Vault Of Primordial Life

Arthorius

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Approved Custom Jutsu:
1- Taijutsu: Rendo | Body Technnique: Rend (4/6) Imperfect, Serpent, Anbu Junior, Riker,
2- Genjutsu: Sofuto Bodi | Illusion Technnique: Soft Body (3/6) Drackos, Riker, Lili
3- Genjutsu: Meiro No Shitsumon | Illusion Technnique: Maze Of Questions (4/6) Drackos, Mirai, Riker, Lili
4- Genjutsu: Saisho No Tsumi | Illusion Technnique: First Sin (4/6) Drackos, Mirai, Riker, Lili
5- (Genjutsu: Abusaromo no Iwari) — Illusionary Technique: Absalom’s End (3/6) Drackos, Riker, Lili
6- (Seimei No Umi: Hokubu Keiji) — Sea Of Life: Hokubu Revelations (0/6)
7- (Seimei No Umi: Han'ei) — Sea Of Life: Prosperity (0/6)
8- (Genjutsu: Karaku Natta Kagami) — Illusionary Technique: Blackened Mirror (3/6) Drackos, Riker, Lili
9- (Seimei No Umi: Neltharionu No Ken) — Sea Of Life: Neltharion's Fist (0/6)
10- (Seimei No Umi: Karamiau) — Sea Of Life: Intertwine (0/6)
11- (Seimei No Umi: Erementaruekō) — Sea Of Life: Elemental Echo (0/6)
12- (Genjutsu: Kami No Nozumo Zai) - Illusion Technnique: Divine Presence (6/6) Drackos, Goetia, Mirai, Riker, Vayne, Lili
13- (Seimei No Umi: Karamiua) — Sea Of Life: Entwine (0/6)
14- (Nano Henkan: Kamakiri Yari) - Nano Transformation: Mantis Blade (0/6)
15- (Nano Henkan: Repurikanto) - Nano Transformation: Replicant (0/6)
16- (Seimei No Umi: Hiretsuna Kigen) — Sea Of Life: Vile Genesis (0/6)
17- (Seimei No Umi: Bakuhatsu-Tekina Sangeki) — Sea Of Life: Explosive Scourge (0/6)
18- (Seimei No Umi: Hiretsuna Ekibyo) — Sea Of Life: Vile Plague (0/6)
19- (Seimei No Umi: Imawashiki Teashi) — Sea Of Life: Abomination Limb (0/6)
20- ( Jujutsu: Keiyaku-jō no noroi ) - Curse Technique: Contractual Curse (0/6)
21- (Genjutsu: Ronginusunoyari) — Illusionary Technique: Spear of Longinus (2/6) Drackos, Lili
22- (Genjutsu: Ten'nomegumi) — Illusionary Technique: Heavenly Grace (2/6) Drackos, Lili
23- (Seimei No Umi: Sagi-shi no Katachi) — Sea Of Life: Form of the Betrayer (0/6)
24- ( Jujutsu: Hyōi shita chi o kontorōru suru seimei) - Curse Technique: Life Controlling Possessed Blood (0/6)
25- ( Jujutsu: Kyōyū sa reta hisan ) - Curse Technique: Shared Misery (0/6)
26- ( Jujutsu: Ketto Seigan) - Curse Technique: Bloodline Limitation (0/6)
27- ( Jujutsu/Fuuinjutsu: Jashin no haaku) - Curse/Sealing Technique: Grasp of Jashin (0/6)
28- (Seimei No Umi: Hahaohya no Himei) — Sea Of Life: Screech of the Mother (0/6)
29- (Seimei No Umi: Kirameku Mono no Mizu) — Sea Of Life: Water of the Glistening One (0/6)
30- (Kaen Kakkusei Iden: Hoshi E) – Atavistic Flame: To the Stars (0/6)
31- (Kaen Kakkusei Iden: Honoo no Tsurugi) – Atavistic Flame: Blazing Sword (0/6)
32- (Kaen Kakkusei Iden: Hadoumeppuu) – Atavistic Flame: Incineration Wave (0/6)
33- (Kaen Kakkusei Iden: Kusubutte iru tane) – Atavistic Flame: Smouldering Seeds (0/6)
34- (Kaen Kakkusei Iden: Hi o tōshite shizen wa umarekawaru) – Atavistic Flame: Igne natura renovatur integra (0/6)
35- (Inton Bukijutsu: Sōzō keisei) - Yin Weapon Arts: Imagination Formation (0/0)
36-
37-
38-
39-
40-

Custom Weapon:
1-
2-

Custom Element:
1- Chitinous Vestige
2-
3-
4-
5-

Summoning Contract:
1-
2-
3-



Scientific Ninja Tools
1- Enokuga | Book Of Enoch (1/6) LoK
2- Yetzer Hara | Evil Inclination (1/6) Vayne,
3-
4-
5- Netsu kibaku sōchi | Thermal Detonator (0/6)

Void Relics
1- Ereshkigal's Brilliance
2-
3-
4-
5-

Custom Combo Techniques
1-
2-
3-
 
Last edited:

Arthorius

Regular
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Kumi
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Basic Elemental Jutsu
My own:
TBA

Taught by others:
(Raiton: Harinezumi no Mayowasu ) Lightning Release: Deceiving Porcupine
Rank: A
Range: Physical Touch
Chakra Cost: 30
Damage Points: 60
Description: The user is able to expell lightning chakra from up to 3 adjacent Chakra Points, and insert it on the opponent's Nervous System. This technique works best if the user releases the lightning from the finger's chakra points, and the chakra power has the ability to paralize the opponent's muscles completly. If expelled from any other chakra point, the user can only paralize the arm or leg touched. (This doesn't apply to Gentle Fist users).
*Lasts 1 turn*
*Can only be used twice*

(Fuuton: Fuuheii Fuukaze Fuuka Fuugyuu ) Wind Release: Easy Breezy Beautiful Buffalo
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: With two handseals, the user will charge wind chakra through fine sand, dust or other stagnant loosen earthen materials, which will erupt a gigantic winged cow, with all the speed and agility of the wind, but the solid substance of the earth. Likewise, the user can summon several cows, up to 3, yet smaller. The user can use the cows to achieve flight, or simply smash them against the opponent with great blunt force. Instead of using two handseals to give them a more complex look, the user is able to handsealessly focus wind chakra on the dust to create more basic constructs, related to the bovine, such as a hoof or a horn.

This jutsu can't turn opponent's active jutsus into cows, likewise, once inside the cows, the opponent can't control the materials
Can only be used once every 3 turns
Can't use Wind Techniques above S rank in the same turn

Flying monster cows infused with the sea of life? I mean who wouldn't want this. Though as I mentioned in DM's this one has aged particularly well thanks to jutsu speed rules.

Then from a totally different member who will be involved in this trade for reasons known only to them and the insects they are in cahoots with we have these two.

( Ninjutsu: Mufun ) Ninja Arts: Anemophily
Type: Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: The user will unfold a scroll, in a procedure similar to Earth Release: Mud Wolves, and summon a great mist of chakra. This technique can be seen as the precursor to the Hidden Mist, except the user unleashes a great concentration of raw chakra by supressing the nature conversion procedure. Naturally, this raw chakra mist is transparent, as it would require nature conversion to have any physicality, but will still distort some light when it is releasing into the battle, preventing it from being completely invisible, and it's glaringly visible to doujutsu and chakra sensors. This basic mist is dependant on the scroll, so while it will be maintained for as long as the scroll is unfolded, it will vanish as soon as the scroll is damaged. It has only 2 properties, the first is that it behaves similarly to the Water Release: Polination technique in function. The second is that the user can exert his chakra onto the mist to run it through the nature conversion procedure. Except when converted through Water Chakra, or Water-Only advanced Elements, it will lose it's first property and acquire the element's properties, including damage proportional to it's rank.
Note: The range and power of the mist is proportional to the chakra used. D ranks can only grow to a maximum of Short-Range, while it is required to be higher than B rank to be able to grow higher than Mid-Range.
Note: When converting into an Element, the mist will only last the turn it is converted, before dispersing, except when turned into Only-Water based elements, which will last 2 turns before dispersing.
Note: Can only be used twice with an S rank strength, 4 times with an A rank strength and requires 3 turns between usages. Requires 2 turns between B rank usages.

( Ninjutsu: Henshoku ) Ninja Arts: Plasticity
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will, after forming 3 handseals, manipulate natural mist or mist created by the user or his summons to give it nature conversion properties. In essence, the user will impose his chakra onto the mechanics of ninjutsu, to reverse and re-convert a technique onto a different nature. For example, when used against a fireball that penetrates through the mist, it will reverse into raw chakra and then, if the user wishes, it will turn into a different element that the user knows. In essence, the user will strike his chakra onto the incoming ninjutsu converting the technique into a same rank basic ninjutsu and then into a same rank elemental ninjutsu of a different nature. This technique works against A rank elemental ninjutsu. It can be used against up to 4 A ranks, and can convert any number of lower ranked techniques. The user will imprint one mechanic into the mist, and for the whole turn it will convert any technique to that element. Each turn the mist is in play will cost 10 chakra, and the user can change the element ( This is stated at the end of the turn, so that it's effect will last the next turn ), though it will need to take the place of a jutsu per turn to change it.
The user can convert his own techniques, samewise, he can use the same restrictions to perform just the reversal part, turning every elemental ninjutsu into Basic Ninjutsu, instead of reconverting, or just the conversion part instead of reversing ( for Basic Ninjutsu techniques ). The user can also use the restriction of the previous rank depending on the nature of the vessel mist. A Water mist allows a primary specialist to obtain more conversions ( 2 additional A rank conversions ) , while a primary Ninjutsu specialist, or a user of just one Basic Elemental Nature can obtain the same benefits from a Raw Chakra Mist.
Remote techniques, where the conversion happens not within the body but outside the body, are particularily susceptible to this technique. If the targets are within the mist, their techniques will be converted near immediately because this technique will counter them in their genesis, where raw chakra is in the process of being converted and the user merely guides this to what he wishes instead. So a projectile that forms in the gut will be an Internal Conversion, while applying your chakra to create a pillar will be an External Conversion, and thus count, for the purpose of this technique, as one rank lower.
Note: Regardless of how many times this technique can function,which is up to 4 turns for an A rank and B rank and below unlimited, it is attached to a vessel mist. This will turn natural mist into Basic Ninjutsu Mist, S rank. Mist sources that come from techniques will have their proper ranks, regardless of being lower than S. This means that, even if Plasticity can affect 2 A ranks, without strenghtning the vessel, it will merely break after one conversion.
Note: This technique will function for a maximum of 4 turns within a mist. It will break once it spends all it's conversion power or the mist is dispersed, or at the user's will and can only be used 2 times.

All learned here: https://animebase.me/threads/mind-tricks-with-children.781506/
 
Last edited:

Arthorius

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Genjutsu

My own:
Genjutsu: Sofuto Bodi | Illusion Technnique: Soft Body
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, rather than altering the enviroment at all this illusion will instead alter how the victim perceives their body, causing them to feel as though their body has suddenly become excessively malleable and rubber like. While this illusion doesn't cause paralysis it does prevent the opponent moving their body effectively due to them believing they are suddenly rubbery, they will mess up attempting to form handseals, and will be unable to run until they break free from the illusion, additionally damage will be caused each turn after the first should the illusion not be broken as the mind is degraded by the rubbery illusion. While the victim is incapable of forming handseals or running, they may make bodily movements, and they're capable of moving via walking.
Notes:
-While this illusion can be layered, it can not be layered with any paralysis genjutsu.
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.

Genjutsu: Meiro No Shitsumon | Illusion Technnique: Maze Of Questions
Type:
Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, this illusion will cause the victim to hear multiple questions posed by the user, these questions repeat constantly, over and over again in the victims head, becoming louder and faster as time progresses. This technique will cause the victim to be unable to hear anything on the battlefield due to the noise, they'll also be unable to perform certain advanced techniques, this includes fuuinjutsu due to the complexity of writing seals, medical ninjutsu due to the fine chakra control needed, or anything similar that states it requires fine or advanced chakra control. Should the victim not release this they will take damage from the constant noise.
Notes:
-The user can select the questions that will be repeated themselves should they wish, allowing for in character manipulation.
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.

Genjutsu: Saisho No Tsumi | Illusion Technnique: First Sin
Type:
Offensive
Rank: A/S
Range: Short
Chakra: 30-40
Damage: 60-80
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, this illusion will cause the victim to see a large tree growing from the earth between himself and the opponent, knocking them both backwards in his mind, this tree will seem to grow endlessly till it's the size is capable of engulfing mountains in height and it's branches will cover the whole area in shade. Once the tree has grown to it's full height, thousands of apples will begin to fall from the tree from such a height that they reach terminal velocity striking the ground and the opponent like fleshy meteors causing serious mental damage. Optionally while the tree is growing a single large snake with yellow eyes will wrap around the opponent restricting his movement, appearing from the ground beneath the target as though it's burrowed it's way out of the earth much like the tree. The snake will hold the victim stationary while the apples bombard them each turn until released.
Notes:
- Using this illusion without the snake will be considered an A rank usage, while with the snake is an S rank usage due to it's paralysis element.
-Can only be used 3 times per battle at A rank and twice at S rank. No Genjutsu above A-rank next turn after using S-rank variant.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the per battle limit, I.E two victims is two usages.

