[ARCHIVE] Custom Jutsu Submission - II

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Yashiro

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Re: ±±Custom Jutsu Submission±±

(Shīhōsu Kuchiyose no Jutsu: Calypso) - Seahorse Summoning: Calypso

Rank: S
Range: Short - Mid
Type: Offensive/Supplementary/Summon
Chakra: 40
Damage: N/A
Description: Calypso is the famed younger brother of the boss summon Kingdra, And has a unique ability of his own, although not to the great extent of his brother but unique none the less, Calypso is one of the largest amongst the seahorses and is about 4 meters in height, Calypso is second in command of the seven seas when big brother is not around, Calypso is a large brown seahorse with a loose dangling tail, his snout is slightly smaller than that of his brother and only slightly differs in terms of power, Calypso is able to release large streams of water jets(Jet Stream technique) with devastating power from his snout that could reach to great distances, Calypso also has unusual large fins on his back besides the regular fins on the sides of his body, which allows him to form wind techniques with them, Calypso has a certain unique wind technique(Colliding wind technique) that he is able to release with his large fins, this technique is said to erupt the calm, flowing rivers into that of violent and crashing tidal waves, and like most seahorses including his brother, Calypso also has the ability to perform illusions through the use of the seahorses unique 'clicking sound', but however Calypso is rather one for combat and reality and always lacked in the usage of illusions, Calypso also has that of a small breeding pouch capable of carrying a single person within it, although not for very long.

Note: Must have signed the Seahorse contract and have its tattoo
Note: The water and wind combination attacks can only be used 3 times per battle and requires at least a 1 turn cool down to ba able to use it again.
Note: The Jet stream and colliding wind techniques which are unique to Calypso are of an A Ranked nature each, and being of an S Ranked nature when used in conjunction with each other.
Note: Calypso is able to use all water and wind techniques up to A Rank, and Genjutsu techniques up to B Rank.
Note: Calypso can stay on the field for 4 turns
Note: Can only be summoned once per battle

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 Declined  Summons can only have one elemental afinity

(Shīhōsu Sōran Genjutsu: Kurushime tamashī ) - Seahorse Mayhem Illusion: Tormented Souls

Rank: A
Range: Short - Long
Type: Supplementary/Offensive
Chakra: 30
Damage: 60
Description: Once a Seahorse is summoned onto the battlefield, the user has the Seahorse perform a loud and devastating click projected through its snout that would seemingly be able to be heard across vast distances, therefore could be heard across an entire battlefield, once the target hears the clicking sound, he is placed within an illusion where he is made to see and believe that said Seahorse gives birth to thousands of demonic like/looking seahorses of an average size, the seahorses all have different weird looking zombie and demonic like features, and are continuously performing loud clicking noises simultaneously and out of harmony, leaving a chaotic sound echoing throughout the battlefield, while the seahorses advances forward and proceed to stand stationary all around the target and continue to perform the clicking noises, this illusion might have the target feeling sort of in a bit of fear of the seahorses, and feeling overwhelmed by the noise, thus allowing the target not to think rationally and/or concentrate on making his/her next move, a sense of paralyzation might also be placed upon the target, though it all depends of the description of the users technique performance and the seahorses features.

Note: Must have signed the Seahorse contract and have a Seahorse summoned onto the battlefield.
Note: If target is paralyzed, Paralysis lasts for 1 turn.
Note: Can only be used once per battle.
Note: No Seahorse arts in the same turn as well as the next.








 Declined  You don't have sound training to use sound based illusions or sound triggered illusions. DNR

(Ryū no kisu)) - Kiss of the dragon

Rank: Forbidden
Range: Short
Type: Offensive
Chakra: 50
Damage: 90 (-15 to the user)
Description: The user gathers and focuses a large amount of chakra to his dominant hand or rather index and thumb fingers, as the chakra is being released the user condenses and compressors the chakra into a single and thin object of chakra which takes on the form of a small acupuncture needle, the user then has to puncture the back of the opponents neck with the needle and release the entirety of the compressed chakra into his neck that would eventually travel throughout the opponent's body, as the chakra flows through the opponents body he would become paralyzed from the neck down for a moment, the paralyzation effects last for 1 turn where the target would be completely paralyzed from the neck down and only able to move his head, the following turn the effects of the acupuncture would were off a bit, however the limbs of the target would still be somewhat lame, and the muscles would still be in a type of spasm, the main point of this attack is the acupuncture needle itself, even with all of these effects the needle could be not that dangerous and also very dangerous at the same time, the trick to this attack is once the needle has punctured the target himself would have to remove it from his/her neck after the paralysis has worn off, for should the needle remain in the body for longer than 3 turns, the target would begin to experience the effects of a brain aneurysm due to the needle and the large amount of chakra forcing and trapping all of the bodies blood in the head and would thus lead to the target bleeding through every opening in his head like, the ears, nose and even eyes, eventually leading to a painful death.

Note - Can only be used once per battle.
- Paralyzation lasts for 1 turn, with muscle spasms through all limbs in the next.
- Should the target fail to remove the acupuncture needle after 3 turns, he would die despite becoming able to move regularly.
- The user suffers a -15 damage due to the chakra strain
- Can only be taught by Yashiro.


 Declined  Such a thing would require such a high level of chakra control that its beyond your grasp. Its also useless and has tons of exploitable aspects and, not to mention, knowledge that you don't have.
 
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Trollo Lucilfer

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Re: ±±Custom Jutsu Submission±±

(Sanzoku Kakushigoto) - The Bandit's Secret
Type: Weapon
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description:
The Bandit's Secret is a special book that can only be used by Chrollo Lucilfer since it was created by him in the first place, the book is a special weapon that is used to execute certain Dark Release techniques and tricks. The user (Chrollo Lucilfer) can channel his Dark release chakra into the book and just by opening it he can choose weather to release a dark blue long chakra chain that can reach to long range and hit it's targets with it's sharp head and cause a B-Ranked Dark release damage, or he can choose to release a a dark blue thick dust in front of him and block both his, and his enemy's field of vision and take that chance to get away or use another technique.

- Can only be used by Chrollo Lucilfer biographies.
- The user is not required to absorb chakra in order to use said techniques.
- The user loses 30 points of their chakra each time they use the book.

