) to trigger upon technique's moving faster than 13 speed entering short range of the user. Should it be placed as a body seal, it must be stated in the bio. After it ends the user can't use S rank or above fuin for 2 turns.


Declined - This wording sounds like you get a lightning barrier that gives you 40 damage shaving that lasts for 3 turns. I just don't get why it shaves damage. Is it a barrier with a durability or is it an elemental barrier that would clash with incoming jutsu? There is a lot not making sense with how this functions.



(Raiton: Dendō Ribāsue) - Lightning Release: Elettrico Reverse
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (10)
Damage: N/A
Description: By performing two hand seals and surging lightning chakra throughout their body, the user would give themselves a unique charge. This charge causes the user's body to utilise aspects of Lightning Rod (LR) and Lightning Blade Levitation(LBL). It allows the user's body to dispel the effects of weaker, natural, and unfocused lightning that targets them. When met with techniques of that nature, the user is capable of interacting with them without harming themselves, rather utilising them as a platform to springboard or ricochet off of. This is achieved through controlling the lightning's movements through LR, but enhanced further by the LBL and charge given, allowing for a more refined control to move around in accordance to the user's needs. This enables the user to launch himself up to mid range away at increased speeds depending on the jutsu they are ricocheting from. It would be equal to the speed of the jutsu the user is utilising it against, where C Ranks lightning would be a +8 to overall speed, while B ranks +10, etc. Unranked lightning would be considered a boost of +4. The technique is only viable on A rank and below ranked lightning attacks, with it naturally not applying on controlled natural lightning, such as Kirin. Usable 3x per battle, lasting the same amount. Should the user ricochet off of an A rank, the jutsu would end, but lower ranked ricochets do not cancel the technique. The user must wait two turn before reusing. While in use, Water techniques against the user deal 20 increased damage.

Declined - This is a bit.... weird. Starts with some polarity and charges shit. I was like, alright I see what you're doing. Then it went a bit weird with the jumping in the air stuff and jumping across lightning techs. Then it says about being viable on A ranks but wouldn't it technically be chakra vs chakra? This just seems like two badly merged techs.
 
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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.

Muramasa no Tetsu — The Soulsteel blade
Type: Weapon
Rank: S
Range: Short - Long
Chakra; -10 per turn
Damage points: 80
Description Forged in a ritual of agony and absolute focus, this blade is a terrifying fusion of high-grade chakra metal and forbidden Fūinjutsu. For seven days and nights, Muramasa labored within a sealing array carved from his own lifeblood, tempering the molten steel while pouring the entirety of his chakra into the cooling metal. 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 blade bears a striking resemblance to the legendary Frostmourne, featuring a heavy, jagged profile designed for both cleaving and soul-tearing (metaphorically). The crossguard is fashioned from dark, curved horns that frame a central skull motif, radiating a sense of cold, inevitable death. The steel itself is a deep, shadowed grey, etched with ancient runes that pulse with the crimson resonance of Muramasa’s blood. Its blade length being 3.3 inchs and 4.3 inchs with the hilt.

Description: This ability represents a master-level integration of Fūinjutsu and Steel Release. By inscribing complex sealing formulas directly into the molecular structure of the blade, This can be used in conjuction with other steel techniques or be direct touch of the blade, the sealing scripts release from the blade Upon physical contact from the steel techniques, or impact with a target with the blade itself or targets techniques that have charka running through them linking them to the opponent such as earth golem etc, the hidden sealing scripts trigger, momentarily anchoring themselves to the opponent’s chakra pathway system.

This creates a damping effect across the victim's network, acting as a damping weight that hinders their ability to mold high-density chakra. For one turn following the strike, the target's chakra flow is significantly restricted, preventing them from accessing techniques above S-Rank. Furthermore, this suppression causes a insufficient level in their output, reducing the effective power of their next two techniques by one rank.

Note: This ability can only be applied to solid steel constructs. It cannot be used with liquid or molten steel techniques as the fluidity breaks the sealing script.

Note: Activating the seals occupies one of the user's three moves per turn, but it occurs within the same timeframe as the steel technique it is enhancing. This can be used 3 times per battle with 2 turns in between usage.

Note: This does not cancel out active jutsu; it strictly suppresses the target's internal chakra output for future actions. if struck or connected to a funnin seal


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 40 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 demonic demons would appear, Thanos Hades, Azrael, Beezlbub each depicting the 4 separate demons 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.

Bold: This ability won't be approved in its current state, because that's not an ability of Fuinjutsu and is instead closer to Yin tethers. You can seal off an opponents chakra through Fuinjutsu, but not by clashing with their jutsu, at best you can seal that particular jutsu.


Bolded all changes and removed the charka sensing for another ability.

(Kouton: Kyojin no Gise) – Steel Release: Titan’s Mimicry
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description:A sophisticated manipulation of magnetized steel that manifests massive, reinforced limbs from the earth or thin air within a mid-range radius. These constructs are forged through extreme molecular compression, giving them a polished look capable of crushing stone or shattering weapons. being highly durable to most solid techniques also.

The construct is tethered to the user’s chakra system, acting as a Kinetic Mirror. The steel limb replicates the user's physical actions instantly; a simple thrust of the palm becomes a devastating battering ram, and a sweeping leg movement becomes a wide-scale scythe etc. This allows for seamless transitions between crushing offense and absolute defense.

Note: Multiple constructs can be manifested per activation, but follow splitting rules.

Note: The construct collapses into scrap metal in the turn following its creation

Note: The high-level synchronization locks out S-Rank Steel Release techniques in the following turn.

Declined.

First bold: Steel Release can't be formed from thin air, you'd need the Sourceless Spec to pull this off.

Second bold: Just to let you know in advance, this won't be instant, it will follow the movement speed of Steel Release, not your speed.


Iron Maiden’s Embrace
Type:Offesnvie Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description:Upon performing three precise hand seals, the earth surrounding the user undergoes a violent eruption. This terrain is transmuted and shaped into jagged steel blades that begin to rotate at a terrifying velocity. Centered on the user, the metal cyclone expands outward with explosive force, reaching up to long range.

The relentless, high-speed rotation acts as a kinetic grinder, shredding anything in its path with deep, overlapping lacerations and tearing through physical defenses with ease. As the blades churn, they kick up a massive cloud of metallic debris and dust, effectively blinding those caught within or near the storm. The user remains perfectly safe at the epicenter, shielded by the very momentum of the swirling steel.

This technique can only be used 2 times per battle.

Requires a two-turn cooldown between uses.

Restriction: Due to the immense chakra strain required to maintain the steel’s integrity, the user cannot perform any other Steel Release techniques of S-Rank or higher in the following turn.

Approved. Keep in mind this isn't gonna blind opponents with Dojutsu because you're not actively controlling the dust/debris, so it's devoid of chakra.

rewritten these completely so didn't bold them.

6.(Kōton: Tekkō no Enshin) – Steel Release: Reverberation Core
Type: Supplementary/Defensive/Attack
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description:The user focuses a dense mass of chakra into their core, compressing it until it vibrates at an extremely high frequency. Upon release, the chakra expands outward in a pulsating shockwave of metallic resonance, creating a dome of rippling steel energy around the user. This dome acts as both a barrier and a weapon the intense vibrations cause the surrounding ground, air, and weapons to hum with resonant steel chakra.

Any opponent or weapon that enters the field suffers vibration damage, as the chakra tears at molecular bonds, cracking weapons and rattling the bodies of living targets. Projectiles made of metal or enhanced with chakra will shatter upon contact unless of higher rank than this technique.

If the user channels additional chakra during activation, the reverberating dome can be released in an outward burst, forming many steel razor shards and creating massive shockwave releasing them in all directions the blast is 10 meter radius outwards with the user at the epicentre unaffected. This would obliterate most defenses, earning the technique its fearsome reputation among both defensive and offensive specialists.

The field itself resonates with a low hum a distinct auditory warning that the area is filled with vibrating steel energy, capable of turning even the slightest contact into injury.

Notes:

Usable twice per battle.

Lasts 3 turns unless dispelled.

The user can choose to maintain the barrier or detonate it into steel waves (cannot do both in one turn).

The barrier negates A-rank and below physical or projectile attacks on contact; S-rank or higher techniques will crack or disperse it after impact.

While active, only Steel, Earth, and Lightning elemental techniques can be used.

Declined. Why is this written like a Sound jutsu? These aren't properties of Steel Release, and there's no mention of Fuinjutsu either.
 
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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.

