Custom Technology Submission

Lord of Kaos

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Please be sure to read the before making a submission.


±±Custom Technology Techniques±±


Custom Technology techniques, otherwise known as Scientific Ninja Tools, were introduced in the Boruto series as a series of technologically advanced technologies meant to aid the user in battle. Here, you'll be able to submit your own Custom Technology.



±± How to submit a Custom Technique? ±±

1. Step One: Pick the Name and Japanese Translation. Use this to help you. Be sure to name the techniques correctly by stating the skill/element/area to which the technique belongs. Don't use Japanese in Kanji form; use standard Romanji instead.


2. Step Two: Chose the type of your Custom Technique.

Scientific Ninja Tools and Technology have Tool by default as their tool type.

3. Step Three: Rank The Jutsu According to Power and Effects.

E-Rank
D-Rank
C-Rank
B-Rank
A-Rank
S-Rank
Forbidden-Rank

4. Step Four: Put a Range in your Jutsu.

Short Range
Mid Range
Long Range

5. Step Five: Fill in the correct Chakra and Damage points for the rank of the technique

E Rank: 05 Chakra / 10 Damage
D Rank: 10 Chakra / 20 Damage
C Rank: 15 Chakra / 30 Damage
B Rank: 20 Chakra / 40 Damage
A Rank: 30 Chakra / 60 Damage
S Rank: 40 Chakra / 80 Damage
Forbidden: 50 Chakra / 90 Damage

Note: In certain types of tools, some of the fields (either Damage or Chakra) may not be required to fill, like with the damage of a defensive technique . If that is the case simply put N/A (Non-Aplicable).

6. Step Six: Describe the tool.

Make a brief description of your tool and its effects. Don't forget to make it clear and understandable by using proper grammar. Keep it simple and clean. Also, you are required to make a logical explanation of how you achieve the effect of the jutsu. For example, if you have a technique that states "can detect enemy's location" you are required to explain how that is achieved.

7. Step Seven: Restrictions.

Add any restrictions that are deemed necessary for the rank of the technique and its correct use. Usage limit, duration limit, etc. Don't forget to make it logical and simply don't add restrictions in an attempt to make your technique more approvable. Restrictions won't change the fact that your technique may be OverPowered. In terms of logic, it pertains to the correct comprehension of the RP and its skills.

8. Step Eight: Post and Wait for Approval!



±± Template for Custom Techniques ±±

PHP:
[B][/B]
[B]Type:[/B]
[B]Rank:[/B]
[B]Range:[/B]
[B]Chakra:[/B]
[B]Damage:[/B]
[B]Description:[/B]
Note: between the first bolded code, simply insert the name of the technique.



±±Submissions and Amount of Customs±±
-You are allowed to submit up to 2 custom technology per cycle.

-You can submit up to 5 custom Tech techniques ( 2 Weapons and 3 Ninja Tools ) which do not take up normal CJ slots. If you have a CW, you can only have 1 other Weapon on your bio. An example would be having a Sword CW and a Gun Weapon.

-Cyborg bios can submit an additional 5 Custom Technology, giving them a total of 10 Custom Technology Technique Slots of any combination of Weapons and Tools. Cyborgs are also able to have all of their Weapon tools on their bio.

-Finally, Mandalore bios and Cyborgs are able to submit advanced technology in fields inaccessible to normal ninjas (AIs, vehicles, missiles/advanced weaponry, Advanced Computer technology, nanotechnology, etc).



________________________________________

 

Skorm

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Skorm’s Bow
Type:
Tool
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Skorm’s Bow is a heavy-duty modernized high caliber chakra gun with blood/black thorn patterns and a red glowing holster. The gun has two types of rounds it can fire but both of them are purely composed out of lightning chakra. The gun has three different types of rounds that are all loaded in the magazine at all times but cannot be fired more than once per round. The first round is called explosive rounds, dealing 80 damage in total but is split into 40-40 whereas 40 damage is inflicted on contact where the bullet actually lands and the other 40 damage is spread up to mid-range in an omni-directional burst where the bullet ended up. This type of bullet is made up by fire chakra.
The secound type of bullet is the armor piercing bullet, consisting of typhoon (or wind if the user cannot use typhoon) chakra it is extremely sharp but also very small. This bullet causes 80 damage and can penetrate up to S rank targets which are neutral to typhoon/wind. Up to forbidden if weak towards wind or typhoon. This bullet will continue through a target unless they carry armor(up to A rank) and hit whatever is behind it as well(directly behind that is and in the bullets trajectory). Based on damage rules, whatever is left of the bullets momentum will be dealt to the target behind as well.
The last bullet is made out of lightning chakra and can be used to stun an opponent like we've seen other lightning jutsus do. The bullet itself deals 40 damage but when it hits its target the lightning will spread in an omni-directional blast(just like the explosive round) but stun whatever is in contact with the target that got hit up to short-range.
Note: Can only be taught by Skorm.

¤ Declined, not sure why you didnt link the previous time you submitted this with any of the edits bolded. Automatic Decline, next time link the previous check and your edits ¤
 
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Gutsy

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Járnglófar Tetsu No Purotekuta - Járnglófar The Iron Protector
Type: Tool
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This is a cybernetic enhancement, a tool developed after the invention of the absorption arm. It is a cybernetic arm that goes from just below the elbow and onward. It was developed and designed after Nathan Drake lost his lower left arm on a quest to find a treasure. The cybernetic lower arm looks almost like a normal arm, it is still constructed of metal, however, it is covered in a fabric that makes it resemble a regular arm, covering it up, making it impossible to see the difference. This cybernetic arm does not make any of his close combat techniques more lethal, however, his cybernetic arm allows him to generally punch harder, with more brute force, as it is made of metal and thus hits harder. This cybernetic arm has a few unique abilities incorporated into it. The arm has a built in “sonic” cannon, which is revealed when it is activated, as the arm will then open around the wrist, splitting the arm in two, revealing it. Thus, it is capable of projecting concussive pulse waves from a port in the wrist. The pulse can crush several objects of different sizes and repelling targets with a single shot. Due to the sonic and electromagnetic properties of the pulse, it can push back objects and people with the concussive pulse waves that it can generate. This ability is known as Energy Projection, and it can be used with different levels of power, the more chakra utilized the more powerful the concussive pulse wave is, ranging from D-rank to S-rank waves, which can be projected up to mid-range in distance from the arm, furthermore it can be used with a low level of chakra so that I can generate small concussive waves which can defend the wielder from incoming projectiles such as shuriken, senbon or kunai, without it being a rank, and thus not necessarily a technique, this can also be used against enemies using the concussive wave to punch targets etc. A secondary ability that is incorporated into the arm, is what is known as Sonic Frequency Projection. This ability does not require for the arm to open similarly to the first technique, as it is activated through the insertion of chakra into the arm, which activates a mechanism that emits a powerful frequency capable of shattering glass and ear drums, it is an A-rank technique.
Note:

  • The Energy Projection ability can be used as a technique of D-rank to S-rank with the restriction of 4 time use of B-rank, 3 time use of A-rank and 2 time use of S-rank per fight (Not including the none ranked version of it)
  • The Sonic Frequency Projection technique is an A-rank technique that can be used three times per fight
  • The arm must be mentioned in the biography of the user to show it has replaced a real arm
¤ Declined, in order for your bio to have this enhancement, it would have to be a cyborg, meaning you would need to submit it one first and link it when submitting this tool. ¤
 
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Zatanna

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Advanced tech. Bio: https://animebase.me/threads/punished-venom-snake.763241/

