Resubmitting:
(Jōki no Kokyū: Surtr no Kiryūken) - Steam Breathing: Surtr’s Steam Dragon Blade
Rank: A
Type: Offensive
Range: Short – Mid
Chakra Cost: 30
Damage Points: 60
Description: This is the first form of Steam Breathing, known as Surtr’s Steam Dragon Blade. The user compresses superheated steam beneath and behind their body, using it to forcibly vent it in a controlled, linear release that propels them forward in a straight line at intense speed (x3 for the duration of the technique). The steam is released in a confined and focused burst, functioning as a momentary propulsion rather than an attack. While in motion, the user moves in a low stance, drawing their blade and slashing through the target in a precise motion as they pass, appearing behind them. The edge of the user’s blade carries scalding steam that burns as well as cuts through the enemy. The movement is brief and explosive, ending immediately after the slash as the steam vents violently and disperses. The extreme heat and steam that is produced from the slash causes the target’s body to rapidly overheat, causing heat exhaustion and blurred vision, resulting in their base speed dropping by 10%. Their body will return to normal after 3 turns when the excess heat has been expelled, or if the enemy uses a form of healing such as medical ninjutsu or yang.
Note:
- Can only be used 3 times per fight, with a one-turn cooldown.
- Usable by Steam users with access to Elemental Kenjutsu.
± Approved. ±
(Jōki no Kokyū: Furei Nekkai Kōro) - Steam Breathing: Freyr’s Heat-Haze Passage
Rank: A
Type: Offensive
Range: Short – Mid
Chakra Cost: 30
Damage Points: 60
Description: This is the second form of Steam Breathing, known as Freyr’s Heat-Haze Passage. The user releases controlled, heated steam around their lower body and blade while advancing toward their target in short, irregular bursts of speed powered by steam that is pressure vented from the hips and ankles. Rather than one continuous line, the user “skips” or rather zig-zags through the space between himself and the target in sudden accelerations, causing heat distortion and mirage-like afterimages (x3 speed for the duration of the technique), evading potential dangers in their path. The heated steam distorts the air around the user as they move, creating mirage-like afterimages that follow their movements. The movement culminates in the user dashing in, with his afterimages, coming in from multiple angles to deliver a singular slash, releasing the excess heat and steam that causes scalding as the steam comes into contact with the target.
Note:
- Can only be used 3 times per fight, with a two-turn cooldown.
- Usable by Steam users with access to Elemental Kenjutsu.
± Approved, edits made. ±
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new submission:
(Futton: Heru no Ikeru Onsen) Boil Release: Hel’s Living Hot Springs
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 (-15 per turn)
Damage Points: N/A
Description: The caster performs the Ram → Tiger → Snake handseals, instantly saturating a 30-meter radius of the battlefield with superheated steam, transforming it into a hazardous scalding environment. The user superheats the underground water veins, causing them to rupture the terrain, creating a network of boiling springs, vapor vents, and steaming pools, that act as environmental hazards. The battlefield transforms into a living hot spring domain where the ground constantly releases steam. The user is completely immune to the heat, steam and environmental hazards created by this technique. The extreme heat rapidly dehydrates those caught within the field. Each turn they are inside the field, they suffer increased exhaustion, raising the chakra cost of their techniques by +5 per turn (maximum of +15 per jutsu), without it granting their techniques a buff. If an enemy stays in the field for all three turns, the accumulated dehydration and heat stress causes them to collapse from heat exhaustion and rendering them unconscious for one turn. Due to the opponent’s legs and feet being constantly exposed to the superheated steam and boiling water, severe burns accumulate over time, impairing muscles and balance. Each turn an opponent remains in the field of steam, their movement speed is reduced by 5%, stacking up to a maximum of 15%.
Note:
- Lasts up to 3 turns.
- Usable 2 times per fight, with a 2-turn cooldown.
