[ARCHIVE] Custom Jutsu Submission - II

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Beifong

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Re: ±±Custom Jutsu Submission±±

(Katon: Kaen mōdo) Fire Release: Flame Mode
Type: Supplementary
Rank: S-Rank
Range: Short Range (on self)
Chakra: 40 Chakra (+15 for every turn active)
Damage: (+15 for all Fire jutsus)
Description: first the user will perform the Snake → Rat → sheep → monkey → ox handseals. then after gathering enough amount of fire chakra the user will start releasing it out of the pores of his skin making fire released out of his body from head to toe giving him the ability to user fire related jutsus better and making them much stronger
note: jutsu stays active for 5 turns
note: the user can't use any water or air related jutsus while this jutsu is active
note: requires mastery over fire to use this jutsu
note: only Pain... can teach this jutsu

X-Declined-X Existing technique

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(Katon: Kasai rōpu) Fire Style: Fire Ropes
Type: Offensive
Rank: A-Rank
Range: Short → Long Range (made short range, can reach mid range)
Chakra: 30 Chakra
Damage: 60 Damage
Description: The user first will perform the Dragon handseal then he will start gathering fire chakra in his both fist. upon gathering enough amount of chakra the user will release it making 2 long ropes made of flames. the ropes are very dense and strong that they can even destroy weak crystal release jutsus. the ropes can be adjusted to not to burn anything it touches upon the users wish. the ropes will be very short at first but by time they will be able to reach enemies at long range and it can even bind medium-sized summoning animals
note: It can only destroy B-ranked or weaker Shouton jutsus
note: can be used only 4 times per battle
note: only Pain... can teach this jutsu

X-Declined-X Although it is possible to use the ropes to bind opponents, they still can be tangible enough to break crystal structures. Alternatively you could try using Piano strings, sasuke showed their use with Fire style during the Battle of the Final Valley.
 
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Sonnelion

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Re: ±±Custom Jutsu Submission±±

Hell's Death Sentence Scythe (Jigoku No Desusaizu Bun)
Type:Weapon
Rank: B
Range: Short-Mid
Chakra: N/A(+20 to activate ability)
Damage: 30(+10 when ability active)
Description: The weapon is a long scythe which is black in color and has a silver blade with another sharp edge on the both of which are composed of titanium allow and chakra absorbing metal which allows the weapon to be able to have effects on it depending on which chakra is imbue:
Fire-Heats up and will glow red
Water-Can fire a thin,crescent shape of water with a sharp edge
Lightning-Will have an lightning aura around it and will shock who ever is hit with the scythe
Earth-Will be able to create a large amount of rocks and with a swing of the scythe they will go towards the enemy at 20 mph
Wind-Will fire a thin,crescent shaped out of wind with a sharp edge
You must be registered for see images
The weapon can also seperate into twin scythes that carry the only one ability which is to be able to extend it's reach into mid-range with only chakra it will look like asuma's blades when he does this.
what the chakra coating looks like.
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What twin scythes look like.
You must be registered for see images
Notes/Restrictions
-Imbuing ability can only be used 4 times per battle and lasts for 2 turns.
-Imbuing ability requires one turn breaks.
-Seperating requires 2 chakra and can be used infinitely.
-The entension into long range can only be used 2 time per battle with one turn breaks.
-The entension is only on one of the scythes.
-The entension ability can only be used once it is seperated.
-Can only be used by/given permission to use by Sonnelion

X-Declined-X Too many reasons, mainly because it is too similar to existing techniques.

Lightning Release: Soul Thrust (Raiton: Suiryoku No Tamashii)
Type: Attack
Rank: C
Range: Short
Chakra: 15
Damage: 30
Description: The user will focus raiton charka into their palm causing an aura to show around their hand before hitting the opponent in the stomach or any body part while releasing the chakra causing the opponent to be electrocuted while being shot backwards at least 10 feet in what ever the direction the were hit.
Notes/Restrictions
-Can only be taught by Sonnelion
It's the first move in video.
[video=youtube;7n9X_TLzw0Y]http://www.youtube.com/watch?v=7n9X_TLzw0Y&feature=player_embedded[/video]



X-Approved-X Removed notes and restriction, dont overpower C rank customs. Dont restrict them too much either xD
 
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0TailBijuu

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Re: ±±Custom Jutsu Submission±±

Jenos glove
type: weapon, supplementary
rank: D
range: short-mid
damage: N/A
Description: this glove is a special weapon used for stealthy kills because attached to the end of each finger is a very thin and hard to see but unbelievably durable 10 meter silver strand that can be retracted if needed. these strings are as sharp as a fine sword but chakra cannot be run through. The user wields them like puppet strings, with there fingers. This weapon can be used to deflect Shuriken and Kunai as well. though because the strings aren't relatively big thickness wise they cannot block swords or any large projectiles.


You must be registered for see images


X-Aprroved-X
 
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Khallil

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Re: ±±Custom Jutsu Submission±±

(Kchuysei: Ryōshu Hiro) Summoning: Lord Hiro
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user draw blood, performs a few handseals, and he’ll summon the goshawk boss Hiro. Hiro is a goshawk with the size of a big elephant. He is very loyal to it´s master, and speaks english, so we can understand what he say. He can fly very fast, and he has big claws, that are as sharp as knifes. Hiro can use all the wind jutsus (the user has learned ) without performing any handseals. It’s skin is very thick, he has dark-red eyes with a white eye stripe.
Note:
-this Summoning lasts 3 turns
-this Summoning can only be Summoned by someone with the Goshawk Contract.
-this Summoning can only be Summoned once per battle.
___________________
-Declined- Please follow the proper template, there's a "Type" section messing from your template and "Rank" as well.


(Kchuysei: Ryōshu Hiro) Summoning: Lord Hiro
Range: Short-Long
Type: Supplementary
Rank: S

Chakra Cost: 40
Damage Points: N/A
Description: The user draw blood, performs a few handseals, and he’ll summon the goshawk boss Hiro. Hiro is a goshawk with the size of a big elephant. He is very loyal to it´s master, and speaks english, so we can understand what he say. He can fly very fast, and he has big claws, that are as sharp as knifes. Hiro can use all the wind jutsus (the user has learned ) without performing any handseals. It’s skin is very thick, he has dark-red eyes with a white eye stripe.
Note:
-this Summoning lasts 3 turns
-this Summoning can only be Summoned by someone with the Goshawk Contract.
-this Summoning can only be Summoned once per battle.



X-Declined-X He cannot use all wind techniques the user has learned, he can barely use all the canon techniques. And that part about no hand seals... Oped.

(Youton: Raijingu yōgan āmu) Lava Release: Rising lava arm
Type:
Offensive
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: After performing the Tiger Hand seal, the user gathers lava around his arm ,the top hardens a bit (it becomes rock like) and so does the inside of the lava, to prevent burning the user’s arm. After that the user smashes his hand into the ground, and releases the lava into ground, while the arm is still into the ground. The lava will make a way in the ground and it’ll rise out of the ground next to the opponent. The lava will be shaped as a big hand and hits the opponent, or grabs the opponent and throw him/her. It is a bit similar to the kyuubi when he puts hand into the ground, and it rises far away out of the ground and it hits the opponent.