AyShiShi | ACC
Type:
Tool/Support
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:
The ACC or Aerial Command Center is a constantly flying surveying support unit developed to help out operatives in the field. Within this advanced unit, it gives them a variety of tools and support that the user might need for any problem they encounter in the battlefield. The ACC communicates via an in ear piece directly to the user via a radio system as it orbits the battlefield at high altitude. The ACC is equiped with a variety of scanners, bombardment cannons, weather modifications and Fulton Extraction.
-With state of the art scanning equipment on board, the ACC can scan the battlefield with thermal scanners, Infrared, night-vision and even sonic disruptions. Each of these views can be relayed directly to the user, or should they have advanced technology, sent directly into their senses.
-Equiped with heavy artillery, the ACC also carries a variety of ammunition on board from high yield explosive rounds, smoke, chaff dispersal and even water bombs. An S rank Heavy Artillery round can be used once every 3 turns (3 times a battle) that causes an explosion up to mid range, where an a precise A rank explosion can be used every alternate turn with an explosion only to short range. Should the user wish, the ACC can swap to Smoke or water round, that will cover everywhere up to mid range in the element. for 3 turns. Chaff dispersal can only be used twice per battle to shut down any enemy electronics for 3 turns.
-Combining Ninjutsu with state of the art technology, the ACC has been able to control weather to a certain extent, able to produce heavy rain, sand storms or even intense dry heat. By having ninja on board use respective elements, such as water and wind for rain, earth and wind for sandstorms etc, they can modify the weather to suit the operation. When Heavy rain covers the battlefield, vision for all is obscured beyond mid range, with Fire ninjutsu decreased 1 rank or 20 damage. While in sandstorm, Vision outside of short range is obscured with lightning ninjutsu decreased by 1 rank or 20 damage. While in a dry intense heat, water techniques are reduced by 1 rank or 20 damage.

¤ Declined, this has a lot of undefined abilities; that exactly does all of the scanning stuff mean? It's a collection of stuff to just sense it seems, it doesnt have any numerical value listed as it should have as well. The last ability is a no, however. Wont allow that with this. ¤


Regular tech:
Sentōki | Tactical Combat Gear
Type:
Tool/Support
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:
Tactical Combat Gear is equipment specifically design to help shinobi be more covert while also advancing their stealth capabilities. This is done with two pieces of equipment. The tactical 9mm Tranq pistol and the Stealth Combat Suit.
-The tactical 9mm Tranq Combat pistol is a weapon that holds 10 rounds of tranquilliser darts per cartridge, with a silencer on the end of its barrel. This is no Chakra pistol but an ordinary semi automatic tranq gun with a silence that muffles it sound and flash to be unheard of or seen outside of short range. Each tranquilliser Dart is capable for putting a Sage to sleep for 1 turn, Jounin for 2 etc. The user carries 2 cartridges, which is 20 darts total per battle. Each tranq dart does 20 damage as well as its sleeper effect.
-A Tactical Stealth combat suit is designed specifically to hide onself from ninja, and as such it has everything needed to combat such. With its dark grey colour scheme, allows the user to blend in to the night, sole dampeners to hide ones footsteps outside of short range, build in thermal resistance to cover ones thermal signature, and advanced plating to cover ones chakra signature, blocking all chakra sensory except byakyugan. This armoured suit is even capable of reducing incoming damage by 20, yet still being surprisingly flexible to allow the user to travel at fast speeds.

¤ Declined, custom darts that can KO people would need to be created as part of Medjutsu as it's essentially a non lethal poison. This couldn't be approved without that bit being created first. ¤
 
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Pyro NB

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Original Post(Separated the puppets): X

(Kinzoku Kugutsu: Lyss) - Autonomous Puppet: Lyss
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Lyss is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Lyss is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:

Lyss's daggers have special seals placed on them which activate when they come into contact with a target. These seals drain 5 chakra every time the weapon hits the target storing this chakra within her body which can later be used to fuel the puppets attacks. The trick to this, however, is that the weapons must also be held by Lyss in order for the seals to activate further preventing friendly fire in case the puppet is disarmed.

Lyss:
Lyss's unique function allows the puppet to release a mist of refined glass and adhesive water from within(A-Ranked). This concoction sticks to anything within a short-range radius of Lyssa but the key component to this is when the glass adheres to a victim's eyes. The mixture forms a type of glass contact lens over the cornea causing light to drastically reflect around it which in turn causes the victims to view things as if looking through a kaleidoscope. The water naturally conductive to electricity, however, loses its adhesive nature after three turns returning the affecteds vision back to normal.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique function last 3 turns with a 5 turn cooldown between uses
~Rubber protects the puppet from all non-focused electricity A-Rank and below
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

(Kinzoku Kugutsu: Irīya) - Autonomous Puppet: Ilya
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Ilya is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Ilya is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:

Ilya's whip has special seals placed on it which activate when they come into contact with a target. These seals drain 5 chakra every time the weapon hits or 5 every turn a target is bond storing this chakra within her body which can later be used to fuel the puppets attacks. The trick to this, however, is that the weapons must also be held by Ilya in order for the seals to activate further preventing friendly fire in case the puppet is disarmed.

Ilya:
Ilya's unique function allows her to release a purple gas that closely mimics the effects of LSD within a short-range radius. The gas causes the victims to experience hallucinations(B-rank generic gen) for 3 turns with each turn inducing another hallucination(1 rank below the previous) unless removed from the body. The gas also has anesthetic properties requiring the victims to use higher means of freeing themselves from the hallucinations. This gas also causes increased aggression to allies and docility to enemies as causes the victims to see enemies as allies and allies as enemies.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique functions last 3 turns with a 5 turn cooldown between uses
~Rubber protects the puppets from all non-focused electricity A-Rank and below
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

¤ Both Declined, for starters, I asked for you to split them into two so they wouldnt generally have the same abilities. The seal is too much for both and even then, you need a limit on the amount of hits it can do max per turn. Because there is a seal here, it also means that the rank of the Jutsu is the combined rank of the seal + technique ( B+B here ). Also for the first one, the glass references arent needed. You can achieve this with just water to blind them. The second is fine, but they both cant have that seal. ¤
 
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Howard

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Resub

Referenced technique:

( Sandāu~ēbu ) - Thunderwave
Type:
Tool
Rank:
A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage:
N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.





( Kyuu-tsuki ) - September
Type:
Tool
Rank:
A
Range:
Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage:
N/A ( -20 to an opponent's technique )
Description:
September is a small orb-like self sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provided senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use it's drain ability.

Drain: Alternatively if a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally through this draining ability the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of drain will cost a move slot, can only be used once per turn and only twice per battle.

Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

¤ Both Approved ¤
( Gibson EB-0 ) - Gibson EB-0
Type:
Weapon
Rank: S
Range: Short
Chakra: N/A ( 40 if used to redirect an incoming attack )
Damage: 80
Description: The Gibson EB-0 is a musical weapon that resembles and appears to function as either a classic guitar or a bass guitar. It's default state being that of a bass guitar with four strings. In appearance, it has a two portion rounded body with two pointed upward portions that stick up near the neck of the fretboard. Sometimes referred to as a bat because of how it can be used in a similar manner to one being used to strike things with the body of the EB-0 it can produce music but has no sound ninjutsu based usages in any form only being able to play music. The Gibson EB-0 is innately compatible with another creation ( Sandāu~ēbu ) - Thunderwave. This means that the bat can be wirelessly synced with the Thunderwave to increase it's volume the Thunderwave working like an amplifier for what can simply be called an electric guitar or bass. Additionally, the EB-0 can be used for any kenjutsu or ninjutsu based technique that requires a blade with the body and fretboard acting as a conduit for any technique used through it. This merely requires the user to hold the EB-0 like a sword, by the fretboard using the body of the EB-0 like an ax. The Gibson EB-0 has two distinct abilities beyond the trivial things mentioned above. These abilities revolve around chakra usage that is fed into and through the EB-0. The first ability is called I Think I Can and the second is called Swing the Bat and are as follow.