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 Declined  The idea of a book is interesting but considering you're working with Dark Release, the abilities you listed have nothing to do with the KG. Why not simply make it able to absorb techniques in the place of your hand marks, perhaps in a stronger manner than the absorption techniques in existence, and then released. You could also take advantage of the fact its a book to actually add something like endless paper tags or sealing techniques or something linking it to nverse inside. Just a suggestion though
 
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Edward

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(Sōhei no Junban: Staves Heel Blitz) - ✖ Order of the Warrior Monks: Sutaffu no hīruburittsu ✖
Type: Offensive/Supplementary
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: With the use of their dual staves, a practitioner of this style will hold onto their staves and send chakra through it. With the use of their chakra, the user will be able to levitate the staves and have it sort of hover above the ground, approximately three meters from the ground. While manipulating their chakra surrounding the two staves, the user will jump onto the staves and sort of ride it, like a surfboard or a hoverboard. The users' chakra will be used to manipulate the staves and have it travel towards the opponent, at a fast speed. (Speed of Lee in 3rd gate.) The staves would be aimed towards the legs of the target, or anywhere else below the waist, meaning that the angle of the two staves would be slightly downwards, providing the user a useful stepping area to push their body off of. Upon reaching short-range, the user will jump from the staves and have the staves crash onto the lower body, which is merely the distraction of this fighting style. The real damage would come from the users foot. After the user jumps off, they will deliver a powerful strike with their heel, towards the targets head/forehead area, while adding chakra to the heel to slightly strengthen the attack. Because of the speed in which the staves would travel, and the time it would take to attain that speed, this technique wouldn't work in short-range.

Notes and Restrictions:
✖ Can only be used three times per battle, with a one turn cooldown before each use.
✖ Must be a practitioner of Sōhei no Junban (Order of the Warrior Monks)
✖ Can only be taught by Ace.
____________
-Declined- For the love of god, stop comparing speeds to EIG.


CFS Approved Here [ ]



(Katon: Hotarubi) - Fire Release: Firefly Light
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user will channel a large amount of dense fire chakra in their hands. The flames would cover their hands, but instead of being red, it would be a bright green, similar to the color of a firefly. This bright, neon-like color also acts as a flashlight, blinding the opponent and making it hard for the target to see. When the users hands are coated with fire chakra, he/she will perform a simple hand gesture, like a wave or something along those lines, to release the fire chakra and have it travel towards the opponent. Because of its unique green color, it would look more like dragonflies. The flames would be released and it would be small, firefly-sized orbs of flames, but compressed and dense and despite its size, holds a lot of power. Once all the several hundreds of balls of flames are within short-range from the target, they will all explode creating one massive explosion, which could be dangerous for the user if he/she is too close.
How it looks like when its in the hands;
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Notes and Restrictions:
✖ Can only be used twice with a two turn cooldown in between
✖ Cannot use any S-rank or higher fire techniques in the same turn, and in the next turn. No Forbidden Rank techniques of any kind for the same and next turn as well.
✖ Can only be taught by Ace.
___________
-Declined- DNR




(Sōhei no Junban: Roki no sagi) ✖ Order of the Warrior Monks: Loki's Deception ✖
Rank: C
Type: Defense | Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: The user begins by spinning one staff in front of themselves at high speeds, the rotating action acting as a type of barrier to keep incoming attacks from landing. The user will then toss their spinning staff into the air, thrusting their other staff forwards to jab the opponent in the gut. Finally, as the user thrusts the second staff, they will reach up with their free hand and grab near the end of their first, now-airborne staff, swinging it down as a second attack to hit the opponent in the head.
_____________
-Declined- describe what type of incoming attacks you keep from landing by using a staff as a rotational barrier in front of your body.


CFS Approved Here [ ]
Resubmitting

(Sōhei no Junban: Staves Heel Blitz) - ✖ Order of the Warrior Monks: Sutaffu no hīruburittsu ✖
Type: Offensive/Supplementary
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: With the use of their dual staves, a practitioner of this style will hold onto their staves and send chakra through it. With the use of their chakra, the user will be able to levitate the staves and have it sort of hover above the ground, approximately three meters from the ground. While manipulating their chakra surrounding the two staves, the user will jump onto the staves and sort of ride it, like a surfboard or a hoverboard. The users' chakra will be used to manipulate the staves and have it travel towards the opponent, at a fast speed. The staves would be aimed towards the legs of the target, or anywhere else below the waist, meaning that the angle of the two staves would be slightly downwards, providing the user a useful stepping area to push their body off of. Upon reaching short-range, the user will jump from the staves and have the staves crash onto the lower body, which is merely the distraction of this fighting style. The real damage would come from the users foot. After the user jumps off, they will deliver a powerful strike with their heel, towards the targets head/forehead area, while adding chakra to the heel to slightly strengthen the attack. Because of the speed in which the staves would travel, and the time it would take to attain that speed, this technique wouldn't work in short-range.

Notes and Restrictions:
✖ Can only be used three times per battle, with a one turn cooldown before each use.
✖ Must be a practitioner of Sōhei no Junban (Order of the Warrior Monks)
✖ Can only be taught by Ace.

I just took out the reference to the gates and just kept the Fast speed. Basically, no additions made, just deleted a small part.


 Declined  How the hell is this in any way related to Close Quarter Combat? Have you forgotten the purpose of a CFS????
Resubmitting:

(Sōhei no Junban: Roki no sagi) ✖ Order of the Warrior Monks: Loki's Deception ✖
Rank: C
Type: Defense | Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: The user begins by spinning one staff in front of themselves at high speeds, the rotating action acting as a type of barrier to keep incoming attacks from landing. The user will then toss their spinning staff into the air, thrusting their other staff forwards to jab the opponent in the gut. Finally, as the user thrusts the second staff, they will reach up with their free hand and grab near the end of their first, now-airborne staff, swinging it down as a second attack to hit the opponent in the head.
Notes and Restrictions:
- The "barrier" created by the spinning action of the staff is able to intercept projectiles like kunai's and shurikens, and other weapons, like swords and daggers, provided that they do not exceed the size of the barrier itself and must follow elemental S/W. (Therefore, if it is a sword enhanced by lightning, depending on the rank of the lightning, it cannot be intercepted.) The barrier can also defend against C-rank and below Tai and Ken and D-rank and below solid elements (Like Earth and Water)
Changes Bolded