~Note: Can only be taught by ~Khallil-Sama~
~note: can only be used by lava release biographies
~Note: No HOT lava jutsus can be used the same turn. ( not including rubber)

X-Declined-X Vague description

(Youton: Jigoku no ame) Lava Release- Rain of Hell
Type: offensive
Rank: A
Range: mid-long
Chakra: 30
Damage: 60
Description:The user creates a opening in the sky . The opening has a radius of 4 meters, and it’s 5 meters above the opponent. Many small projectiles of lava start to rain very fast out of the opening in the sky. The lava rain can hit the opponent and burn him pretty much. The lava rain takes about (maximum) 7 seconds.

~note: can only be taught by ~Khallil-Sama~
~note: can only be used by lava release biographies
~note: no A rank lava jutsus or higher can be used the next turn

X-Declined-X How does lava form in the sky? O__O
 
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Saikyokami

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Re: ±±Custom Jutsu Submission±±

Summoning Animal: Koi Fish
Scroll Owner: Ƶexion..
Other Users who have signed the contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals Tied to contract: N/A
Description:
A multi colored scaled fish which varies in size.

users who sign the Koi contract will receive this tattoo:
You must be registered for see images

(the original owner was ryuko and he has dropped it I think. (not on his custom list and he has 2 summons in it)
Couldn't find any new owner either...
-----

(Kuchiyose no Jutsu : Tui and La ) - Summoning Technique : Tui of the moon & La of the ocean
Rank: S
Type: Supplementary/ Attack
Range: N/A
Chakra Points: 50
Damage Points: N/A
Description:
Tui is a white koi fish with a black spot on her forehead.
La is a black koi fish with a white spot on his forehead.

Notes:
Both are counted as one summon.
both can spew out a conressed wave of water from their mouth (only one can do this per turn)
THey swim in a circle, causing them to resemble the yin/yang symbol ( )
stays on field for 5 turns. (boss summon)
-----

X-Both Declined-X Contracts cannot be dropped, only passed forward. That said, you cannot resubmit it.

(Fuuton: kaiten kureen kikku) - Wind Release: Spinning Crane
Type: Offensive/Defensive
Rank: C
Range: Short
Chakra: 15
Damage: 30
Description: After gathering chakra into their left foot. The user violently spends on their right one with their left foot sticking out, while simultaneously releasing the Wind chakra from it causing a circle of wind to form around the user protecting them from close range attacks while also damaging anything that comes within it's reach.

what it looks like
You must be registered for see images

Notes:

Has no effect on users with armor on (except lightning armor).
only protects your sides, under you and above you are still vulnerable.
Only teachable by Saikyokage.

X-Declined-X Generic
 
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Inch

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Re: ±±Custom Jutsu Submission±±

Summoning Animal: Short-Tailed Shrew
Scroll Owner: Inch
Other Users who have signed contract:
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: The shrews that are bound to the summoning contract come from a series of honey comb like burrows in the north known as "Nest". The shrew found in Nest vary greatly in size, spanning from a length of 108 centimeters all the way to a size roughly equivalent to Gamabunta. Like many other summoning contracts, the shrew of Nest are capable of speech. Their movements are very energetic, fast and jittery, allowing for quick and decisive movements with extremely fast reaction speed. One of the unique properties of the shrew is that their saliva contains a venom distributed through its sharp bite that is used to kill or paralyze its prey. The venom is distibuted by grooves in the teeth when biting, and not by the fangs as many might assume. The effectiveness of the venom of the shrew depends on the size of the target in comparison to the size of the shrew. This is largely due to the amount of saliva that is injected into a victim depends largely on the shrews own size, and that smaller amounts of saliva are less effective against larger targets. If the target is significantly smaller than the shrew, the venomous bite will paralyze and subdue the target completely, often resulting in the death of the victim if the bite is prolonged. If the size of the target is roughly the same size of the shrew, it will be paralyzed upon being bitten and will experience extremely pain if the bite is prolonged. If the target is significantly larger than the shrew, the bite will cause a burning pain, which grows in intensity if the bite is prolonged. Some shrews of Nest have venom that is specially altered by their chakra. Shrews are also quite capable diggers through the use of their powerful front claws, allowing them to tunnel quite effectively and quickly.

Signers of this contract are able to summon standard shrew by default. These standard shrew will vary in size according to the amount of chakra used to summon them, and will have all of the shrew attributes listed above. In addition to these standard shrew, a user is able to expend very specific amounts of chakra to summon select shrew which have unique and specialized abilities, which will need to be submitted and approved on a case by case scenario.




As I have dropped my position on the Kea contract, I am able to submit this.

X-Approved-X
 
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Superlative

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Re: ±±Custom Jutsu Submission±±

(Katon: Minazuki) Fire Release: Flesh Drops’ Gorge -
Rank: A
Type: Offense
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user begins by stomping their foot against the ground and channels a large amount of chakra through the earth in order to create a large chasm in the earth, spewing an equally large amount of powerful, condensed flames that move toward the opponent like a high power jet like a wall of fire several tens of meters high. As a result of burning through rock - the jets of lava and molten rock effortlessly split the earth as they travel towards its target at high speeds. The lava is also particularly hard to extinguish, not just because it’s molten rock, but also because the user can divide the chasm into several. This creates an intricate, randomly assorted web of chasms spewing flames, making it harder to extinguish the entire technique. There is no finite amount of chasms that can be created; This technique follows the same guidelines as the Earth Release: Earth Flow Spears technique, and are created within reason for the rank of the jutsu. The jets of fire running through the ground serve to cook the earth through and through, and completely incinerate whatever they come into direct contact with.

*This technique can only be used three times per battle.
*The user must wait a full two turns in between usages of this technique.

________________________________________________
 Declined 
DNR. Similar to existing techniques.

(Katon: Mandoragora) Fire Release: Mandragora –
Rank: S
Type: Offensive
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: As a more advanced form of the Ash Pile Burning technique, the user will begin by accumulating chakra in their lungs and exhaling an enormous and extremely hot cloud of ash (around 1000°C). The cloud travels both through the air as well as along the ground, and can even travel along water. Additionally, unlike its counterpart, this ash cloud travels with incredible speed (tens of meters per second). As part of it hugs the ground, because of its size and rapid speed, the cloud carries with it large, course boulders and other rock fragments while an extremely hot ash plume lofts above t because of the turbulence between the flow and the overlying air, admixes and heats cold atmospheric air causing expansion and convection. The moving boulders within the smoke cloud serve to destroy trees, buildings and any other infrastructure in its path. Also, the hot gases present and their high speeds make them particularly lethal, as they will incinerate living organisms near instantaneously. When the ash cloud interacts with large amounts of water, it turns into an excessive amount of mud composed of a slurry of ash, rocky debris and scalding hot water. The mud flow is equally as destructive as the ash cloud itself, travelling just as fast as well as leveling anything in its path.

*This technique can only be used twice per battle.
*The user cannot use Katon in the following turn.
*The user must wait three turns in between usages of this technique.