I Think I Can - Is an ability based upon two similar functions that create a compounding effect within the EB-0 one is chakra resonance and the other is chakra transfer similar to the Chakra Transfer Technique itself and thus requires that the wielder can use said technique. By playing the Gibson EB-0 for even just a second or two the user is able to force chakra into and through it using the EB-0 as a conduit for their chakra. This could be just a single cord or riff not needing to be prolonged exposure and takes the same time as a single hand seal. This allows the EB-0 to reverberate the chakra through its body and fretboard bouncing it around through the strings causing it to run up and down the fretboard. This action in essence intuitively molds the chakra for the user in a way that they themselves do not need to focus on similar to what is done with a Rasengan. From there after being molded and stored within the EB-0 it can be used for one of two things. The first is simple it can be passively channeled into a technique the wielder is forming at the cost of ten chakra causing the resonated chakra to make its way into the formation of the next technique empowering it significantly giving it a passive twenty damage increase for an S rank technique or a one rank boost up to A rank for techniques below S rank. Alternatively, this chakra can be passively resonated with an allies technique in a similar manner as the Chakra Transfer Technique forcing the chakra instead into the formation of a separate technique not directly used by the user himself. This has the same effect as mentioned above but will only work if the ally is within short-range of the wielder and is similar in use to what happens when related chakra is molded together. I Think I Can, cannot be used with Swing the Bat.

Swing the Bat - By holding the EB-0 like a sword and channeling chakra through it the user is able to create an effect similar to the Rasengan having the chakra reverberate through the EB-0. This can allow the wielder to coat the body of the EB-0 in a shroud of chakra that bounces continuously around the EB-0 creating a defensive cushion around it. This defensive cushion is neutral to all elements as it goes through intense shape manipulation, this is done by the EB-0 itself. This allows the wielder to use the EB-0 to strike an incoming technique with a solid, liquid, gaseous or semi-solid form like sand directly causing the incoming technique to rebound against the EB-0 similar to what happens when a Rasengan strikes an object or person causing them to ricochet and fly off in the opposite direction. This ability can redirect any S rank or below technique back upon its user within reason. This will work as long as the force of the EB-0, meaning it's damage, is equal to or greater than the incoming technique that it is defending against. Alternatively, this can be used offensively as an attack by striking an individual with it causing them to be knocked away similar to a Rasengan throwing them back up to fifteen meters and causing them to take a considerable amount of damage. Either way, the strike is considered a physical based, weapon based or taijutsu based action and can be increased by strength altering techniques as the more force the EB-0 hits with the more damage it will be able to produce. The technique it redirects has to obviously be logical like projectiles, constructs, creatures or similar techniques and for things like streams or large scale destructive techniques, this won't work. When not using Swing the Bat the EB-0 can be destroyed by a single S rank technique stalemating it meaning it isn't an indestructible object just that when using Swing the Bat it's durability and usability increases exponentially depending heavily on the damage it can produce.

Note: I Think I Can, can be used thrice per battle with a single turn cool-down
Note: Swing the Bat can be used twice per battle with a two-turn cool-down
 

Never

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(Mamushi) - The Viper
Type:
Weapon
Rank: S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description:
The Viper is a Black & Gold Lever-action Rifle wielded by the leader of the Deadlock Gang. The rifle has a clear sight for accuracy and every time it's shot the lever must be cocked, but by a skilled user this takes no time and can be fired in rapid succession. It's freeform fire can be fired four times with 5 damage each per turn, rifle must be reloaded as well with silver - red tipped bullets. When the freeform bullets hit their target, they splinter and hit other targets in a small radius from the first - capable of shooting one bullet to take down a small barrage of freeform shuriken or kunai or equivalent (in no way causes more damage).

The Viper uses wind compressed Bullets, this ability is the way gunslingers combated against Shinobi with strong Ninjutsu. When the bullet hits it's target it'll drill through the technique no matter how it's formed as long as it's strong enough and will unleash it's compressed wind from the inside out, like a venom striking the ability hence the name. The wind will nullify and defeat technique of pretty decent scale, sending the remnants of earth, water crumbling to the ground or wind, lightning & fire would dissipate (Still carries Wind's S&W so fire could spread if too high a rank). The Viper can fire one bullet or multiple in quick succession used to combat one whole ability or a technique that has been split into different projectiles for example. The Viper's Venom can be shot in rapid succession at one technique in different areas, combating large-ish scale techniques - within reason (The compressed wind breaks out in a radius of up to 5 meters through a technique).

Because of the highly combative nature of The Viper, it's chakra input can be equal to the technique it has been shot against in order to defensively deal with it with the same damage output. E.G. a B-Rank is shot at the wielder of this weapon they can input 20 chakra into their bullet and the outcome would be 40 damage, which would clash neutrally against the oncoming attack. This can be done up to an input of 40 chakra (S-Rank). However inputting chakra over a certain limit has limitations, the freedom to fire bullets with a chakra input of up to 20 is high, however going over that their is some limits.

- The Viper must be in both hands to use, meaning one can't be actively using it & make hand seals.
- When actively wielding The Viper, Wind techniques cannot be used unless it is The Viper's Venom.
- S-Rank ability used have a cooldown of 3 turns, 3 usages, Gun overheats and cannot be used at all
- The Viper's Venom cannot be augmented by boosting techniques unless by techniques specifically saying it augments this weapon.
- The Viper has a capacity of 12 rounds, so when shot that many times cumulatively, it must be reloaded which takes a move.
 

Drackos

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New Cycle: 11/10/2018 - 11/17/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Skorm

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Skorm’s Bow
Type:
Tool
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Skorm’s Bow is a heavy-duty modernized high caliber chakra gun with blood/black thorn patterns and a red glowing holster. The gun has two types of rounds it can fire but both of them are purely composed out of lightning chakra. The gun has three different types of rounds that are all loaded in the magazine at all times but cannot be fired more than once per round. The first round is called explosive rounds, dealing 80 damage in total but is split into 40-40 whereas 40 damage is inflicted on contact where the bullet actually lands and the other 40 damage is spread up to mid-range in an omni-directional burst where the bullet ended up. This type of bullet is made up by fire chakra.
The secound type of bullet is the armor piercing bullet, consisting of typhoon (or wind if the user cannot use typhoon) chakra it is extremely sharp but also very small. This bullet causes 80 damage and can penetrate up to S rank targets which are neutral to typhoon/wind. Up to forbidden if weak towards wind or typhoon. This bullet will continue through a target unless they carry armor(up to A rank) and hit whatever is behind it as well(directly behind that is and in the bullets trajectory). Based on damage rules, whatever is left of the bullets momentum will be dealt to the target behind as well.
The last bullet is made out of lightning chakra and can be used to stun an opponent like we've seen other lightning jutsus do. The bullet itself deals 40 damage but when it hits its target the lightning will spread in an omni-directional blast(just like the explosive round) but stun whatever is in contact with the target that got hit up to short-range.
Note: Can only be taught by Skorm.