 Approved 

New Submission

(Doton: Fujō Chikyū Hakai) - Earth Release - Levitating Earth Destruction
Type: Supplementary / Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will slam their hands on the ground and channel a great amount of earth chakra into it and towards the ground their opponent is standing on. Then, with the use of shape manipulation, the user will shape the ground their opponent is standing on and create a circle around the opponent, with a diameter of 5 meters/radius of 2.5 meters. That circle will rise up and along with it, a large block of earth from the ground the opponent stood upon. The user will have the block of earth rise up quickly, levitating the earth from 5 meters to 15 meters, and afterwards, with the use of a single handseal (Ram), the user can simply disassemble the earth to create smaller boulders and stones from that single block of earth. This will leave the target without footing and with the use of another handseal (Snake), the user can manipulate the smaller stones, rocks, and boulders to rise up above the falling target and have it rain down on them. Alternatively, the user can have the same size block of earth to rise up underneath them and lift them up in the air. With their chakra, the user will slowly turn the block of earth vertically and channel earth chakra into their feets. They will use the chakra and push out with their feet and disassemble the block of earth into smaller pieces. With the use of the Snake handseal (as the user is making their way to the ground), the user will be able to manipulate the smaller pieces of earth to rain down onto the target.
Notes and Restrictions:
- Can only be used Twice
- Short-range if you choose to raise the ground you're standing on or mid-range if you choose to raise the ground your target is standing on.
- Two turn cooldown before using again
- No A-rank or higher earth techniques in the same turn, no S-rank or higher earth techniques in the next turn
- Can only be taught by Ace.


 Declined  Similar to existing techniques. DNR
 
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sagemode jinchuuriki

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Re: ±±Custom Jutsu Submission±±

(Kuchiyose no Jutsu: Velax Kashikoi) Summoning technique: Velax the wise
Type: Summoning
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Velax the wise is the boss of all Julia Creek Dunnart. Velax's size is 30 feet tall and about 60 feet long. Velax was responsible for teaching his fellow dunnarts in their woodland and grassland home about how to use the wind to increase their over all destructive capabilities. Velax can use S rank or below jutsus in wind style. His apparent favorite wind style jutsu is to release his charka around himself while shaking creating a centralized tornado going horizontal towards his target. Velax happens to find this technique to be slightly boring stupid. After a few years of practice he figured out how to make a wind attack that looked like himself that charges at the target and hits the opponent causing the opponent to get thrown around inside out it until the wind compresses and explodes. The technique takes on the physical appearance of a Dunnart. However the technique itself is S rank and the moment it’s launched requires Velax to return home. The technique itself has two stages to it. The first stage of the technique is when the front part of the technique makes impact with the target. The massive wind pressure would hit the target as if the nose of the Dunnart slammed into him. The second stage is when the technique starts to get a more spherical shape to it. As this happens in a mid-range area most things would get cut to ribbons as the wind takes on the form of rather large blade before spiraling outward.
Note: You need to have signed the Julia Creek Dunnart contract to summon him
Note: He can only stay summoned for 4 turns
Note: Can't be used more than once in combat

Contract approval:

(Kuchiyose no Jutsu: Riagaria) Summoning technique: Riagaria
Type: Summoning
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Riagaria is the mate to Velax and unlike him discovered that she could not use wind but rather could use lightening. She is equal in size to her mate and often is rather hard to handle when summoned because of her shy behavior making it hard for her summoners to communicate with her properly. She figured out how to use lightening style charka to boost her agility up to Sannin Rank and accuracy as well as destructive abilities. She can use Lightening style jutsus up to S rank that doesn’t require hand seals. Her favorite technique is creating ball of lightening that's 5 feet across and send five lightening bolts down at her target. She also figured out how to create ball of lightening that spins at such a high speed causing it to pick up pieces of earth in the wind it creates. Once the attack is launched at the target the ball itself condenses because of the increased amount of pressure on it causing it to explode on contact. Like her mate her special attack is S rank and requires her to return home once she has fired the technique. When she first starts the technique its creation starts in her mouth rather than outside of her. Once the ball of lightning forms she forces the charka to spin into sharper edges of the sphere and forces its speed to increase as she decreases the size at a slow rate. Just before the technique can harm her in any way she opens her mouth and releases it. The technique gets most of its speed of the initial release from her mouth in sudden burst (similar to the affect of sugar or Mentos in a coke bottle full of coke) . As the attack travels forward the speed of the lightning and the sharpness of the attack cause earth to break apart (similar to a chidori getting slammed into a wall) however due to the rotation small gusts of wind pick up around it and hold the earth in place. Just before impact enough earth surrounds the ball of condensed lightning causing it to condense further (it increases slightly after she releases it). On impact the technique rapidly expands hitting anything mid-range of the attack and discharges a massive amount of lightning in a large explosion.
Note: You need to have signed the Julia Creek Dunnart contract to summon him
Note: She can only stay summoned for 4 turns
Note: Can't be used more than once in combat
Note: She can't be summoned after you summoned Basilian

Contract approval:

(Kuchiyose no Jutsu: Basilian) Summoning technique: Basilian
Type: Summoning
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Basilian is the brother to Velax but found his personal affinity fit earth more than wind or lightening. Since he couldn't do wind or lightening he decide to change his focus from attack power to defensive and counter attacks more. This gave way to his unique fighting of combo of hitting his opponent into the air with an earth pillar he than breaks a piece of the pillar off with a bat of his paw and takes the broken piece of the pillar into the air with his tail and the causing a few spike to shoot up and skewer the opponent. He can use earth style jutsu up to S rank that don't require hand seals. He also tends to far lazier than his brother and more out going than his brothers mate giving him the title of most annoying summoning because he complains when he gets summoned. He also tends to create a fissure that opens up between him and his target. The fissure is approximately 10 feet in width as the target falls into the pit several sharp jagged spikes come out on each side of the fissure. As the fissure closes the spikes skewer his target. He starts this S rank jutsu which like his brother forces him to leave the battle the moment he casts by lifting his front two paws up slightly. As he makes contact with the he release earth charka into the ground the effect results in a tiny crack going from his paws all the way to his target. As his technique gets close it expands until it reach ten feet in width from where his target is. The ground directly in front of him also expands to ten feet. However unlike most fissures this one doesn’t stay opened. Just before it close he focus the remainder of his charka into the fissure creating spikes on the walls of the fissure. As the fissure closes the spike impale the target before the target gets squashed by the fissure closing.
Note: You need to have signed the Julia Creek Dunnart contract to summon him
Note: He can only stay summoned for 3 turns
Note: Can't be used more than once in combat
Note: He can't be summoned if he brother has already been summoned
__________
-All Declined- Why is the range "N/A"? They should be short ranged, the range in summoning techniques refers to the area where you are capable of summoning your animal. The second summon, in it's special ability of that condensed lightning ball, it's similar to a cannon technique, being a ball and exploding, third summon can't use all S-rank earth techniques, because he has to have contact with the ground for some earth techniques to be made, specifically techniques that manipulate the ground itself, aso the pillar attack part is confusing. You have to mention that all of their techniques, special or not count as moves per turn.