(Genjutsu: Abusaromo no Iwari) — Illusionary Technique: Absalom’s End
Type:
Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be suddenly impaled from behind by one or several blades, this will prevent the opponent from moving as the blades are all curved and hooked to prevent mobility. Once this has happened figure/figures will step in front of the victim holding the blades, these figures can either be simply visually similar to creations of the sea of life, or they can be a corrupted version of people important to the victim, such as their parents, lovers, friends, or other relatives. This doesn't cause additional effects, the damage caused will be mental damage caused by the blades.
Note: While the victims can't run or walk they can make handseals, so it's not a full body paralysis.
Note: Can only be used twice.
Note: No Genjutsu above A-rank next turn.

(Genjutsu: Karaku Natta Kagami) — Illusionary Technique: Blackened Mirror
Type:
Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be trapped in a genjutsu completely, the user however will not be cast in the illusion trapping the opponent, inside the illusion the user will take on the form of the opponent, however they will have dark grey chitinous skin, red eyes and red lines across their body. This corrupt version of the opponent will then attack them, grasping them around the waist in a bear hug and lifting them off the floor immobilizing them and attempting to crush them.
Note: Prior to the bear hug the opponent is not paralysed inside the illusion however the bear hug will immobilize them
Note: Can only be used twice.
Note: No Gen above A-rank next turn.

Genjutsu: Kami No Nozumo Zai | Illusion Technnique: Divine Presence
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, rather than altering the enviroment at all this illusion will instead alter how the victim perceives things using extrasensory methods, working exclusively against those who can sense chakra and see chakra, such as dojutsu users or sage mode users. When afflicted by this illusion the victims sensory ability will start to go haywire, causing them to sense enemy chakra in everything around them, or seeing it in everything around them in the case of Dojutsu. This illusion will cause no paralysis effects however it will completely overpower the sensory of opponents, rendering it useless as they can sense the users chakra everywhere like a blanket of fog, making it impossible to pinpoint actual sources of the enemy chakra. Should the illusion not be broken the opponent will begin to take spiritual damage, feeling as though they are being crushed beneath the sheer force of the chakra.
Notes:
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.

(Genjutsu: Ronginusunoyari) — Illusionary Technique: Spear of Longinus
Type:
Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be suddenly raised into the air by a cross, nails will slam through their hands and feet causing blood to spill down the wooden frame. Once this has happened a figure of the users choosing will step in front of the victim holding a long rusty spear, these figures can either be simply visually similar to creations of tiamat, or they can be a corrupted version of people important to the victim, such as their parents, lovers, friends, or other relatives. This doesn't cause additional effects, the damage caused will be mental damage from the spear being thrust through the victims heart.
Note: Victims of this jutsu are not entirely paralysed by it, being able to perform jutsu that require no seals, they however can’t make seals or move under their own momentum in the illusion.
Note: Can only be used twice.
Note: No Genjutsu above A-rank next turn.

(Genjutsu: Ten'nomegumi) — Illusionary Technique: Heavenly Grace
Type:
Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique places a delayed trigger in the opponents mind, waiting to be triggered at a later point. From that moment forwards whenever the opponent uses a technique that creates a source of bright light the genjutsu will trigger, causing the victim to visualize the jutsu they used being multiple magnitudes of brightness higher than usual, causing their retinas to rupture and bleed and blinding them for the remainder of the turn this jutsu is triggered in. Aside from the blinding effect this genjutsu doesn't paralyse in any way. The illusion can only trigger once per person it's applied to, but will remain dormant until it triggers regardless of how long that might be.
Note: A source of bright light can vary, but generally speaking any fire or lightning jutsu would cause the genjutsu to trigger along with anything similar. Additionally genjutsu kai will cause this to trigger however it won't cause damage simply blinding the victim.
Note: Can only be used thrice and can be placed on multiple targets, counting as a single technique usage.
Note: No Genjutsu above S-rank next turn.

Taught By Others:
(Genjutsu: Midare)- Illusionary Technique: Disturbia
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will and cast an illusion on the opponent's mind that sees a single figure appearing on the terrain- this figure can be anyone and anywhere the user chooses but it can't be made within 5 meters of the opponent. This figure will have a distant look at everything, as if looking through you and won't appear to be concerned with the world around them. They can't move, can't talk, not even think- they are essentially living statues. If left ignored by the opponent after one turn this figure multiplies into two figures with the second one being set anywhere the user pleases, even beside the opponent which is unlike the first figure. After the second turn these two multiply into 8 figures, and after the third turn 16 and so on until the entire field is completely filled and the opponent has nowhere to move. In reality, these multiplying statues are actually explosive kunai that the user throws at strategic locations- of course the opponent wouldn't actually see when the user throws these kunai. The more turns that pass the user throws more around the field until it is riddled with explosives. Then, with a single hand seal the user will detonate all the tags he had set. The aim is to get as many as close to the opponent as possible to ensure death before the illusion is broken.
Note(s):
- Can only be done 3x
- Requires a turn cooldown

(Kōan Genjutsu: Jōmyō Inin)- Koan Illusion: Mortal Dictata
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage: N/A
Description: The Jōmyō Inin or "Mortal Dictata" is a Genjutsu developed by a skilled Uchiha during one of his episodes of meditation. The nature of the illusion was a paradox placed on his mind that tampered with how he perceived opportunity and misfortune. He later recorded these feelings and became able to replicate them in the minds of others through chakra, making it a Genjutsu. The technique begins with a Ram hand seal and placing the chakra on the opponent(s)' mind. The illusion has two parts; fortune or misfortune, and will be highlighted below.

Fortune | Kōun: This side of the illusion tampers with the opponent's visual cortex where it completely changes the appearance of the user and his techniques. The user will appear gravely injured and weak in the opponent's eyes. This can be anything from missing limbs to profuse bleeding. Again, this is a visual illusion is does not actually tamper with the opponent's cognitive perception of the user, it only provides visual stimuli that would lead him/her to believe the opponent is actually injured. The second use to this side of the technique is how it affects the visual information of the user's jutsu as well. In other words, a grand fireball from the user may appear like a measly fireball to the opponent.

Misfortune | Fukō: This the second side of the illusion changes the opponent(s)' visual perception of the user and his techniques so that they appear much more superior to theirs. The user may appear godlike (as in vastly superior in strength and not looking all shiny and golden), in their peak condition and appear very capable of combat. This also applies to the techniques where a simple wave of water may appear even more devastating, like tsunami level. Of course the illusion doesn't actually change the rank and damage of the user's techniques, it only changes the appearance and will go as meticulous enough to alter the terrain to compliment the false powered jutsu. Such as the trees being flung about from the water waves to houses being decimated.

Both sides, Kōun & Fukō, when used individually are S ranked in strength. However, they can be used simultaneously, but only on different minds. Meaning, the user may place Fukō on one opponent and Kōun on another at the same time they activate this technique. This can lead to incoherence between allies and further aid the user. However, it is impossible to cast both sides of the illusion on one person at the same. However, if this double use is used both the techniques Kōun & Fukō become A ranked in strength while the overall technique itself is immediately spent twice and hence can't be used again. But if the user applies one at a time he may wait a while before using it again.

Note(s):
- Can only be used 2x.
- Kōun & Fukō lasts 2 turns each on the opponent(s), with a three turn countdown between each individual use.
Taught

(Genjutsu: Tarotto rīdingu, kōshukei no otoko) - Illusion Art: Tarot Reading, The Hanged Man
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60 (Mental damage)
Description: This is a unique illusion that uses a tarot card as a medium to induce the illusion. The user will draw a card from their deck of Tarot cards, with the image of "The Hanged Man". In seeing this card the target/targets (Max of 3), will be bound in the illusion. "The Hanged Man usually indicates a lack of ability to help oneself through independent action". Upon seeing the card the target/targets will feel straw grow around them as hard as steel wrapping around them, binding them. This straw binds them pulling them into a T shape pose as they feel themselves pulled up onto a cross. In the illusion they will look as they have been made into a scarecrow, in reality they will just be paralysed, unable to move from the binding. As they remain bound the straw grows tighter around them, crushing them, causing the pain to do mental damage.

Note: Usable three times per battle with a turn between uses.
Taught

(Genjutsu: Setsuwa no Ichi Ni Kumo) Illusion Technique: The Tale of the Itsy Bitsy Spider
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: This jutsu acts both as a form of Kai and an actual genjutsu. Itsy Bitsy Spider allows the user to manipulate the jutsu and make it work towards her own purposes, while trapping the opponent. This jutsu comes in 2 phases.
In the first phase, the user will suddenly start to turn into tiny hideous spiders, until she disintegrates completely, while manipulating the Genjutsu she's on. For example, if an opponent genjutsu creates a tree that envelops the user, it will constrict her so much that she explodes into multiple spiders, while the tree starts to decay. (The user can have any creativity she wants). This marks the release of the opponent jutsu.

In the second phase, the opponent will start to feel uncontrollable itch, and the genjutsu will force him/her to scratch him/herself frantically. The skin will start to breach and create gashes, from where small spiders will start to come out, as the skin will expose the muscles and the bones, until the person is just mutilating itself, with spiders appearing from every inch of his body. The fear and pain will grow on the person quickly and steadily, until all turns black and a huge hideous spiders suddenly appears in front of the user, with multiple horrible eyeballs, which will knock the opponent out, convulsing in his sleep.

*Knocks the opponent out for 2 turns*
*Can only be used against techniques of the same rank or lower*
*The user will not be able to use genjutsus for 3 turns*
*Can only be used 3 times per battle
*Genjutsu especialist or doujutsu specialist will be able to counter techniques one rank above*

Counter gen is fantastic honestly and this one is particularly macabre which I'm a big fan of, this one also works particularly well with my KG since I can turn in to spiders and create monstrous ones during the fight prior to using this, making it that much harder to reason as genjutsu.

( Genjutsu: Mahou no Kei Chikin ) Illusion Technique: The Voodoo of the Headless Chicken
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: Requires 5 handseals. This jutsu acts as the opposite of False Surrounding (Kokohin). Instead of manipulating the opponent's perception of his/her surroundings, it changes the perception of his/her body by removing or adding organs/objects. This allows the user to remove limbs/organs, to prevent certain actions to be taken, such as ripping one's eyes to make the opponent blind, removing one's lungs to make the user pass out from lack of air, removing one's legs to prevent the target from running etc, or add certain objects/organs, such as blades to one's stomach, or adding stitches to one's mouth, silencing them.

*Can only be used 3 times per battle*
*Opponent needs to find a way to counter or release the genjutsu in his countering turn when the illusion pertains to "removal" of organs or he'll lose conscience from the pain and mental strain*

Taught here: https://animebase.me/threads/mind-tricks-with-children.781506/
 
Last edited:

Arthorius

Regular
Joined
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Messages
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Kin
4,105💸
Kumi
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Trait Points
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You must be registered for see images

Body Arts
Created by me:
Taijutsu: Rendo | Body Technnique: Rend
Type:
Offensive/Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: This technique can be used either as a standalone taijutsu strike, or as part of a counter by employing a variety of bodily movement. Regardless of which is chosen, the strike will be delivered with the hands, which will be cupped similar to a clawed formation, meant to mimic the claws of feral beasts. The strike is ideally delivered to areas with soft tissue targets, such as the eyes or throat the armpits etc. Tearing with their fingernails and fingertips the user will literally rip the flesh of the victim with this powerful manouver, should it strike a soft target area it can deliver considerable damage, with strikes to the eyes causing blindness, strikes to the throat causing the target to be unable to speak or use jutsu from the mouth. Strikes to either armpit or thigh will disable the arm or leg preventing movement, while these injuries can be severe they are very rarely fatal unless by some fluke.
Notes:
-The user can avoid small scale attacks before countering with this in the second version, using a variety of movement similar to drunken fist.
-Can only be used 3 times per battle.

Taught By Others:
(Kenjutsu: Yamato Takeru ) - Sword Technique: Gathering Clouds
Type: Defensive/Supplementary
Rank: C - S
Range: Short
Chakra: N/A
Damage: N/A
Description: The user of this technique will begin by priming their weapon against an oncoming attack, before swinging it with such violent force that the sheer air pressure created by the weapon will split incoming attacks, causing them to harmlessly bypass the user. Due to this technique being not reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to kenjutsu will apply to the technique, so for example if the A rank is used, the technique splits A rank damage (60), but with a +20 to Kenjutsu it becomes capable of splitting (80) damage. This technique contains no intrinsic damage value but will push enemies out of short-range should they be too close to the attack. The power generated by this swing is similar to the leaf dragon god, so visually it appears as a wind jutsu might, despite not being a chakra based technique. It can be used to slice anything within reason, akin to Moses parting a sea, the technique will not fully disperse oncoming attacks instead it will simply remove the portion aimed at the user.

Notes:
- The B rank and below version of this technique has unlimited usage, while A rank can be used four times and S rank two times.
- If used by a Samurai with Samurai Sabre Skill, the effective range of the technique will be increased.
 
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Arthorius

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Seimei No Umi

Created by me:
(Seimei No Umi: Hokubu Keiji) — Sea Of Life: Hokubu Revelations
Type:
Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 50
Damage points: 100
Description: Releasing the sea of life from the soles of their feet, the user will pump huge amounts of the mud like substance in to the earth, the heat and power of the sea of life will hollow out the earth, however the earth won’t be visibly cracked on the surface level initially. After a set amount of time however the ground under the user and all around the area up to long range will become the sea of life, at which point the user can cause it to crack and erupt forth with a handseal, depending on the time that the user spends before triggering the eruption will determine how much of the area is converted. Impact damage will be caused to anyone touched by the sea of life who isn’t immune to it. Two turns after the user has triggered the cracking earth, they will be able to summon forth familiars from the swamp, these familiars will be formed from the sea of life made from bugs that rest in the earth they can appear as demonic beetles or worms, they carry the amino-geis but cause no damage, relying on latching on to other living beings to convert them.
Note: The technique will start at short range and each turn will add a range, at four turns the user can convert an entire landmark in to the sea of life, but doing this will count as two usages of the technique.
Note: The technique carries the Amino-Geis and can convert life that comes in to contact with it, which allows the user to create the familiars.
Note: The familiars cause no damage, up to 4 can be made and can be commanded with freeform description at no move cost.
Note: Can only be used twice, once every two turns.

