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[QUOTE="Gutsy, post: 22156234, member: 100403"] Approved Advanced Uzumaki (Allowed to submit S and F rank Sealing Techniques): [URL]https://animebase.me/threads/akhwera-haplore-v2.784925/[/URL] 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: [URL]https://animebase.me/threads/kumi-exchange-center-2-0.780607/page-26#post-22156336[/URL] (currently making the biography). Sage (5 Submissions) + 1 from this cycle. [I]Resubbing:[/I] [B](Fūinjutsu/Yōton: Ākēn Wādo) – Sealing/Yang Release: Arcane Ward[/B] Type: Supplementary / Defensive Rank: S Range: Self / Short Chakra: [B]70[/B] (-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. [B]When an incoming attack is detected, it interposes itself and generates a barrier around the user [/B]that forms as crystallized Yang chakra. [B]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, [/B]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. [B]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.[/B] Note: - May be cast twice per fight. [B]- The barrier remains active for a total of 3 turns.[/B] - 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. [B][COLOR=rgb(243, 121, 52)]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. [/COLOR][/B] [I]New Submissions for 5 Tailed Jin:[/I] [B]Mizukagami (水鏡, “The Water Mirror”)[/B] 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,[B][COLOR=rgb(243, 121, 52)] adding +20 damage to all sword-based[/COLOR][/B] 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,[B][COLOR=rgb(243, 121, 52)] allowing the user to use S-rank and lower Water techniques as Basic Boil techniques (passively)[/COLOR][/B]. 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. [B][COLOR=rgb(243, 121, 52)]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.[/COLOR][/B] 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 surfa[COLOR=rgb(243, 121, 52)][B]ce (tracking x2).[/B][/COLOR] 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. [COLOR=rgb(243, 121, 52)]Declined - [B]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. [/B][/COLOR] [B](Futton: Musuperuheimu no Tobari) - Boil Release: Veil of Muspelheim[/B] 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. [COLOR=rgb(243, 121, 52)][B]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. [/B][/COLOR] [B](Futton: Surutoru Tate) – Boil Release: Shield of Surtr[/B] 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 [B]following the strengths and weaknesses of steam[/B]. 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. [B][COLOR=rgb(243, 121, 52)]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. [/COLOR] (Futton / Genjutsu: Nifureru no Kasumi) - Boil Release / Illusion: Mist of Niflhel[/B] 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. [B][COLOR=rgb(243, 121, 52)]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. [/COLOR] (Futton: Múspellr no Kamen) Boil Release: Mask of Muspelheim[/B] 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. [COLOR=rgb(243, 121, 52)]- Can't let you just gain the other variant without reason or limit.[/COLOR] 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. [COLOR=rgb(243, 121, 52)]- 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[/COLOR] 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. [B][COLOR=rgb(243, 121, 52)]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. [/COLOR][/B] [/QUOTE]
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