¤ Declined, not sure why you didnt link the previous time you submitted this with any of the edits bolded. Automatic Decline, next time link the previous check and your edits ¤
Link to previous submission:
https://animebase.me/threads/custom-technology-submission.756943/page-6#post-21829671
The entire weapon is re-worked;
Skorm’s Bow
Type:
Tool
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Skorm’s Bow is a heavy-duty modernized high caliber chakra gun with blood/black thorn patterns and a red glowing holster. The gun has two types of rounds it can fire but both of them are purely composed out of lightning chakra. The gun has three different types of rounds that are all loaded in the magazine at all times but cannot be fired more than once per round. The first round is called explosive rounds, dealing 80 damage in total but is split into 40-40 whereas 40 damage is inflicted on contact where the bullet actually lands and the other 40 damage is spread up to mid-range in an omni-directional burst where the bullet ended up. This type of bullet is made up by fire chakra.
The secound type of bullet is the armor piercing bullet, consisting of typhoon (or wind if the user cannot use typhoon) chakra it is extremely sharp but also very small. This bullet causes 80 damage and can penetrate up to S rank targets which are neutral to typhoon/wind. Up to forbidden if weak towards wind or typhoon. This bullet will continue through a target unless they carry armor(up to A rank) and hit whatever is behind it as well(directly behind that is and in the bullets trajectory). Based on damage rules, whatever is left of the bullets momentum will be dealt to the target behind as well.
The last bullet is made out of lightning chakra and can be used to stun an opponent like we've seen other lightning jutsus do. The bullet itself deals 40 damage but when it hits its target the lightning will spread in an omni-directional blast(just like the explosive round) but stun whatever is in contact with the target that got hit up to short-range.
Note:
Can only be taught by Skorm.

¤ Declined, Guns can have at max 2 abilities. With it having 3 rounds, this extends beyond that limit which is a no unless you are a Samurai or Mandalorian. You have to remove one ¤

Hardwired Sealer
Type:
Tool
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Hardwired sealer is a very unique tool in the shape of a standard quill but with some really advanced looks. The hardwired sealer lets the user write any fuinjutsu seal they know of on their body in a temporary stageous which means that as long as the user wants they can have one selected seal they want on their hands at all times. The seal will also automatically be able to be used in battle and relieved the user of spending a move to perform the seal, placing it on the ground, themselves etc. The drawbacks of the tool is that it cannot be any seal that draws chakra from an opponent as it would start draining the user. It can also not be any seal that causes damage as it would cause damage to the user as well(sadistic fuckers if done that..). Up to A rank seals can be used OR two B ranks OR 4 C ranks etc. The seal is still draining chakra from the user when activated and because of the rank of the tool, it drains more than if the user would perform the seal activation themselves. The user will have to state in their biography what seal they are using(or at the beginning of a match). The activation is counted as passive and if the quill is destroyed during a match or event, so is the seal. It can always be repaired after a match however.
Note: Can only be taught by Skorm.

¤ Declined, this essentially bypasses the Seal limit for your body and partially bypasses the Advanced Fuuin limits. This can't be approved ¤
 
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LGeezy

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Sukābarafea | Scarborough Fair
Rank:
S
Type: Tool
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The Scarborough Fair is a set of four large caliber handguns that act as the user conduits for chakra. These handguns are based upon the Derringer a gun capable of rapid fire, simple, and rugged. These four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing the user's hand to hand ability to its limits, when combined with the user's chakra, the guns' rate of fire and stopping power are incredible. The user will makes use of these four weapons by holding two in their hands and two connected to the back of the user's feet which are fired through the use of chakra. To stay loaded at all times, the guns passively drain up to 40 chakra (10 each) per turn. Each weapon holds up to 40 chakra magazine at which points the weapon will stop draining/accepting additional chakra. During development, Ninja Scientists recognized that some situations may require more immediate offensive output, so chakra can be actively loaded by the user by sacrificing one of their moves to fuel one or more of the handguns with chakra. This chakra can be spread among the weapons to load multiple at a time, but can only distribute up to 40 chakra between the weapons and can be done within the time frame of another technique. This allows the user to quickly stockpile the bullets damage resulting in a more powerful bullets as the need arises. Naturally, as long as the weapons are loaded with chakra they can fire chakra bullets up to S-rank depending on the amount of chakra used. These chakra bullets may be elemental or raw chakra, but this must be stated prior to the release as only a single element may be used at a time unless the user possess Y/Y. In the turn the user fires bullets from one of the weapons, they expend one of their moves per turn but may fire multiple simultaneously. This means the user will not be able to fire more than three of the weapons per turn. The main focus however behind these weapons lies in the fact they are held and mounted in such a way, they can be used to aid the user's melee combat. Scarborough Fair can be used to increase the user's known taijutsu by half the damage of normal ranked techniques at the expense of chakra within the weapon and thus a move. For example, if the using an A-rank taijutsu, the user can supplement it by firing 10 chakra from the chosen handgun, resulting in half the damage from a B-rank to be added to the technique. This translates to +10 extra damage to the technique alongside additional flurries of chakra bullets which may increase the technique's range by one. This happens within the same time frame of the taijutsu when used this way, and one or more weapons may be fired if the technique permits it, each weapon fired counting as a move. There is a maximum to this however, as the user may not exceed a +40 damage threshold (S-rank) added to the taijutsu.
Note:
  • Bullets respect the elemental strengths and weaknesses and can be fired single or semi automatic fashion. When fired semi auto, the resulting damage will be spread amongst the number of bullets fired as mentioned by the user during their usage.
  • For opponent's who avoid the taijutsu supplemented by Scarborough Fair but fail to avoid the chakra bullets, they will only take the extra damage which would have been added to the taijutsu up to a max of 40 damage.
You must be registered for see images





¤ Declined, the Taijutsu aspects are weird; if you're using Taijutsu, how is the gun firing bullets to augment this damage by +10. That's simply firing bullets, it doesn't correlate to a Taijutsu damage increase. The YY note has to go as well as its no longer an ability of YY. ¤
Sukābarafea | Scarborough Fair
Rank:
S
Type: Tool
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The Scarborough Fair is a set of four large caliber handguns that act as the user conduits for chakra. These handguns are based upon the Derringer a gun capable of rapid fire, simple, and rugged. These four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing the user's hand to hand ability to its limits, when combined with the user's chakra, the guns' rate of fire and stopping power are incredible. The user will makes use of these four weapons by holding two in their hands and two connected to the back of the user's feet which are fired through the use of chakra. To stay loaded at all times, the guns passively drain up to 40 chakra (10 each) per turn. Each weapon holds up to 40 chakra magazine at which points the weapon will stop draining/accepting additional chakra. During development, Ninja Scientists recognized that some situations may require more immediate offensive output, so chakra can be actively loaded by the user by sacrificing one of their moves to fuel one or more of the handguns with chakra. This chakra can be spread among the weapons to load multiple at a time, but can only distribute up to 40 chakra between the weapons and can be done within the time frame of another technique. This allows the user to quickly stockpile the bullets damage resulting in a more powerful bullets as the need arises. Naturally, as long as the weapons are loaded with chakra they can fire chakra bullets up to S-rank depending on the amount of chakra used. It should be noted, that the user may also not expend more than 40 chakra from Scarborough Fair per turn which may be spread among the handguns as needed. These chakra bullets may be elemental or raw chakra, but this must be stated prior to the release as only a single element may be used in a turn. In the turn the user fires bullets from one of the weapons, they expend one of their moves per turn but may fire multiple simultaneously. This means the user will not be able to fire more than three of the weapons per turn. The main focus however behind these weapons lies in the fact they are held and mounted in such a way, they can be used to aid the user's melee combat. Users can supplement some taijutsu by firing the weapons in a way they act as propulsion for their movements. The propulsion increases the speed of the technique, which in turn increases the damage by half the amount of normally ranked jutsu at the expense of chakra within the weapon and thus a move allowing for more powerful strikes. For example, if the using an A-rank taijutsu, the user can supplement it by firing 10 chakra from the chosen handgun. This translates to +10 extra damage to the technique alongside additional flurries of chakra bullets which may cause collateral damage for those in close-range of the propulsion blast. This happens within the same time frame of the taijutsu when used this way, and one or more weapons may be fired if the technique permits it, each weapon fired counting as a move. There is a maximum to this however, as the user may not exceed a +40 damage threshold (S-rank) added to the taijutsu.
Note:
  • Bullets respect the elemental strengths and weaknesses but as mentioned the user may not expend more than 40 chakra from this weapon per turn. This can be done in single fire or semi automatic fashion. When fired semi auto, the resulting damage will be spread among the number of bullets fired as mentioned by the user during their turn.
  • S-rank applications cause Scarborough Fair to go into a cool down sequence, preventing usage for two turns.
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¤ Approved, made small edits ¤
 
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Pyro NB

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Original Post(Separated the puppets): X

(Kinzoku Kugutsu: Lyss) - Autonomous Puppet: Lyss
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Lyss is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Lyss is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:

Lyss's daggers have special seals placed on them which activate when they come into contact with a target. These seals drain 5 chakra every time the weapon hits the target storing this chakra within her body which can later be used to fuel the puppets attacks. The trick to this, however, is that the weapons must also be held by Lyss in order for the seals to activate further preventing friendly fire in case the puppet is disarmed.