(Seimei No Umi: Han'ei) — Sea Of Life: Prosperity
Type:
Supplementary
Rank: S
Range: Short - Long
Chakra cost: 60
Damage points: N/A
Description: While standing in the sea of life, the user can activate this technique. Making use of the genetic material carried in the sea of life, the user will begin to heal for 40 damage per turn for as long as they remain inside the sea of life source. However each turn the sea of life source is drained back in to the users body to repair them, for each range of sea of life this lasts an additional turn, with short range being a single turn duration and long range being a three turn duration. This ability won't allow the user to go above their maximum health points however. While standing in the sea of life with this ability activated the users skin will turn grey and cracked and they will be able to shave away thirty damage from any incoming physical damage. This ability causes all the sea of life the user is standing in to take on this property for beings of the sea, meaning any creations of the sea are also healed such as the users creations or slaves.
Note: The technique will last until contact with the sea of life is broken.
Note: Can only be used twice.

(Seimei No Umi: Neltharionu No Ken) — Sea Of Life: Neltharion's Fist
Type:
Offensive
Rank: S
Range: Short - Long
Chakra cost: 50
Damage points: 100
Description: Utilizing the sea of life, the user will form a gigantic ball of the corrupted material from their body, launching it skywards, the ball will then crash down upon a targeted location with incredible force, spreading the sea of life long range in every direction from the focal point and harming anyone hit by it, with the exception of Children of Tiamat, creations of children, or those afflicted by the Amino-Geis, which the attack carries. Optionally the user can fire the ball so high in the air that it descends over multiple turns, up to three full turns, including the one in which it was fired. Each additional turn the technique spends falling increases it's kinetic energy upon landing, increasing the damage by 10 each turn, counting as one of the possible damage boosts that can be applied.
Note: May only be used twice per battle also incurs a three turn cooldown upon use, meaning it can't be used for three turns.
Note: May not use forbidden rank jutsu in the same turn.

(Seimei No Umi: Karamiau) — Sea Of Life: Intertwine
Type:
Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will focus their natural abilities with the sea of life in to techniques of other natures, enhancing them with the amino-geis and increasing their damage. Functioning primarily on liquids and solids, specifically ones that are expelled from the users body in some format since they need to have the sea of life added to them. This technique will grant the empowered technique an increase of thirty damage points and will cause it to take on the strengths of the sea of life, making it behave on neutral terms with everything. Additionally by carrying the amino-geis victims of this empowered technique can find themselves enslaved to the will of the user following the same rubric as the normal amino-geis rules.
Note: May only be used thrice per battle
Note: Techniques affected by this will not simply disperse but will instead create a short ranged pool of the sea of life wherever they strike
Note: This ability can only be used every other turn and forbidden rank techniques may not be used in the same turn as this.
Note: Occurs in the same timeframe as the technique it's combo'd with
Note: While the technique works on liquids and solids it can't work on energy elements and it can't work on liquids in a semi gaseous state, such as mist or frost.

(Seimei No Umi: Karamiua) — Sea Of Life: Entwine
Type:
Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will focus their natural abilities with the sea of life in to techniques of other natures, enhancing them the and increasing their damage. Functioning primarily on gases, specifically ones that are expelled from the users body in some format since they need to have the sea of life added to them. This technique will grant the empowered technique an increase of thirty damage points and will cause it to take on the strengths of the sea of life, making it behave on neutral terms with everything. This technique unlike intertwine works by adding sea of life that is in the state of vile haze to the technique, as such it doesn't carry the Amino-Geis, however it has incredible heat which inflicts lingering damage that can't be healed through regular means such as medjutsu.
Note: May only be used thrice per battle
Note: This ability can only be used every other turn and forbidden rank techniques may not be used in the same turn as this.
Note: Occurs in the same timeframe as the technique it's combo'd with
Note: While the technique works on gases and energy such as fire and lightning, it can not work on liquids or solids.

(Seimei No Umi: Erementaruekō) — Sea Of Life: Elemental Echo
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 50
Damage points: 100
Description: The user will focus their natural abilities with the sea of life in an effort to mimic other techniques they have used, unlike the technique they are copying this ability will be formed solely of the sea of life, it will be formed very rapidly after the technique they mimic following the same path as the original, making this somewhat similar to the shuriken shadow technique. This technique will grant a lethal follow up to the original technique concealing a powerful sea of life combo behind the base technnique. Additionally by carrying the amino-geis victims of this empowered technique can find themselves enslaved to the will of the user following the same rubric as the normal amino-geis rules.
Note: May only be used thrice per battle
Note: This technique will occur in the same timeframe as the mimicked ability, however it will not mix with it and is not a boost.
Note: This ability can only be used every other turn and forbidden rank techniques may not be used in the same turn as this.
Note: This technique is only effective when mimicking techniques that originate from the users body.

(Seimei No Umi: Hiretsuna Kigen) — Sea Of Life: Vile Genesis
Type:
Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 60
Damage points: 120
Description: The user will focus their natural abilities with the sea of life before converting it in to the gaseous state of vile haze and releasing it from their body in razor sharp arcs of vile haze in a perfect sphere. This sphere of razor sharp haze will decimate the range it covers melting and slicing anything it makes contact with. As mentioned this technique takes the form of vile haze, as such it doesn't carry the Amino-Geis, however it has incredible heat which inflicts lingering damage that can't be healed through regular means such as medjutsu or sage mode healing, requiring advanced healing abilities such as Yang release. A unique aspect of this technique is that any life form struck by this that somehow survives the incredibly potent heat and slicing damage will find themself inflicted with continual burning damage as the haze like gas sticks to their body like napalm, causing twenty damage per turn until it's removed. This technique while extremely lethal generally, will not harm the children of Tiamat or their creations, nor will it hurt anyone currently controlled by the Amino-Geis.
Note: May only be used twice per battle
Note: This ability prevents the usage of forbidden rank techniques in the same turn.
Note: After this ability is used, the user may not access the vile haze gaseous sea of life for three turns.


(Seimei No Umi: Bakuhatsu-Tekina Sangeki) — Sea Of Life: Explosive Scourge
Type:
Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 60
Damage points: 120
Description: By focusing and exerting control over the sea of life contained with any of the organisms created or controlled by the user, they will rapidly convert the sea of life contained within these beings in to the gaseous state of vile haze, this rapid shift has a grenade like effect causing an explosion of vile haze reaching short range in a 360 degree radius around the detonated being. This ability can work on multiple creations with a single usage allowing the user to effectively flood the field with vile haze, causing serious harm to anyone or anything that isn't a child of Tiamat. As mentioned this technique takes the form of vile haze, as such it doesn't carry the Amino-Geis, however it has incredible heat which inflicts lingering damage that can't be healed through regular means such as medjutsu or sage mode healing, requiring advanced healing abilities such as Yang release. A unique aspect of this technique is that any life form struck by this that somehow survives the incredibly potent heat and slicing damage will find themself inflicted with continual burning damage as the haze like gas sticks to their body like napalm, causing twenty damage per turn until it's removed. Due to the violent nature of this technique, the creations or beings detonated will be destroyed, in the case of a RPers bio controlled by the Amino-Geis, they will become disabled following standard recovery rules for biographies, they will however not die.
Note: May only be used twice per battle
Note: This ability prevents the usage of forbidden rank techniques in the same turn.
Note: After this ability is used, the user may not access the vile haze gaseous sea of life for three turns.


(Seimei No Umi: Hiretsuna Ekibyo) — Sea Of Life: Vile Plague
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 50
Damage points: 100
Description: Manipulating the sea of life present in organisms created or controlled by the Amino-Geis will allow the user to cause the sea of life to spill out from them forcibly, this sea of life usage will only cover short range around the area it's expelled from, however it can affect multiple organisms in a single usage, allowing it to create a domino effect smothering large areas in the sea and causing powerful concussive damage to those unlucky enough to be struck. This technique while extremely lethal generally, will not harm the children of Tiamat or their creations, nor will it hurt anyone currently controlled by the Amino-Geis. Visually this technique has a warning of sorts as the organisms afflicted will experience bloating momentarily and a silvery glow engulfing them before they erupt.
Note: May only be used thrice per battle.
Note: This ability prevents the usage of forbidden rank techniques in the same turn.
Note: Organisms that are used as a medium for this will take twenty damage due to the forcible expulsion.

(Seimei No Umi: Imawashiki Teashi) — Sea Of Life: Abomination Limb
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 50
Damage points: N/A
Description: An ability that can be activated at will, similar in function to the autonomous arms granted by the long reach of life technique, this jutsu will summon a single large arm from the users body. This arm is capable of reaching up to mid range and grabbing enemies pulling them in to close range. Being grabbed by this autonomous arm will inflict the victim with the Amino-Geis and the hand itself has crushing force similar in effect to multiple infinite embraces. The arm persists for three turns and can grab up to three enemies at once in it's giant grip. This technique while lacking in intelligence past basic autonomy will not harm the children of Tiamat or their creations, nor will it hurt anyone currently controlled completely by the Amino-Geis. The hand itself has a health pool similar to a creation, though it has reduced HP only numbering at seventy points.
Note: May only be used thrice per battle and during this techniques duration the user may not use any forbidden ranked jutsu.
Note: Once triggered this technique will last for three turns, it will reach out and grab once each turn in a 360 sweeping motion, acting by itself not requiring a moveslot or any input from the user.
Note: Being grabbed by the hand will affect the opponents with the Amino-Geis following it's standard rulings, additionally once grasped the opponents will be unable to form handseals or move freely.

(Seimei No Umi: Sagi-shi no Katachi) — Sea Of Life: Form of the Betrayer
Type:
Supplementary
Rank: Forbidden
Range: Short - Long
Chakra cost: 60
Damage points: N/A
Description: Utilizing the sea of life, this ability is highly advanced and is used to alter the genetic structure of the user in a very specific way, with their body becoming quite tall roughly twelve feet tall, their skin turning a deep purple with green glowing markings that appear like tattoos across their flesh. Additionally the user will grow a large pair of wings reminiscent of bat wings, though the visuals of the form are not as important as the internal changes. Much like the canon primordial reshaping the user will gain tougher skin, shaving forty damage from any physical attack that strikes him, along with gaining the 3x multiplier to his speed. The sea of life coursing through the users veins will manifest in a unique ability that allows them to fire a powerful wave of compressed vile haze from their eyes once per turn, the beam can be of variable size and scale and will cause the same damage as the vile haze technique. However should the user sacrifice more move slots they can add an additional twenty damage to this technique for each slot sacrificed, damage caused by the beams can not be healed through regular means such as medjutsu or items requiring yang release level healing.
Note: May only be used once per battle.
Note: Once triggered this technique will last for three turns.
Note: Once this ability ends the user will be unable to access the sea of life for three turns, they will also take ten damage per turn for those three turns which can't be mitigated by shaving.
Note:
While this ability is activated the sea of life in the users veins will require focus to use safely, preventing the user from utilizing fuuinjutsu or any advanced elements or custom elements that combine two or more of the basic five.

(Seimei No Umi: Hahaohya no Himei) — Sea Of Life: Screech of the Mother
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra cost: 60
Damage points: N/A
Description: Using the sea of life contained in their body, the user of this technique will manipulate their body at a genetic level, focused around the throat and vocal chords, this allows them to emit a piercing shriek that echoes the avatar of Tiamats own voice. The main purpose is to act as a rallying cry almost, for all those currently affected by the Amino-Geis and any children of Tiamat within it's range. This cry carries both chakra and traces of the sea of life and moves very quickly, similar to a wind release jutsu.
When the aforementioned hear this sound it drives them onward, provoking a visceral physical response alongside the mental one, their body is flooded with the sea of life altering their genetic makeup and spiking their chakra, for four turns after this has been used the aforementioned recipients will have their damage boosted by twenty points, their skin will turn a darker tone and will crack revealing glowing red lines beneath it.
However there are drawbacks to using this, especially when it expires, those who were boosted will experience negative effects losing ten health when the ability expires, they will also be slowed losing two base speed levels for two turns.
Note: May only be used twice per battle.
Note: The user can benefit from the boost if they choose, however they can also apply it to others exclusively.
Note: The wave must strike the recipients with the exception of the user, the wave itself can be blocked by an equal ranked technique before it reaches the recipients.

(Seimei No Umi: Kirameku Mono no Mizu) — Sea Of Life: Water of the Glistening One
Type:
Defensive/Supplementary
Rank: S
Range: Short
Chakra cost: Variable (Equal to twice damage healed)
Damage points: N/A
Description: This technique is a active ability that can be used only while standing in the sea of life. Working in a similar fashion to the unique medical technique used by Kabuto this ability uses material from the sea of life to perform nigh instantaneous healing provided the user continues to maintain a handseal and rapidly circulate chakra around his body. When damage is inflicted upon the user, the sea of life at their feet will be immediately sucked in to their body regenerating it as though they took no damage at all, this technique has a considerably high potency being able to heal up to one hundred damage with a single usage.
However there are drawbacks to using this, while in use no other chakra based jutsu can be molded by the user, as the user must be constantly circulating chakra around his body while in use instead of focusing it. Additionally the user must be standing in the sea of life and using this will draw the sea of life back in to their body to use it for the healing consuming a short range source. Finally the chakra cost for such manipulation of the sea of life is exponentially high and scales to the damage healed.
Note: May only be used twice per battle.
Note: After using this technique the user can't heal themselves via any means for two turns as their body is in a state of flux, they also lose the children of tiamat critical damage resistance for those two turns.
 