(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 and magnetised 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 to try 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. However, the target is able to outspeed this technique easily, meaning this will not work on opponents with a speed more than 1.5x higher than that of the user or if their physical attributes are increased through a state. Because this technique is applied to another, it is able to be used simultaneously with other techniques.
Note: Can only be used five times per battle, and once per turn.
Note: Can only be used with taijutsu, kenjutsu adn bukijutsu.

Approved - made edits

Dropping CW approved here [x]

(Zettai Kenryoku no Genkai) — Constraint of Absolute Power
Type: Weapon
Rank: A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Constraint of Absolute Power is a large war fan, or gunbai, much similar to the weapon used by Madara Uchiha. The fan itself has a large circular shape made out of a tough beige fabric, with a strong titanium alloy holding it together. The hilt is wrapped in leather bindings, and has a chain attached to the bottom of the hilt that extends up to mid-range. One side of the gunbai bears an insignia resembling a crown painted in black ink. The other side bears kanji representing seals inscribed. As the weapon is a gunbai, it is capable of being used for techniques that require a fan.

The main ability of the weapon resides in the user's prowess with bukijutsu. The user has inscribed up to four weapon summoning techniques that can be used with this weapon as a medium instead of a summoning scroll. By channeling chakra into the gunbai, the user can activate these bukijutsu by swinging the fan. Passively, the natural wind from the gunbai will carry the techniques further than intended, extending their range by five meters. This method of bukijutsu will also alleviate the need for these hand seals (if any). Additionally, any techniques that use the gunbai as a medium are fortified with ten extra chakra, though this does not increase damage or consume extra chakra. Bukijutsu using the gunbai as a medium can only be used once per technique, and once per turn.

Pending - Need to speak to other sensei about this. The replacing the need for handseals might be a no. Though will discuss with them to be sure.

(Sōgu: Senja Reppa) — Manipulated Tools: Thousand Snakes Fierce Domination
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will draw a summoning scroll and perform three hand seals, bringing forth a large ball and chain. The ball is engraved with multiple snake-like grooves that, when used, manipulate the air currents around the ball to enable a far stronger attack. The user will strike the ball with their palms towards their target, while creating a natural spin. The grooves in the weapon are able to manipulate the wind surrounding the ball. This allows the user to have more control over where the ball will strike, making dodging the attack far more difficult than standard weapon techniques. The nature of this attack renders the target unable to use their freeform dodge against the move.
Note: Can only be used three times per battle, and only once per turn.
Note: No bukijutsu above A-rank next turn.

Declined - While I see what you're going for. My free form dodge allows me to move 10m by current standards, why would I not be able to dodge this? When my speed is 17 at base and tracking like 80, I can't justify saying this can't be dodged for a tech like this to not be dodgeable.
 
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Akisha

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(Amarugamu) Amalgam
Type: Weapon
Rank: S
Range: N/A
Chakra: Passively drains -10 or -20 per turn from user, depending on use.
Damage: N/A
Description: Two daggers, seemingly identical apart from their color with base length of 32cm, while the edge itself - 20cm. The handles, as well as the blades are somewhat flat with very sharp edges at the end. The first blade is called Mizu, and as the name suggest represents the Water element, glowing in navy blue color. The second blade, Kaze, glowing in white represents the Wind chakra. What makes these daggers unique is their flat surface that allows them to merge into a single dagger when placed together by the user. The one who wields them, can at will merge the blades or separate them, depending on his needs in battle, as the daggers have different effects in both states. When merged the blade glows in light blue colour, representing Ice. The user is able to use water, wind and ice techniques from the daggers with the same speed he would naturally. If a jutsu requires 3 hand seals, the user will have to slash 3 times before casting, thus taking the same amount time. In the event a jutsu doesn't require handseals or it requires only one, a simple slash of the dagger is enough to produce the jutsu. All of this is done withing reason, meaning if the user needs to send wind chakra through the ground by stomping his foot, then he won't be able to use the dagger for that technique.
The effects and abilities of the daggers are:
- Empowerment: When separated, the two blades give a passive boost of + 10 damage to all water and wind techniques of the user and passively drain 10 chakra from him every turn, weather or not he uses any wind or water techniques. When merged, the user will no longer have the damage boost to his wind and water jutsu, but he will instead have a +20 damage to his ice techniques. At this point, the passive chakra drain will be increased to 20 per turn, until they are separated again. If on any given turn the user has the merged dagger even for a moment, it will drain 20 chakra. The user needs to be in possession of the daggers to have this effect, but doesn't necessarily need to hold them, meaning they can be sheathed and the effects will still count. The user can merge and separate the daggers 5 times total in a battle.
- Wave: The first active use of the daggers, (B-S rank) The user can use the daggers to send out either a blast of wind, or a wave of water or a blast of ice shards from the daggers. This counts as a jutsu per turn and can only be used once from each dagger with a one turn cooldown. If used as a B rank, the user needs to slash 1 time, 2 times for A rank and 3 times for S rank. If used as an A rank, the user won't be able to use S rank and above techniques of the same element the following turn. If used as an S rank, the user will loose the boosts of "Empowerment" for one turn and won't be able to use techniques of the element he used, for the following turn. S rank use is of Long range, while the others are Mid range.
-Shield: Two times per battle, the user can make a shield of either wind, water or snow around him by swirling the dagger around himself three times. The shield will start forming with each swirl, but will be complete by the third motion. It appears 2 meters around the user and follows him, should the user use this while moving. It can block up to 80 damage, while elemental weaknesses apply. After use, the user will loose the boosts of "Empowerment" for the following turn and won't be able to use techniques of the element that the shield was made from, for the following turn.
Note: Needs to have Ice element in order to use.

∞ Declined. No custom will be allowed to bypass hand seal restrictions especially when this already exists as a Specialty. ∞

(Hyouton: Furosutiinfu yūjon)Ice Release: Frosty Infusion

Type: Supplementary
Rank: B
Range: Short-mid
Chakra: 20
Damage: +15
Description: By using his ice chakra and a single hand seal, the user can infuse his Ice techniques or techniques of its components (Water and Wind), giving them +15 damage boost and a bonus effect. If used on a wind technique, the wind will carry ice shards, increasing its cutting potential. If used on a water technique, the water will turn semi-frozen, turning almost into a slushie. If used on an ice technique, the ice jutsu will become more dense. This happens within the same timeframe of the jutsu. All this comes at a slight drawback. As the ice will make the technique heavier, it will travel a bit slower, equal to 1 point.
Note: Can only be used once per turn, with a turn cooldown between use.
Note: Can only be used 5 times per battle.
Note: Requires ice element to use.

∞ Approved. ∞
 
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(Sennin Mame) ▽ Sage Bean
Type:
Supplementary
Rank: S
Range: N/A
Chakra: N/A (+60)
Damage: N/A
Description: Sage beans are green and small. While small they hold a great power. These beans are specifically grown in places with high concentrations of natural energy. Thus, during the blooming stage these plants draw in the natural energy; then once enough energy is absorbed the plant enters the ripening stage and the beans are created.

As one enters ISM, or during ISM, the user can pop a bean. This allows the user to either boost their initial starting sage chakra or to supplement his remaining chakra to extend the duration of their ISM. The amount of sage chakra gained is equal to one turn of meditation but due to the higher concentration only one bean can be eaten or the user risks petrifying.


- Usable once per ISM usage.
- Can be used at the same time as one enters ISM.
- Counts as a move.

∞ Approved. ∞

(Bankai: Hakka no Togame) ✼ Final Release: White Mist Punishment
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-20 per turn)
Damage: 80
Description:
Bankai: Hakka no Togame changes both the physical look and the clothing the user is wearing dramatically; turning their clothes into a white, ankle-length kimono with lined patterns. The robe has an attached ornate collar, edges, and shoulder design made of transparent ice with long, wide sleeves. There are long, flowing ribbons tied at their back that form numerous large loops. They also have a small ice flower formation at the center of her chest, and a half crown of ice which extends around the back of their head. Along with turning their hair and irises white

To enter into this state the user will perform three handseals, when they do a mass of super dense frigid air erupts short range all around the user. The mass release of chakra invokes the transformation, as well as drops the temperature around the user (short range) to well below freezing (-40°). While the transformation persists the users ice gains a pureness becoming almost transparent, along with an increase in density, increasing the damage they are able to inflict (+20). The users Water and Wind get an increase but at a lesser magnitude (+10). This is accomplished by infusing the surrounding super cooled air around the user into the Water or Wind jutsu at the time of usage. All Ice jutsu gain the increase but only Water and Wind that originate from short range around the user gain the increase.