Contract approval:
_________________________________________
Changes in bold

(Kuchiyose no Jutsu: Velax Kashikoi) Summoning technique: Velax the wise
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Velax the wise is the boss of all Julia Creek Dunnart. Velax's size is 30 feet tall and about 60 feet long. Velax was responsible for teaching his fellow dunnarts in their woodland and grassland home about how to use the wind to increase their over all destructive capabilities. Velax can use S rank or below jutsus in wind style. His apparent favorite wind style jutsu is to release his charka around himself while shaking creating a centralized tornado going horizontal towards his target. Velax happens to find this technique to be slightly boring stupid. After a few years of practice he figured out how to make a wind attack that looked like himself that charges at the target and hits the opponent causing the opponent to get thrown around inside out it until the wind compresses and explodes. The technique takes on the physical appearance of a Dunnart. However the technique itself is S rank and the moment it’s launched requires Velax to return home. The technique itself has two stages to it. The first stage of the technique is when the front part of the technique makes impact with the target. The massive wind pressure would hit the target as if the nose of the Dunnart slammed into him. The second stage is when the technique starts to get a more spherical shape to it. As this happens in a mid-range area most things would get cut to ribbons as the wind takes on the form of rather large blade before spiraling outward.
Note: You need to have signed the Julia Creek Dunnart contract to summon him
Note: He can only stay summoned for 4 turns
Note: Can't be used more than once in combat
Note: Any move he makes counts as one of the three moves including the special techniques

Contract approval:

‡ Declined ‡ Sorry but the english in this technique is so poor that it is confusing, please state the abilities more clearly with correct english as if i find this confusing after reading it for a few minutes, people are bound to be confused in an rp battle.

(Kuchiyose no Jutsu: Riagaria) Summoning technique: Riagaria
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Riagaria is the mate to Velax and unlike him discovered that she could not use wind but rather could use lightening. She is equal in size to her mate and often is rather hard to handle when summoned because of her shy behavior making it hard for her summoners to communicate with her properly. She figured out how to use lightening style charka to boost her agility up to Sannin Rank and accuracy as well as destructive abilities. She can use Lightening style jutsus up to S rank that doesn’t require hand seals. Her favorite technique is creating hollow sphere of lightening that's 5 feet across and send five lightening bolts down at her target. She also figured out how to create ball of lightening that spins at such a high speed causing it to pick up pieces of earth in the wind it creates. When the technique begins in her mouth it starts off as five individual lightning bolts. She than adds charka into her tongue to help her turn the lightning bolts into a sphere. Like her mate the attack is an S rank technique. The first part of the technique begins as the ball of lightning completely forms. Due to the way the bolts form it appears dense however the inside is completely hollow because the technique can be separated into five individual lightning bolt (after all that is how it is made). Once she opens he mouth the ball of lightning gets sent flying towards the opponent because she unrolls her tongue to send the technique flying. Once the technique explodes the sphere breaks down into its original form of five lightning bolt and creates of lightning going outwards from the center of where it explodes. The lightning bolt go up to about ten feet from the center before stopping. At around eight feet the S rank damage becomes A rank damage and at ten feet the lightning stops completely. Like her mate her special forces her to return home because of the amount of charka it requires.
Note: You need to have signed the Julia Creek Dunnart contract to summon him
Note: She can only stay summoned for 4 turns
Note: Can't be used more than once in combat
Note: She can't be summoned after you summoned Basilian
Note: Any move she makes counts as one of the three moves including the special techniques

‡ Declined ‡ lightning - earth combos, undefined reaction and damage increases.
Contract approval:

(Kuchiyose no Jutsu: Basilian) Summoning technique: Basilian
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Basilian is the brother to Velax but found his personal affinity fit earth more than wind or lightening. Since he couldn't do wind or lightening he decide to change his focus from attack power to defensive and counter attacks more. This gave way to his unique fighting of combo of hitting his opponent into the air with an earth pillar he than breaks a piece of the pillar off with a bat of his paw and takes the broken piece of the pillar into the air with his tail and the causing a few spike to shoot up and skewer the opponent. This is one of his more commonly used techniques because he focuses earth charka into his front left paw. Half of the charka creates the pillar to the width he likes usually about ten feet in diameter. With the remaining earth charka he slams his left paw into it to break the pillar. Since the pillar does not hit the ground immediately he grabs it with his tails to throw it. In order to stop his target his molds earth charka again to finish of the remainder of the technique because he is too lazy to build up the proper amount of charka at the start of the move. He sends the charka to skewer his opponent. He also tends to far lazier than his brother and more out going than his brothers mate giving him the title of most annoying summoning because he complains when he gets summoned. He also tends to create a fissure that opens up between him and his target. The fissure is approximately 10 feet in width as the target falls into the pit several sharp jagged spikes come out on each side of the fissure. As the fissure closes the spikes skewer his target. He starts this S rank jutsu which like his brother forces him to leave the battle the moment he casts by lifting his front two paws up slightly. As he makes contact with the he release earth charka into the ground the effect results in a tiny crack going from his paws all the way to his target. As his technique gets close it expands until it reach ten feet in width from where his target is. The ground directly in front of him also expands to ten feet. However unlike most fissures this one doesn’t stay opened. Just before it close he focus the remainder of his charka into the fissure creating spikes on the walls of the fissure. As the fissure closes the spike impale the target before the target gets squashed by the fissure closing.
Note: You need to have signed the Julia Creek Dunnart contract to summon him
Note: He can only stay summoned for 3 turns
Note: Can't be used more than once in combat
Note: He can't be summoned if he brother has already been summoned
Note: Any move he makes counts as one of the three moves including the special techniques
_____________________________________________
Changes in bold

‡ Declined ‡ poorly described with a confusing ability that would take 2-3 moves to complete if not more.
 