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Arthorius

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Uzumaki Customs

Given to me:
( Fukurō no sukuriputo ) | Scripts of the Northern Owl
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 [+10 to seal]
Damage:
Description: Scripts of the Northern Owl is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Scripts focuses on the more supplemental side of sealing. The Chakra chains come with an inherent ability to use a certain sealing method through them, so a talented Uzumaki found a way to advance the idea of using seals through them altogether. Through the use of additional chakra when deploying the chains, the user is able to forge kanji/Scripts into the chains and give them the effects of a sealing technique. This would only work with Fuuinjutsu techniques that have kanji markings or scripts that can be written/forged into the chakra chains themselves. This has it's limits though. Being a technique that only comes into fruition when used directly next to chakra chains, it is a passive technique and won't take up a move slot; Though whatever seal is forged into the chains will need to be posted and altogether would count as two moves (The chains + Seal). This is a technique that would have to be posted in the user's bio or at the beginning of fights as a reference (also being posted as reference when used). For S rank seals and above, the user will need to perform an additional hand seal when forming the chains. Can only be used to apply S rank seals 3 times each battle, with two turns between uses. Cannot be applied to forbidden ranked chains.

( Īsutandoragon no shizukesa ) | Tranquility of The Eastern Dragon
Type: Supplementary
Rank: B
Range:
Chakra: 20 [+10 to jutsu]
Damage: +20
Description: Tranquility of The Eastern Dragon is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Tranquility focuses on elemental chakras to enhance the overall effectiveness of the chains. Through the use of additional chakra when deploying the chains, the user is able to passively mark his chains with kanji of a chosen element [to be specifically posted which element in bio] to enhance them to fit their needs. The kanji would instantly erect a barrier that is skin tight on the chains, possessing the inherit properties of said element. This can range from being a basic element, to an advanced element or CE, which effectively raises the rank of the chains when used. This is something that CAN be applied to the chains but doesn't HAVE to be applied every use, seeing as the chains would also take on the weaknesses of said element and wouldn't always be needed.

On the other hand, at the cost of a move and 20 chakra, the user can switch the kanji seal to a new element (losing the old seal). This would happen within the same time frame of the chains due to the nature of this technique, being unusable on its own.

Note: Can only be used on chains up to S rank.
Note: For S rank seals the user will need to perform an additional hand seal when forming the chains or swapping the seal. Can only be used to apply S rank seals 3 times better battle, with two turns between uses.

( Kōdona Uzumaki Fuuinjutsu: Tsubame no gyakuten ) – Advanced Uzumaki Sealing Technique: Body Of Teach!
Type: Defensive | Supplementary
Rank: S-rank
Range: Short (Mid)
Chakra: 70
Damage: N/A (+20 to taijutsu)
Description: Body Of Teach is a simple sealing technique only passed down to the head of the Uzumaki clan of each generation. The seal would come in the form of small vertical straight lines across the body that are not noticeable by the naked eye while dormant. Each line would be small written kanji of each basic element over and over in a row, forming the straight line. The kanji is so small, even those capable of seeing the lining on the body wouldn't notice they are actually kanji writing unless they had some sort of vision allowing to see such small writing. The seal would come into effect when the user wills it to, actively sealing an elemental technique that would have come into contact with the users body; Allowing them to seal the element into the lining, causing the lining to glow a color similar to the element sealed (Yellow = Lightning, Blue = Water, Brown = Earth etc.). Once the element is sealed, within the next 2 turns (including the turn the element is sealed) the user can release the element passively next to any taijutsu performed; Not only giving the attack a heavy damage boost, but also causing an outward shockwave in the direction of the attack, which would expand the damage out to mid range. Once the element is added to the taijutsu attack, the kanji for the specific element would disappear from the lines on the body altogether. In case of AE or CE being sealed, the kanji for every element that makes that element up would disappear Also. Of course this means once an element is sealed once, that specific element that disappeared can't be sealed and used as a boost again. Being an advanced Uzumaki seal, it can seal techniques with chakra up to 70 or below. Anything beyond that would be unsealable.
Note: Only usable 3x with a 2 turn cool down between uses.
Note: Can only have a single technique sealed away at a time.
Note: Once used, the user can't use any S-rank or higher sealing techniques for 2 turns.
Note: Can only be used by Adv. Uzumaki Bios
Note: Counts as a body seal

( Seibu rivu~aiasan no Hakai ) | Destruction of the Western Leviathan
Type: Offensive | Supplementary
Rank: S-rank
Range: Short - Long
Chakra: 70 (-15 per turn)
Damage: 80
Description: Destruction of the Western Leviathan is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Destruction focuses on the more attack side of sealing. The user would begin by releasing chakra chains from their back similarly to the original chakra chains technique but on a much more massive scale. The abundance of chains would instantly begin to tunnel into the ground while converging into groups of gathered chains; Creating large tentacle-like structures that begin to erupt across the battle field, aiming to attack/defend as the user needs. These chains would hold a decent amount of power but even greater versatility when it comes to range and mobility, though their real power comes from their sealing abilities. With sealing scripts of each basic element etched into the chains by nature, these chains become able to seal away elements within them of equal chakra or lower to use them immediately after. Once an element is sealed away, they'd instantly be unsealed in the form of skin tight barrier around the chains, being the color of the originally sealed element. This barrier would hold the same damage output as the sealed technique's rank but would also have the same strength and weaknesses of said element. The chains would be able to be maintained for up to 3 turns, though coming with a chakra cost each turn. Though powerful, the sealing can be easily avoided as long as the chains don't touch a target or a target has chakra exceeding this technique.
Note: Can only be used twice with a 3 turn cool down.
Note: After using the user can't use any S-rank or higher fuuin for a turn
Note: Cannot be used to seal AE Or CE.
Note: Can only be used by Adv. Uzumaki Bios
Note: The chains carry no damage unless they seal an attack
 
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Jashinism customs
( Jujutsu: Keiyaku-jō no noroi ) - Curse Technique: Contractual Curse
Type:
Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and smears some of the blood on a summoning contract scroll or tattoo. Once the ritual has been done, the victim will be forcibly added to the users summoning roster and removed from any of his own, this allows the Jashinist to summon the victim to his side by performing the generic summoning technique and prevents the victim from summoning any of his own contract animals, causing any currently on the field to be reverse summoned to their home immediately.
Note: This link will remain active for the duration of the battle but the opponent can only be summoned to the user whilst the user is standing inside a jashin circle and performs the summoning technique.
Note: This jutsu can only be used by Jashinists and may only be used on a single victim at a time.

( Jujutsu: Hyōi shita chi o kontorōru suru seimei) - Curse Technique: Life Controlling Possessed Blood
Type:
Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: This technique functions in the opposite form of the standard Jashin technique. In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and his face becomes white with various gold markings that commonly resembles an angel, a symbol of life. Once the sacrificial ritual has been done, the victim and the user are linked. Any healing that the user takes will be reciprocated on the target, and vice versa allowing the user to be healed by the targets techniques, causing any healing to be replicated on the Jashinist fully, additionally the Jashinist may pass this healing to another target if their blood has also been ingested, but this will cause the Jashinist to not receive the healing.
Note: This jutsu persists as long as the Jashinist remains in the circle, but can only be used twice overall.
Note: While this works on all methods of healing, the advanced methods granted through Yang Release can only be stolen if the user has Yang Release. This also extends to Senjutsu based healing and other specialized fields that can have adverse effects if untrained in.
Note: This jutsu can only be used by Jashinists.

( Jujutsu: Kyōyū sa reta hisan ) - Curse Technique: Shared Misery
Type:
Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and smears some of the blood on a second target, which can be a doll also. Once the ritual has been done, the two targets are spiritually linked. Any tether or mind altering techniques applied to one target are reciprocated on the other, ranging from things such as hungry ghosts tether and eye of the red star or even Yamanaka techniques and genjutsu. However it will only work on spiritual based tethers.
Note:
This jutsu lasts for as long as at least one of the targets, or the jashinist, remain within the Jashin circle, although it respects the duration and effects of the tethers applied so it will not increase or lessen their durations regardless of shared misery ending.
Note: This technique can only link two targets at any one time.
Note: This jutsu can only be used by Jashinists and may only be used once per battle.


( Jujutsu: Ketto Seigan) - Curse Technique: Bloodline Limitation
Type:
Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: N/A
Description: This technique functions similarly to the standard Jashin technique. In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. Unlike the standard technique which requires the user to remain in the center of the circle throughout the jutsu in order for the Curse to continue to work, this technique behaves more uniquely. After obtaining the opponent's blood in some way, the user ingests the blood or uses a cursed doll and his face becomes black with various crimson markings. Once the sacrificial ritual has been done, the victim and the user are linked. This curse will seal away the victims unique bloodline abilities in a similar fashion to the medical bloodline sealing, this includes all KG and AE along with CC abilities. Unlike the medical sealing technique however this curse is considerably more difficult to remove, having a two turn duration by default, however this duration is refreshed as long as the user remains in a Jashin circle and distance to the target doesn't matter being able to work across tremendous distances. For users that have learned kinjutsu this duration is increased to five turns by default.
Note: This jutsu persists as long as the Jashinist remains in the circle, refreshing the five turn duration.
Note: Once removed from the circle entering it again will not refresh the duration any further.
Note: This jutsu can only be used by Jashinists.


( Jujutsu/Fuuinjutsu: Jashin no haaku) - Curse/Sealing Technique: Grasp of Jashin
Type:
Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: N/A
Description: This technique is a unique variant of jujutsu that incorporates sealing jutsu, formed by creating a small jashin insignia with the kanji for consume in the center of the insignia. This seal can be placed on weaponry, paper tags or through direct contact. Created for the purpose of applying the effects of Jashin techniques to things that do not contain blood such as elemental techniques in humanoid or animal forms like the lightning beast running technique, along with any sentient creations such as those made through yang release or yin-yang creations. By applying this seal to the target through the aforementioned means the user gains limited control over the target, being able to prevent it moving or performing techniques leaving it essentially disabled, each turn the seal remains on the target it'll drain 50 chakra from the target causing it to be inevitably dispersed. Should the user wish they can also cause any harm inflicted on themself to be mirrored on the victim of the seal similar to the basic cursed jutsu. While the seal comes premade, the user must make a unique handseal and expend a move slot to activate the seal.
Note: Unlike most Jashin techniques this doesn't require a large circle on the floor, instead the user has a replication of the insignia on their own body which receives the drained chakra each turn and must be mentioned in their biography
Note: This jutsu can only be used by Jashinists.
 
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Custom Technology

My own:
Netsu kibaku sōchi | Thermal Detonator
Type:
Offensive
Rank: B-S
Range: Short-Mid
Chakra: N/A
Damage: 40-80
Description: Thermal Detonators are spherical palm sized metal containers, similar to smoke bombs, however the detonators contain a mixture of several types of powder that causes the detonator to explode in a blindingly bright explosion that sends highly lethal shrapnel and flames in a five meter radius around their detonation point. Activated with the press of a button the internal fuse will cause detonation after a few moments, giving the user enough time to hurl these up to mid range. Cyborgs are capable of installing these in their bodies, however normal shinobi may just carry them. When used by a cyborg the detonators cause lingering burning damage similar to napalm, inflicting an additional 10 damage per turn every turn for four turns to a target until extinguished.

Notes:
-A rank detonators and above can only be used thrice per battle.

-The blinding flash can inhibit vision for the same turn that the detonator explodes, if looked at directly.
-Must be placed within the users biography.
-May only carry 3 as a Shinobi and 6 as a cyborg.

Enokuga | Book Of Enoch
Type:
Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A
Description: The Book Of Enoch is a tablet computer carried by Lucifer disguised as an old book, this tablet maintains a connection to the ninja world marketplaces and noticeboards regardless of the users location in the world. This allows the user to keep up to date on the goings on in the world, and to observe any bounties placed. Additionally the tablet can be used to store any information that the user chooses to record, information regarding landmarks, people, anything essentially can be recorded here for future use.
Notes:
-Must be placed within the users biography.
-May only have one per bio.


Yetzer Hara | Evil Inclination
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Evil Inclination is a variant of the traditional chakra saber tool, however unlike the chakra saber this small hilt has a crossguard with openings to summon a blade and crossguard. Additionally unlike the regular saber this hilt allows the user to imbue it with an element of their choice, at the cost of a one time activation the blade powers to life, taking on a sword like form of the element chosen. This blade will have S ranked power and obey any S/W of the element used. The blade itself and the crossguard is made of the element giving it a functional advantage in terms of defense. The blade will cost a move slot to be used in an offensive or defensive manner, when used as such it carries 80 damage.
Notes:
-Must be placed within the users biography, the element used must also be mentioned in the bio.
-May only have one per bio.
-Once activated the blade is self sustaining however it will power down after three usages and need to be activated again.
-Once activated the blade will remain activated however it will count as a CW once active, preventing other CW's being used.