Lyss:
Lyss's unique function allows the puppet to release a mist of refined glass and adhesive water from within(A-Ranked). This concoction sticks to anything within a short-range radius of Lyssa but the key component to this is when the glass adheres to a victim's eyes. The mixture forms a type of glass contact lens over the cornea causing light to drastically reflect around it which in turn causes the victims to view things as if looking through a kaleidoscope. The water naturally conductive to electricity, however, loses its adhesive nature after three turns returning the affecteds vision back to normal.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique function last 3 turns with a 5 turn cooldown between uses
~Rubber protects the puppet from all non-focused electricity A-Rank and below
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

(Kinzoku Kugutsu: Irīya) - Autonomous Puppet: Ilya
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Ilya is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Ilya is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:

Ilya's whip has special seals placed on it which activate when they come into contact with a target. These seals drain 5 chakra every time the weapon hits or 5 every turn a target is bond storing this chakra within her body which can later be used to fuel the puppets attacks. The trick to this, however, is that the weapons must also be held by Ilya in order for the seals to activate further preventing friendly fire in case the puppet is disarmed.

Ilya:
Ilya's unique function allows her to release a purple gas that closely mimics the effects of LSD within a short-range radius. The gas causes the victims to experience hallucinations(B-rank generic gen) for 3 turns with each turn inducing another hallucination(1 rank below the previous) unless removed from the body. The gas also has anesthetic properties requiring the victims to use higher means of freeing themselves from the hallucinations. This gas also causes increased aggression to allies and docility to enemies as causes the victims to see enemies as allies and allies as enemies.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique functions last 3 turns with a 5 turn cooldown between uses
~Rubber protects the puppets from all non-focused electricity A-Rank and below
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

¤ Both Declined, for starters, I asked for you to split them into two so they wouldn't generally have the same abilities. The seal is too much for both and even then, you need a limit on the amount of hits it can do max per turn. Because there is a seal here, it also means that the rank of the Jutsu is the combined rank of the seal + technique ( B+B here ). Also for the first one, the glass references aren't needed. You can achieve this with just water to blind them. The second is fine, but they both can't have that seal. ¤
(Kinzoku Kugutsu: Lyss) - Autonomous Puppet: Lyss
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform), -5 per turn(Coumadin)
Description: Lyss is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Lyss is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:

Lyss's daggers are laced with a highly concentrated liquid Coumadin. This poison thins the targets blood preventing it from clotting causing the afflicted to continuously bleed for an additional three turns after being cut by the blade. If the target is continuously hit by the blades the additional doses of Coumadin result in an extra turn of bleeding out unless treated by a medical shinobi.

Lyss:
Lyss's unique function allows the puppet to release a mist of adhesive water from within(A-Ranked). This concoction sticks to anything within a short-range radius of Lyssa but the key component to this is when the water adheres to a victim's eyes. The water forms a type of contact lens over the cornea causing light to drastically reflect around it which in turn causes the victims to view things as if looking through a kaleidoscope. The water naturally conductive to electricity, however, loses its adhesive nature after three turns returning the affecteds vision back to normal.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique function last 3 turns with a 5 turn cooldown between uses
~Rubber protects the puppet from all non-focused electricity A-Rank and below
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

(Kinzoku Kugutsu: Irīya) - Autonomous Puppet: Ilya
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Ilya is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Ilya is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:

Ilya's whip has special seals placed on it which activate when they come into contact with a target. These seals drain 5 chakra every time the weapon hits or 5 every turn a target is bond storing this chakra within her body which can later be used to fuel the puppets attacks. The trick to this, however, is that the weapons must also be held by Ilya in order for the seals to activate further preventing friendly fire in case the puppet is disarmed.

Ilya:
Ilya's unique function allows her to release a purple gas that closely mimics the effects of LSD within a short-range radius. The gas causes the victims to experience hallucinations(B-rank generic gen) for 3 turns with each turn inducing another hallucination(1 rank below the previous) unless removed from the body. The gas also has anesthetic properties requiring the victims to use higher means of freeing themselves from the hallucinations. This gas also causes increased aggression to allies and docility to enemies as causes the victims to see enemies as allies and allies as enemies.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique functions last 3 turns with a 5 turn cooldown between uses
~Rubber protects the puppets from all non-focused electricity A-Rank and below
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

¤ Both Declined, okay I checked into this. Puppeteers can only have their own Poison and not variations; to have custom versions of this, Medjutsu is needed and the poisons must be submitted as separate techniques and then be able to be applied to items. Wirh these customs, they can only have the basic poison that Puppeteers have access to. If that's fine, let me know and we can edit their abilities to be more applicable. Outside of that, the rubber can have limited use such as x amount of times of use. Rubber is also a CE so I have to limit its use somewhat. ¤
 
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-Broly-

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Mandalore bio allowing me to submit high tech stuff https://animebase.me/threads/the-arkham-knight-jason-todd.757356/


(Kyōshin-ki) Resonator
Type: Supplementary
Rank: S
Range:Short-Mid
Chakra: N/A (described in description)
Damage: N/A
Description: Resonator is a machine that takes the shape of a red bat on the user's costume. Through the breakthrough of advanced technology, scientists were able to examine the DNA of Juugo's clan, thus discovering the secrets of Natural energy absorption and use. The results of these discoveries led to the Resonator, which is able to absorb Natural energy, combine it with the user's chakra which Resonator also uses to power itself, and rapidly reproduce and control it outwards for supplementary uses
of the user. It uses it's Artificial Intelligence to choose the best options for the user based on what its learned from his fighting style and abilities. The abilities of Resonator are explained below.

Dampen - Much like a heavily moisture filled environment will do things such as dampen paper, this ability fills the environment up to Mid range with and aggressive sort of natural energy that seeks to saturate and break the bonds of various things on the field. Naturally, natural energy does a bit more than dampen paper when it saturates objects. All Fuuin based techniques (kanji based and barrier) lose 1 Rank/20 DMG in effectiveness due to the natural energy weakening the materials the seals are created on (as well as the seals themselves) and the relatively weak chakra (when compared to Natural Energy) the barriers are seals create. This also applies to all enemy weapons and ninja tools/techniques that stem from them as a result as the NE would also weaken those materials as well. This costs 45 chakra to activate, and the effect lasts 3 turns. This activation takes up a move slot. This may be used twice per battle.

Coat (Passive) - If the user has used Dampen then this effect will automatically take place and last for the same number of turns Dampen lasts, then afterwards Resonator will need to take 5 chakra from the user per turn to continue the effect. If the user has not used Dampen, the initial activation will cost a moveslot By being in the presence of so much Natural Energy, the user and his Ninja Tools and Weapons become naturally coated in it. This makes it so that the users Tai/Ken/Weapon/Scientific Ninja Tool Related attacks are now able to interact and combat elemental and yin/yang/yinyang techniques on equal terms and as if they were physical objects due to the infusion of Natural energy. This is of course as long as all of these objects remain in short range of the Resonator. By doubling the chakra cost to 10 per turn, the user is able to "charge" their Weapons and Scientific Ninja Tools with Natural Energy, making it so that them and their attacks/attacks using them are now 1 Rank/20 DMG more effective. This effect can only be used once and lasts 3 turns.