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Akuma

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Re: ±±Custom Jutsu Submission±±

[Fuuton/Doton: Boukyaku Takeda] - Wind/Earth Style: Ferocious Oblivion
Type: Offensive/Attack
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: A dual working technique, using both the properties of wind as the ones of Earth. The user first does a single hand-seal and stomping the ground with a firm step. Creating an underground tunnel towards the area below the opponent, at the same time also raising a 10 meter tall and thick hollow cylinder of earth around the opponent. Then stomping the ground yet again, this time sending wind based chakra, following the cylinder, massive waves of slicing wind envelop the target from below, slashing their body and violently blowing it out of the cylinder rained in wounds. The stomps on the ground can be done in quick succession, making it appear as if the wind follows the cylinder's creation, i matter of seconds.
- No Earth or Wind techniques A ranked technique can be used in the next turn.
- May only be used x2 per battle, but not in consecutive turns.

________________________________________________
 Declined 
Should count as 2 techniques, should require at least 2 handseals for the wind part.
Resubmitting -

[Fuuton/Doton: Boukyaku Takeda] - Wind/Earth Style: Ferocious Oblivion
Type: Offensive/Attack
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: A dual working technique, using both the properties of wind as the ones of Earth. The user first does a single hand-seal and stomping the ground with a firm step. Creating an underground tunnel towards the area below the opponent, at the same time also raising a 10 meter tall and thick hollow cylinder of earth around the opponent. Then waving 2 seals and stomping the ground yet again, this time sending wind based chakra, following the cylinder, massive waves of slicing wind envelop the target from below, slashing their body and violently blowing it out of the cylinder rained in wounds. The stomps on the ground can be done in quick succession, making it appear as if the wind follows the cylinder's creation, i matter of seconds.
- No Earth or Wind techniques A ranked technique can be used in the next turn.
- May only be used x2 per battle, but not in consecutive turns.
- Counts as 2 techniques.

X-Declined-X Simultaneous use of two elements without Yin/Yang.
[Fuuton/Doton: Boukyaku Takeda] - Wind/Earth Style: Ferocious Oblivion
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user first does a single hand-seal [Boar] and then stomping the ground with either foot. Doing so, the user will create an underground tunnel towards the area below the opponent, at the same time also raising a 10 meter tall and thick hollow cylinder of earth around the opponent, 5 meters in width. Afterwards the user will perform 2 handseals, this time sending wind based chakra into the tunnel already created, in form of rapid long and slicing wind blades. Following the cylinder, massive waves of slicing wind envelop the target from below, slashing their body and violently hurling them out of the cylinder drenched in their own blood. The stomps on the ground can be done in quick succession, making it appear as if the wind follows the cylinder's creation, in matter of seconds, after the handseals take place. Being that the wind part of this technique enters the play only after the earth structure is formed, this technique is not entitled to the usage of 2 elemental natures at the same time.

- No Earth or Wind techniques A ranked technique can be used in the next turn.
- May only be used x2 per battle, but not in consecutive turns.
- Counts as 2 techniques.
- Can only be taught by Loki


 Approved 

(Oshōu Lokasenna) - Quarrel of the Underworld
Type: Supplementary/Defensive/Offensive
Rank: Forbidden
Range: Short (self)
Chakra: 50 (-10 per turn)
Damage: 90
Description: A forbidden technique of the Kaguya clan, only usable by those who have mastered Shikotsumyaku. The user will perform a row of 4 two-handed seals, followed by hurling a massive amount of bones from their body and attached them to themselves as an outer layer of the skin body. Sharp bones surround the user's knees, shoulders and arms to further improve defensive and offensive capabilities, the of this entity, instead of being plain, is a rather decorated structure - having vines and spikes of bone run accross it, the finger of the user being cladded in sharp bone, shoulders having large protective bone vines rising etc. Oshou Lokasenna is an armor-like entity that the brave kaguya warrior known as Nitian developed to supress other clans in close combat, many years before the Kaguya's demise against Kirigakure. The bone armor is made of cartilage and such making it malliable and flexible, yet still being able to adapt steel like density due to the user's heritage. The user can freely manipulate Oshou Lokasenna to the degree of creating tools and other appendages out of the armor. The bone armor itself has different sub modes. The main mode being the offensive, includes the ability to create swords, shields, staffs, essentially any weapon/object within the user's imagination. The defensive mode allows the armor to detach itself from the wielder, extending into a strengthen form due to the cartilage and the tendons to form an extremely resistant shape, completely consisting of bones to defend against incoming jutsu. Such defense is absolute against S rank and lower techniques within those natures that shikotsumyaku overpowers, while being a good defense to only A rank and below to lightning, and other weaknesses of the Kaguya kg. The creation mode is the last, yet most potent mode where the creation would be manifested out of the armor itself, creating a wolf silhouette entity consisting of the waist and upper section. In which a wolf's mouth/head would overwhelm around the user's head, and their hands would be clad with the wolf's claws [Virtually every aspect of a wolf onto the user, consisting of bone]. Should they use an S rank technique, while creation mode is active, it will shut off instantly and befall onto the ground as useless remains of bone.
Note(s):
- After being used, the user cannot use S rank or higher Shikotsumyaku techniques for the rest of the match.
- The user cannot use any techniques that erupt from their own body (aside from Shikotsumyaku), as they would get caught within the bones and backfire at the user.
- The user can only use A rank and below techniques while active.
- Lasts five turns once activated.
- Once the technique ends.The user cannot access S ranked or higher techniques of any nature the turn this technique ends nor the following.
- When the technique is over, the user's body is in pain do to the massive bone manipulation, not being able to run or virtually perform any sort of heavy/prolonged movement, without being stopped by pain for the following 2 turns.
- The user may only use Shikotsumyaku, earth, and water techniques when using this technique.
- When the technique is activated, the user cannot use S rank or higher Shikotsumyaku techniques in the same turn.
- Only usable 1 time per battle.
- Can only be taught by Loki


 Declined  Description is too messed up and makes little sense. Armor "entity"? Rewrite and explain it better.
 
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Alyx

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Re: ±±Custom Jutsu Submission±±

Ringtail Kuchiyose no Jutsu Myoushu|Ringtail Summoning Technique: Master
Type:Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 60(physical damage of Tanto)
Description: The second elder chief of the Ringtail Contract , Myoushu. He stands about half the size of Gamabunta , at 50 metres tall and looks like a normal ringtail summon. He is very soft spoken and nearly speaks out of turn. He has a tanto that is strapped to his back that is great for his size. He can wield it quite well in physical combat. He can walk on both hind legs with rather ease and moves quite fast , reaching speeds to a Kage Rank ninja. His mastery of Suiton makes him a very Ringtail and most ringtails are users of Earth and Wind, giving him diversity amongst the others. He is capable of using them up to S-Rank with no handseals reaquired. Because of his size he has much bulk, making him immune to basic ninja tools and C-Rank and Below Suiton.