________________________________________________
 Declined 
Ridiculously oped. Remove the real temperature, the speed is simply embarrasing. The technique is too exploitable. I was tempted to dNR but lets see what you do...

(Raiton: Kokuou no Manbennaku Atsureki) Lightning Release: The King’s Omnipresent Dissonance
Rank: Forbidden
Type: Supplementary
Range: Short - Long
Chakra Cost: 50 [+15 per turn active]
Damage Points: N/A [-20 to the user]
Description: The user will begin by performing a series of 23 handseals before releasing a bright, blinding light from their body, similar to the “Flash of Lightning Pillar” technique to mark the initiation of the jutsu. Requiring precision control, the light immediately diffuses throughout the entirety of the battlefield, illuminating the environment as visible electromagnetic radiation; When incident on matter (people), similar to the way overexposure to the suns UV rays leads to sun tanning, the electrically charged particles penetrate the bodies of anyone within range. Just as lightning release mimics electric nerve impulses, the charged particles in this technique mimic optical nerve impulses. The pseudo optical nerve impulses are thereafter (passively) intercepted and interpreted by the dopamine receptors in the brain. Dopamine receptors are responsible for a large number of neurological processes including cognition, memory, fine motor control, etc. In short, the user can literally delude anyone exposed into experiencing a multitude of things, giving this technique several battle applications as an omnipotent jutsu. This technique is similar to, but is not Genjutsu; Rather than directly manipulating the chakra flow in the victims brain and ‘forcing’ the opponent to see what you want them too, this technique relies on the brains own ability to interpret the surrounding environment by processing information (e.g. visual perception; seeing is an interpretation of visible light); It is as passive as seeing, feeling, etc. Once under the thrall of absolute hypnosis, the user can conjure any false reality imaginable and thrust it unto the opponent(s) – Simple or complex, they’re all created immediately to ultimately deceive an enemy; For example, one could create a perfect replica or decoy of themselves in order to attack with impunity, or even perfectly generate or recreate village sized illusions to trap someone in a virtual maze. Similar to Genjutsu, even if one was to realize the hypnosis, they would not be able to resist its influence without breaking themselves free. However, because this is not a Genjutsu but the opponents own interpretations, it cannot be broken using the same means; Instead, it would require a complete mental shutdown (to enter a state of unconsciousness and wake up afterwards) to restore the body’s electrical signals. This technique can also be completely avoided by initially avoiding the light. In short, this technique allows the user to mold and shape the spatial and temporal boundaries, from the perspective of an opponent(s), as they see fit.

*This technique can only be used once per battle.
*The effects of this technique last for three full turns.
*The user can only use one other technique in the same turn.
*As long as this technique is active, the user can only use 2 techniques per turn.
*In the following turn, the user cannot use any techniques above S Rank.
*In the following two turns, the user cannot use Raiton at all.

X-All Pending-X

________________________________________________
 Declined 
Where you really expecting me to approve something like this? DNR. Embarrasingly OPed.
 
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Howard

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Re: ±±Custom Jutsu Submission±±

(Ninpou: Dangan Renda) - Ninjutsu: Bullet Barrage
Type: Attack
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user begins by gathering a decent amount of chakra into their palm clutching their hand tightly into a firm fist. Then while performing a punching motion the user releases the vast amount of chakra compressing it through shape manipulation into multiple small dense clusters of chakra that shoot outwards towards the opponent or opponents. These small dense clusters are released all at once and create a widespread burst of chakra bullets that can attack multiple opponents head on. Due to the compression and manipulation of the chakra bullets as they are released the chakra is on par with jutsu that go through form manipulation. These chakra bullets have enough force to break a few bones such as ribs and do some minor internal damage such as bruise internal organs and throw the opponent/opponents back a bit but is in no way fatal. Only ten bullets of chakra can be made from this jutsu and they reach out to Mid Range at max.
Notes:
-No other basic ninjutsu the turn this is used

You must be registered for see images

♠ Declined ♠
I have no issue with this move, just need to clarify a few aspects. Firstly, how large are each of these chakra bullets? Also, how many clusters can you release with "one burst"? Also, you can not control them once you release them, correct?
Lastly, add an usage limit.
(Ninpou: Dangan Renda) - Ninjutsu: Bullet Barrage
Type: Attack
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user begins by gathering a decent amount of chakra into their palm clutching their hand tightly into a firm fist. Then while performing a punching motion the user releases the vast amount of chakra compressing it through shape manipulation into multiple small dense clusters of chakra that shoot outwards towards the opponent or opponents. These small dense clusters are released all at once and create a widespread burst of chakra bullets that can attack multiple opponents head on. Due to the compression and manipulation of the chakra bullets as they are released the chakra is on par with jutsu that go through form manipulation. These chakra bullets have enough force to break multiple bones such as ribs and do some internal damage such as bruise internal organs and throw the opponent/opponents back a bit but is in no way fatal. Only ten bullets of chakra can be made from this jutsu and they reach out to Mid Range at max. Each bullet is about 5 inches in diameter.
Notes:
-One set of ten bullets can be released from one hand, or two sets of five from both hands
-No other basic ninjutsu the turn this is used
-Can be used thrice
__________________
~Approved~


(Senninka: Funsha no Bakuhatsu) - Sage Transformation: Jet Booster Blast
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Jūgo uses his Sage Transformation abilities on one of his arms to produce a single jet booster like appendage that extends out from his forearm. This booster is relatively small compared to the ones used for moving him or boosting his speed. From this booster he releases a compressed mass of Natural Energy infused chakra in the form of a sphere that is shot out towards the opponent with enough force to cause bodily harm. The sphere has a four inch radius and has enough force upon impact to fracture bones and cause internal damage such as bleeding and bruising of organs upon impact the sphere explodes. The explosion is enough to cause severe burns. The sphere itself moves about as fast as a thrown kunai and only takes a moment to charge. This still allows use of the hand as it's extended from the forearm and not the hand itself.
Notes:
-Can only be used by Jūgo
-Can only be used twice
-No other Sage Transformation jutsu can be used the turn this is used
____________________
~Approved~


(Gosunkugi) Living Spikes
Type: Supplementary
Rank: C Rank
Range: Short
Chakra: 15 (+10 for an additional turn)
Damage: N/A (+10 to a Taijutsu movement)
Description: While using his Sage Transformation ability, Jūgo can alter his body part covering a limb or appendage in dozens of three inch spike like bumps. The spikes themselves are very hard, and stiff enough to pierce regular unaltered human flesh. These spikes can therefor pierce flesh and cause additional lacerations and rather deep wounds nothing life threatening but enough to cause a decent amount of excess pain along with a taijutsu movement. These spikes can not exceed three inches and there can be no more then thirty small spike like growths.
-Can only be used by Jūgo
-Can be used thrice
-The spikes can last two turns but deplete chakra to be sustained.
___________________
~Approved~


(Appearence: )

_______________________
Been a while since i've checked a 3 approval post, in my whole mod career ^^
 
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Alphaqindyas

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Re: ±±Custom Jutsu Submission±±