Nanotech

(Nano Henkan: Kamakiri Yari) - Nano Transformation: Mantis Blade
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Utilizing the power of nano transformation, the user will generate two large self sustained blades that are attached to their forearms, taking a form similar to the forelegs of a mantis these razor sharp blades are capable of slicing through nearly anything with extreme force. Once created the blades will remain until destroyed and can be swung at the cost of a move slot per turn. Each swing with these blades can cause incredible damage to targets however they can only reach slightly further than the average katana, by a few inches. These blades can fulfill supplementary purposes being used to latch to surfaces and launch the user in a fully three dimensional way using the power of the blades and their natural strength, this allows the user to move with a speed boosting modifier of 2x however due to the movement being based on jumping and launching around it can be difficult to redirect the movements unless there is an object nearby to latch on to.

Note: Can only be used once per fight and in the turn they are formed the user can't use any elemental techniques.
Note: The blades are capable of slicing through enemy jutsu, splitting them with sheer force behaving on neutral terms in regards to S/W.
Note: While in use the Mantis Blades occupy the CW slot, meaning no other CW can be used at the same time.

(Nano Henkan: Repurikanto) - Nano Transformation: Replicant
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: Utilizing the power of nano transformation, the user will generate a robotic organism from their body that takes on a humanoid appearance. This replicant has no chakra network whatsoever and glows with an ominous reddish color, making it not as deceptive as the ninja clone. However it does have uses of it's own, thanks to it's entire lack of a chakra network it can not be sensed through any means related to chakra sensory and can't be affected by illusions. Additionally being composed entirely of technology it has no discernible smell or taste and it's form is not static, having the ability to dissassemble and reassemble itself at will, this grants it the ability to travel through solids and liquids effortlessly regardless of viscosity, this includes opposing techniques that seek to inhibit movement regardless of their rank, due to the nanotechnology size allowing it to move through anything at a near atomic level (Does not apply to Fuuinjutsu techniques). The cybernetic organism however is not without drawbacks, due to it's lack of a chakra network it can't perform any ninjutsu at all, only being able to use the standard nano transformation technique at A rank and below and Nano transformation variants of A rank and below.

Note: Can only be used twice per fight.
Note: Being formed solely from technology makes the replicant unstable after 5 turns this instability culminates, causing the replicant to become inert and fall apart, leaving it as a pool of nanotechnology that covers a 5 meter radius where it falls.
Note: Functioning similarly to chakra based creations, the replicant can survive up to 40 damage before dispersing, unlike the creations however the replicant heals for 10 health per turn, allowing it some survivability if struck by weaker attacks.
 
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Arthorius

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Learned Here: https://animebase.me/threads/freeze-the-world.777000/post-22039169
1. (Kuriputon: Feruinta | Liquid Krypton Release: Felwinter)
Type:
Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40(-10 per turn when sustained)
Damage: 20-80
Description: Felwinter is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the Krypton release. It can be created from existing sources(air) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid Krypton. The force of the torrent of the ultra cold liquid will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid Krypton may be enough for some occasions too. Through this technique, the user will be able to create small or large torrents of the liquid Krypton, create a huge "sea" of the ultra cold liquid or manipulate pre-existing liquid Krypton to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Krypton Above A-rank after using S-rank version in the same turn and next.

2. (Kuriputon: Arisu | Liquid Krypton Release: Alice)
Type:
Offensive/Defensive/Supplementary
Rank: S-rank
Range: N/A
Chakra: 40(-20/turn)
Damage: 80(on touch)
Description: Alice is an advanced application of the kuriputon release and lets the user take the form of the initial release to benefit from its S/W upon facing a jutsu or otherwise. The user will form three handseals and transform themselves into a pool of liquid kuriputon while still maintaining their original size they become extremely light, extremely cold, but also very resistant and malleable. This is an extremely good technique when the user needs to move fast and having to tank jutsus that krypton is strong to. The user will become a hyper cold liquid but still pertains facial features, legs, arms etc. This form does make the user extremely light too as krypton is a very light element which gives the user an upper hand in flexibility which results them in an easier time evading techniques. The liquid can also cool down techniques that passes through the user to to ultra cold temperatures(within reason and S/W of Kuriputon). The downside of the technique is that the user cannot perform any elemental techniques except from kurpiton/water/lightning and wind techniques. The user can reform at any time and if they continue to be in this form they need to spend additional chakra.

Note: Usable twice per battle, lasting up to three turns per use.
Note: No A rank and above Krypton and no S rank and above water/lightning and wind techniques after usage.
Note: Utilizing the flexible form to evade techniques costs a move per turn and can only be done within reason/respect to the size of the technique evaded

(Kuriputon: Basution | Liquid Krypton Release: Bastion)
Type: Supplementary
Rank: A-S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Bastion is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a thermainsulator. The Bastion technique works like an infusion which can grant afflicted and appropriate elements and techniques similar properties as long as they can coincide with being sub-zero and stable as a result. The performance of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted is translated into a massive resistance to heat and radiance as well as cold as the element/technique that is infused has been granted the effect of thermainsulation. This translates, in clashes, into a debuff or shielding or residual properties of elements clashing with techniques that are empowered through bastion. Elements that are hot and clash with techniques infused with Bastion becomes cold rather instantaneously and loses one rank in efficacy which in shorter terms is a debuff. Fire and lightning would be two elements exposed to this as an example, other elements do not experience this debuff so low-energy or elements that can exist without having to put constant energy or fuel into it are not suspectible to this debuff(water/wind/earth) etc. Naturally, elements of solid nature would benefit the most out of Bastion as the colder any matter gets, it will ultimately solidify. Techniques that derive from elements that make up the Liquid Krypton element(Wind/Water) are suspectible to this infusion and can be used with it. Moving on, the technique has two ranks of infusion, categorized into the amount of chakra the user spends on the infusion.

A-Rank
The A-rank version will apply a hefty amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique will become extremely dense and blank on the surface as the Bastion technique spreads through the entirety of the technique. A damage buff will be given of +20 to a technique boosted with the A-rank version. This rank will transform solids infused into crystalline formations that deflect sunlight like a mirror. Liquids will become slowly flowing with sparkling touches and gasses will become an icy slush-storm.
S-rank
The S-rank version will apply a significant amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique becomes much more dense with a crystalline and icy structure on the surface. A damage buff of +30 will be given and elements infused with this rank are also given the same properties as that of the A-rank version.
Note: A-rank version can be used x4 per battle and requires a 2 turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a 3 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.
 
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Chitinous Vestige

Custom element Japanese name: Kichinoton

Custom element English name: Chitinous Vestige Release

The element is based on: Sea of life + Chakra Absorption

Facts that prove the element to be possible (in the manga context): This element is based on the sea of life’s ability to alter living things on the genetic level, being an ability unique to the roleplay it’s difficult to prove this particularly ability in the manga context, however when combined with aspects of fuuinjutsu which is capable of absorbing chakra the ability of Chitinous Vestige becomes possible. Also chitin itself exists in the series as beetles and bugs exist, given the sea of life's abilities to alter life modifying and altering afflicted organic matter into corrupted chitin should be possible.

How it works: This element works similarly to the jutsu in the sea of life canon list, however this form unlike the canon variant is solid in nature, being many microscopic solid pieces that form lattice like designs, so while it can still have limited malleability it’s always in a solid state. This solid state allows the lattices to be formed as fuuinjutsu seals for the express purpose of absorbing chakra inside the chitinous shapes created by the element, unlike most custom elements however chitinous vestige is entirely defensive and supplementary in nature so while this ability to absorb things is powerful it can never be used in an offensive way, only defensive and supplementary.

This release will essentially create solid constructs that can clash with enemy techniques and absorb the chakra from them, they then remain on the field and using the absorbed chakra begin to convert the land around their location into more chitinous vestige at a set rate. Any living thing that remains in contact with this element, will be affected by the amino-geis at the standard rate outlined in the children of Tiamat rules. Despite its inability to cause damage Chitinous Vestige excels at terrain control and inhibiting adversaries, though it should be noted that unlike the regular sea of life the Chitinous Vestige can not be shifted into different forms like the vile haze or the liquid standard form. Visually speaking the element appears like regular chitin in the real world, however this form is altered by the sea of life at a fundamental level, taking on a grey appearance with cracked glowing red lines throughout. Chakra absorbed by the element from opposing techniques is not returned to the user of the element, instead being stored directly in the chitinous vestige and spent to convert the surrounding area. Once the chakra stored in the object has been spent it will crumble to dust, however the ground it has converted will not revert to its original state and will remain as chitinous vestige unless it is destroyed.

Uniquely the chitinous vestige will, through the usage of certain techniques, begin to corrupt small creatures inside the ground like worms and bugs. These corrupted amalgamations will be drawn inside the vestige and erupt from a cocoon of the element, rendering the chitinous vestige inert but creating a powerful minion or minions. However this presents the user with a choice between expanding their terrain control or sacrificing it for a minion.


Jutsu Usage Examples:
( Kichinoton: ) Chitinous Vestige Release: Dragon's Teeth
Type:
Defensive/Supplementary
Rank: C-S
Range: Short-Mid
Chakra Cost: 25-50
Damage Points: N/A
Description: The user releases a considerable amount of chitinous vestige from their body, in a form of their choosing that respects the scaling of the rank used. This chitinous vestige when clashing with an opposing technique will be capable of absorbing it based on the standard fuuinjutsu rulings, once a technique has been absorbed the chitinous vestige will plant itself in the ground and begin converting the terrain around it at a rate of five meters per turn in all directions. Anything that comes into contact with the converted ground will be afflicted with the amino-geis.

Note: Each turn the dragon's teeth uses ten chakra to convert the surrounding area, used directly from the reserves of chakra it absorbed from enemy techniques.


( Kichinoton: ) Chitinous Vestige Release: Encapsulation
Type:
Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user will launch a small golf ball sized blast of chitinous vestige from their body aimed to engulf an organic life form such as an enemy ninja, a summoning animal, or really any living thing. Once this ability strikes the intended target it will begin to rapidly expand, covering the target in a shell of chitinous vestige leaving them physically incapable of movement inside and inflicting them with the amino-geis. Breaking the detainment requires the enemy to use a technique with more chakra than the vestige can absorb.

( Kichinoton: ) Chitinous Vestige Release: Shades of the Lahmu
Type:
Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will activate their chitinous vestige already present on the ground, causing all the genetic material of the corrupted creatures below the ground to be sucked into what appears visually to be a mud like cocoon. The cocoon has a HP value equal to it’s rank, modified by being made of the sea of life, I.E an A rank has 80 hp an S rank has 100 hp. After being on the field for one turn, the cocoon will hatch revealing a monstrous creature with the same health points as the cocoon, this creature is capable of utilizing the sea of life however the sea of life will be in a solid form similar to chitinous vestige and will act as a prison for enemies struck by them, similar to the binding sand coffin, leaving victims paralysed physically even after suffering damage.

Conditions to be able to use it: Access to the sea of life and mastery of basic fuuinjutsu

Is weak to: Nothing, Chitinous Vestige is neutral to all things as is the sea of life.

Is strong against: Nothing, Chitinous Vestige is neutral to all things as is the sea of life.

Co-creator: N/A

Students I passed this custom element on too: ? & ?

( Kichinoton: Ryu no Ha ) Chitinous Vestige Release: Dragon's Teeth
Type:
Defensive/Supplementary
Rank: C-S
Range: Short-Mid
Chakra Cost: 20-50
Damage Points:
N/A
Description: The user releases a considerable amount of chitinous vestige from their body, in a form of their choosing that respects the scaling of the rank used. This chitinous vestige when clashing with an opposing technique will be capable of absorbing it based on the standard fuuinjutsu rulings, once a technique has been absorbed the chitinous vestige will plant itself in the ground and begin converting the terrain around it at a rate of five meters per turn in all directions. Anything that comes into contact with the converted ground will be afflicted with the amino-geis. The planted vestige will take on the shape of a large spike roughly twelve feet in height and two feet in width, taking on a damage resistance of it's ranks base damage plus an additional twenty due to it's nature as a sea of life variation. For example an S ranked dragons tooth will have a resistance to 90 damage, requiring that much to be destroyed and following the damage rules for anything below that amount. Meaning a standard C rank jutsu would have no effect at all for example.

Note: Each turn the dragon's teeth uses ten chakra to convert the surrounding area, used directly from the reserves of chakra it absorbed from enemy techniques. Upon expending all the absorbed chakra contained inside it the dragon's tooth will become inert no longer covering additional terrain, however the Amino-Geis will remain present in any ground already converted.
Note: Converted ground will have an innate defense equal to the tooth itself, requiring the same damage to destroy, however as with all Chitinous Vestige it doesn't cause damage to others, relying on the corrupting presence of the Amino-Geis to harm.
Note: S ranked applications may be used thrice per battle, A ranked applications may be used four times and B rank can be used a unlimited amount of times.
Note: A ranked usage and above will prevent the user from performing chitinous vestige techniques during the next turn, with the exception of techniques that create familiars from the element.
Note: S ranked usage will prevent the user from using fuuinjutsu above A rank for two turns after.