± Declined, choose a debuff, and it doesn't need to stack continuously. ±
(Jōki no Kokyū: Nifurheru Renzan) - Steam Breathing: Niflhel Rend
Rank: B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: This is the third form of Steam Breathing, known as Niflhel Rend. The user intentionally lowers the overall steam output, as it causes their blade to build up a large amount of steam and heat within the blade. The user delivers a single, precise strike, which transfers the stored heat and steam directly into the target’s bloodstream and chakra pathways, causing severe internal damage and immediate overheating and dehydration. The target experiences severe difficulty in controlling their chakra, resulting in their techniques costing an additional 20 per use, without counting as a buff. Because the steam and heat target the target’s chakra pathways and veins, if the opponent is already injured (below 40% health), they have slower circulation and impaired heat regulation, allowing the technique’s heat and steam to penetrate more efficiently and deal 50% increased damage before buffs.
Note:
- Usable 5 times per fight.
- The additional chakra cost remains for 4 turns.
- Usable by steam users with access to Elemental Kenjutsu.
± Declined. This technique is doing too much, choose what debuff you want to go for. Not sure why the heat would increase someone's chakra output usage. ±
(Jōki no Kokyū: Sukaji Hakubyōten) - Steam Breathing: Skadi’s Whiteout
Rank: A
Type: Offensive / Defensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: This is the fourth form of Steam Breathing, known as Skadi’s Whiteout. The user compresses their internal steam into their katana, superheating it almost instantly until wisps of steam flow off of it. Upon striking or defending from an incoming attack, a sudden burst of steam erupts from the katana, dispersing the user into a cloud around the target. This leaves behind a solid afterimage made from steam, causing intense light refraction and optical illusions that make the target perceive the afterimage as if it is the real user. This dispersal and optical illusion occurs in the blink of an eye, making the user effectively untouchable for a split second. The user will blow past the target in steam form and instantly reform in their blind spot, katana already drawn to deliver a second horizontal slash. Due to the user being temporarily made of steam, he does not have a physical presence and, as such he cannot be touched. The slash not only tears through the target’s body, but also injects concentrated thermal energy from the steam into their muscles and veins, disrupting their circulation and balance. This causes dehydration and for the body to weaken, resulting in their physical durability being reduced by -15 for 3 turns.
Note:
- Can only be used 3 times per fight, with a one-turn cooldown.
- Usable by Steam users with access to Elemental Kenjutsu.
± Declined. Rethink the wording on being invincible for the steam after-image usage and work on those debuffs, given the above comments. ±
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Additional Sage Rank Submission:
(Bijutsu: Sureipuniru no Tadareta Kakeashi): Tailed Beast Skill: Sleipnir’s Unbroken Gallop
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description: When the Jinchūriki enters one of the following states: Chakra Shroud, Five-Tailed Initial Transformation, or Full Transformation, they can activate this technique alongside it (same timeframe). Kokuō causes the Jinchūriki’s momentum to become near impossible to impede due to the fusion of its innate chakra flow, constantly fueling the Jinchūriki and the animalistic nature of its musculature and reinforced by the Bijū stamina. The continuous circulation and feeding of chakra from Kokuō through the limbs and body generates continuous and ramping kinetic energy that keeps its body steady and unbroken. As such, any attempt to slow or immobilize the Jinchūriki in either of its forms is partially absorbed by the raw kinetic energy. This inherent flow of energy, combined with the raw physical power of Kokuō, allows the Jinchūriki to move with a pace that is naturally resistant to slowing abilities, entanglement, or terrain hindrance, while the continuous ramping kinetic energy increases its speed and momentum (x1 additional to Chakra Shroud, Five-Tailed Initial Transformation, or Full Transformation).
Note:
- Can only be used when using Chakra Shroud, Five-Tailed Initial Transformation, or Full Transformation.
- Only usable by the Five-Tailed Jinchūriki.
- Can only be used three times per fight, with a two-turn cooldown after either of the states end.