¤ Pending, I have some questions in regards to this. Contact me when you can. ¤

(Jūyōna pisutoru) Vital Pistols
Type:Offensive/Supplementary
Rank:S
Range:Short-Long
Chakra:40
Damage: 80
Description:These pistols are engineered to be completely symbiotic with the user, to the point where they are strengthen by the vitality of the user. These weapons are deeply connected to the users physique and health through the power of advanced biomechanical and genetic sciences, getting stronger as the user's body strength increases. Therefore, rather than being capable of gaining an active and passive boost in damage from any other means, Vital Pistols gain them via only 2 avenues. The DMG of the highest single influence of DMG resistance acting on the user's body (Passive) + The amount of DMG point healing being currently applied to the user (Active). The amount of Damage these weapons do can't be boosted by the user in any other way. The user may fire freeform chakra bullets that move as fast as Wind Style: Wind Blade. These bullets only do the damage of a normal kunai however, and these freeform bullets act to replace the use of the user's Kunai completely.

The User may also release an S rank (80 Damage) Barrage of chakra bullets that cover a 6 meter span in width and height. This costs a move and can only used once per turn, 4 times per battle.

At the cost of 20 Health, the user can fire a blast of his vitality at a target, working somewhat like the "Chakra Transfer Technique". When the bullet hits the target it will gain a passive +1 Rank in effectiveness to all of its techniques up to S rank for the next 3 turns. This cant be used on thee user himself. This can only be twice per battle.

¤ Declined, the way this is set up it would require Yang chakra due to the heavy focus on the user's vitality and energy; if you're firing blasts of your vitality itself, i.e. your physical energy, you require Yang chakra. You need to rephrase/re-function a lot of those parts as they dont make sense now. ¤
 
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Lord of Kaos

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New Cycle: 11/22/2018 - 11/29/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Skorm

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Link to previous submission:
https://animebase.me/threads/custom-technology-submission.756943/page-6#post-21829671
The entire weapon is re-worked;
Skorm’s Bow
Type:
Tool
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Skorm’s Bow is a heavy-duty modernized high caliber chakra gun with blood/black thorn patterns and a red glowing holster. The gun has two types of rounds it can fire but both of them are purely composed out of lightning chakra. The gun has three different types of rounds that are all loaded in the magazine at all times but cannot be fired more than once per round. The first round is called explosive rounds, dealing 80 damage in total but is split into 40-40 whereas 40 damage is inflicted on contact where the bullet actually lands and the other 40 damage is spread up to mid-range in an omni-directional burst where the bullet ended up. This type of bullet is made up by fire chakra.
The secound type of bullet is the armor piercing bullet, consisting of typhoon (or wind if the user cannot use typhoon) chakra it is extremely sharp but also very small. This bullet causes 80 damage and can penetrate up to S rank targets which are neutral to typhoon/wind. Up to forbidden if weak towards wind or typhoon. This bullet will continue through a target unless they carry armor(up to A rank) and hit whatever is behind it as well(directly behind that is and in the bullets trajectory). Based on damage rules, whatever is left of the bullets momentum will be dealt to the target behind as well.
The last bullet is made out of lightning chakra and can be used to stun an opponent like we've seen other lightning jutsus do. The bullet itself deals 40 damage but when it hits its target the lightning will spread in an omni-directional blast(just like the explosive round) but stun whatever is in contact with the target that got hit up to short-range.
Note:
Can only be taught by Skorm.

¤ Declined, Guns can have at max 2 abilities. With it having 3 rounds, this extends beyond that limit which is a no unless you are a Samurai or Mandalorian. You have to remove one ¤
Removed Lightning bullet.
Skorm’s Bow
Type:
Tool
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Skorm’s Bow is a heavy-duty modernized high caliber chakra gun with blood/black thorn patterns and a red glowing holster. The gun has two types of rounds it can fire but both of them are purely composed out of lightning chakra. The gun has two different types of rounds that are all loaded in the magazine at all times but cannot be fired more than once per round. The first round is called explosive rounds, dealing 80 damage in total but is split into 40-40 whereas 40 damage is inflicted on contact where the bullet actually lands and the other 40 damage is spread up to mid-range in an omni-directional burst where the bullet ended up. This type of bullet is made up by fire chakra.
The second type of bullet is the armor piercing bullet, consisting of typhoon (or wind if the user cannot use typhoon) chakra it is extremely sharp but also very small. This bullet causes 80 damage and can penetrate up to S rank targets which are neutral to typhoon/wind. Up to forbidden if weak towards wind or typhoon. This bullet will continue through a target unless they carry armor(up to A rank) and hit whatever is behind it as well(directly behind that is and in the bullets trajectory).
Note: Can only be taught by Skorm. Each Bullet can only be utilized 3 times each.

Eye of Riven
Type:
Tool
Rank: A
Range: N/A
Chakra: 30(-10/turn)
Damage: N/A
Description: The Eye of Riven is an advanced tech that is in the form of a very modernly designed monocle that is on the user either at all times or whenever they feel like using it. As the tool is small and easy to put on, it doesn't cost the user a moveslot to activate it. It draws from the users chakra immediately as it activates. The Eye of Riven is actually a spectrum of advanced technology that lets the user see different patterns through the monocle if they are behind a wall, behind a raging storm, mist or even underground.
The system works not unlike aircraft radar. But instead of bouncing off planes and returning to the ground, the signal here travels through the wall, bounces off a human (as we’re full of water), and comes back through the wall and into a detector, which is in this case the monocle. By using chakra, the user can interpret the signals coming through the monocle and browse through layers of material they are looking at through the monocle.
Note: Can only be made by Skorm.

¤ Both Approved, made edits.
 
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Gutsy

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[Tarnkappe, Shigurudo No Tate] – Tarnkappe, The Cloak of Sigurd
Type: Tool
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Tarnkappe, or Cloak of Sigurd, is a garment which is intended to protect the wearer from the cold, rain and wind. This cloak is no different in that fashion, it is fastened around the neck with a small black chain, its length extending down to the middle section of the calves, additionally it has an attached hood. The cloak is designed as a white cloak with patterns of black lightning across it. The cloak is the designed with a unique fabric, known as kevlar, a material which allows it to stop incoming basic weapons such as swords, axes, kunai, senbon etc. It will cause bladed weapons thrown or swung to strike to bounce off the cloak, and it applies to the general forms of none damage enhanced freeform combat. In addition to the cloak’s unique complexion, it has some unique features which the wearer can activate through surging his energy through it. The first of these features, is activated through the wearer releasing his chakra through the cloak, causing it to harden into a form of shield surrounding the wearer, allowing them to be protected from physical attacks including Kenjutsu, Taijutsu, Ninjutsu and some elemental ninjutsu depending on the physicality such as earth techniques. This feature is named after a deity’s shield, Svalinn, a shield which stood before the sun and protected the earth from burning. The secondary feature that the Tarnkappe is in the possession of, is a unique technology known as motion sensors. These motion sensors are situated all across the cloak, allowing it to detect any changes in the air around the wearer, and detect the motions of animals, humans or even tools within the vicinity of short-range of the cloak. Thus the cloak acts as a form of sensory in the way that it detects any motions within short-range of the wearer. Conclusively, the cloak has one final feature, which masks the wearers presence. Whenever the wearer pulls the cloak around his body and the hood over his head, it has a unique device implanted into it, which emits a frequency that masks his chakra effectively concealing him from chakra sensors as well as concealing his body in the sense that it conceals his chakra circuit from foreign eyes. This allows the wearer to blend into his surroundings more freely.