(Ashisogi Jizō Akuma no Yūgō) - Ashisogi Jizō Demonic Fusion
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: This Technique allows the user to fuse with his sword Ashisogi Jizo completely. This causes him to become much more demon-like in appearance, growing four arms, having Konjiki Ashisogi Jizo like-eyes that allow him to look at two different places at the same time and wings that allow the user to fly with considerable ease and speed, although Byakugan and 3T Sharingan can track the user. The user also receives some of Ashisogi Jizo's abilities while in this form, such as being able to extend retractable blades from his body for offense and defense; as well as shoot them at the targets. The users speed as well as physical reflexes greatly increase as well. The Transformation gives the user additional power of +15 to physical techniques. Whilst in this mode the user is also capable of performing two techniques at the same by using the four arms.
Note: Transformation occurs for a Maximum of 5 turns and once per battle.
Note: Can only be used by Mayuri Kurotsuchi

(Ashisogi Tatasumaki) - Leg-Cutting Tornado
Rank: S
Type: Offensive/Deffensive
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user releases Retractable Blad

X-Both Declined-X Link the weapon next time
 
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Sonnelion

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Re: ±±Custom Jutsu Submission±±

Water/Lightning Release: Devil's Summon (Raiton/Suiton: Akuma Wo Shoukan Shi Masu )
Type: Attack
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30
Description: The user will perform the dragon and daog handseal then hold one hand in the other using the wrist of said hand focusing chakra of both natures in that hand creating a barrier of water with sharp claws as well as a lightning aura around it electrifying the water then the user will charge towards the opponent and hit them in the stomach or chest digging their claws into the opponent electrifying them then the user will extend their arm causing the claws to extend as well as the water portion making the opponent be shocked as they are taken into mid-range and slammed intoo the ground.
Notes/Restrictions
-Can only be taught by Sonnelion
-Can only be used 4 times per battle and require at least 1 turn breaks between use
-Preparing the technique takes 2 seconds after performing the handseals
What it looks like,including the three numbers.
You must be registered for see images

X-Declined-X Its C rank..
 
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Troyard

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Re: ±±Custom Jutsu Submission±±

Genjutsu: Genkaku)– Illusion Arts : Rigormortis
Type: Supplementary
Rank: A
Range: Mid
Chakra: 20
Damage: 40
Description: For this technique, the user will perform the ram hand seal and send it into the opponents brain. This will target a select few areas. The ability to see, and feel. This genjutsu will first blind the opponent making them see all black, then 2 seconds later their vision will come back to normal, though, their muscles will feel very stiff, as if they have just died and rigor mortis has begun. The opponent will feel as if they are having an "awake" death, meaning that they can see everything but can't move as if in shock .Rigor mortis is the stiffness in your muscles after death. Though, in this state, it will take a lot of strain to move the arms or legs, almost like a paralysis. If the gen is not broken within two turns, the opponent goes back to normal.

-Can only be taught by Light.
-No S rank gen turn used
- Can only be used 2x


( Fuuton: Asatsuyu) – Wind Release: Morning Dew
Type: Offensive
Rank: A
Range: Mid
Chakra:20
Damage: 40
Description: For this technique, the opponent will focus their wind chakra into the air around the opponent. With the ram hand seal, the user will create small orbs of wind about 2 inches wide. Exactly 20 orbs will be scattered around the opponent. These small orbs will then begin to budge, creating almost a pin of air to protrude from the the main structure. Due to the amount of small orbs, they can attack multiple opponents, depending on if they're in the “circle” where the orbs are stationed. Once the pins are formed, the user will say “Morning Dew”, causing the pin – orbs to close in on the opponent the speed of “Fuuton: Wind Bullets”.

-No S-rank wind the turn this is used
- Can only be used 2x
-Can only be taught by Light.

( Hyouton: Koutsuushadan ) - Ice Release: Blockade!
Type: Defensive
Rank: A
Range: Mid
Chakra: 20
Damage: 40
Description: For this technique the user will send their water chakra into their palms and slam it on the floor, activating the cooling process. Once the water begins to gush upward, it will begin to get cooled by the wind chakra turning it into ice. This ice wall will create two semi – circles around the opponent and his ally's. This wall is more than one, it's two. Once this is used, they reaches 10 metes high, and 10 meters wide. The first wall [ the exterior one ] is equaled to an A rank technique, while the interior wall [ The one infront of user ] is equaled to a B rank technique. The walls of ice are 5 meters a part from each other, so the first wall is 5 meters from the second and the second is 5 meters from the user. The walls raise as fast as triple Rashenmon. Once the technique has been up/ still standing over 3 turns the ice then melts and water gushes down from above creating a water source.

-Can only be used 1x
-Can only be taught by Light.
_____________________
~All Declined~ Incorrect chakra and damage info.


X-Pending-X Leaving for someone else
 
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neilson

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Re: ±±Custom Jutsu Submission±±

katon: Insutanto -Hatsu no jutsu fire style: instant explosion technique
Type:Offensive
Rank:A
Chakra30
Damage60
Range:short range
Despcriptionthe user of this technique will slam their hands on the ground in a way that slamming their hand on the ground will give them a boost as they leap into the air, the period the user slams his hand into the ground is when the user releases/injects a lot of his fire chakra into the ground and as. he leaps into the air a massive explosion which will create a crater occurs on the ground around the area the user leaped from to go in to the air.(the explosion is 10meters in diameter around the user, being that the user is in the center in the explosion, and the radius of the explosion from the user is 5meter)

Note:
-Can only be used 3 times per battle.
-A 2 turn cool before next use.
- must be an s class nin to be able to use.
-must know fire up to A ranks.
____________________
~Declined~ This technique would kill you the second the explosion occurs, since you are in the center of it.


Suiton: Naibu no sonshō o ataeru no jutsuwater style: inflict internal injury technique
Type:offensive
Rank:A
Chakra30
Damage60
Range:short-range
Despcriptionthe user will have to be very close to his victim, like taijutsu range and when he has an opening the user will touch his victim with his palm flat on his victim and then inject his water chakra into his victim allowing the user to have some what control of the 75percent of water in his victim(due to the users chakra is infused with his victims body water). By forming the tiger-horse-snake hand seal the user can cause any injury to his victim, even instanly killing his victim(full control of his victim is to only cause Injuries and nothing more).
Note:
-lasts for only 3 turns
-can only have full control(3 turns) of a ninja two ranks and above below him, full contorol which then to temporary(full control for the first 2 turns and temporary for the 3rd turn) for the same rank or a rank below him, can only have temporary control(2 turns) of a ninja higher than him.
-can instantly kill a ninja 2 rank below him, can only cause injuries to a ninja higher than him and of the same level.
-can only be used once in a battle.
-must have mastered water to be able to use.
-must have water as a speciality in his/her bio to be able to use.
-can only be taught by neilson.
_____________________
~Declined~ OP, do not resubmit


suiton:Hebi no kakuchō no jutsu-water style snake extensions technique
Type:supplementary
Rank:A
Chakra30
DamageN/A
Range:short
Despcription: the user will build their water chakra and channel to their backs and then release it, then using Shape manipulation the user will make 5 water snakes emerge that are attached to his back 2 on each sides, which will bring their heads to face the same place with the user., and 1 as a tail. the snake will be able to spit out streams of water(similar to water horn but at A rank). While using this tech the user can only perform water jutsu's and water jutsu's of A rank and below. The snake is able to watch the back for its user, in order words what ever the snake sees the user sees even what's behind(happens for the tail only)
Note:
-Can only perform water jutsu while this jutsu is active
-must have completed water/mastered it(if the user hasn't completed water, he would first have to enter into a pool of water so that it would make the extensions for him, while he who has completed their water training can do it without entering a pool of water.)
-this jutsu lasts for 3 turns
-each time A snake spits out a stream of water it is counted as one of the jutsu use
-can only be used once in battle
-can only be taught by neilson
____________________
~Declined~ how exactly would you see what the snakes see? do not resubmit.