± Declined. Bold is too vague, what slowing abilities? There's many, I have a few Fuuin techniques that limit speed, would this be able to take that one too? ±
Resubmission:
(Futton: Heru no Ikeru Onsen) Boil Release: Hel’s Living Hot Springs
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 (-15 per turn)
Damage Points: N/A
Description: The caster performs the Ram → Tiger → Snake handseals, instantly saturating a 30-meter radius of the battlefield with superheated steam, transforming it into a hazardous scalding environment. The user superheats the underground water veins, causing them to rupture the terrain, creating a network of boiling springs, vapor vents, and steaming pools, that act as environmental hazards. The battlefield transforms into a hot spring domain where the ground constantly releases steam. The user is completely immune to the heat, steam and environmental hazards created by this technique. If an enemy stays in the field for all three turns, the accumulated dehydration and heat stress causes them to collapse from heat exhaustion and rendering them unconscious for one turn.
Due to the constant exposure to superheated steam, boiling water, and the oppressive heat of the environment, those caught within the field experience rapid heat exhaustion that impairs their muscles and physical coordination, reducing their base movement speed by 15% for as long as they remain within the field.
Note:
- Lasts up to 3 turns.
- Usable 2 times per fight, with a 2-turn cooldown.
(Jōki no Kokyū: Nifurheru Renzan) - Steam Breathing: Niflhel Rend
Rank: B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: This is the third form of Steam Breathing, known as Niflhel Rend. The user intentionally lowers the overall steam output, as it causes their blade to build up a large amount of steam and heat within the blade. The user delivers a single, precise strike,
which transfers the stored heat and steam through the wound and into the target's surrounding tissue and bloodstream, causing severe internal damage and immediate overheating. If the opponent is already critically injured and below 40% of their maximum health when struck, their existing blood loss, tissue damage and physical exhaustion impair their body's ability to regulate and dissipate the sudden influx of heat, causing the technique to deal 50% increased damage before buffs.
Note:
- Usable 5 times per fight.
- The 50% damage increase only applies if the opponent is already below 40% of their maximum health when struck.
- Usable by steam users with access to Elemental Kenjutsu.
(Jōki no Kokyū: Sukaji Hakubyōten) - Steam Breathing: Skadi’s Whiteout
Rank: A
Type: Offensive / Defensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: This is the fourth form of Steam Breathing, known as Skadi’s Whiteout. The user compresses their internal steam into their katana, superheating it almost instantly until wisps of steam flow off of it. Upon striking or defending from an incoming attack, a sudden burst of steam erupts from the katana, dispersing the user into a cloud around the target. This leaves behind a
condensed afterimage made from steam, causing intense light refraction and optical illusions that make the target perceive the afterimage as if it is the real user. This dispersal and optical illusion occurs in the blink of an eye,
allowing the user to evade attacks as their physical form disperses into the surrounding steam. The user will blow past the target in steam form and instantly reform in their blind spot, katana already drawn to deliver a second horizontal slash.
Due to the user being temporarily made of steam, conventional physical attacks will pass through their dispersed form, though the user remains vulnerable to techniques capable of interacting with or affecting Steam Release. The slash not only tears through the target's body, but also transfers concentrated thermal energy through the wound into their muscles and surrounding tissue, causing severe localized overheating that weakens the affected tissue and reduces their physical durability by -15 for 3 turns.
Note:
- Can only be used 3 times per fight, with a one-turn cooldown.
- The physical durability reduction lasts for 3 turns and does not stack through repeated use.
- Usable by Steam users with access to Elemental Kenjutsu.