Note:
- The protection only applies to freeform combat, tools and weaponry, through the features of the kevlar which the cloak is constructed of.
- The Svalinn feature is considered an A-rank ability and can be utilized 4 times per confrontation.
- Must be specified in biography, if the character is wearing it.

¤ Declined, this has too many abilities for one Tool. The max allowed is 3, one of which being a damage/rank/speed/reaction increase and 2 active abilities. This has a passive immunity plus 3 active abilities, making 4 in all. Please reduce and place limitations on their uses. ¤
 
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Jᴀʏ

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(Ryuishi) - Dragon Orbs
Type:
Tool
Rank: S
Range: Short-Long
Chakra: 20 (-5 per turn of conversion)
Damage: N/A
Description: The Dragon Orbs is a unique tool based off the special chakra nodes utulized by the Sixth Paths of Pein. While those chakra nodes/rods enabled Nagato to utilize his chakra to control entities from extended ranges, these unique orbs focus entirely on the sensory capabilities of the nodes, these specific nodes are capable of reacting to spikes of chakra within the area up to long range (one landmark) as well as being able to sense the presence and location of chakra on the field. Enabling the user to surmise that the enemy is about to launch a technique however this in no way enables the user to have any detailed knowledge of what the opponent might be doing without additional information. This isn't the extent of the chakra orbs sensory capabilities, these chakra nodes are also fully equipped with sensory programming enabling them to detect heat signatures and motion enabling the user to become aware of any movement and heat within a five meter radius of their person. These orbs being in contact with the users body enable them to be instantly aware of any disturbances in their vicinity. The Dragon Orbs also have an additional ability, directly tied to the user's ability to enter sage mode. After extensive research in Ryuchi's Cave, Genji had discovered a way to convert his chakra through unique tools. These chakra orbs are capable of passively converting the users chakra into Nature Energy by forcibly blending their spiritual and physical energies at any point in the battle passively and instantly, this essentially enables them to enter Sage Mode without the need for meditation and these orbs are capable of converting 10% of the users maximum chakra pool into sage chakra per turn. This however follows the conversion rules and will not allow the user to convert his chakra to greater value than he or she is capable of. This ability only eliminates the need to meditate to convert one's chakra, and this chakra comes from the user. These orbs in no way extends the user's Sage Mode, and thus works in tandem with Perfect Sage Mode. These nodes are orb shaped and are attached to the user's exoskeleton.

¤ Declined, while the idea is nice, this will need to have a limited amount of uses and the exoskeleton attachment part will have to go. ¤

(Ryukokkaku) - Dragonbone
Type:
Armor
Rank: S
Range: Self
Chakra: (-5 chakra per turn)
Damage: N/A
Description: Dragonbone is a gray advanced exoskeleton. The outer padding is light gray while the under layer consists of a more muscle fiber-esque design with a darker hue of gray. Throughout the upper part of the armor are green orbs. These green orbs have the ability to distribute chakra throughout the suit, reinforcing and enhancing the metal. This grants enhanced defensive capabilities, allowing the user to reduce 25 points from physical damage. The visor prevents the user from being blinded from enemy ninjutsu and or tools, and does so without hindering the user's vision in any way shape or form, in fact these visors enhance the user's vision enabling them to see through chakra infused mist, smoke screens etc and other field effects that would otherwise hinder their vision up to mid-range. There are also other portions of this exoskeleton allowing for external attachments enabling the user to attach tools to the armor (much like the Dragon Orbs that supplement Genji's Sage Mode and his sensory capabilities). As for it's additionally ability, through the users knowledge of medjutsu, and the advancement of technology in the ninja world Genji became capable of producing a automated system built into this skin tight exoskeleton capable of restoring and repairing damage caused to the user, this process is fully automated and doesn't require any conscious input from the user. The skin tight suit is capable of detecting blood, burns and inflammation as well as any damage the user sustains during battle and is capable of repairing said damage. The armor isn't capable of restoring severe damage and or regenerating limbs and can only repair a maximum of 30 health per turn passively. Lastly this unique exoskeleton despite its usual green/grey appearance can have it's color, accents and glow changed to whatever the user wishes, this however is entirely a cosmetic ability.

¤ Declined, exoskeletons require either Mandalore clan acceptance or a Cyborg bio, both to be linked when submitting these. ¤
 
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-Broly-

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Awards
Mandalore bio allowing me to submit high tech stuff https://animebase.me/threads/the-arkham-knight-jason-todd.757356/


(Kyōshin-ki) Resonator
Type: Supplementary
Rank: S
Range:Short-Mid
Chakra: N/A (described in description)
Damage: N/A
Description: Resonator is a machine that takes the shape of a red bat on the user's costume. Through the breakthrough of advanced technology, scientists were able to examine the DNA of Juugo's clan, thus discovering the secrets of Natural energy absorption and use. The results of these discoveries led to the Resonator, which is able to absorb Natural energy, combine it with the user's chakra which Resonator also uses to power itself, and rapidly reproduce and control it outwards for supplementary uses
of the user. It uses it's Artificial Intelligence to choose the best options for the user based on what its learned from his fighting style and abilities. The abilities of Resonator are explained below.

Dampen - Much like a heavily moisture filled environment will do things such as dampen paper, this ability fills the environment up to Mid range with and aggressive sort of natural energy that seeks to saturate and break the bonds of various things on the field. Naturally, natural energy does a bit more than dampen paper when it saturates objects. All Fuuin based techniques (kanji based and barrier) lose 1 Rank/20 DMG in effectiveness due to the natural energy weakening the materials the seals are created on (as well as the seals themselves) and the relatively weak chakra (when compared to Natural Energy) the barriers are seals create. This also applies to all enemy weapons and ninja tools/techniques that stem from them as a result as the NE would also weaken those materials as well. This costs 45 chakra to activate, and the effect lasts 3 turns. This activation takes up a move slot. This may be used twice per battle.

Coat (Passive) - If the user has used Dampen then this effect will automatically take place and last for the same number of turns Dampen lasts, then afterwards Resonator will need to take 5 chakra from the user per turn to continue the effect. If the user has not used Dampen, the initial activation will cost a moveslot By being in the presence of so much Natural Energy, the user and his Ninja Tools and Weapons become naturally coated in it. This makes it so that the users Tai/Ken/Weapon/Scientific Ninja Tool Related attacks are now able to interact and combat elemental and yin/yang/yinyang techniques on equal terms and as if they were physical objects due to the infusion of Natural energy. This is of course as long as all of these objects remain in short range of the Resonator. By doubling the chakra cost to 10 per turn, the user is able to "charge" their Weapons and Scientific Ninja Tools with Natural Energy, making it so that them and their attacks/attacks using them are now 1 Rank/20 DMG more effective. This effect can only be used once and lasts 3 turns.

¤ Pending, I have some questions in regards to this. Contact me when you can. ¤

(Jūyōna pisutoru) Vital Pistols
Type:Offensive/Supplementary
Rank:S
Range:Short-Long
Chakra:40
Damage: 80
Description:These pistols are engineered to be completely symbiotic with the user , to the point where they are strengthen by the vitality of the user. These weapons are deeply connected to the users physique and health through the power of advanced biomechanical and genetic sciences, getting stronger as the user's body strength increases. Therefore, rather than being capable of gaining an active and passive boost in damage from any other means, Vital Pistols gain them via only 2 avenues. The DMG of the highest single influence of DMG resistance acting on the user's body + The amount of DMG point healing being currently applied to the user (Active). The amount of Damage these weapons do can't be boosted by the user in any other way. The user may fire freeform chakra bullets that move as fast as Wind Style: Wind Blade. These bullets only do the damage of a normal kunai however, and these freeform bullets act to replace the use of the user's Kunai completely.