General Note: Please order your technique's template properly, i could've just declined them because you put the range at the bottom when it's supposed to be in the top of the template, not to mention you don't put this ":" after each section of the template.
 
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Alternative

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Re: ±±Custom Jutsu Submission±±

[Suiton: Makihige Shōgekiha] - Water Release: Tendril Shockwave
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 (+20)
Description: After performing the Crossed Tiger hand seal, the user channels their water chakra underground. On command, the chakra creates water tendrils to spike up from underground like highly pressurized geysers. The tendrils are roughly ten in number, and are shot out at an insanely fast pace with half second intervals between each tendril. The tendrils space out one meter and can be guided to the target should they decide to move. Given the nature of the technique, it's incredibly hard for normal shinobi to predict the tendrils forming underneath them, but the technique must start from close range and spread outwards. The technique can be performed on a water source, and gains a boost in damage if done so and is easily recognisable by regular shinobi. The technique can only be performed three times in a single engage, and a shinobi with a water specialty can perform this with the Seal of Confrontation.
___________________
~Declined~ OP, do not resubmit.
 
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-Albel-

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Re: ±±Custom Jutsu Submission±±

(Meiton: Infernal Sora Ame) Dark Release: Infernal Sky Rain
Type: Offensive
Rank: B
Range: Mid-Long
Chakra: 30
Damage: 60
Description: After having used Dark Release: Inhaling Maw to absorb the physical and spiritual energy from the opponents jutsu. The user will then release up to 12 dark spheres that are purple color and are each the size of a kickball. The spheres are formed around the users body and with an upwards wave motion with either of his hand, will hurl them into the sky. From there they will rain down towards the target hitting them. A single dark sphere has enough power in it to break a bone.
Note: Can only be taught by Albel Nox.
Note: Must be a Dark user.
Note: Must use Dark Release: Inhaling Maw before use.
Note: Once used the user must wait two turns before using again.

What it looks like.
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____________________
-Declined- Where's the usage limit? putting ridiculous "restrictions" like "Must be a Dark user" doesn't fly with me, so strike that out.

Resubmitting:

(Meiton: Infernal Sora Ame) Dark Release: Infernal Sky Rain
Type: Offensive
Rank: B
Range: Mid-Long
Chakra: 30
Damage: 60
Description: After having used Dark Release: Inhaling Maw to absorb the physical and spiritual energy from the opponents jutsu. The user will then release up to 12 dark spheres that are purple color and are each the size of a kickball. The spheres are formed around the users body and with an upwards wave motion with either of his hand, will hurl them into the sky. From there they will rain down towards the target hitting them. A single dark sphere has enough power in it to break a bone.
Note: Can only be taught by Albel Nox.
Note: Can be used three times per battle
Note: Must use Dark Release: Inhaling Maw before use.
Note: Once used the user must wait two turns before using again.
____________________
~Approved~


What it looks like.
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(Metion: Ketatamashii Yaris) Dark Release: Piercing Spears
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Through the usage of (Meiton: Jajjimento) - Dark Release: Judgment, the user will send the light blue flames into the ground towards the opponent. As the flames reach underneath the desired target, the user will use shape manipulation and turn the flames into light blue flaming spears that erupt from the ground and pierce the opponent.

~Can only be taught by AlbelTheWicked
~Must have a Dark bio
~Can only be used Thrice

______________
±± Declined ±±
so you need to use 2 techs for this? or is it that this simply uses the principle behind Judgment? Its poorly explained.
Resubmitting

(Meiton: Ketatamashii Yaris) Dark Release: Piercing Spears
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After having absorbed the physical and spiritual energy of an opponents jutsu through the use of Dark Release: Inhaling Maw, the user will then with his palm still open from using Inhaling Maw, will aim it towards his opponent and begin releasing dark spears at his target. Only 6 spears can be released when used, and each spear is .5 meters around and 1.5 meters long.

Note: Can only be taught by Albel Nox.
Note: Must use Dark Release: Inhaling Maw before use.
Note: Can be used twice.
Note: Must wait one turns before using again.

____________________
~Approved~
 
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Ryūjin

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Re: ±±Custom Jutsu Submission±±

(Dōjutsu: Jigoku Kōdoijō) – Eye Technique: Hell And Earth Change
Type: Supplementary/Defense
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A [-20 to the user]
Description: This technique is utilized by Mangekyō Sharingan users as a way of countering visual based illusions that are cast onto them, following the same concept as the "Eye Technique: Heaven And Earth Change" which is used to counter and reverse illusions cast on the user using the 3 Tomoe Sharingan eye, this technique instead uses the power of the Mangekyō Sharingan to break through and reverse the cast illusion upon the opponent that has cast it, however this technique only works on illusions that has a visual aspect to them, basically fooling the Mangekyō Sharingan user's eyes to see illusions, as the genjutsu is cast upon the user and after recognizing it by giving a valid reason as to why the user knows that he is under an illusion, the Mangekyō Sharingan's pupil spin furiously in a clockwise direction, breaking through the illusion and even reversing it's effects onto the opponent, having the opponent experience the same effects of his illusion upon himself.
Note: Can only be used 3x times per battle.
Note: Can be used to break through up to S-rank and below visual genjutsu techniques.
Note: Must have the Mangekyō Sharingan active.

(Dōjutsu: Kensei Inai) – Eye Technique: The Power Within
Type: Supplementary'
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A (+1 rank to genjutsu techniques)
Description: This technique is an alternative usage of the Mangekyō Sharingan's power, using the strong link that the Mangekyō Sharingan adds to genjutsu, any genjutsu that's utilized while the Mangekyō Sharingan is active gains additional power, basically the genjutsu technique becomes enhanced to the point where it's granted an extra rank in power, which makes it harder for the person that the illusion is cast upon to break through the illusion due to it being increased in rank, while this technique is active the user's genjutsu techniques are performed with no handseals required as along as he has a clear line of sight to his opponent, which is a basic feat of the Mangekyō Sharingan itself, this technique cannot be used to strengthen illusion techniques that are already cast before it's activation, but rather boost illusion techniques that are performed after it's activated, and works onto every illusion techniques except for S-rank, S-rank follows a different concept when it's being boosted by this technique, basically what happens is when an S-rank genjutsu technique is utilized while this technique and the Mangekyō Sharingan are both active, the S-rank illusion technique inflicts physical exhaustion to the opponent's body, decreasing the opponent's speed and reaction times by half the original amount just before this technique was activated, this is even applicable even if the S-rank genjutsu technique doesn't cause physical exhaustion to the opponent, this technique causes the opponent's brain to be strained when combined with S-rank genjutsu techniques.
Note: Can only be used once
Note: Lasts until MS deactivates.
Note: After deactivation, no genjutsu techniques can be utilized for 3 turns.
Note: Doesn't boost Mangekyō Sharingan genjutsu techniques, only normal Sharingan genjutsu techniques and normal genjutsu.
Note: Must have MS active.