(Bijutsu: Sureipuniru no Tadareta Kakeashi): Tailed Beast Skill: Sleipnir’s Unbroken Gallop
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description: When the Jinchūriki enters one of the following states: Chakra Shroud, Five-Tailed Initial Transformation, or Full Transformation, they can activate this technique alongside it (same timeframe). Kokuō causes the Jinchūriki’s momentum to become near impossible to impede due to the fusion of its innate chakra flow, constantly fueling the Jinchūriki and the animalistic nature of its musculature and reinforced by the Bijū stamina. The continuous circulation and feeding of chakra from Kokuō through the limbs and body generates continuous and ramping kinetic energy that keeps its body steady and unbroken. As such, any attempt to slow or immobilize the Jinchūriki in either of its forms is partially absorbed by the raw kinetic energy. This inherent flow of energy, combined with the raw physical power Kokuō allows the Jinchūriki to
resist physical effects that would impede their movement, specifically terrain based techniques such as mud, swamps, snow, sand etc. or adhesive techniques, as well as techniques that physically weigh down, drag, bind or otherwise impose a numerical speed reduction, any speed reduction caused by these effects are reduced by 50%. Any speed reductions caused by Fuinjutsu, Genjutsu, paralysis, chakra suppression, or techniques that manipulate the chakra system is not affected by this technique, meaning they still work as intended. While the continuous ramping kinetic energy increases its speed and momentum
(x1.5 additional to Chakra Shroud, Five-Tailed Initial Transformation, or Full Transformation).
Note:
- Can only be used when using Chakra Shroud, Five-Tailed Initial Transformation, or Full Transformation.
- Only usable by the Five-Tailed Jinchūriki.
- Can only be used three times per fight, with a two-turn cooldown after either of the states end.
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New Submissions (2, including Additional Sage Rank Submission):
Approved CW (The Water Mirror):
https://animebase.me/threads/custom-jutsu-submissions.792315/page-2#post-22158218
CW CJ Submission:
(Jōkiton: Kagami Utsushi) - Steam Release: Mirror Reflection
Type: Defensive
Rank: D-S
Range: Short - Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The Mirror Reflection is a defensive Steam Release technique that allows the user or the sword to recreate an incoming attack through steam. When the Mizukagami (水鏡, “The Water Mirror”) detects an incoming attack, the user, or the katana can release steam, momentarily forming a mirror image of the incoming attack, going by Steam Release’s strengths and weaknesses. This mirrored projection intercepts the attack, dispersing its force in a burst of vapor upon lashing with it. The katana or the user manipulates the density, pressure, temperature and the flow of the steam to recreate the incoming attack, 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 light refraction produced by the steam, it creates a mirage effect, which makes it appear the same as the technique used by opponents. Dōjutsu, 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 the mirrored attack, ranging from D-rank to S-rank. Despite recreating the opposing technique's power, scale and appearance, the mirrored technique remains entirely composed of Steam Release and does not replicate the original technique's elemental nature, supplementary effects or unique abilities.
Note:
- The A-rank version is only usable 3 times per fight.
- The S-rank version is only usable 2 times per fight.
- Regardless of using the A or S-rank version, it has a two-turn cooldown.
- Only usable while wielding the Mizukagami (水鏡, “The Water Mirror”).
Additional Sage Submission:
(Futton: Niflhel no Yūrei) - Boil Release: Wraith of Niflhel
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: The user performs the Ox hand seal and releases a shroud of superheated steam that clings closely to their body, forming unstable rippling layers of hot vapor that react to the cooler surrounding air. This technique can be activated directly by the user or triggered by Kokuō, with the latter bypassing the need for the Ox hand seal. The temperature and density continuously bend and refract incoming light, producing thermal mirages around their silhouette. These mirages depict wraiths sprouting and moving around the user, causing the user’s apparent position to lag, split, or momentarily displace relative to their true location, especially during rapid movement or sudden directional changes. This effect is not a mental illusion, but a physical optical phenomenon; light reaching the observer’s eyes is bent before perception occurs, causing the brain to misjudge distance, timing, and exact location. Residual heat pockets left along the user’s movement path can briefly persist. Opponents relying on visual tracking or enhanced sight, such as dōjutsu, experience the fact that they are incapable of creating direct eye contact with their target or track their exact position accurately. While Niflhel no Yūrei provides no direct increase to speed, it greatly enhances evasive maneuvers and feints, increasing the user’s freeform dodge by an additional 5 meters. Furthermore, whenever the user physically attacks an opponent, the mirage “wraiths” manifest into real steam wraiths that strike in unison with the user, adding +20 to their physical attacks.
Note:
- Can be used 5 times per battle, each time lasting up to 4 turns.
- Can be deactivated without the cost of a move.
- Has a two-turn cooldown.