( Kichinoton: Kapuseru-ka ) Chitinous Vestige Release: Encapsulation
Type:
Defensive/Supplementary
Rank: A-S
Range: Short-Mid
Chakra Cost: 40-50
Damage Points: N/A
Description: The user will launch a small golf ball sized blast of chitinous vestige from their body aimed to engulf an organic life form such as an enemy ninja, a summoning animal, or really any living thing. Once this ability strikes the intended target it will begin to rapidly expand, covering the target in a shell of chitinous vestige leaving them physically incapable of movement inside and inflicting them with the amino-geis. Breaking the detainment requires the enemy to use a technique strong enough to destroy the vestige itself, though it should be noted that the encapsulation can absorb techniques following the standard fuuinjutsu rulings and contains a damage resistance equal to standard jutsu it's rank with an additional twenty due to it's nature as a sea of life variant. An alternate usage of the technique allows the user to fire it at an opposing technique, at which point it will absorb the technique following the fuuinjutsu rules, expanding the encapsulation from a small golf ball, when this larger ball makes contact with the terrain it will immediately terraform it, creating a short range source of chitinous vestige where it impacts, that contains the chakra it has absorbed. Until the ball has struck an object it carries no damage resistance, relying on it's absorbing quality to survive engagements.

Note:
Each turn the target remains encapsulated they will have their chakra drained and be afflicted with the Amino-Geis, should this lead to them being exhausted entirely of chakra or completely controlled by the Amino-Geis they can be directed to break free of the encapsulation and will recover health equal to the techniques damage resistance.
Note: S ranked applications may be used thrice per battle, A ranked applications may be used four times.
Note: A ranked usage and above will prevent the user from performing chitinous vestige techniques during the next turn, with the exception of techniques that create familiars from the element.
Note: S ranked usage will prevent the user from using fuuinjutsu above A rank for two turns after.
 
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Rhythm Release learned here: https://animebase.me/threads/redacted-is-a-dancer-its-a-souls-companion.783028/

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Custom Element Japanese name: Ritsuton
Custom Element English name: Rhythm Release
The Element is based on: Wind + Lightning + Fire Release
Facts that prove the Element to be possible (in the manga context):


In simple terms Sound and Sound Waves are vibrations that travel through a medium, most commonly the air and in the case of Humans and most other mammals pass through the ear and cause the bones found in the ear to vibrate in the same way that the vibrations were caused, which are then interpreted by the brain as "Sound". We know Sound exists in the Narutoverse as the characters are able to hear and communicate with one another, hear sounds and noises from their surroundings, etc. Many Shinobi are also well-known for their highly tuned and trained sense of hearing and ability to pick up on the slightest sounds, like the Inuzuka and their Ninken. A more solid example of Sounds existence and more importantly its usage in the Narutoverse are the members of Team Dosu, all of whom are Shinobi of Otogakure, and use Sound as a weapon. Kin Tsuchi was able to create illusions using the Sound from her bells to induce Genjutsu through her target's sense of hearing, Dosu Kinuta utilized Sound through a special gauntlet-type weapon, using sounds created by the weapon to physically harm, debilitate and render his targets incapacitated, and finally, Zaku Abumi used Sound in an offensive manner, using hollow tubes implanted within his arms to propel air pressure and destructive Sound Waves, using his Chakra to alter and maintain specific frequencies. All of these Shinobi and their manipulation of Sound via their Chakra prove that Sound, both as a fundamental concept in Physics, and as a form of Ninjutsu that can be controlled via Chakra, exist within the Narutoverse. The existence of Sound in the Narutoverse also means that the concept of "Second Sound" is equally possible within the Narutoverse, and can also be created and controlled via the user's Chakra, as it is, simply put, heat that is transferred via wave-like motions and not diffusion, similar to the propagation of sound in the air.

How it works:

Rhythm Release is an Element that is directly based on the concept of "Second Sound", which is a scientific phenomenon composed of sound wave-like fluctuations in the density of particle-like thermal excitations, or in simplistic terms, waves that give off heat in place of pressure, like the pressure exerted by the vibrations that constitute Sound. Because of this, Second Sound is classified as a type of "Thermoacoustic Wave", which are temperature/ compression waves which conduct heat at the speed of sound. To create these Thermoacoustic Waves the user starts by gathering Wind Release Chakra, before adding both Lightning and Fire Release Chakra to the mix. Wind Release acts as the basis and allows the user to create a blank medium they can then manipulate via Lightning and Fire Release Chakra, using the former to adjust the frequency of vibrations and the latter to alter the temperature, creating Thermoacoustic Waves, or Second Sound Waves.


Although Rhythm Release is similar in nature to Sound Release, thanks to the addition of thermal energy, Rhythm Release is visible to the naked eye in the form of a red-yellow translucent light, which becomes brighter with higher ranked Jutsu for the Element, thanks to the amount of thermal energy present within Rhythm Release. To put it another way, Rhythm Release is physically similar to the appearance of a flame, with the main difference being it's lack of solid basis, or "fuel", and it's ripple-like appearance, thanks to the sound wave basis. Unlike Sound Release, Rhythm Release obviously has the ability to generate tremendous amounts of heat, which is what constitutes the main bulk of it's lethality, but this comes at a price. Due to the user altering the given temperature of the Element, this affects both the pressure and speed of the Element, lowering both considerably. Whereas Sound Release is capable of many great feats through the application of pressure to the body, damaging soft tissues and bones, Rhythm Release loses most of this pressure, converting the potential energy from the pressure into heat. And with this loss in pressure comes a loss in potential speed for the Element, making the majority of it's applications slower than Sound itself, but still fast enough to compete with the average speed of other Elemental Natures, such as Wind and Fire Release. Rhythm Release doesn't convert all of it's potential energy into heat, and still retains some of Sound Release's signature pressure, but not as much as Sound Release itself.


As mentioned before, Rhythm Release and it's Thermoacoustic Waves are able to conduct pressure and heat at the speed of Sound. Rhythm Release is also a "Superconductor of Heat", meaning no temperature is lost while conducting, or in other words, transferring heat through mass, or an object. These two factors, the power to conduct heat at the speed of sound, and the fact that no thermal energy is lost while doing so, make Rhythm Release an incredibly efficient and deadly Element, able to melt, burn, scorch, charbroil, etc, objects, surfaces, people, etc almost instantly. And although Rhythm Release doesn't physically "travel" at the speed of sound, it can still conduct heat at the speed of sound, thanks to the aforementioned status as a "Superconductor of Heat". By simply initiating contact with an object, surface, person, etc, then infusing their Rhythm Release Chakra into it, the user can conduct heat through the chosen medium, using it to transport Thermoacoustic Waves to a chosen target, wreak havoc within that medium, or even cause a form or resonance to occur. By having their Rhythm Release Chakra vibrate at a specific frequency, it synchronizes with the resonant frequency of the target, engaging in sympathetic vibrations, which gain more intense with duration of exposure. This is similar to how an Opera Singer is able to break a wine glass, by achieving a specific note, causing the glass to vibrate intensely until it shatters. The same principle applies to Rhythm, engaging in sympathetic vibrations, causing their target to simultaneously break apart and burn, boil, melt, etc due to the intensity of the vibrations, and thermal energy resonating within the target. Of course, this only works on solids, as they have a corporeal form that can be broken/ generally affected by the infusion of Rhythm Release Chakra, or transport Rhythm Release's Thermoacoustic Waves, meaning liquids, gasses and non-solids are virtually immune to these effects, as they lack a corporeal form for the resonance to occur within.

Usage Examples:

(Ritsuton: Gedan no Jutsu) Rhythm Release: Lesser Technique
Type: Offensive/ Defensive/ Supplementary

Rank: D-Rank - B-Rank

Range: Short - Mid

Chakra: 10 - 20

Damage: 20 - 40

Description: By gathering Rhythm Release Chakra throughout their body, then manipulating it's shape and general purpose in whatever manner the user desires, they can perform a generic range of attacks, such as firing shock waves at their target for ranged combat, or cloaking their limbs/ body with Rhythm Chakra to engage in close quarters combat.


(Ritsuton: Yaketsuku Yōna Tatchi) Rhythm Release: Searing Touch
Type: Offensive

Rank: A-rank

Range: Short (- Long when channelled through a medium)

Chakra: 30

Damage: 60

Description: By initiating direct contact with an object or medium, then by infusing their Rhythm Chakra into it, the user can channel a burning pulse of Rhythm Chakra through the desired target, scorching the target from the inside out, while the vibrations resonate with the target. The target is simultaneously broken down and cooked and scorched from within. This can be used to ignite flammable materials, or severely injure another person, simply through engaging in prolonged physical contact, and the injection of the user's Chakra.


Note: Can only be used 3 times per battle.


Conditions to be able to use it:

User must be Jonin Rank or higher.


Is weak to:

Water: Due to it's lack of corporeal form, in addition to Rhythm Release's inclusion of temperature and lessened pressure, this makes Rhythm weak to Water, as it can negate the heat aspect of Rhythm, and overcome the remaining pressure with the sheer force a volume Water exerts. This makes Rhythm Release weak to Water Release, and similar Water-based Elements.


Wind: Because of Rhythm Release's similarities to Sound Release, such as its requirement to travel through a medium and its wave-like form, Rhythm retains its weakness to Wind Release, and similar Wind-based Elements. This allows Wind Release to disperse the wave-like Thermoacoustic Waves, overpowering Rhythm Release Jutsu, and rendering the high levels of heat Rhythm is able to produce inert.


Dark: Due to it's lack of physical substance, Rhythm Release can be completely absorbed/ overwhelmed by the absorption and release aspects of Dark Release, as well as similar Elements and abilities that are effective against energy-based Elements.


Is strong against:

Earth: Due to Rhythm possessing a similar, albeit weaker, level of pressure exerted by Sound, it can utilize these vibrations to shatter solid Elements via resonance. This includes other Elements like Wood, Ice and Crystal. Even techniques like the Kaguya's Shikotsumyaku are susceptible to this application of Rhythm Release.


Steel: By utilizing the extreme heat that Rhythm is able to produce, along with it's ability to conduct heat at the speed of Sound, Rhythm can easily melt Steel Release, and similar Metal Elements, in moments, generally rending the rigid structure of Metal Elements inert.


Fire: Thanks to the level of thermal energy that the Thermoacoustic Waves are able to generate, in addition to their ability to conduct heat at the speed of sound, Rhythm Release is easily able to overpower and even absorb the thermal energy of weaker Fire Release, and similar Fire-based Elements, such as Scorch, and to some extent, Blast, should it produce heat/ thermal energy in some manner.


Lightning: Due to the high levels of thermal energy that Rhythm Release is capable of, this gives the Thermoacoustic Waves a high level of "thermal resistivity", which allows Rhythm Release to ignore the electrical energy that Lightning Release, and similar Lightning-Based Elements, are able to produce. With these high levels of electrical energy ineffective against Rhythm, the pressure that Rhythm is capable of achieving is able to disperse the intangible form of these Elements, negating them entirely.


Co-creator:

Students I passed this custom element on too: ? & ?


Credits to Six Pāths for the CE Icon.



P a t e n t C e r t i f i c a t e

I, Negative Knight, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:



Imperfect, our loyal member, gave on the date January 19th 2017 a request for a Patent on his custom element (Rhythm Release); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Ritsuton

Powered by Lord of Kaos

Copyright © 2017, Imperfect, NarutoBase.net



Techniques: #1: (Ritsuton: Pureryūdo ♫ Sensō no Oto) Rhtyhm Release: Prelude ♫ Sounds of War

(Ritsuton: Pureryūdo ♫ Sensō no Oto) Rhtyhm Release: Prelude ♫ Sounds of War
Type:
Offensive/ Defensive/ Supplementary
Rank: E-Rank - S-Rank
Range: Short - Long
Chakra: 5 - 40 (-5/ -10 per turn to maintain applicable applications)
Damage: 10 - 80
Description: The most basic Rhythm Release technique, the user starts by gathering Rhythm Release Chakra, performing a hand seal if necessary, then utilizes Shape Manipulation to mould their Chakra into various applications, before utilizing them to attack their target in whatever manner is logically applicable to the chosen application. There are 3 potential applications, which are as follows; The first is the creation of basic projectiles such as shock waves, streams, blasts, arcs, etc, all of which can be small or large in scale (Larger projectiles becoming available at B-Rank and above), and can carry the same pinpoint accuracy found in select Sound Release Jutsu. The second is the infusion of Rhythm Release Chakra into a medium, such as tools and other forms of weaponry, objects, and even surfaces, either as a form of enhancement for the former cases, or as a means of channelling Rhythm Release Chakra through a medium, like the ground, for covert ranged attacks in the latter. The "enhancement" method is safe for the user to wield in direct contact so long as they don't manipulate their Rhythm Release Chakra at the same frequency and amplitude of the chosen medium, thus avoiding Rhythm Release's "resonance" application, preventing the chosen medium to violently break down and melt. Finally the user can apply Rhythm Release to their own body, enhancing their physical attacks, such as Taijutsu, simultaneously dealing damage from the vibrations and physical attack, and burns from the intense heat upon contact. Despite this seemingly large amount of versatility, the user is unable to achieve complete sustainable changes in their Chakra's shape, meaning they cannot create lasting, tangible/ physical constructs from their Rhythm Release Chakra, such as tools, weapons, etc, due to the inherent erratic nature of Element itself. However, they can mould the general shape of their applications to suit their needs, allowing them to shape their projectiles before or as they fire them, or extend the range of other applications slightly beyond the norm. For example, if the user wishes to utilize the "Taijutsu" application of this technique, they could "coat" parts of their limbs, or their entire body should the application be of a high enough rank (Again, B-Rank and above), in Rhythm Release Chakra instead of simply channelling the Chakra through their limbs/ body on contact with their target. This is useful in creating defensive applications of Rhythm Release, extending their Rhythm Release Chakra in front of them and constantly streaming Chakra to maintain the semblance of a shape, like a shield, which would burn, scorch, melt, etc, as well as bombard incoming projectiles with Rhythm Releases vibrations as they passed through it, destroying them, and defending the user in the process, despite not possessing any "tangible" or "physical" aspects. In this respect, the applications of this technique are only bound by the user's imagination, and the general logic applied to the chosen application.