Note: Can only use up to S-Rank techniques in the same and the next turn.
Note2: Must have signed the Ringtail contract and have its tattoo.
Note3: Can only be summoned once per battle
Note4: His moves count as one of the users normal 3 moves.
Note5: Can only stay in play for 4 turns

Gained rights to contract here:
Contract Approval:


 Declined  Find another name. I alreayd have a summon named Myoushu

(Katon: Hikashin no Jutsu) Fire Release: Flying Fire God Technique
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra:30(-5 Per turn)
Damage: 60
Description: The user will perform four handseals and create a special jutsu formula and place on an object. This could range from a basic tool or to the clothes of a person, however the formula can’t be placed on human skin or animal skin. After which the user perform two more seals, causing the sky above them to start changing. Using there fire chakra, small embers of chakra will begin to rain from the red clouds. It’s impossible to directly count how many embers fall, but when reached a desired altitude the embers will morph and merge into small fire balls that will the proceed to follow whatever is marked with the formula. Each fire ball has the strength of C- Rank Fire and can have up to ten present at a time. The fire clouds only lasts 4 turns and the formula as well.

-Can be used two times per battle
-No A-Rank or Fire Techniques can be used while this is active.
-Clouds can be dispersed before the four turn limit to conserve chakra


 Declined  Not only do you explain this badly and in a somewhat unrealistic way, as something like this would require fuuin and is similar to existing techniques. DNR

(Kea Ninpo: Fuhenteki Tsubasa) Kea Art: Universal Wing
Type: Offensive
Rank: C-A Rank
Range: Short-Mid
Chakra: 30-60
Damage: Depends on Rank
Description: This an advance Ninjutsu created by the sages of the kea contract. Universe Wing is a technique similar to the basic release variants for each element. This can be used as all types of technique types, from offensive, supplementary, to defensive. It can be made to create practically anything within reason, from tools like swords or shields to simple platforms to allow them to remain above the ground. This chakra is natural kea chakra, this chakra is not like senjutsu chakra however as its inferior in power. Its neutral to the basic five elements, and this chakra is drawn through the summoning tattoo of the summoner and then can remain in the body for 2 turns otherwise it will leave the body of the user.

-Can only be used by Kea signers and taught by Ishiro
-A Ranked version can only be used 2 times per battle and requires a cool down time of 3 turns in order to use again.
-Can passively draw the required chakra but only remains in the body of user for 2 turns.
-User can only use this if they draw the chakra in advance.
-Weapons cannot be created in mid range, but can be launched to mid range, depending on the weapon choice.

Signed Kea Contract here:


 Declined  DNR
 
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Bruce Banner

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Re: ±±Custom Jutsu Submission±±

(Doton: Akuma no purēto) – Earth Release: The Devil’s Plate
Rank: S
Type: Offensive
Range: Short – Long
Chakra cost: 40
Damage points: 80
Description: The user after performing the required hand seals Horse → Dog → Bird → Ox → Snake slam his both hand into the ground to rise up a giant plate in circle shape with 5 meters tall and 10 meters wide also in diameter, The plate rise up from beneath the opponent’s ground thus lift up the opponent to fully forming whilst start spinning with an average speed, making the opponent off balance unable to stand properly and throw him off from the middle of the plate until he collide with the plate edge or fall down to the ground far away. causing a severe bone fracture.

Note :
- No S-Rank Earth for the following turn
- Can only be use 3 times
- It’s a one shot jutsu then vanished in the following turn


 Declined  There is an earth technique which is very similar already. Sorry but DNR
 
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Vroqrak

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Re: ±±Custom Jutsu Submission±±

Genjutsu: Jigoku kara no haundo ✡ Illusionary Arts: Hound from hell
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: A demonic genjutsu; bringing out the utmost anger, rage and evil from user that completely surpasses other illusions. The user needs to be in short-range with the opponent and perform a sequence of three hand seals Rat -> Horse -> Tiger to activate the illusion. While the terrain may be unchanged, the opponent will notice dark shadowy mass rise from the left side of the user, that quickly turns into the head of a huge black dog. The black dog has head about the size of a normal human's abdomen - massive and terrifying with huge canines. The black dog also has multiple eyes all over it's head that is equally terrifying. The main purpose of this genjutsu is fear; that destroys even the toughest of opponents. The black dog attacks the opponent in a lunging fashion - grabbing hold of the victim in tremendous speed and bringing him down. The opponent at that point will observe his internals being ripped off by the hound while screaming and paralyzed in fear. Being a genjutsu, it merely causes an illusion of having internals ripped off and not the actual pain but the mind-blocking fear and terror will cause opponent to stop thinking. While this happens, the opponent in reality simply remains paralyzed at the spot choking and having unusual aches due to mental trauma.
Note: Lasts for 1 turn
No A-Rank or higher genjutsu in next turn
Being an advanced genjutsu, the user will have to deal some damage to himself in order to stop the uncontrolled flow of chakra.


 Declined  What if the opponent doesn't want to feel fear? What if he is mad and feels excited about the dog? You cannot control your targets emotions or actions with normal genjutsu. And as it stands, your genjutsu would be unreleasable and would earn you one hit knockouts in short range.


Also, this is a large rip from my own hellhound genjutsu i created some time ago.

Genjutsu: Naraku-Ryouken de Akunochimata|Genjutsu: Hellhounds of the Underworld
Rank: S
Type: supplementary
Range: Short - Mid
Chakra Cost: 40
Attack Points: N/A
Description: The user will bite his hand and form five handseals and slam his hand on the ground, causing the opponent to believe he is performing a Summoning of some sort. In all actuality, it is a Genjutsu. By slamming his hand onto the earth, the user activates the Genjutsu. Upon activating, the opponent starts to hallucinate and thinks he has seen the user summon creatures from deep within the Underworld called Hellhounds. The user then makes the Hellhounds rush at the enemy, seizing each of their limbs, negating movement. What really happens is the oppoenent's movements are restricted and the enemy cannot move. *Can only be used once a fight*
*After using, the user cannot use Genjutsu for three turns*
*Since the opponent will think it is a summoning, he might be tempted to throw kunai and other objects as the hellhounds. If this happens, the kunai will just appear to bounce the hellhounds and they will keep going*
*No other S-rank jutsus can be used that turn*
 
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Venom

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Re: ±±Custom Jutsu Submission±±

(Suiton: kumonosu)- Water release: Spider Net
Type: Offense
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will gather their water chakra and release it towards the opponent below them where they stand. The user will do one hand seal and have countless webs rise out from below the ground around the opponent made of sticky adhesive water which are quite thick and very long, being able to reach up to 15 meters high. Each web however have very thin but sharp spikes no larger then two inches, which are quite noticeable by sight, the webs act to cover the opponent while simultaneously skewing them with the sharp spikes on the web. The sticky water would prevent movement when caught and the spikes, though not really small, would skew the opponent from all over the body creative two inch wounds dealing serious pain and blood spill. The web would continue to cover the opponent until they cover the opponents entire body and head, the spikes would continue to skew the opponent and soon they would die due to suffocation and loss of blood.