- Can be used 2 times and Lasts 3 turns.
- Can only use Ice, Water and Wind.
- 2 turn cooldown between uses.
- After the transformation ends no S-rank or above Ice, Water or Wind can be used during the cooldown period.

∞ Approved. ∞
 
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Ańbu Juniør's iconAńbu Juniør

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(Ototon Genjutsu: Hoshoku) Sound Release Illusionary Art: Predation
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user gathers his sound chakra into his throat before releasing it in the form of hindering sound waves that echo across the battlefield through a growl, bark, roar, or shout, instantly placing all who hear it into an illusion. In the illusion, targets will hear numerous beasts growling, snarling, and barking, giving them the impression that unseen predators are hunting them. They will glimpse the shadows of predators at the edges of their vision but will be unable to locate them, gripped by primal fear and unable to move. In reality, those affected would have simply been paralyzed by the sound waves. The paralysis lasts for two turns, so even if the affected break the illusion, they will remain paralyzed by the hindering sound.

Notes:
- This technique can be used three times per battle and requires a two-turn cooldown between uses.
- The user is unable to use Sound release or Genjutsu techniques above A rank in the following two turns.

∞ Declined. (Hindering) Sound Release is a primer or medium for Genjutsu, not a secondary effect like you've described here. Meaning, the Sound would trigger the Genjutsu of paralysis and induced fear, but if an opponent breaks it then they break all of its effects at once, like a normal Genjutsu. ∞
 
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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.
Resubmitting with edits made, took out some fluff and unnecessary/confusing mechnaics:

● (Rozaria no Yubi) - Rosaria's Finger ●
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-10 per turn, -10 to Shikotsumyaku Techniques)
Damage: N/A (-2 to self, +20 to Kaguya techniques)
Description: Rosaria's Finger is a ninja weapon ring made by the Kaguya clan in the early days of Konohagakure's 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. This ring is able to passively boost the users Shikotsumyaku techniques. This increase is +20, however by infusing them with 10 additional chakra as long as the user is wearing it. Desummoning the ring is passive. Summoning the ring costs 20 chakra and one of the users 3 moves per turn.

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 reduce -10 chakra needed to perform a Shikotsumyaku technique at the cost of 2 health per turn. It is able to passively and freely perform (Tessenka no Mai Hana) - Dance of the Clematis Flower and in a stronger and more durable form, upgrading it to S rank with no initial cost and increasing it to 80 damage. Being able to pierce S rank defenses however still needing -10 chakra per turn to sustain.

  • Health and chakra drawbacks 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 as well as sapping 10 chakra per turn)
  • Can passively and freely perform an S rank version of (Tessenka no Mai Hana) - Dance of the Clematis Flower costing one of the users three moves per turn.
  • Must be a Kaguya clan member to use
Approved - I've made many changes as in some aspects you were limiting yourself way too much. If you're not happy with the changes, please message me.
 
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Akisha

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(Amarugamu) Amalgam
Type: Weapon
Rank: S
Range: N/A
Chakra: Passively drains -10 or -20 per turn from user, depending on use.
Damage: N/A
Description: Two daggers, seemingly identical apart from their color with base length of 32cm, while the edge itself - 20cm. The handles, as well as the blades are somewhat flat with very sharp edges at the end. The first blade is called Mizu, and as the name suggest represents the Water element, glowing in navy blue color. The second blade, Kaze, glowing in white represents the Wind chakra. What makes these daggers unique is their flat surface that allows them to merge into a single dagger when placed together by the user. The one who wields them, can at will merge the blades or separate them, depending on his needs in battle, as the daggers have different effects in both states. When merged the blade glows in light blue colour, representing Ice. The user is able to use water, wind and ice techniques from the daggers with the same speed he would naturally. If a jutsu requires 3 hand seals, the user will have to slash 3 times before casting, thus taking the same amount time. In the event a jutsu doesn't require handseals or it requires only one, a simple slash of the dagger is enough to produce the jutsu. All of this is done withing reason, meaning if the user needs to send wind chakra through the ground by stomping his foot, then he won't be able to use the dagger for that technique.
The effects and abilities of the daggers are:
- Empowerment: When separated, the two blades give a passive boost of + 10 damage to all water and wind techniques of the user and passively drain 10 chakra from him every turn, weather or not he uses any wind or water techniques. When merged, the user will no longer have the damage boost to his wind and water jutsu, but he will instead have a +20 damage to his ice techniques. At this point, the passive chakra drain will be increased to 20 per turn, until they are separated again. If on any given turn the user has the merged dagger even for a moment, it will drain 20 chakra. The user needs to be in possession of the daggers to have this effect, but doesn't necessarily need to hold them, meaning they can be sheathed and the effects will still count. The user can merge and separate the daggers 5 times total in a battle.
- Wave: The first active use of the daggers, (B-S rank) The user can use the daggers to send out either a blast of wind, or a wave of water or a blast of ice shards from the daggers. This counts as a jutsu per turn and can only be used once from each dagger with a one turn cooldown. If used as a B rank, the user needs to slash 1 time, 2 times for A rank and 3 times for S rank. If used as an A rank, the user won't be able to use S rank and above techniques of the same element the following turn. If used as an S rank, the user will loose the boosts of "Empowerment" for one turn and won't be able to use techniques of the element he used, for the following turn. S rank use is of Long range, while the others are Mid range.
-Shield: Two times per battle, the user can make a shield of either wind, water or snow around him by swirling the dagger around himself three times. The shield will start forming with each swirl, but will be complete by the third motion. It appears 2 meters around the user and follows him, should the user use this while moving. It can block up to 80 damage, while elemental weaknesses apply. After use, the user will loose the boosts of "Empowerment" for the following turn and won't be able to use techniques of the element that the shield was made from, for the following turn.
Note: Needs to have Ice element in order to use.

∞ Declined. No custom will be allowed to bypass hand seal restrictions especially when this already exists as a Specialty. ∞

(Hyouton: Furosutiinfu yūjon)Ice Release: Frosty Infusion

Type: Supplementary
Rank: B
Range: Short-mid
Chakra: 20
Damage: +15
Description: By using his ice chakra and a single hand seal, the user can infuse his Ice techniques or techniques of its components (Water and Wind), giving them +15 damage boost and a bonus effect. If used on a wind technique, the wind will carry ice shards, increasing its cutting potential. If used on a water technique, the water will turn semi-frozen, turning almost into a slushie. If used on an ice technique, the ice jutsu will become more dense. This happens within the same timeframe of the jutsu. All this comes at a slight drawback. As the ice will make the technique heavier, it will travel a bit slower, equal to 1 point.
Note: Can only be used once per turn, with a turn cooldown between use.
Note: Can only be used 5 times per battle.
Note: Requires ice element to use.

∞ Approved. ∞
Resubmitting:

(Amarugamu) Amalgam
Type: Weapon
Rank: S
Range: N/A
Chakra: Passively drains -10 or -20 per turn from user, depending on use.
Damage: N/A
Description: Two daggers, seemingly identical apart from their color with base length of 32cm, while the edge itself - 20cm. The handles, as well as the blades are somewhat flat with very sharp edges at the end. The first blade is called Mizu, and as the name suggest represents the Water element, glowing in navy blue color. The second blade, Kaze, glowing in white represents the Wind chakra. What makes these daggers unique is their flat surface that allows them to merge into a single dagger when placed together by the user. The one who wields them, can at will merge the blades or separate them passively, depending on his needs in battle, as the daggers have different effects in both states. When merged the blade glows in light blue colour, representing Ice. The user is able to use water, wind and ice techniques from the daggers with the same speed he would naturally. However one still needs to perform hand seals for the techniques. In the event a jutsu doesn't require hand seals, a simple slash of the dagger is enough to produce the jutsu. All of this is done withing reason, meaning if the user needs to send wind chakra through the ground by stomping his foot, then he won't be able to use the dagger for that technique.

The effects and abilities of the daggers are:
- Empowerment: When separated, the two blades give a passive boost of + 10 damage to all water and wind techniques of the user and passively drain 10 chakra from him every turn, weather or not he uses any wind or water techniques. When merged, the user will no longer have the damage boost to his wind and water jutsu, but he will instead have a +20 damage to his ice techniques. At this point, the passive chakra drain will be increased to 20 per turn, until they are separated again. If on any given turn the user has the merged dagger even for a moment, it will drain 20 chakra. The user needs to be in possession of the daggers to have this effect, but doesn't necessarily need to hold them, meaning they can be sheathed and the effects will still count. The user can only merge or separate the daggers once per turn.