Note: D-Rank and below projectiles can only attack targets within Short Range, C-Rank projectiles can reach up to Mid Range, and B-Rank and above projectiles can reach up to Long Range.
Note: At the cost of additional Chakra per turn, the user can maintain "applicable" usages for up to 4 turns. These include most basic applications, such as the infusion of Rhythm into a medium, or one's own body, and the creation of defensive shapes, however, this naturally excludes applications of a projectile nature, because once fired, they will no longer be close enough for the user to provide them with additional Chakra to maintain them. For B-Rank and below applications, this costs 5 Chakra per turn, and for A-Rank and above applications, this costs 10 Chakra per turn.
Note: A-Rank applications require at least one hand seal, and can be used a max of 4 times per opponent. S-Rank applications require at least three hand seals, can be used a max of 3 times per opponent, with two turns between uses.

#2: (Ritsuton: Fuitchi ♬ Konton no Kyōmei) Rhythm Release: Discordance ♬ Resonance of Chaos

(Ritsuton: Fuitchi ♬ Konton no Kyōmei) Rhythm Release: Discordance ♬ Resonance of Chaos
Type:
Offensive/ Supplementary
Rank: B-Rank/ A-Rank/ S-Rank
Range: Short - Long
Chakra: 20/ 30/ 40 (-5/ -10/ -15 Chakra per turn to maintain)
Damage: 40/ 60/ 80 (-10/ -15/ -20 Damage per turn, if maintained (Direct Contact)
Description: Another basic application of Rhythm Release, Resonance of Chaos has the user perform three hand seals, Snake → Horse → Tiger, before gathering moderate to large amounts of Rhythm Release Chakra and channelling it into a chosen medium through direct contact, the maximum size of which depends on the amount of Chakra gathered, or to be more specific, the Rank the user performs this technique as. For the B-Rank usage, this Jutsu can affect an area of up to 10m. For the A-Rank usage, this Jutsu can affect an area of up to 20m. For the S-Rank usage, this Jutsu can affect up to and beyond a 30m radius, easily capable of altering, affecting and destroying an entire landscape (Can affect a large portion of a Landmark within the Ninja World). Once the user has selected the rank, chosen their targeted medium, and begun to channel their Chakra into it, they then go about altering and manipulating the frequency and amplitude of their Rhythm Release Chakra, tuning it to the "resonant frequency" of their selected medium. This causes the chosen medium to quickly break down, shattering from the inside out thanks to the vibrations resonating and rebounding within it, as well as burn, melt, boil, scorch, etc, thanks to those same vibrations generating massive amounts of thermal energy. The exact results depend on what the user targets with this technique, and naturally this Jutsu can only be used on solid physical objects, surfaces, constructs, etc. For example, the user could make the ground beneath their feet a hazard for others to walk on by maintaining a constant flow of Rhythm Release Chakra into it, or they could cause a structure to collapse in on itself, trapping, even potentially killing anyone within it at the time, including themselves if they are not careful. If the user maintains this Jutsu, they cannot perform other techniques, even Rhythm Release Jutsu, because they must sustain the constant flow from themselves into the chosen medium, leaving no chance to perform other techniques, without breaking off their usage of this technique. However, even if the user doesn't "maintain" this Jutsu, it's effects and the way it affects the land persist for up to 2 turns, unless properly countered, such as with a large body of water. Finally, since this technique can affect a wide range of objects, surfaces, constructs, etc, the user must, using proper logic, fully explain how this Jutsu affects the chosen medium, the potential ways it affects the environment, opponent, themselves, etc, wherever applicable.

Note: A-Rank usage is limited to a max of 3 times per battle/event. The S-Rank usage is limited to a max of 1 time per battle/event. Additionally, if the user performs the A-Rank usage, they cannot perform this Jutsu for 2 turns. If they perform the S-Rank usage, they cannot perform Rhythm Release in their next turn.
Note: Can be maintained for a max of 3 turns.

(Ritsuton: Ansanbaru ♬) Rhythm Release: Ensemble ♬
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will focus their chakra and insert rhythm into techniques of other natures, enhancing them with the superheated sound and increasing their damage and explosive ability. Functioning primarily on gasses and energies, due to the poor conductivity of most liquids. This technique will grant the empowered technique an increase of thirty damage points and will cause it to take on the strengths of rhythm release. Additionally by superheating techniques, they will gain an explosive nature, increasing the range of the enhanced technique by 5 meters in all directions as it will explode violently at the user's discretion. This technique works best when combined with simplistic gasses and energies, namely fire release and lightning release. While it can be applied to more complex gas and energy such as other CE, it will only enhance them by ten damage points and can’t combine effectively with cold based abilities. Due to the nature of rhythm release the technique will occur at the same speed as hindering sound and can be applied in the same timeframe as another technique, or the application can be staggered, in either case it will require a single handseal.

Note: May only be used thrice per battle with a two turn cooldown between usages.
Note: Forbidden rank techniques of elemental natures may not be used in the same turn as this and no Rhythm release above A rank in the following turn

(Ritsuton: Regato ♬) Rhythm Release: Legato ♬
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will focus their chakra and insert rhythm into solid objects, enhancing them with the superheated sound and increasing their damage and explosive ability. Functioning primarily on ninja tools and weaponry, this ability will cause them to vibrate at an incredibly high frequency, greater than lightning or wind natures. This technique will grant the empowered tools an increase of thirty damage points and will cause it to take on the strengths of rhythm release. Additionally, by superheating tools, they will gain an explosive nature, increasing the range of the enhanced technique by 5 meters in all directions as they will explode violently at the user's discretion. This technique works best when combined with disposable weaponry like generic tools, this is due to the destructive nature of the technique that will render generic tools to be similar to explosives destroying them and sending shrapnel everywhere. While it can be applied to more complex tools such as custom or named weapons, it will only enhance them by ten damage points and can’t be used to create an explosive radius, since it won’t destroy these objects. This ability can apply to one tool or many but the damage boost will always be either thirty or ten, additional tools being heated only serves to increase the size of the attack. Due to the nature of rhythm release the technique will occur at the same speed as hindering sound and can be applied in the same timeframe as another technique, or the application can be staggered, in either case it will require a single handseal.

Note: May only be used thrice per battle with a two turn cooldown between usages.
Note: Forbidden rank techniques of elemental natures may not be used in the same turn as this and no Rhythm release above A rank in the following turn
 
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Yin Release

(Inton Bukijutsu: Sōzō keisei) - Yin Weapon Arts: Imagination Formation

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 60
Damage: N/A
Description: This technique, similar to hungry ghost :) is a yin technique, by applying yin natured chakra to weaponry the user is capable of applying a powerful curse to the weapons. Those who are touched by the weaponry once it's been infused with yin energy will find themselves at the mercy of the users illusionary prowess through a tether. This tether removes the requirement for the user to track the enemy to place illusions and in the case of ocular genjutsu it removes the requirement for direct eye contact, using the tether to apply the genjutsu instead of the former prerequisites. This tether will remain on the target until purged and can be purged by a equal ranked yang technique or by any surge of superior chakra value. Genjutsu cast through the tether will be enhanced by ten chakra making them more difficult to break, but only in the circumstance that the genjutsu cast actually can be enhanced normally.
Note: May only be used twice per battle.
Note: Weaponry tethered will remain tethered until the user releases it or the items are destroyed.
Note: Once used, no other yin techniques may be used for two turns.
Note: May not be used to cast forbidden rank genjutsu through the tether.
 
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Custom Combo & Signature Techniques

( Buntaijutsu: Fenikkusufurawāburasutou~ēbu ) - Combo Technique: Phoenix Flower Blast Wave

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 50 / N/A
Damage: 120
Participants: 2
Description: A technique created by combining Obito's unique space time fire jutsu, Fire Release: Blast Wave Wild Dance and the bukijutsu technique, Bombardment. Based partly on the phoenix flower crimson nail technique used by Itachi, this ability will see Obito launch the flaming attack while his partner hurls a countless number of weaponry amidst the flames, concealing them within it's spiralling depths. Due to the extreme heat of the powerful flames, the weapons will become super heated but retain their original properties, however their momentum will only be increased by the space/time manipulation causing the opponent to be pelted with both chakra fuelled flames and red hot metal projectiles. Due to the nature of the technique, absorbing or sealing the flames will prove an inefficient defense, instead of stopping the attack it would merely half it's damage.
Note: This technique can be performed with any weaponry a participant chooses, including things such as marked ftg kunai.
Note: Usage follows the same restrictions as the blast wave wild dance, reducing MS duration and counting towards one of the allowed usages of the technique.
Note: Due to the nature of the Kamui ability the flames and weaponry are accelerated to the speed of the Blast Wave Wild Dance.
Note: Can only be used twice per battle. In regards to boosting, the attack benefits from the mind stat of the flames user and the body stat of the bukijutsu user.
 
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Made by me:
(Kaen Kakkusei Iden: Hoshi E) – Atavistic Flame: To the Stars
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A (+20)
Description: Similar to the technique Thrust of Life this is a Atavistic technique used to enhance the user’s attack speed, this ability occurs in the same timeframe as the technique it is combined with. Behaving as an augmentation to physical techniques such as but not limited to Taijutsu and Bukijutsu, this technique will release a gout of atavistic flame aimed in the opposite direction as the momentum being generated by the attack, causing the users limb to be greatly accelerated. This increases the speed of the attack by 3x and increases it's damage by 20 points, however it only affects that particular attack and the boost to speed is lost immediately upon the technique ending and does not increase movement speed during it's usage, only the attacks speed. Inflicts 20 spiritual damage upon the user, healed at a rate of 10 per turn for two turns thereafter.
Note: May only be used thrice per battle

(Kaen Kakkusei Iden: Honoo no Tsurugi) – Atavistic Flame: Blazing Sword
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Focusing the willpower of humanity and shaping it through the minds eye allows the user of this technique to manifest a blade of atavistic flame with a tangible solid form that can be held and used in one or two hands. The blade is roughly the length of the average longsword usually, but can be increased in size to be comparable to a larger greatsword. Wielding this blade will drain the users spiritual HP every time it is used, reducing it by 5 with every single usage, the blade can be used as a medium for the human principle technique and it's more powerful variants along with blaze of glory and conflagrate. A usage is defined as an offensive action. It's freeform damage, when swung offensively, or defensively, without a technique is normal freeform. When using these techniques the blazing sword will increase their damage by ten points, additionally kenjutsu and bukijutsu can be performed using the Blazing Sword and these attacks will be enhanced by ten damage points. Simply holding the blade will burn away the users spiritual HP along with using it, making it a dangerous ability to use for a long period of time, however when in any level of will to survive the blades spiritual hp drain will be removed, instead it will drain from the users atavistic flame reserves at twice the rate that it would have drained HP, for example each usage will drain twenty from reserves instead of ten spiritual hp.
Note: This weapon can be destroyed with S rank damage but can't be used to defend unless via a suitable technique.
Note: May be used twice per battle and persists as long as the user continues to fuel it at a cost of 5 spiritual HP per turn.

(Kaen Kakkusei Iden: Hadoumeppuu) – Atavistic Flame: Incineration Wave
Type: Offensive
Rank: S
Range: N/A
Chakra: N/A
Damage: 100
Description: Considered to be a ultimate attack of the Blazing Sword, the user will channel excessive amounts of atavistic flame in to the blade, before swinging the weapon in a wide arc unleashing a wave of atavistic flame so condensed that it makes the normally gaseous flame almost appear as a liquid wave that covers enormous dimensions comparable to the great fire majestic annihilation technique in scope, this wave will spread quickly across the entire field consuming anything it comes in to contact with, Upon creation however the user is able to designate allies, following Atavistic Flame’s rules, and render them immune, along with the user, to the damage inflicted by Incineration Wave. When used this technique will cause 40 spiritual damage to the user, 30 damage will be recovered over the next three turns at a rate of ten per turn. This technique will benefit from the bonus values of Blazing sword, however using this technique will cause the Blazing sword to be destroyed.
Note: May only be twice per battle.
Note:: Usable only by Grandmasters.
Note: When used during Will to Survive this technique will not consume spiritual health, instead consuming the modes resource at double the health cost.

(Kaen Kakkusei Iden: Kusubutte iru tane) – Atavistic Flame: Smouldering Seeds
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: N/A
Damage: Dependant
Description: Smouldering Seeds is a technique utilized within the same timeframe of another Atavistic flame technique, the technique will be injected with miniscule seeds of Atavistic flame aimed to grow and erupt in the following turn, these seeds are scattered when the technique they're implanted in is used and thus only works on ranged atavistic flame techniques. Once scattered the seeds will embed all over the terrain covering a range determined by the technique they're implanted in also, with a mid range technique casting them up to mid range. During the following turn these seeds will erupt covering the terrain in roaring flames, the user can assign who they view as enemies or allies, in the case of enemies they will be subject to half the damage of the technique that initially carried the seeds while allies will be receive spiritual healing of that amount. For example if the initial technique was 100 damage then 50 damage will be carried by the seeds.

Note: Implanting seeds within a technique will consume 10 spiritual health from the user which will not recover.
Note: May only be used by masters and grandmasters of Atavistic Flame
Note: May only be used four times per battle.