(Dōjutsu: Kurōna) – Eye Technique: Black Hole
Type: Supplementary
Rank: Forbidden
Range: Short – Long
Chakra Cost: 50
Damage Points: N/A (-40 to the user)
Description: This technique is a variant of Kakashi's Kamui usage, specifically the ranged Kamui version, it works by Hatake Kakashi utilizing his left Mangekyō Sharingan, generating a vortex on a place that he concentrates upon which happens on his focal point, however using his vortex manipulation skills in which he can control the size of the vortex upon being created, Kakashi creates a large pitch black vortex on the intended place which acts as a link to the alternate pocket dimension of his Mangekyō Sharingan and the real world. Unlike the original ranged Kamui, this vortex has more of a black hole like effect than an attacking effect, basically due to it's size, the dimensional vortex absorbs anything that's short ranged around it and transports it into the other dimension, even if it was Kakashi himself. Originally the vortex is made 5 meters in width and height, and when it pulls another object/person towards it, if the object/person that's pulled into the vortex is bigger in size than the vortex's size, the object will be sucked into the vortex in a clockwise rotating manner, while his size is being compressed "like how a ranged Kamui works if used to absorb a projectile technique", the power behind this technique is not actually the transportation, but rather the "pull" power that it holds, as it is opened by Kakashi's Mangekyō Sharingan, it forcibly pulls everything around it within a short ranged radius, even the very ground itself, and once an object is pulled within it's radius and is a victim of it's pulling power, that person cannot perform any handseals or even move his arms, due to the sheer pressure that's released from the pull of the vortex. This technique poses a great threat on Kakashi, even more than one usage of his Kamui, because Kakashi has to be focusing and kneading chakra into the vortex in order to keep it active and pulling things around it, Kakashi's Mangekyō gets damaged to the point where the pupil bleeds, a similar effect occurs onto Kakashi's left Mangekyō albeit similar to that of Amaterasu's usage, when the vortex disappears, a crater will be left on the place where it was casted. Once Kakashi uses his technique, he becomes greatly exhausted, other than the fact that his Mangekyō bleeds, Kakashi's speed is cut by half it's original amount.
Note: Can only be used once.
Note: Must have MS active, and reduces its duration by 2 turns.
Note: Hatake Kakashi becomes unable to mold elemental chakra above S-rank for the next 2 turns.
Note: Can only be used by Hatake Kakashi.




________________________________________________
 All Declined 
Doujutsu Genjutsu is banned from submission and has been so for a long time. And Custom MS techniques can only be submitted by those with custom MS bios in the Custom MS Thread.
 
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Akisha

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Re: ±±Custom Jutsu Submission±±

(Joutatsu Ho/Mizu/Kaze/Tsuchi/Rai Houin ) – Advanced Fire/Water/Wind/Earth/Lightning Sealing Method
Rank: A
Type: Supplementary/Defense
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This is an advanced technique of the original Fire/ Water/ Wind/ Earth/ Lightning Sealing Method. The user as in the original one, takes out a scroll, and writes the name of the element they wish to seal in it. They then make six handseals, creating a black hole in the scroll that begins sucking in the desired technique in a very fast manner, sealing it completely almost instantly, allowing the user to use this technique in a better defense manner than the original one.
~This technique can only seal one technique up to S-rank per usage. It can only be taught by Akisha and may only be used twice per battle and the user needs to wait 1 turn before reusing.

(Ho/Mizu/Kaze/Tsuchi/Rai Shi-Ru ) - Fire/Water/Wind/Earth/Lightning Unsealing Method

Rank: B
Type: Supplementary/Offense/Defense
Range: Short
Chakra Cost: 20
Damage Points: The same as the techniques that has been sealed
Description: This is the opposite technique of the Fire/ Water/ Wind/ Earth/ Lightning Sealing Method. The user will take out the scroll where they have sealed a technique using the sealing technique mentioned above (or the advanced version) and by concentrating chakra in it after having performed one hand seal, the user will release the technique they have sealed, back at the opponent with the same devastating force.
~This technique can only unseal one technique up to S-rank per usage. It can only be taught by Akisha and may only be used twice per battle and the user needs to wait 1 turn before reusing.
________________________
~Leaving for Scorps~



________________________________________________
 Both Declined 
DNR. Collides with existing customs.
 
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Shin Kaito

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Re: ±±Custom Jutsu Submission±±

CS approved here
______________---
(Kuchiyose Scar) - Summoning Scar
Type: Supplementary
Rank: S
Range: Short to long
Chakra Cost: 40
Damage Point: N/A
Description: The user, after biting his thumb or using blood from any other injured place of the body, performs 3 hand seal Ram>Boar>bird and hits his palm on any solid thing or even in the air just below the user. This will summon Scar. Scar is a huge bird, almostthe same size as sasuke’s hawk. Scar can perform any water based jutsu known to the contract holder upto S rank.

Note:
-Scar stays in the battle field for 3 turns.
-Scar can be only summoned by someone who has signed the shearwater contract.
-Scar can be summoned only once per battle .
-Scar can perform only one jutsu per turn and it is counted as 1 of the 3 jutsu per turn.
- the user can perform hand seals for scar only when riding on him, which allows Scar to perform the jutsu that requires hand seals.
-can fly with maximum of 2 people on his back.
-can speak English.
-can communicate with the contract holder through telepathy.
____________________
~Declined~ remove the telepathic ability, and it should be good to go, it's restricted too much though
 
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Gaara

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Re: ±±Custom Jutsu Submission±±

Tessaiga鉄砕牙
Type: Weapon
Rank: S Rank
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: At first glance when not in use, the Tessaiga appears to be nothing more than a battered katana with a heavily chipped and rusted blade with the hilt's fabric tearing away. When wielded by SandCoffin the blade transforms. When transformed, the blade turns into an over-sized dog's fang.

Abilities:
  • Fūton | Wind Style: Wind Scar - The user swings Tessaiga in a downward slash, sending an A-rank gust of wind capable of blowing away and slicing anything in its path up to mid-range.
  • Fūton | Wind Style: Backlash Wave - The user swings Tessaiga in a diagonal ark, causing the blade to release a 12foot wave in front of them strong enough to block jutsus or throw away anything within short-range.
Restrictions:
  • No other fūton jutsu can be used in the same turn as ether Wind Scar or Backlash Wave.
  • Wind Scar and Backlash Wave cannot be used in the same turn.
  • No S ranked fūton jutsu can be used in the turn following the use of Wind Scar or Backlash Wave.
  • Backlash Wave can only defend against jutsus up to A-rank.
  • If Backlash wave is used to blow back the opponent it is only B-rank wave.
  • Wind Scar can only be used 2 times per battle.
  • Backlash Wave can only be used 3 times per battle.
  • The blades abilities count towards the move count.
  • While the blade is unsheathed an held in hand, no fūton jutsu may be used.
  • Only SandCoffin an those allowed by him may wield the blade.
_____________________
~Approved~


Picture:
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Korra.