- Wave: The first active use of the daggers, (A rank) The user can use the daggers to send out either a blast of wind, or a wave of water or a blast of ice shards from the daggers. This counts as a jutsu per turn and can only be used once from each dagger with a one turn cooldown. This requires two hand seals before slashing once to release the technique. If used, the user won't be able to use S rank and above techniques of the same element the following turn.

Approved - I made quite a few edits and removed shield. It was one too many things for this weapon.
 
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Ańbu Juniør's iconAńbu Juniør

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Resubmitting: X
- Removed the portion regarding the lingering paralysis after breaking the illusion.

(Ototon Genjutsu: Hoshoku) Sound Release Illusionary Art: Predation
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user gathers his sound chakra into his throat before releasing it in the form of hindering sound waves that echo across the battlefield through a growl, bark, roar, or shout, instantly placing all who hear it into an illusion. In the illusion, targets will hear numerous beasts growling, snarling, and barking, giving them the impression that unseen predators are hunting them. They will glimpse the shadows of predators at the edges of their vision but will be unable to locate them, gripped by primal fear and unable to move. In reality, those affected would have simply been paralyzed by the sound waves. The paralysis lasts for two turns, so even if the affected break the illusion, they will remain paralyzed by the hindering sound.

Notes:
- This technique can be used three times per battle and requires a two-turn cooldown between uses.
- The user is unable to use Sound release or Genjutsu techniques above A rank in the following two turns.

∞ Declined. (Hindering) Sound Release is a primer or medium for Genjutsu, not a secondary effect like you've described here. Meaning, the Sound would trigger the Genjutsu of paralysis and induced fear, but if an opponent breaks it then they break all of its effects at once, like a normal Genjutsu. ∞

(Ototon Genjutsu: Hoshoku) Sound Release Illusionary Art: Predation
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user gathers his sound chakra into his throat before releasing it in the form of hindering sound waves that echo across the battlefield through a growl, bark, roar, or shout, instantly placing all who hear it into an illusion. In the illusion, targets will hear numerous beasts growling, snarling, and barking, giving them the impression that unseen predators are hunting them. They will glimpse the shadows of predators at the edges of their vision but will be unable to locate them, gripped by primal fear and unable to move. In reality, those affected would have simply been paralyzed by the sound waves. The paralysis lasts as long as the illusion remains in effect.

Notes:
- This technique can be used three times per battle and requires a two-turn cooldown between uses.
- The user is unable to use Sound release or Genjutsu techniques above A rank in the following turn.


Declined - Genjutsu works by bending the 5 senses to create a sense of a false reality. You can't force someone to feel a certain way such as fear. You'd have to describe that you bend their senses to say cause them to sweat or like an unseen force grips them etc. You can't force an emotion through illusions.
 
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Bloo

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(Sennin Mame) ▽ Sage Bean
Type:
Supplementary
Rank: S
Range: N/A
Chakra: N/A (+60)
Damage: N/A
Description: Sage beans are green and small. While small they hold a great power. These beans are specifically grown in places with high concentrations of natural energy. Thus, during the blooming stage these plants draw in the natural energy; then once enough energy is absorbed the plant enters the ripening stage and the beans are created.

As one enters ISM, or during ISM, the user can pop a bean. This allows the user to either boost their initial starting sage chakra or to supplement his remaining chakra to extend the duration of their ISM. The amount of sage chakra gained is equal to one turn of meditation but due to the higher concentration only one bean can be eaten or the user risks petrifying.


- Usable once per ISM usage.
- Can be used at the same time as one enters ISM.
- Counts as a move.

∞ Approved. ∞

Reference:
(Saibaiman) Saibamen
Type
: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Saibamen are green, humanoid like constructs, which are grown by planting sage beans. Before planting the user will infuse their senjutsu into the bean to activate it, preprogramming it in a way so that it emerges when the user wants it too. Once planted the bean will enlarge itself and form into a saibaman. They will then emerge, and seek out the intended target. These constructs are not sentient in anyway, and thus are incapable of intricate movements. Once within range the saibaman will leap towards the target, latch onto them, pinning their arms to there sides and then detonating in a large (3 meter) explosion. Saibamen are for all intents moving landmines.

-Usable 2 times
-Takes one turn to fully grow.
-2 turn cooldown between uses
-No sage arts in the turn its planted.

Declined - This would require something akin to wood release etc to achieve.


(Sukubī Sunakku) ▽ Scooby Snacks
Type
: Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A
Description: Scooby Snacks are a Y-shaped medical pills made specifically for ninken. Once ingested the ninken reaps a slew of benifits. First, they gain indomitable courage making any killing intent or the like useless. Next it increases the ninkens physical capabilities to their peak, imparting a boost of +15 to Inuzuka techniques, as well as a speed boost of x2 Lastly, the ninken gains 30 points of destructible defense, a one time use of physical durability. Any amount of damage taken removes the full 30 points.

-Usable 5 times, lasts 4 turns.
-2 turn cooldown between uses.

Declined - Link your purchase of medjutsu to create custom pills or a bio which is approved where it shows you have medjutsu.
 
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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.
You must be registered for see images

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.

Resubmitting
- Changed boost focus from Tai > DBP
- Removed mentions of Asura and symbiote
- Completely changed last ability to be more in line with an armor


(Ashura no Gi - Ashura no Ma no Gentei) - Asura’s Blood Armor
Type:
Weapon
Rank: S
Range: Self
Chakra: N/A
Damage: N/A (+20 Blood/Shikotsumyaku)
Description: Asura’s blood armor is an armor made of crystalised, solid blood, the users bones, and combined and mixed with rare precious metals, using mysterious forms of alchemy to combine and give the armor its miraculous effects, making the armor unique, 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, a mixture of solid bone and metal, and 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.

Bonded - This armor increases the strength of the user's ketsuryugan and Shikotsumyaku techniques by +20 damage and +10 chakra. This is due to the armor holding an inherent strength largely due to the addition of his own blood and bone. Blood techniques which would normally come straight from the user’s body, can instead originate from the armor should the user wish. The armor being an extension of themselves, can take on the properties of the user’s own blood. Blood controlled from a distance or through physical contact is also heightened due to the connection of the user’s bloodline and a connection to the user's chakra. Bone still originates from the user, capable of moving through the armor unhindered as if it were his own skin, and when retracted or projected, leaves no sign of holes, the armor working with the user's body harmoniously.

Bloodbone Bastion (Active - S Rank) - This armor is a natural defense, having been created through tough, exotic metals and the user’s blood and bone. This allows the user, at the cost of a move slot, but not taking a slot in the timeframe, to activate the armor causing it to glow a deep crimson red. This provides the user with an increase in durability, mitigating 20 damage from techniques which strike the user.

Restrictions

- Blood Bastion can be used twice per battle.
- Blood Bastion lasts 3 turns per activation.
- Requires a two turn cooldown between usages.
- The user loses access to one of his buffs (decided by the user) during the activation and continuation of Blood Bastion.

Physical representation of armor, not exact.
You must be registered for see images

Approved - Made edits.


(Raikei – Raigeki) - Thunder Series - Thunderbolt
Type:
Supplementary | Offensive | Defensive
Rank: A
Range: Self - Mid
Chakra: 30
Damage: 60
Description: A specialised elemental Kenjutsu technique, the user surges lightning chakra through their body and into their blade, which can either be sheathed or unsheathed. During the surge of electrical chakra moving through their body and into their blade the user’s speed and reflexes improve drastically allowing them to move in a burst of speed at x3 their base speed (when performing a Kenjutsu technique) up to mid range performing a slash or stab with an electrified blade across their foe or intended target, appearing behind the target. The electrified blade causes a jolt of electricity to course through their bodies, disrupting their nervous system causing delayed and uncontrolled reactions, resulting in their base speed and reflexes dropping by 2, this can be circumvented by using a med or yang healing jutsu of equal chakra, or a wind surge through their system.

Restrictions

- Can only be used three times per battle
- Speed drop lasts for 3 turns unless dealt with.
- Must wait a turn between uses.

± Approved, edits made. ±

(Raikei – Mahi Hōshi) - Thunder Series - Stun Spore
Type:
Supplementary | Offensive | Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A specialised Elemental Kenjutsu technique. The user surges lightning chakra through their body and down into their blade, The user performs a 360 degree spin, leading with their sword, resulting in a 360 degree slash. The user’s body and this slash leaves a trail of small powderlike lightning sparks, resembling a mass of fireflies or powder, which spreads out and permeates the area around them up to mid range.