The User may also release an S rank (80 Damage) Barrage of chakra bullets that cover a 6 meter span in width and height. This costs a move and can only used once per turn, 4 times per battle.

At the cost of 20 Health, the user can fire a blast of his vitality at a target, working somewhat like the "Chakra Transfer Technique". When the bullet hits the target it will gain a passive +1 Rank in effectiveness to all of its techniques up to S rank for the next 3 turns. This cant be used on thee user himself. This can only be twice per battle.

¤ Declined, the way this is set up it would require Yang chakra due to the heavy focus on the user's vitality and energy; if you're firing blasts of your vitality itself, i.e. your physical energy, you require Yang chakra. You need to rephrase/re-function a lot of those parts as they dont make sense now. ¤

(Jūyōna pisutoru) Vital Pistols
Type:Offensive/Supplementary
Rank:S
Range:Short-Long
Chakra:40
Damage: 80
Description:These pistols are engineered to be completely symbiotic with the user by using the user's technological knowledge, to the point where they are strengthen by the vitality of the user. These weapons are deeply connected to the user through the power of advanced biomechanical and genetic sciences. The user may fire freeform chakra bullets that move as fast as Wind Style: Wind Blade. These bullets only do the damage of a normal kunai however, and these freeform bullets act to replace the use of the user's Kunai completely. The User may also release an S rank (80 Damage) Barrage of chakra bullets that cover a 6 meter span in width and height. This costs a move and can only used once per turn, 4 times per battle.

(Kyōshin-ki) Resonator
Type: Supplementary
Rank: S
Range:Short-Mid
Chakra: N/A (described in description)
Damage: N/A
Description: Resonator is a machine that takes the shape of a red bat on the user's costume. Through the breakthrough of advanced technology, the user was able to examine the nature of the world, specifically Natural Energy. By doing so, they discovered the secrets of Natural energy use and manipulation. The results of these discoveries led to the Resonator, which is able to absorb Natural energy already present in the environment and combine it with the user's chakra which Resonator also uses to power itself. Through this it may rapidly reproduce and control it outwards for supplementary uses
of the user. It uses it's Artificial Intelligence to choose the best options for the user based on what its learned from his fighting style and abilities. The abilities of Resonator are explained below..

Dampen - Much like a heavily moisture filled environment will do things such as dampen paper, this ability fills the environment up to Short range with and aggressive sort of natural energy that seeks to saturate and break the bonds of various things on the field. Naturally, natural energy does a bit more than dampen paper when it saturates objects. This also applies to enemy Sealing Fuuinjutsu techniques S Rank and lower that stem from them as a result as the NE would also weaken those materials by one rank. This costs 50 chakra to activate, and the effect lasts 2 turns. This activation takes up a move slot. This may be used twice per battle.

Coat - The initial activation will cost a moveslot. By producing so much Natural Energy, the user and his Ninja Tools and Weapons become naturally coated in it. This is of course as long as all of these objects remain in short range of the Resonator. By doubling the chakra cost to 10 per turn, the user is able to "charge" their Weapons and Scientific Ninja Tools with Natural Energy, making it so that them and their abilities/attacks using them are now 1 Rank/20 DMG more effective. This effect can only be used once and lasts 3 turns.

¤ Both Approved ¤
 
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Lord of Kaos

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New Cycle: 12/11/2018 - 12/18/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Gutsy

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[Tarnkappe, Shigurudo No Tate] – Tarnkappe, The Cloak of Sigurd
Type: Tool
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Tarnkappe, or Cloak of Sigurd, is a garment which is intended to protect the wearer from the cold, rain and wind. This cloak is no different in that fashion, it is fastened around the neck with a small black chain, its length extending down to the middle section of the calves, additionally it has an attached hood. The cloak is designed as a white cloak with patterns of black lightning across it. The cloak is the designed with a unique fabric, known as kevlar, a material which allows it to stop incoming basic weapons such as swords, axes, kunai, senbon etc. It will cause bladed weapons thrown or swung to strike to bounce off the cloak, and it applies to the general forms of none damage enhanced freeform combat. In addition to the cloak’s unique complexion, it has some unique features which the wearer can activate through surging his energy through it. The first of these features, is activated through the wearer releasing his chakra through the cloak, causing it to harden into a form of shield surrounding the wearer, allowing them to be protected from physical attacks including Kenjutsu, Taijutsu, Ninjutsu and some elemental ninjutsu depending on the physicality such as earth techniques. This feature is named after a deity’s shield, Svalinn, a shield which stood before the sun and protected the earth from burning. The secondary feature that the Tarnkappe is in the possession of, is a unique technology known as motion sensors. These motion sensors are situated all across the cloak, allowing it to detect any changes in the air around the wearer, and detect the motions of animals, humans or even tools within the vicinity of short-range of the cloak. Thus the cloak acts as a form of sensory in the way that it detects any motions within short-range of the wearer. Conclusively, the cloak has one final feature, which masks the wearers presence. Whenever the wearer pulls the cloak around his body and the hood over his head, it has a unique device implanted into it, which emits a frequency that masks his chakra effectively concealing him from chakra sensors as well as concealing his body in the sense that it conceals his chakra circuit from foreign eyes. This allows the wearer to blend into his surroundings more freely.

Note:
- The protection only applies to freeform combat, tools and weaponry, through the features of the kevlar which the cloak is constructed of.
- The Svalinn feature is considered an A-rank ability and can be utilized 4 times per confrontation.
- Must be specified in biography, if the character is wearing it.

¤ Declined, this has too many abilities for one Tool. The max allowed is 3, one of which being a damage/rank/speed/reaction increase and 2 active abilities. This has a passive immunity plus 3 active abilities, making 4 in all. Please reduce and place limitations on their uses. ¤
Removed the hardening, bolded the changes.

[Tarnkappe, Shigurudo No Tate] – Tarnkappe, The Cloak of Sigurd
Type: Tool
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Tarnkappe, or Cloak of Sigurd, is a garment which is intended to protect the wearer from the cold, rain and wind. This cloak is no different in that fashion, it is fastened around the neck with a small black chain, its length extending down to the middle section of the calves, additionally it has an attached hood. The cloak is designed as a white cloak with patterns of black lightning across it. The cloak is the designed with a unique fabric, known as kevlar, a material which allows it to stop incoming basic weapons such as swords, axes, kunai, senbon etc up to a C rank projectile, anything after that will destroy the wiring within the cloak, rending it useless. It will cause bladed weapons thrown or swung to strike to bounce off the cloak, and it applies to the general forms of none damage enhanced freeform combat. In addition to the cloak’s unique complexion, it has some unique features which the wearer can activate through surging his energy through it. The first feature that the Tarnkappe is in the possession of, is a unique technology known as motion sensors. These motion sensors are situated all across the cloak, allowing it to detect any changes in the air around the wearer, and detect the motions of animals, humans or even tools within the vicinity of short-range of the cloak. Thus the cloak acts as a form of sensory in the way that it detects any motions within short-range of the wearer this is done through technology more than chakra. Conclusively, the cloak has one final feature, which masks the wearers presence. Whenever the wearer pulls the cloak around his body and the hood over his head, it has a unique device implanted into it, which emits a frequency that masks his chakra effectively concealing him from chakra sensors as well as concealing his body in the sense that it conceals his chakra circuit from foreign eyes. This allows the wearer to blend into his surroundings more freely. What this can't do is hide the users heat signature or smell.

Note: If the cloak is hit by B rank or above, it will short circuit being rendered useless.
Note: The motion sensors only work short range around the user, taking 5 chakra per turn
Note: Hiding themselves can be used twice per battle with two turns between the users and lasts for a maximum of four turns.


¤ Approved ¤
 
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