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Re: ±±Custom Jutsu Submission±±

Resubmitting

(Genjutsu : Shi No Hanten Sekai) Illusionary Arts: Death's Inverted World
Rank : A
Type : Offensive/Supplementary
Range : Short- Mid
Chakra Cost : 30
Damage Points : N/A
Description : The user will do the Dragon then Snake hand signs and trap the opponent in a genjutsu where the opponent will see them self in a world that is darken and everything is destroyed completely. The opponent will then see Death and his demons appear in front of them and reaching out to grab them. When they grab the opponent this will cause stress to their mind and cause them to be immobilized to the point where they barely can move their arms. In reality the opponent is standing still and then collapse ,due to mind stress from the genjutsu, while the user there watching or getting ready to attack.
Note: Must be taught by Korra
Note: Usable 4 times a match.
________________
-Declined- Why would being touched by "Death" cause the opponent to collapse? it's not a sufficient enough trauma to do so, why would the opponent be immobilized in the first place? and btw if there's a mental damage involved in the genjutsu you should write damage points.


Dropping this CW



(Gurīnrantan No Ringu) Ring of the Green Lantern
Rank: S
Type: Atk/Def/Suppl
Range: Short
Chakra Cost N/A (40 for creating Tools/Weapons, -15 for keeping sensing activated)
Damage Cost: N/A
Description: This Green Ring is worn by the user and glows bright green when activated. By channeling their chakra into the ring it glows bright green and can be used to create weapons like hammers, swords, kunai, and shields made up of pure chakra that stay connected to the ring by a chakra chain. When creating a shield the shield can block up to B rank elemental jutsus (withing reasonable size) and ninja tools. If the shield goes against a A rank jutsu the shield will block it but be destroyed and will automatically loose to S rank jutsus. The ring can also glow green when it senses foreign chakra allowing the user to know if they are trapped in genjutsu or help locate the enemy. The downside to this that if the user acitavtes things like SM or CM the ring will glow since it is still foreign chakra confusing the user.
Note: Have to be taught how to use the ring by Korra
Note: When creating weapons and shields it counts as a move.
Note: If the ring comes off the user it deactivates and the user must wait 3 turns so it can charge.
How the ring looks like.
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Example of using shields and weapons
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_____________________
-Declined- No foreign chakra sensing weapons, it's not allowed anymore.


Link to my Korra bio since she has Rain mastered

(Ameton : Ame Supaiku) Rain Release: Rain Spikes
Rank : A
Type : Offensive
Range : Short- Mid
Chakra Cost : 30
Damage Points : 60
Description : The user will channel their chakra into the rain and start using their chakra to take over the rain. The user will then manipulate the rain and change them into the shape of spikes and have the rain impale the opponent. The user can also use this jutsu to have rain drops that are already on the opponent change into spikes to impale them faster.
Note: Have to know Rain Release
Note: Has to be raining
Note: Can only be taught by Korra
Note: Usable 4 times a battle.
________________
-Declined- Similar techniques exist.
Resubmitting

(Gurīnrantan No Ringu) Ring of the Green Lantern
Rank: S
Type: Atk/Def/Suppl
Range: Short
Chakra Cost N/A (40 for creating Tools/Weapons)
Damage Cost: N/A
Description: This Green Ring is worn by the user and glows bright green when activated. By channeling their chakra into the ring it glows bright green and can be used to create weapons like hammers, swords, kunai, and shields made up of pure chakra that stay connected to the ring by a chakra chain. When creating a shield the shield can block up to B rank elemental jutsus (withing reasonable size) and ninja tools. If the shield goes against a A rank jutsu the shield will block it but be destroyed and will automatically loose to S rank jutsus.
Note: Have to be taught how to use the ring by Korra
Note: When creating weapons and shields it counts as a move.
Note: If the ring comes off the user it deactivates and the user must wait 3 turns so it can charge.
How the ring looks like.
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Example of using shields and weapons
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You must be registered for see images

You must be registered for see images
_________________
~Approved~


Took out everything dealing with sensing
 
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Baldy

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Re: ±±Custom Jutsu Submission±±

Resubmitting;

(Kuchiyose No Jutsu:Batoidea: Ophelia)- Summoning: Batoidea: Ophelia
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Ophelia is the weapons expert of the Stingrays and thus focuses heavily on close range prowess. She has the looks of an small sized Eagle Stingray being only a meter long (not including tail length) with a wingspan of a meter 1/2 and is sandy yellow in colour with white spots. Despite not having a humanoid body to perform punches and kicks, she makes up for it through a unique moveset. Ophelia’s first ability is what allows her to overcome her lack of limbs to wield weapons. Ophelia is capable of freely growing Stingray stingers from all over her body, and is also capable of applying shape manipulation to the stingers so as to create various weapons of all different shapes and sizes. These stingers have the strength slightly greater than that of a Kunai. She is also capable of growing much more powerful wind elemental chakra enhanced stingers which is equivalent in strength to an S ranked jutsu, also, the user by performing the "Dragon" handseal can release either their Doton/Katon/Raiton or Suiton chakra into Ophelia as she grows her stingers, acting as a collaboration technique so as to allow Ophelia to grow Doton/Katon/Raiton or Suiton enhanced stingers equivalent to A rank, although they need to be within short range of Ophelia to do so. The stingers can also be retracted or shot if need be. The venom on Ophelia’s grown stingers aren’t the most potent, but are still quite deadly. Five senbon sized stingers being able to easily incapacitate a limb while causing the opponent minor heart rate and breathing problems such as lack of breath, and minute cramping like pains within the chest region.

Note:
- Ophelia can only be summoned once per battle and stays on the field for four turns.
- Growing elemental enhanced Stingers or enhancing already grown stingers counts as a move and has a maximum of five uses.
- Ophelia is capable of both swimming and flying through the air.
- Ophelia's Electroreception spans out to Mid range through water or air.



______________
±± Both Declined ±±
Its too much stacked into summons, specially the last one...keep it more reasonable please.