These tiny bolts of lightning mass which charge the area, do not obstruct vision, and acts as a barrier around the user, capable of paralyzing individuals that come into contact with the spore like bolts for one turn. The spore-like bolts are capable of dealing damage to an enemy who gets caught inside or enters willingly. Despite lasting 3 turns, the damage is only applied once. The lightning spread around the user is capable of defending against oncoming jutsu or techniques respecting strengths and weaknesses of Lightning. Although the user is capable of moving through this field of spore like lightning bolts without hindrance as it is their own chakra, not affecting anything that may be on his body.

Alternatively, the user can choose to perform a 180 degree slash, forgoing the full spin, and extend an attack of spore like lightning out in front of them. In both instances, the lightning spore spreads from the user.

Restrictions

- Can only be used three times per battle
- Requires a one turn cooldown between uses
- Spore like lightning lasts 3 turns per technique use.
- Paralysis lasts one turn from initial contact. Further exposure and paralysis effects of the spore like lightning can occur only after a turn has passed. This means only 2 instances of paralysis can ever happen within the 3 turns it exists on the field if the spore like lightning is not dealt with, and the opponent remains in the area.

± Approved, edits made. ±
 
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Mirai

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Updating: #718

Changelog:
- Revamping to affect any form of energy that is flammable/explosive in nature instead of strictly just Explosion Release.
- Updating to more modern standards.

(Katon: Kokuō Rei) – Fire Release: Royal Decree
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: Royal Decree is a type of infusion designed to manipulate Explosion Release natured techniques throughout the battlefield. Through an infusion of Fire chakra into an energy based element that is explosive or flammable in nature technique the user is able to create a catalyst. The fire chakra infused into the technique is gaseous in its form remaining inert until physical contact is triggered (via opposing techniques) or through a mental command. The catalyst will act to detonate instantly in sync with the first causing a secondary explosion simulating the magnitude of the first; however will extend with one additional range level, at the user’s volition. The range increase can only be applied to techniques which span short-range initially, allowing them to increase their range effectively to mid-range. Because of the effects of the catalyst the infused technique gains the added force, heat, and energy of the initial allowing it to gain an effective increase of one rank in strength; for S-Rank and above techniques the technique will effectively increase the effective strength by +20. This technique can be applied to techniques which extend to mid-range initially, however it will not benefit from the increased range allowing them to gain the catalyst effect but not span to long-range. Royal Decree can be used three times per battle and can be performed within the same timeframe as the technique which it is applied to while performing two handseals. It cannot be used in consecutive turns, alongside no Fire Techniques above A Rank for the same turn.

± Declined. This covers too wide a range in terms of "an energy based element that is explosive or flammable in nature." That covers a lot of CEs and canon abilities that are otherwise, less lethal, but with this added, could spell a problem, or an ME situation. ±

Sage Transformation Bio: X
Sage Transformation Training: X

(Sennika: Jutai, Kantsū kōgeki ) Sage Transformation: Cursed Womb, Piercing Strike
Type: Supplementary
Rank: B
Range: Short - Long
Chakra cost: 20 (-5 per turn)
Damage points: 40
Description: Cursed Womb, Piercing Strike is rather simple but powerful technique crafted by those capable of Sage Transformation requiring 1 hand seal. Through the use of their bodies unique shapeshifting ability, the user would quickly clasp their hands together while molding them into a clawed like form as it constantly leaks out small amounts of Senjutsu. It's size remains rather normal, aside from the scaly reddish patch of flesh across it - but in hindsight this is mostly cosmetic, as the true intention is as they do this; ample amounts of Senjutsu gathers at the tips of their fingers. This allows them to gather and pressurize the energy, to which after a quick moment of charging it - releasing a straight lined beam projectile of piercing energy. This energy, composed of Senjutsu, quickly travels across the air and once impact is made, strike through the target's body; piercing through and follows into an immediate explosion. This resulting explosion has a blast radius of five meters, damaging the opponent should they attempt to dodge, as the user can also prematurely detonate the Senjutsu as a result of a mental command. The user's arms remains in this transformed state for a max of four turns, which at the cost of a move slot - fire off more piercing beams of Senjutsu. Can only be used five times per battle, which leaves the user unable to use Sennika techniques S Ranked and above after the technique ends.
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Energy Beam Visual

Approved - Made edits
 
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Gutsy

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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.

Resubmission:
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).

-----

(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 sphere, that includes underground, protecting from all directions, The sphere 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 sphere. Hostile entities that make direct physical contact with the barrier are subjected to an invasive Yang Chakra that overwhelms their chakra balance, due to imbalance, resulting in a reduction in movement speed by 25% for three turns, and it burns their chakra, lowering available chakra by 20% for the remainder of the battle. If the user specializes in Yang Release repeated contact causes the affected target to temporarily lose access to Yin Release and Yin-based techniques for three turns, as their Yin-Yang ratio is forcibly destabilized. 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. No other fuuinjutsu while this is active.

Approved - Made edits.

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, forged from crystallized chakra steel tempered in sacred spring water. The sword 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 chakraless sword-based attacks. Mizukagami 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 convert a Water technique up to S-rank and lower into a Basic Boil technique (passively), with a one-turn cooldown. This causes the water technique to become a Steam technique and follow the strengths and weaknesses of Boil Release. This can be used 5 times per battle.

Steam Sense (蒸感知, Jōkanchi): A passive sensory ability born from the union of Water and Fire chakra, Steam Sense allows Mizukagami and its wielder to sense the environment through disturbances within emitted steam. This ability releases pulses of fine, harmless steam into the surrounding area (up to 30 meters in radius), spreading outward in waves of thin vapor. This allows the wielder and katana to read disruptions caused when living bodies, movement, or chakra make contact with the steam. This immediately transmits positional and motion information back to the blade and wielder, and allows them to distinguish between different elements. The differences are identified by the ways various chakra natures, techniques, and physical elements alter the temperature, density, and flow of the steam upon contact (tracking x2). This steam is B rank. It spreads 5m per turn passively drawing on 5 chakra from the user per turn.

Approved - Made edits. Removed the last ability as you can already do enough with this weapon.


(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, superheated chakra erupts continuously from the user, rapidly heating moisture in the surrounding air and environment as the steam spreads outward like an omnidirectional wave from the user, extending up to a maximum radius of 30 meters. The intense heat produces a veil of chakra-heavy steam that blankets the area, creating a dense mist or steam, which reduces the effectiveness of Dojutsu, as it irritates the eyes as well as makes it impossible to see through the veil of chakra and steam; however, other sensory methods remain more reliable. This continuously burns and boils anyone caught within it, dealing 25 damage per turn. The steam carries scalding heat, causing exposed metal, armor, and weapons within the veil to rapidly heat; as such, targets who are wearing or holding metal take increased damage from the technique, raising the damage dealt by this jutsu from 25 to 30 per turn, for as long as they remain in contact with metal. Anyone who is caught within the steam for 3 turns will experience blurred vision and fatigue, experiencing heat-induced visual distortions, which lowers the targets 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.

Approved

(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. Once trapped in the illusion, those affected are immobilized as their minds twist under its effect. Those under the illusion see ghostly, ethereal figures rising from the steam, wrapping around their body. These phantoms appear to constrict the target(s), while their touch radiates intense heat as if the steam itself is scalding their flesh. 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. This technique can be applied alongside a steam-based jutsu (same timeframe) or used independently on pre-existing steam or mist the user is controlling. A target can only be affected by the illusion once.

Note:
- Usable 3 times per fight with 2 turns between uses.
- 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.

Approved - Made edits

(Futton: Múspellr no Kamen) Boil Release: Mask of Muspelheim
Type: Supplementary
Rank: C
Range: Short - Mid
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, 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 focuses it on conductive or reactive materials, causing rapid oxidation and thermal stress. This allows the steam technique to corrode metals, stone, and chakra constructs. This makes it strong against earth and metal-based elements. Corrosive Steam is less effective against non conductive materials such as wood, clay, or heat resistant alloys, making it weak to said types of elements.

Choking Steam (窒息蒸気, Chissoku Jōki): The steam’s density and scalding levels are manipulated to create discomfort and burns in the respiratory system, causing oxygen levels to drop and breathing to become difficult. Due to the lack of oxygen, the steam becomes strong against fire-based techniques, as it quenches fire’s oxygen supply, effectively choking it. Choking Steam is less effective against cooling elements such as ice, making it weak to said types of elements.