(Kaen Kakkusei Iden: Hi o tōshite shizen wa umarekawaru) – Atavistic Flame: Igne natura renovatur integra
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 20/30
Description: This technique is activated in the same timeframe as any of the will to survive variants and is only capable of being used during will to survive, upon activation a short range radius will be engulfed in Atavistic flames that fall from the users body freely, these flames will bolster any ally within them and harm any foe as determined by the user, Igniting those touched the flames will cause 20 damage or healing per turn or 30 when used by grandmasters. These flames behave like napalm sticking to those afflicted and must be removed using a suitable counter. The flames will continue to spill from the user covering a short range radius around them constantly even as they move and will persist for as long as the user remains in will to survive.

Note: This technique will cause an increased strain on the users reserves, draining 15/20 per turn dependant on the user being a master or grandmaster with the latter incurring a higher cost.
Note: May only be used by masters and grandmasters of Atavistic Flame
Note: The flames, damaging or healing, linger on allies or enemies for two turns after being afflicted. If one remains inside short-range of the user this two turn duration is refreshed.

Taught to me:
 
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Legendary CSC Drafting

Summoning Animal: The Phantom Thief
Scroll Owner: Arthorius
Other Users who have signed contract: N/A
Summoning Boss if existing: Raoul
Other Summoning Animals tied to contract: Arsene, Satanael
Description and Background: , sometimes known as , is a fictional gentleman thief created by . He was known for targeting criminals or those who were much worse than himself, making him an anti-hero of sorts within his own stories. He might have been partly inspired by the French anarchist . This contract is based around the version of him depicted as Satanael, the first to rebel against god and steal his freedom, a character who exists to punish those of a divine nature. This contract has three distinct summonings but each one is in fact Satanael in different forms. Satanael, also known as Sataniel or Satanail, is an mentioned in the second Book of Enoch that lead the fallen angels that rebelled against , by refusing to bow to the human , leading to his imprisonment. Due to his name and role, he is considered an interpretation of .

In some Gnostic traditions, Satanael is said to be an angel that once served . He rebelled when he realized that Yaldabaoth was not the true and granted humanity the knowledge to liberate themselves from Yaldabaoth. In other traditions, he is said to have created the material universe as a second heaven to rule over and became the " " of the Old Testament, making him an interpretation of the Yaldabaoth.


Atavistic Flame (Basic): Due to his existence representing the human nature of rebellion, all forms of the summoning are capable of accessing Atavistic Flame techniques that the owner knows and as a side condition only users of Atavistic Flame may summon any of the summonings of the contract. The summonings mastery of the flames is dependant on the level of the users he will only ever match them.

Paradise Lost (Basic): Existing to punish capricious gods, the summons are all gifted anti divinity similar to a god slaying tool, allowing them to pick a specialisation upon being summoned in a battle. They may use the abilities of this specialisation within it's normal parameters, with their forms acting as a tool normally would.

Victory Cry (Basic): Upon being summoned, the contracts animals will link with the summoner and slowly begin to aid them, each turn they are linked the summoning will add twenty points to the users pool for Will to Survive, enhancing the modes potential once it's activated.

Sinful Shell (Unique): Wielded by the summons is a weapon considered deadly to the divine, a construct in the form of a revolver that can carry six rounds, known as Sinful Shell's. When fired the user will perform a roll with a 25% success rate, should the roll be successful the bullet will penetrate any divinity without fail with the shell causing critical damage. The shell normally carries 100 damage and follows the strengths and weaknesses of Atavistic Flames even with the roll failing. Utilizing the shells costs a move per turn and naturally can only be used six times per battle.

Almighty (Unique): The final unique aspect of the summonings is their ability to impose a condition upon a domain, created to prevent the capricious divine from escaping their grasps. Upon being summoned in to a area, these summons create a zone the size of the landmark they are in preventing the usage of other space time abilities at their discretion at the cost of a move when utilized. This can prevent all forms of space/time manipulations from occurring once activated and will remain active until the summonings leave the field. When attempted these abilities would simply fail and it extends to dimensional manipulations such as karma rifts or kamui portals, along with creations that exist in alternate dimensions such as Limbo clones.
 
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Sage Weapon/Bijuu Slaying Tool
(Seinaru Mori) – The Holy Lance
Type: Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: 100
Description: The Holy Spear, 聖槍, also known as the Spear of Longinus or the Spear of Destiny, is a Divine artifact weapon retrieved from a momentary Rift opened after the death of Basel, the Dragon of Greed and Desire. The Rift led to Basel’s own treasure hoard where Lucifer retrieved the weapon, returning it to his reality. The Lance was forged by Bahamut, the supreme deity of Basel’s reality. It was created to symbolize the harmony between human and dragon; yet this harmony was desecrated by Basel when he slaughtered much of his world and subsumed draconic hearts, becoming the first Dragonkin. In Lucifer’s hands the spear represents his own harmony: the delicate balance between his humanity and his Child of Tiamat heritage. The spear is crafted out of a platinum gold alloy, making it extremely wear resistant. Because of it was forged from a unique brand of Divinity from another world it is indestructible, though it cannot be used defensively alone like this. It is about 2 meters in length and is double sided, with an ornate point at either end. Each point has two gemstones embedded in it; one side has two rubies, the other has two sapphires. On a basic level, the Holy Lance empowers the user through their dualistic existence and carries with it Anti-Divinity that is capable of slaying a god. Passively, the Lance increases the user’s Children of Tiamat or Atavistic Flame techniques by an additional 30 damage, though it cannot increase both simultaneously. The default should be stated in the user’s biography; this can be changed with the Lance’s technique Harmony. It also augments the user’s Children of Tiamat techniques or Atavistic Flame speed by an additional two levels, depending on the state that Harmony is in.

Chōwa (lit. 調和, “Harmony”): Harmony is symbolic of the Holy Lance’s balance between human and dragon. In Lucifer’s hands, this becomes a balance between Child of Tiamat and humanity. Passively, Harmony is used to shift the balance between either heritage. This causes the Holy Lance’s passive damage boost to shift between the Sea of Life and Atavistic Flame, though never both. In spite of being a passive ability, Harmony can only be used once per turn. At the cost of a move and 100 Will to Survive energy, the user can activate Harmony in the same timeframe as entering the Will to Survive. This allows all of Will to Survive’s bonuses to be shared with the user’s Sea of Life techniques. It also causes the user’s Atavistic or Children of Tiamat techniques, per the user’s will, to become Sea of Life/Atavistic combination techniques; visually this appears as if the Sea of Life is ignited by bright orange flame. Harmony can be used actively twice per battle.

Hikari no Nigensei (lit. 光二元性, “Light of Duality”): Light of Duality is a Holy Lance technique that uses Lucifer’s Atavistic Fire or Sea of Life, depending on the default state of the Lance and its Harmony. Lucifer charges the Holy Lance, coating it in a projectile based on his current Harmony, either Atavistic Flame or the Sea of Life. While active, Lucifer can retain the coating on the weapon and increase the damage of his Kenjutsu or Bukijutsu techniques by an additional 20 damage. This coating can last for four turns. Alternatively, Lucifer can launch Light of Duality as a projectile with long-range reach, causing an explosion on impact that creates a massive pillar, depending on its Harmony state, that spans mid-range in diameter and reaches 60 meters into the sky. This inflicts 100 physical damage and is strong to all elemental natures with the exception of Anutu and its subcomponents. This can be used three times per battle.

Yōgosha no Jinrui (lit. 擁護者人類, “Defender of Humanity”): Defender of Humanity is a technique derived from the barrier that Grandmaster Iavid used to protect the people of Sanctuary from the hurricane that rages above Kamiyasumi. The effects of the barrier vary depending on the user’s Harmony. When the user’s Harmony favors their Atavistic Flame, then their barrier can be applied to themselves defensively. It creates a flexible barrier that fits to the user’s body and can resist a maximum of 100 damage that it comes into contact with. The barrier is natured toward Atavistic Flame, giving it fiery properties that cannot harm the user or their creations. It also allows the user’s techniques, of any kind, to pass through unhindered. When their Harmony favors their Sea of Life, the barrier created will be produced on all currently active familiars, Creations, or enslaved individuals. This barrier carries Sea of Life properties and can absorb up to 60 damage. Note that its damage capacity is lost like Health Points (i.e. 60 damage will reduce an Atavistic barrier to 40 damage remaining). Defender of Humanity can be used three times per battle. The barrier lasts two turns or until destroyed, whichever is sooner.

(Kamijūkorosu: Mori) – Beast & God Slayer: Lance
Type: God-Slaying Artifact
Rank: C-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: An aberrant, misshapen piercing weapon forged anew by the Voidlord Basel. Once a refined construct of simple tastes, the polearm is now an onyx-like mass of rough, broken edges, and two points jutting back towards the hilt, like the head of an arrow. The weapon's malignant appearance seems to be intentionally designed to rip and tear at it's target both on the way in, and especially on the way out. This weapon was forged for Lucifer, and is intrinsically tied to their soul. Because it was once a product of certain Atavistic techniques, it possesses anti-Divinity properties, and is able to pierce the defenses afforded to Divine enemies in the Ninja World. This does not confer a God-Slaying Tool the ability to defeat properties of Anutu or its sub-components; it is specifically targeted against Divine enemies in the Ninja World and the Divinity that they possess. Additionally, thanks to Basel's influence, and a series of runes found along the polearm's shaft, it also carries additional properties, designed to allow the Akatsuki to hunt even the most powerful of Tailed Beasts. With proper focusing and enhancements perhaps this weapon can become even stronger.
Caster: Casters are a team's ranged offense, preferring to operate at a distance.
Wisdom of Anu (Passive): Caster Specialists gain an increase of 30 damage to all of their Ninjutsu and Atavistic Flame.
Sacred Arsenal (Passive): Casters' Ninjutsu techniques have a 10% chance to strike a Divine target critically.
Light of the Pantheon (Active): At the cost of a move and a slot in the timeframe the user is able to empower their next three Ninjutsu with an additional 30 damage and the ability to interact with Divinity.
 
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Arthorius

Regular
Joined
May 7, 2020
Messages
1,182
Kin
4,105💸
Kumi
22,106💴
Trait Points
25⚔️
Ryo Accounting
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Missions: C | B | B | B | C | C | B | B (+20%) | B (+20%) | B (+10%) | Raid Opening (1500) | Twin Fates (2143) | Falnir (2222) | Phetra
Total Ryo Earned: 22090
Ryo Spending Links: 6500 Spent | 8250 spent
Current Ryo: 15590

Relics:
Enhanced Thermal Vision – 4,500 Ryo
Enhanced version of its predecessor; enables the user to gain 3x tracking capability. Lasts for two arcs.

Nightvision – 2,000 Ryo
A surgical enhancement made to the eyes; it allows for passive activation of a Doujutsu-like skill that enables the user to see in the dark, illuminating their surroundings in green. Its enhanced version allows for 3x tracking capability, costing an additional 2,000 Ryo. Lasts for two arcs.

Soulstone
Type: Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 500
Damage: N/A
Description: The Soulstone is a device retrieved from the Underworld itself, delivered to the Spider by Malthus, Disciple of the Twin Fates. It is nothing more than a fist-sized purple and grey pearl like object; yet within it is the power to Unweave fate itself and revive fallen champions within the realms of the dead. When activated it takes a significant toll on the user, requiring 500 chakra; but once activated it will prevent the souls of fallen humans from leaving their body while in Irkalla, in effect reviving them with 20% of their maximum health and chakra. In effect, the Soulstone prevents permanent death within Irkalla as long as one member of the party has it on their person. It can be used once per Irkallan landmark; this means that it can be used once in the Necropolis, Fields of Suffering, Gates, and Ganzir. Should there be no champions alive to use it, then the result is the permanent death of all biographies in Irkalla. The Soulstone can only be activated in an Irkalla landmark.

Enlil's Maelstrom
Type: Offensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 200
Damage: N/A
Description: A crystallized essence of storm itself recovered by Malthus, former servant of the Underworld. The essence is captured within a vial and within it is a prism of colors and lights that make it impossible to discern its true nature, likely caused by the high-ranking Divinity of the object itself. The Spider claims that it is, or was, a shard of Enlil’s own Divinity lost in the Underworld in the wake of his attack with his brother Marduk against Nergal. The essence serves to create a cyclone surrounding a single target, preventing the target from acting at all for a period of seven turns. At any time the Maelstrom can target up to two entities, be it Champions of Humanity or Servants of Irkalla. While it is not capable of encapsulating entities with high-ranking Divinity, like Phetra or any of her own champions, it can target others with lower-tier Divinities like Gallu spirits. Once used it cannot be used for another four turns.
 
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Arthorius

Regular
Joined
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Messages
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Kin
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Kumi
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Trait Points
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Void Relics
(Mukō: Ereshukigaru no Kagayaki) - Void: Ereshkigal's Brilliance
Type: Void Infused Artifact
Rank: S
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Activated at the cost of two Void Infusions; unleashes a burst of powerful radiant light. All of the user's allies that are within range are healed for 50 Health Points, gain an increase of 20 damage for three offensive techniques, and have 200 chakra restored to their pools. Any chakra that goes above their limit is wasted as excess, and does not get added to their reserves. When used within the Underworld its potency is increased significantly, gaining 90 Health Points, 30 damage, and 400 chakra. Can be used twice per battle.

(Mukō: Senmon Chūnyū) – Void: Specialized Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.

(Mukō: Okurimono no Tiamato) – Void: Gift of Tiamat
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes all stacks of Void Infusion. Allows the user to transfer their Void Infusions at will to any ally within their range.
 
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