Kuchiyose No Jutsu:Batoidea: Morph)- Summoning: Batoidea: Morph

Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: n/a
Description: Morph is a unique Eagle-Stingray who is capable of manipulating his body to achieve various effects. Morph is a bit larger than Sasuke's hawk and is capable of swimming through both air and water. Despite not being able to use jutsu, Morph makes up for it through a unique set of abilities. Morphs first ability is that he is able to create a clone through a division like process, normally when dividing Morph and his newly created clone are both half the size of the original, however it can be that one is much larger than the other. Morph is capable of dividing into dozens of mini-morphs, his division only being limited by the fact that he can never become smaller than a standard house-mouse. Of course the mini-morphs are capable of coming together to once again form "normal morph". Separating counts as a jutsu, however merging back into one does not. Morph also has the ability to freely grow as many Stingers as he wants, of whichever size, anywhere on his body. Thus Morph is capable of becoming like a porcupine with spines made of stingers. He (whether single or divided) can also grow or enhance already grown stingers with chakra or even elemental chakra, enhancement counts as a single A rank jutsu. Lastly while coated in stingers, Morph (or Morphs in unison) are/is capable of performing a continuous Gatsuuga like attack that allows them/him to plow through enemies, or even grant them/him underground movement by drilling through the ground. This unique move pool allows Morph to be a valuable asset in battle. The poison on Morphs stingers are also truly formidable. Three senbon sized stingers are potent enough to quickly release their protein toxins into a opponents body so as to induce severe cell damage and cramping that would be capable of leaving a limb incapacitated within a turn. While also negatively affecting the opponents breathing and heart rate to a degree that may leave them slightly sluggish.
Note:
- Morph can stay on the field for 4 turns.
- Morph can only be summoned Once per Battle.
- Morph can only separate a maximum of 4 times.
- Morph can freely shoot his stingers.
- The 'Mini-Morphs' are mentally linked to eachother.
- Morphs's Gatsuga like attack can only be used 3x and counts as a S rank jutsu (or an S rank jutsu on a whole if multiple Morphs use it simultaneously.)



X-Declined-X Morph could split up, that is ability enough. Submit the other abilities as separate techniques.

______________
±± Leaving both for Xylon ±±


(Kuchiyose No Jutsu:Batoidea: Ophelia)- Summoning: Batoidea: Ophelia
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Ophelia is the weapons expert of the Stingrays and thus focuses heavily on close range prowess. She has the looks of a small sized Eagle Stingray being only a meter long (not including tail length) with a wingspan of a meter 1/2 and is sandy yellow in colour with white spots. Despite not having a humanoid body to perform punches and kicks, she makes up for it through a unique moveset. Ophelia’s first ability is what allows her to overcome her lack of limbs to wield weapons. Ophelia is capable of freely growing Stingray stingers from all over her body, and is also capable of applying shape manipulation to the stingers so as to create various weapons of all different shapes and sizes. These stingers have the strength slightly greater than that of a Kunai. She is also capable of growing much more powerful wind elemental chakra enhanced stingers which is equivalent in strength to an S ranked jutsu. The stingers can also be retracted or shot if need be. The venom on Ophelia’s grown stingers aren’t the most potent, but is still quite deadly. Five pen sized stingers being able to easily incapacitate a limb while causing the opponent minor heart rate and breathing problems such as lack of breath, and minute cramping like pains within the chest region. Thanks to her size, Ophelia remains to be rather fast, capable of keeping up with a Sage Ranked ninja with minor difficulty. Despite her small stature she also remains to be rather strong, while she doesn't quite rival the strength of summons such as Enma, she does exhibit a physical prowess that overshadows that of the average ninja.

Note:
- Ophelia can only be summoned once per battle and stays on the field for four turns.
- Growing elemental enhanced Stingers counts as a move and can only be done three times.
- Ophelia is capable of both swimming and flying through the air.
- Ophelia's Electroreception spans out to Long range through water or air.
____________________
~Approved~


Kuchiyose No Jutsu:Batoidea: Morph)- Summoning: Batoidea: Morph

Type: Summon
Rank: A
Range: Short
Chakra: 30
Damage: n/a
Description: Morph is a unique Eagle-Stingray who is capable of manipulating his body to achieve various effects. Morph is a bit larger than Sasuke's hawk and is capable of swimming through both air and water. Despite not being able to use jutsu, Morph makes up for it through a unique set of abilities. Morphs main ability is that he is able to create a clone through a division like process, normally when dividing Morph and his newly created clone are both half the size of the original, however it can be that one is much larger than the other. Morph is capable of dividing into dozens of mini-morphs, his division only being limited by the fact that he can never become smaller than an average mouse. Of course the mini-morphs are capable of coming together to once again form "normal morph". Separating counts as a jutsu, however merging back into one does not. Since all of the Morphs are effectively one being divided into multiple parts, they're all connected on a beyond telepathic level that bears resemblance to an experiential connection. When Morph is within a 1 meter radius of the summoner, he is capable of establishing a mental; telepathic connection with the user, making him perfect for reconnaissance.

Note:
- Morph can stay on the field for 4 turns.
- Morph can only be summoned Twice per Battle.
- Morph's cloning technique can only be used three times.
- If/When Morph uses a ray jutsu, if separated all of the Morphs can perform the technique in unison making it a collaboration jutsu of sorts, with the power divided between them all.
- Morph's electroreception is exceptionally powerful, being capable of spanning out for 2 Km through mediums of water or air.

_____________________
~Declined~ Remove the telepathic ability and everything related to it.


(Futon: Itsuwari Uzu)- Wind Release: The Deceitful Vortex
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user simply forms the mundane Dragon hand seal, putting his hands together, outstretched at chest level, his arms pointing at whichever direction he pinpoints this technique towards. Essentially, in the desired direction of the user, the user will manipulate the air currents in that location, controlling the air to spiral in whatever manner he/she desires, forming a vortex of wind, by manipulating the currents, whose size can range from the size of a limb, accentuating to the size of a slightly overlarge human. The vortex serves several functions.
It's most primary function, is to use it in conjunction with other elemental techniques. Due to this technique stemming from the manipulation of air currents, the user can, immediately after using an elemental technique, almost in quick succession use this, manipulating the air currents around the technique to spiral and spin, causing the technique sent to be given a spiraling motion, which further accentuates its strength and impact. This technique can be used in conjunction with any Fire, Water, Mud-based Earth Techniques, and even Wind techniques, though not Lightning, of whatever rank. The spiraling motion added to the technique would amplify its impact, increasing its damage by a rank(essentially, +20). In that manner, this technique works in a similar fashion to Wave of Inspiration, being capable of using it right after the previous technique, almost successively. When combined with this technique, the spiraling motion of any technique would cause it to move faster.
Its secondary function is used to, like the previous, manipulating air currents over a specific location within mid-range, creating a vortex. When used in this manner, this technique is used more so, defensively. The vortex of wind is created between the user and an offensive technique used by the opponent. This vortex of wind, making use of suction and compression, sucks in the opposing technique, whilst rapidly compressing it to fit in the confines of the vortex. The technique is thereby sucked into the vortex. However, the vortex is not a permanent container of the technique. The vortex of wind, has a 'head' and a 'tail'. By sucking in a technique, it goes through the head, into the main body of the vortex, before exiting through the tail, sent back, at the opponent, wherever the tail points, subject to the user's discretion. The technique absorbed leaves the vortex, undamaged and unscathed, yet, this time, reduced in size but spiraling in motion, travelling at even faster speed due to its reduced size and spiraling motion. It gains a +10 damage to all techniques absorbed, which, like its primary function, can only absorb any Fire, Water, Mud-based Earth techniques, and Wind.

Notes:
~ Can only be used 3x per battle
~ No S-rank and above Wind techniques for the rest of, and the next turn
___________________
~Declined~ Too much stacked here, that redirection ability has been made before so it's a rip off, the only thing i'm fine with is using it like the wave of inspiration, if you want it, then remove all other variants.
 
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