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, able to direct the steam in desired directions. The intense pressure allows it to cut through organic material and disrupts air currents, making it neutral against wind-based techniques.

Declined - Corrosive steam takes this too close to Mei's boil. I can't allow you to gain both versions of boil like that.
 
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Vayne

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Fixed as discussed.

(Kage/Inton: Apatē) - Shadow Art/Yin Release: Apate
Type: Supplementary
Rank: A
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 3, 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, and Yang. The range of effect of Apate is restricted based on the rank of the technique it is applied to, B ranks and below techniques (15m), A ranks (20m), and S/F Ranks (25m).

Declined - Explained through discord. Separate into two techs.


(Kage/Inton: Aku) - Shadow Art/Yin Release: Aku
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 60 (-20 per turn)
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 basic 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 80 spiritual damage points, deducting the damage from said pool upon each clash. 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.
Standard rate is 80, but specialising in Yin elevates it to 100.
While in use, the user can not utilise S rank or above Yang techniques.

Upon Aku's expiration the user can not use S rank or above Shadow/Yin techniques for a turn.

Approved - Made edits. Pending

New:

(Haōshoku no Haki) - Color of the Supreme King Haki
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: An expression of the user's dominating willpower, Haōshoku no Haki is a technique that brings forth the user's willpower in the form of a zone of intense red and black bolts of spiritual energy around the user, affecting all within that range. This is a surge of chakra followed by 3 hand seals which can be performed with supplementary/defensive jutsu. Those that enter the zone would have their chakra drained and be afflicted with a spiritual tether, inflicting them with emotions of dread, weakness, and fearfulness. Once tethered, the emotions targets are experiencing would translate to a deterrence and hesitance from approaching the user freely, making it so that they can only be moving up to twice the user's base speed while within Mid range of them. In regards to the chakra drain, the tether would drain the affected targets by a rate equal to the chakra cost of this technique per turn, for 3 turns (40 Standard, 60 Spec). The zone itself is an AOE, reaching up to 10 meters around the user, but it can be concentrated to a single target up to 20 meters away. Techniques of equal or lower chakra cost that enter the zone would be drained of their chakra, and would be used as a conduit to send the tether to their original user. For sentient techniques, the tether would afflict the technique alone. When targeting multiple targets, the technique would follow splitting rules in terms of draining. (So 2 targets would lose 20 chakra each for instance) Usable twice, and must separated by two turns. No A rank or above Yin techniques in the turn after this is used. Surges and Barriers that utilize Yin/Yang and components, or Natural energy can resist the initial zoning and can break free of the tether.


'Resub' https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-49#post-22132606
bio with mastery/adv fuin https://animebase.me/threads/shirou-kotomine-v15.792234/
SM Mastery for higher damage: https://animebase.me/threads/mastery-submissions.780592/page-2#post-22129554
Not sure how Damage for SM mastery is treated, i'm guessing standard chakra but higher damage?
Jutsu referenced:
( Senpō: Hakugeki no Jutsu ) - Sage Art: White Rage Technique
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: After forming the necessary hand seal Bird, the user expels a dragon-like entity from their mouth that carries an orb in its left front claw. As the dragon tightly coils itself around the orb, it releases both blinding light and deafening sound. This alone greatly hinders those in the vicinity but, due to the intensity of the resulting vibrations, paralysing pain is also induced. Thus, the technique both briefly inhibits the opponent's senses, as well as techniques that require their active concentration. According to Kabuto, only he is capable of functioning normally whilst this technique is in effect, thanks to the properties of his Sage Mode and his adopted abilities. Due to his snake characteristics, Kabuto can close the cornea of his eyes to completely block the harmful light, whilst instead relying upon the enhanced perception of his other senses to compensate for his obstructed vision. He can also liquefy the insides of his body in order to negate the effects of the harsh sound vibrations.
Note: Can only be used once by advanced Kabuto bios while on Snake Sage Mode

Declined - S rank... restrictions? <_<

(Kage Senpō: Senri Tsūtenshō) - Shadow Sage Arts: Heavenly Passing Palm of the Thousand
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10)
Damage: 120
Description: Combining NE and Shadows, the user surges chakra throughout their body and performs 3 hand seals to manipulates their shadow with an additional helping of natural energy embedded into it. This enables the user to form limbs and constructs of physical shadow that can be used to attack, defend, or supplement their actions. Uniquely, when this variation of shadows clashes with other objects or passively on the user's command, a deafening sound is released, amplified via the NE coursing through it. This sound behaves on a smaller scale of that released in the "White Rage Technique", wherein the sound here only causes a disruptive vibration and sound short range around the clash area, one which causes sustained techniques to be interrupted and inflicts paresthesia (20% Speed debuff) on targets, rather than full on paralysis. Notably, when released by the user, the sound can be directed at a 180 degree angle, preventing it's effect on allies or the user himself, whereas in normal clashes it's effects are of a short range aoe. Usable twice, lasting up to 3 turns each. Second usage must be separated by the amount of turns it was active in first usage. No other Senjutsu techniques S rank or above the following turn. Self activated sound release is achieved by moving the shadows to clash within itself in a controlled fashion to release the sound, costing 10 chakra, still only short range distance.

Declined - White Rage is a Kabuto only technique in the RP. This would to be too! The thing I'm not a fan of here is you've basically taken a cannon technique into its entirety and applied all of it to this with addition effects and made it stronger. This is a bit much for one technique. It needs to be reworked to be more balanced.

(Kage Fūinjutsu: Chūsai No Aceso) - Shadow Sealing: Arbitration of Aceso
Type: Defensive, Supplementary
Rank: S
Range: Short - Mid
Chakra: 70
Damage: N/A
Description: Arbitration of Aceso is a sealing technique that combines Yang and Shadow manipulation into a defensive body seal. A Yang infused seal would be placed on the user's body with the kanji of "Aceso", laying dormant until triggered by the user or upon the user losing consciousness, either to physical or mental attacks. Once triggered, the seal would flush the body and shadow with the Yang chakra, healing and rejuvenating the body whilst granting limited sentience to the shadow. The rejuvenation process would flush out any hostile foreign components and heal the user on a physical level similar to Touch of the Sun, but only by up to 80 HP, or 100 if specialised. As for the sentience granted to the shadow, it would momentarily allow it to manipulate the user's movement up to 10 meters away, moving at thrice the user's base speed. This enables the shadow to tactfully move the user to a safer or less dangerous position, meaning it can't be used to directly approach the opponent. However, whilst moving under the shadows influence, the user can freely attack with his upper body, or passively override the shadow's manipulation if needed, losing the speed modifier as a result. Usable twice, although the seal must be reapplied after the initial usage. No Yang or sealing techniques above A rank the turn after the seal is utilised. Seal must be placed on bio or in first post of battle. Requires Adv.Fuin.

Declined - I'm fine with the first part, not the second. The healing of yang isn't instant it takes time so you need to incorporate that. You'd still suffer the health chart drawbacks. Describe how your shadow or the shadow produced moves you. Right now it's a clash of two techniques with little synergy. A seal to heal. Then a shadow to move you. Iirc there is a cannon technique that allows you to move as your shadow, maybe try mixing it with that. The seal heals you, draws you into your own shadow for movement. Wont have you attacking at the same time, or you're basically getting a combat res without any real drawbacks.
Yall should give free sub slots for approved to pending! Went with shadow form first on Apate, will remake the other version in another cycle. Changed Aku's spiritual defense to an 'offensive' tether, added a restriction on Haki, removed the Kabuto ref from the Sen/Kage, and changed Aceso as instructed.
Sage rank, so using extra slot here.

Silence filthy Nara!

(Kage/Inton: Apatē) - Shadow Art/Yin Release: Apate
Type: Supplementary
Rank: A
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 an infusion technique that is based on the principles of Yin Release to allow the user to manipulate shadows with increased effects, in 'shadow' form. 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, should it be used with sister technique (TBM). Usable once every two turns, with a max usage of 3, 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, and Yang. The range of effect of Apate is restricted based on the rank of the technique it is applied to, B ranks and below techniques (15m), A ranks (20m), and S/F Ranks (25m). No Yin techniques above A rank while this lasts and for one turn after.1

Approved - Made edits in orange.