Note: Can only be used three times
Note: Can not use water jutsus above S-Rank next turn


 Declined  Similar to existing techniques. DNR

(Doton: Doukutsu no Chiisana Ikimono)- Earth release: The Caves little creatures
Type: Supplementary-Offense
Rank: A
Range: short-Long
Chakra: 30
Damage: N/A (+20 on impact and every turn left on the opponents body)
Description: The user will create countless, tiny spiders no larger then 0.5 meters in diameter, made out of sticky adhesive mud similar to Earth release: Swamp of the underworld. This spiders can be created either by an already existing mud source and appear from the mud source or spewed out of the mouth of the user to shape them into the spiders. When released from the mouth, a chunk of mud is sent out, it moves towards the opponent and begins to split apart into many spiders, this method can actually lightly harm the opponent due to the blunt force impact it would inflict because of the momentum it travel. It can also be spewed out close range of the user and controlled by the user to send towards them crawling along the ground, this has less of an impact affect but gives them a certain mobility and control on which target to go towards. The spiders act to cover the opponent by crawling all over the opponent and cover the limbs and body of the opponent to suffocate and restrict his/her movements due to the sticky nature of the mud and the added weight it would place on the opponent. Similar to the jutsu Earth release: Swamp of the underworld, by allowing the mud spiders to remain on the body for too long they will begin to sap the strength of the opponent, drastically weakening the opponent with every turn the spiders remain on the user, over a certain time period if the opponent does not do anything to the spiders they will cause him to faint due to lose of strength (3 turns), this also means the mud is chakra infused. This spiders are able to move along almost any surface sticky or solid (Mud, sticky water, wood, regular water, etc) due to the adhesive property it has but can still retain its shape because of the earth chakra keeping it condensed preventing them to lose shape under normal circumstances. This spiders can only attach itself to one target at a time, this targets can be considered summoning animals as well as regular ninjas.

Note: Remains on the field for three turns
Note: Can only be used twice
Note: Requires a one turn cool down before use again after they are dispersed or destroyed
Note: Must have S-Rank Doton training before use


 Declined  How can the spiders achieve this lost in strength? You only lose strength if you tire and you only tire if you fight against it. The swamp is different as the mud is enough to actually suffocate and compress you inside it.
 
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Re: ±±Custom Jutsu Submission±±

(Suiton: Waru Taitan)- Water release: The Ragging Titan
Type: Defense-Offense-Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user gathers a large amount of suiton chakra towards their back and then release it outward from his back, the water is different from normal water, instead it is adhesive water which is very sticky on contact and has an impaling property. As the sticky water is generated outward it will take on the form of two large wings. Each wing are 2 meters long, thus a 4 meter long wind span from each end of the winds. The wings can be used for close range battle to impale the opponent while also having sticky water residue stick onto the opponents body which can severely harm their movements speed and overall mobility. The wings can be manipulated each as the same time or one at a time and controlled by the will of the user, they can literally slap the opponent inflicting serious pain as well as restrict their movements due to the sticky nature of the water. The wings can also be used to release projectile attack from the wings in the form of countless feathers which are quite sticky and can impale an opponent at a long range (C-Rank). The wings can also be used as a barricade to cover the opponent from certain attacks and projectile weapons that will at first stick to the water then the water will simply diffuse them rendering them useless (Tags, kunais, fire jutsus, etc).

Note: Can only be used once
Note: Can not use water jutsus above S-Rank while active
Note: Remains active for three turns
Note: After dispersing user can not use water above A-Rank
Note: Can not be used for flight

 Declined  Wings have already been made in virtually every form possible. DNR

(Suiton: Kuraaken Shou)- Water release: The Kraken's Prize
Type: Supplementary-Offense-Defense
Rank: S
Range: Short-Mid
Chakra: 40 (-10 for every turn active)
Damage: 80
Description: The user will release suiton chakra towards the waist of their bodies and erect countless tentacles (10 max) made entirely of sticky adhesive water. The tentacles are very condensed and pressurized and each have the length of 10 meters in reach, they have many suction pores onto the tentacles but are only for looks. The tentacles move very wavy in an unpredictable manner hard to track which tentacle(s) might be used or movement they might perform making it confusing for the opponent to realize what might happen. This property would allow the user to always have the upper hand in close range battle when it comes to attacking the opponent in unpredictable manners similar to the taijutsu move Drunken Fist. This whoever does not fool the eyes of certain dojutsu and sensory ninjas. The user will still stand on their legs and will be able to move around the terrain. This tentacles act as a barrier for the opponent and react towards attacks by the users command, if an opponent is using body attacks their body will simply get stuck on one of the tentacles or even certain materials will get stuck and diffused (Basic metals, basic paper, clay, earth, fire, etc). The tentacles have a high rating impale effect which can easily cut the opponent while leaving traces of sticky water to restrict movement as well the tentacles can be released forward to bind the opponent. The tentacles can move along both the ground or the air at the same pace.

Note: Can only be used once
Note: Requires water Mastery
Note: Can not use water jutsus above S-Rank while active
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 Declined  Problem with this technique is thats its poorly explained and defined. Imagine I throw you a B-Rank Earth bullet...you defend with this...and what is left? Since you need to sustain it it should reform right? How? Also, how long does it last? If its only water tentacles that you keep active and nothing more then it can't be approved as it collides with existing stuff. The only way to salvage this is if you make this into a technique that engulfs your lower body, substituting your limbs with a water tentacle base which you can manipulate to move and attack and defend. Remove the whole unpredictable stuff. Also, if its active, you can only use water.



(Raiton:Mukankaku Kase) Lightning Release: Numb Shackles
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/a
Description:
The user will gather a large amount of chakra in both of their hands and then release bolts of lightning from out of their fingertips. Once the lightning is released it will detach from the users fingertips. The user will then manipulate the lightning as it nears the target to wrap around the opponent’s wrist like handcuffs. Once the lightning is wrapped around both of the opponents wrist, their hands will become numb to the point where they will not be able to move them, thus taking away their ability to string together hand seals.