(Kage/Inton: Aku) - Shadow Art/Yin Release: Aku
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 60 (-20 per turn)
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 can apply a tether (Sha) to targets. 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 Sha, it enables Aku to apply a spiritual tether upon clashing with foreign chakra or targets themselves. The tether acts similar to Hungry Ghosts and would serve to cause the opponent's to lose chakra at a rate equal to the chakra of the opponent's technique upon the clash, or 40 (60) chakra when the tether is applied directly on an opponent. This tether would last until Aku is defeated, or expires. Aku can apply 3 tethers, but the rate naturally splits, and he is capable of choosing when the tether is applied.
Usable twice, lasting up to 3 turns, with a cooldown equal to the turns active.
Standard rate is 80, but specialising in Yin elevates it to 100.
While in use, the user can not utilise S rank or above Yang techniques.
Upon Aku's expiration the user can not use S rank or above Shadow/Yin techniques for a turn.

± Decline, a surge before doing hand seals is a no. Restrictions are pretty arbitrary for what you're trying to achieve here, both with Aku's extended duration and its effects. Applying three tethers is also a no, canon Hungry Ghost only allows up to two. The chakra sapped from the opponent, where does this go? Why is it being sapped, for what? While its active, it should be that you're restricted to some form of Yin/Shadows as well, not just Yang (which you only place in after Aku's expiration, and at S rank and above only, which is again, arbitrary). ±

(Kage Senpō: Senri Tsūtenshō) - Shadow Sage Arts: Heavenly Passing Palm of the Thousand
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10)
Damage: 120
Description: Combining NE and Shadows, the user surges chakra throughout their body and performs 3 hand seals to manipulates their shadow with an additional helping of natural energy embedded into it. This enables the user to form limbs and constructs of physical shadow that can be used to attack, defend, or supplement their actions. Due to the SM influence, the jutsu is capable of interacting and combatting with Yin/Yang jutsu, even those that are in other forms, such as spiritual Yin techniques or barriers that utilise Y/Y and require Senjutsu to be dealt with. Usable twice, lasting up to 3 turns each. Second usage must be separated by the amount of turns it was active in first usage. No other Senjutsu techniques S rank or above the following turn.

± Declined. Again, a surge before the hand seals is a no go. That restriction is slick, also a no-go, cause you'd be able to utilize this again after just 1 turn break in-between. Arbitrary restrictions, it needs to be restricted more, considering what you're planning to use this for (A rank and above for Senjutsu and Shadows, for example). I also need to clarify what you mean with "supplement their actions". What are supplementary usages of this technique? ±

(Haōshoku no Haki) - Color of the Supreme King Haki
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: An expression of the user's dominating willpower, Haōshoku no Haki is a technique that brings forth the user's willpower in the form of a zone of intense red and black bolts of spiritual energy around the user, affecting all within that range. This is a surge of chakra followed by 3 hand seals which can be performed with supplementary/defensive jutsu. Those that enter the zone would have their chakra drained and be afflicted with a spiritual tether, inflicting them with emotions of dread, weakness, and fearfulness. Once tethered, the emotions targets are experiencing would translate to a deterrence and hesitance from approaching the user freely, making it so that they can only be moving up to twice the user's base speed while within Mid range of them. In regards to the chakra drain, the tether would drain the affected targets by a rate equal to the chakra cost of this technique per turn, for 3 turns (40 Standard, 60 Spec). The zone itself is an AOE, reaching up to 10 meters around the user, but it can be concentrated to a single target up to 20 meters away. Techniques of equal or lower chakra cost that enter the zone would be drained of their chakra, and would be used as a conduit to send the tether to their original user. For sentient techniques, the tether would afflict the technique alone. When targeting multiple targets, the technique would follow splitting rules in terms of draining. (So 2 targets would lose 20 chakra each for instance) Usable twice, and must separated by two turns. No A rank or above Yin techniques in the turn after this is used, and likewise for when the technique expires. Surges and Barriers that utilize Yin/Yang and components, or Natural energy can resist the initial zoning and can break free of the tether.

± Declined. Again, surge before hand seals is not the new meta. What are emotions of dread, weakness, and fearfulness? What if my character is the main character who doesn't feel any fear? And using that as a basis to debuff speed doesn't make sense. The AOE range and expansion of it, there's a lot going on here that's a big no. DNR. ±

(Kage Fūinjutsu: Chūsai No Aceso) - Shadow Sealing: Arbitration of Aceso
Type: Defensive, Supplementary
Rank: S
Range: Short - Mid
Chakra: 70
Damage: N/A
Description: Arbitration of Aceso is a sealing technique that combines Yang and Shadow manipulation into a defensive body seal. A Yang infused seal would be placed on the user's body with the kanji of "Aceso", laying dormant until triggered by the user or upon the user losing consciousness, either to physical or mental attacks. Once triggered, the seal would flush the body and shadow with the Yang chakra, healing and rejuvenating the body whilst granting limited sentience to the shadow. The rejuvenation process would flush out any hostile foreign components and heal the user on a physical level similar to Touch of the Sun, but only by up to 80 HP, or 100 if specialised, occurring at a rate of 1/3 of the HP value per turn. As for the sentience granted to the shadow, it would momentarily allow it to manipulate the user's movement, drawing them into the shadow itself, similar to the effects of Kagegakure no Jutsu, and moving at thrice the user's base speed. This enables the shadow to tactfully move the user to a safer or less dangerous position, meaning it can't be used to directly approach the opponent. Whilst moving under the shadows influence, the user can not attack targets, but is capable of using other jutsus to heal/bolster themselves. After the initial movement, the user can emerge from his shadow or remain hidden inside until fully healed. Movement after the initial turn would occur at the user's base speed. Healing occurs regardless if the user is inside the shadow or has emerged, occuring over a span of 3 tuns. Usable twice, although the seal must be reapplied after the initial usage. No Yang or sealing techniques above A rank the turn after the seal is utilised. Seal must be placed on bio or in first post of battle. Requires Adv.Fuin.

± Declined. While this technique is active, you shouldn't be able to heal/bolster yourself, considering that the technique would already be utilizing Yang/Shadows to take you out of harm's way. 70 chakra instead of 60? Also, if the shadow is hit, you'll also be knocked out of it. Three times the user's base speed is a bit much, I'd settle for 2x. ±
 
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Kooljay

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(Ranton: Arashi Orochi no Jutsu) - Storm Release: Storm Hydra Technique
Rank: B-S
Type: Offensive
Range: Short – Long
Chakra: 20-40 (-10 per turn to the user)
Damage: 40-80
Description: After weaving a handseal, the user will conjure up a 15m long B ranked 2 headed serpentine dragon made of thundercloud chakra. This dragon is capable of passively absorbing ninjutsu or chakra from people it makes contact with and using Storm, Lightning, and Water release jutsu up to its rank. The signature ability of this jutsu is its ability to grow more powerful if its attacked with ninjutsu that's not powerful enough to completely destroy it. Once it absorbs chakra to its limit: B - 20, A - 30, etc. It will use that chakra and grow a new head. The jutsu itself will increase in rank and its chakra storage will need to be refilled to its rank once again to grow another head. At B rank, it starts with 2 heads, A rank it grows another head, S rank it grows another head bringing it to 4 total. The S ranked rank dragon is also capable of absorbing chakra and growing another head, however instead of growing in rank, the jutsu it uses now grows receives a +20 boost in damage. While the dragon is capable of using chakra absorbing stomr jutsu the user knows, this does not count towards the amount needed to grow a new head unless the jutsu specifically states that the absorbed jutsu goes back to the user. The jutsu is rather unstable, meaning that each rank of the jutsu can only exist for a limited amount of time. Growing heads it how it sustains itself.

Note: This jutsu can only be initially created as a B rank and can only be used twice.
Note: B rank can last 4 turns before needing to grow a new head, A rank: 3 turns, and S rank 3 turns.
Note: While this jutsu is active, the user only has 2 time frames.
Note: After this jutsu ends, it cannot be used for another 3 turns.

Declined - I've decided that multi ranked techs can be allowed to a certain extent where warranted. The problem with his is it's legit just a storm dragon. There isn't a need for it to be multiple rank.
 
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Joon

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(Zangerin) - Cutting Flower Ring
Type: Offensive
Rank: A
Range: Short (The range extends to mid-range when used with a sword)
Chakra: 30
Damage: 60 (+20 damage when infused with elemental chakra)
Description: The user channels raw chakra around their body by performing the hand seals Tiger → Ram, then releases it in a circular formation. The energy quickly expands into a radiant ring that surges outward, tearing across the battlefield with destructive force. When infused with elemental chakra, the ring transforms: fire blooms into scorching petals, lightning crackles through the arc in violent flashes, and water sharpens into slicing blades that cut through the air, etc. Channeling the raw or elemental chakra through a sword and concentrating along the blade's edge releases a perfect circle around the body, striking multiple opponents at once and creating a devastating, wide-area attack.
~ Requires 3 in MIND/BODY/SPRT
~ The user cannot perform other elemental kenjutsu or ninjutsu in the same turn
~ Can only be used 3 times per battle

Declined - This needs refining. The first part is a circle of chakra you release out. The second is infused with elements. the third part involves a sword thats somehow a perfect circle around your body? The last bolt makes little sense as it doesn't really correlate to the rest of the jutsu. Raw chakra is weak to elements, then elemental chakra is natural stronger. So the +20 damage buff doesn't make sense as the natural clashes of chakras will accomodate for that. Also that note of ninjutsu... in the same turn. The restriction would basically leave you only able to use genjutsu in the same turn and tai. Are you really happy with that?


(Fūin: Shadoukaotikkukānibaru no jutsu) - Sealing: Shadow Chaotic Carnival Technique
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra 40 (-10 chakra per turn)
Damage: N/A
Description: The user performs three hand seals, causing their shadow to spread outward into a wide circular zone. Within this area, the shadow is intertwined with sealing formulas that unfold into thin, vine-like patterns across the ground, capable of merging immediately with any Nara Clan shadow technique used during the same turn. Anything within the circle — opponents, weapons, or chakra constructs — is touched by these shadow‑seals.

Once contact is made, the sealing threads bind to the target’s chakra network, disrupting the efficiency of chakra flow. Instead of suppressing movement, the seal forces the opponent’s chakra output to become unstable and wasteful. Any attempt to mold chakra — whether forming hand seals, channeling chakra into a weapon, or activating a ninjutsu — requires significantly more chakra than normal.

Because the seal forces excess chakra to leak out during molding, most techniques fail to form properly, misfire, or collapse before release. High‑cost techniques become nearly impossible to execute, while weaker techniques drain far more chakra than intended. Any opponents attempting to use any chakra‑based technique while inside the sealing field must pay an additional +20 chakra points to execute the technique. If they cannot meet this increased cost, the jutsu fails to form or fizzles out.

~ Requires 4 in MIND/BODY/SPRT
~ Can be used in the same turn as Nara Clan Techniques.
~ Cannot use Nara Clan Shadow Techniques of A-rank and above while the Jutsu is active or after the Jutsu is canceled or ended.
~ Can only utilize 1 Nara Clan Technique per turn while this jutsu is active.
~ No Nara Clan Techniques for 1 Turn after the jutsu is cancelled or ended

~ Can only be used 2 times per battle and lasts 3 turns max

Approved. Keep in mind this only causes opponents to spend more chakra, it doesn't stop the formation of jutsu as long as they pay the extra +20.

(Kisō Eijutsu: Genran Jūjizan) - Twin Demon Shadow Jutsu: Chaotic Phantom Cross‑Slash
Type: Offensive, Supplementary
Rank: A
Range: Short
Chakra 30
Damage: 60
Description: The user performs three hand seals while channeling chakra into their blade. As they advance, their Sōma no Kō activates, causing the secondary body to erupt from their frame in rapid, shifting bursts. Both bodies execute overlapping sword strikes, each following a different rhythm and angle.

Simultaneously, the main body user’s shadow stretches outward and splits into multiple mirrored silhouettes, each one mimicking distorted versions of the sword movements. These shadow‑slashes flicker unpredictably, creating the illusion of several real attacks converging at once.

The opponent is assaulted by a tri‑layered offensive pattern:

  1. Primary body’s strike
  2. Secondary body’s offset strike
  3. Shadow‑phantom slashes that distort timing and perception
The chaotic interplay of real and shadow‑based movements overwhelms the opponent’s ability to track or counter, forcing them into defensive errors that the real blades exploit. Even if the opponent successfully blocks the physical blade, the user's shadow quickly rises to capture their silhouette, momentarily immobilizing them. This prevents the opponent from evading or counterattacking during that brief interval, keeping the pressure of the assault active even when the blade is stopped.
Note: Can only be used by Sōma no Kō bios.
~ Does not count as a full merge or full separation.
~ Cannot be combined with A‑rank or higher Kenjutsu or Taijutsu techniques in the same turn.
~ Cannot utilize Nara Clan techniques in the same turn
~ Can only be used 3 times max

Declined. I'm gonna need you to be clearer and more specific. You say it overwhelms an opponents ability to track and counter, but don't specify the actual numbers. This isn't gonna apply to everyone because people have different numbers they can track, and the shadow is gonna follow the speed of Nara jutsu, not your speed.

Bold: Clarify. If someone is faster than you, why wouldn't they be able to?

(Zangerin) - Cutting Flower Ring
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Zangerin is an advanced chakra technique that forms a spinning ring of petals around the user. After performing the Tiger → Ram hand signs, the caster channels chakra around their body and compress the chakra outward in a spiraling motion, causing it to bloom into a circular arc that quickly expands from their position.

The ring is made of many overlapping chakra petals, each spinning at a slightly different speed. As they expand, these petals slice through the air, creating a wave that cuts through anything in its path or up to B-rank Earth Style Jutsu [solid structures]. When the technique is combined with elemental chakra, it changes: Katon turns the petals into burning arcs that scorch targets; Raiton makes them sharp, crackling blades; Suiton forms thin, fluid crescents that cut like jets of water; and Fuuton creates razor-thin crescents that move faster and slice through obstacles.
It is a wide-area attack, that can strike multiple targets at once.
- If the elemental variant is used, the user cannot perform different elemental ninjutsu in the same turn
- 1 Turn cool down per usage

- Can only be used 3 times per battle

± Declined. Similar to existing techniques, I've seen a few techniques over the years with a spinning approach and changing elemental natures. ±

(Kage Chōritsu Asshuku‑jin) - Shadow Harmonic Compression Array
Rank B
Type Supplementary
Range Short
Chakra 20 (-10 per turn)
Damage N/A (+15 applied to all Nara Jutsu)
Description Kage Chōritsu Asshuku‑jin is a Nara Clan Ninjutsu that allows the caster to engineer the structure of their shadow techniques, which creates more forceful shadow attacks. After performing the Rat hands signs, the caster constantly fuels the shadow with chakra and construct the new shadow at the same time the caster extends their Nara Clan Shadow techniques. Instead of moving as one solid shape, the caster's shadow breaks itself into tiny sections arranged in a subtle grid. Each section can tighten on its own, creating quick, controlled burst of force whenever the shadow strikes, resulting in devastating impact on the opponent, increasing the destructive potential of all shadow-based techniques.
- Can only utilize Nara Clan Techniques while the jutsu is active
- Can only be used 5 times max and Lasts 4 turns max
- 1 Turn cool down per usage

± Declined. Why would arranging them into grids boost the damage of your shadows? I just don't see the thought process behind it. ±

(Inkujutsu - Porisutorata inku shūsoku Riron) - Ink Ninjutsu: Polystrata Ink Convergence Doctrine
Rank A
Type Supplementary/Offensive/Defensive
Range Short
Chakra 30 (-10 per turn)
Damage (+20 applied to all Ink Ninjutsu techniques)
Description Inkujutsu: Porisutorata Inku Shūsoku Riron is an Ink Ninjutsu which enables the caster's ink to unleash a chain-reaction burst of force upon impact. After performing the Bird → Tiger hand sign, the caster's chakra molds each drop of ink into intricate, repeating patterns that become increasingly smaller the deeper you observe. These fractal designs exist on a microscopic scale and are invisible to the naked eye—only those with a Sharingan or Byakugan can perceive them.

Rather than acting like a typical liquid, the ink is structured with numerous internal layers, each formed from these repeating fractal shapes. When the ink is activated in a technique, the smallest layers collapse first, setting off the collapse of each successive layer above in a swift cascade. Upon striking a target, this sequence releases a focused burst of force, causing the impact to feel like a small-scale internal explosion and amplifying the destructive power of all ink-based techniques.
- Can only utilize Ink Ninjutsu Techniques while the jutsu is active
- Not able to utilize S-rank Ink Jutsu within the same turn the technique is active.
- Can only be used 3 times max and Lasts 3 turns max
- 1 Turn cool down per usage

± Declined. Not allowing changes to the shadows that can only be seen with advanced Doujutsu and neither one that can enhance all Ink Nin overall. The restrictions otherwise are fine, but the wording needs a little work - neat idea, but try and rework it to be a bit more manageable. ±
 
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