Note: Can only be used three times
Note: Numbness in wrist last two turns or until broken
Note: Cannot uses Raiton jutsus S-rank or above while active


 Declined  Done before. DNR
 
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Re: ±±Custom Jutsu Submission±±

(Futon: Anemoi no kainyū)- Wind Release: The Anemoi's Intervention
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30(-5 to sustain)
Damage: N/A
Description: Through the use of simple hand gestures, the user may focus his wind chakra around any object/substance, encasing the said object(s) in a sphere-like construct of wind. This seemingly extra layer of wind around the object will garner it no extra defensive favors, and will not serve to protect the object from any external forces in any way at all. What it does do, however, is to afford the user control over the object's trajectory. Through simple hand motions, the user may redirect/control the path and movement of the object(s) by moving the orb of wind in a certain direction. Consequently, techniques can be made to avoid direct collision with another, and can also be made to maneuver around obstacles to strike from a different angle. Of course, the layer of wind does not grant the object any extra offensive power, nor any extra speed(with the object traveling at its original intended speed, or else, if the object was originally stationary, the object would move at the speed of the user). The wind can encase any object, so long as the size does not exceed that of 3-4 meters in radius. In addition, multiple objects may be encased, though the objects can only be as a result of 1 jutsu, or objects found naturally in the terrain, or simply ninja tools. The accumulative size of the objects will have to fit the maximum orb size as well, of course.

Notes:

-Can only be used 4x per battle
-Follows elemental weaknesses and strengths; that is to say, techniques stronger than this cannot be manipulated through this technique
-Control over the object may be sustained through hand gestures as long as the user continuously spends chakra to sustain it


 Declined  Collides with existing techniques which already allow this. DNR


Batoidea Jutsu: Sen Kamasu| Batoidea Art: Ray-Barracuda
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: A ray will coat themselves it in a bi-layer of light translucent blue chakra through a rapid surge and manipulation of chakra. The first layer serves to exaggerate the natural Placoid Scales that Rays and Sharks have, heightening their shredding and cutting ability so as to shred anything that rubs them the wrong way. The second layer follows the first in that it creates similar scaly chakra projections, however this layer runs in reverse to the prior, thus creating a double grater effect so as to shred absolutely anything (Within reason) that the Ray comes in contact with, regardless of which direction it brushes against them. A ray can manipulate this coating so as to form soft spots - on which a Summoner can stand, otherwise this technique serve to create a perfect offence and defence that can shield the Ray from elemental techniques of equal rank, and allow a Ray to slice through techniques of weaker rank.

- Can only be used 4x
- Gains a Rank if used by a Boss Summon
- No Ray techniques above S rank for the rest of the turn.
- Can be used by a Ray Summoner, in which case the constitution of chakra serves to mimic and replace the placoid scales.
- Can be utilised on Valkyrie's Incarnation if the user is in possession of it, in which case it gains a rank.


 Declined  On resubmission, quote Valkyrie's Incarnation so we can have a sense of what it can actually do. Also, can this be sustained? If so, it needs to cost chakra to sustain.

Batoidea Jutsu: Kimera no Se | Batoidea Arts: Spine of the Chimaera
Type: Offensive/Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: 30 (+20 if augmented with chakra) (+10 Per Tail/Ray)
Description: A simple bodily manipulation technique in which by making full use of the muscles located in their tail, a Ray is capable of rapidly attacking an opponent with the appendage so as to deal potentially lethal strikes. Muscle control is utilised so as to provide whip like speed - blurred to the naked eye, and also used for strength, the physicality of the tails pushed to an extent in which they can punch through earth or rock. Chakra can be utilised to augument this technique, surging in and around the tails, placing them above their physical peak while also enshrouding them so as to make the tails both more offensive and more resilient. For some Rays, their chakra affinity can be utilised, in which case the chakra will manifest its inherent effects, such as scorching for Fire, numbing for Lightning, piercing and cutting for Wind and Lightning, and drenching for Water. The range of this technique is generally short range, but could potentially span vast distances depending on the length of the Ray's tail.

Note:
- Can only be used by Rays
- Gains a Rank when used by Boss summons


 Declined  +20? because of chakra? Which chakra by the way? you say they can add chakra to make it stronger but then you only have the initial cost. +10 per tail per ray? uh? don't rays have only one tail? >_>
 
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Re: ±±Custom Jutsu Submission±±

(Raiton: Raiton Kibaku Kunai) Lightning Style: Lightning Exploding Kunai
Type: Offensive
Rank: S rank
Range: Mid to short(Made mid used short)
Chakra: 40
Damage: 80(if user is withing short range they will take -15 damage)
Description: A simple lightning technique which packs alot of power. The user will draw a single kunai and begin compressing large ammounts of Raiton chakra into it storing it inside the kunai. The Raiton will be so compressed that the kunai itself will not show any signs of being infused aside from the light blue trail it shows after being thrown. Once infused the user will throw the kunai at the opponent, once it enters short range of the opponent the user will make a single handseal and cause the compressed Raiton chakra to explode outwards. As this happens the lightning will slice the kunai in hundreds of pieces of sharps shrapnel which will cut the opponent severely. As the lightning erupts outwards it will create a short range dome which will paralyse anything it touches. After it fades out to mid range the lightning will disappate. The user can also infuse up to 3 kunai with this technique, each Kunai will then be the equivilant of a B rank lightning jutsu.

Restrictions:

Can be used twice per battle.
Up to 3 kunai can be used at one time equally B rank each.
No S rank lightning for the next turn.
If the user is within short range of the exploding kunai he will receive 15 damage
Can only be Taught by Delta.

 Declined  I feel that storing chakra inside a passive thing like a not so special kunai requires fuuinjutsu. Range is wrong as well.
(Meiton: Hoko Meido) Dark Release: Arms of Hades
Type: Offensive
Rank: S rank
Range: Short-Mid
Chakra:40
Damage: 80
Description: After the user has absorbed a jutsu using Dark Release: Inhaling Maw he will slam both his hands onto the ground and channel his chakra beneath the opponent. Once completed a ring of light purple flames will appear around the opponent a few metres infront of him. Once the cirlce has form 4 Dark hands will erupt from the flames and grab onto the opponents arms and feet. A few seconds after latching on they will begin to burn the opponents hand in an attempt to remove his ability to weave handseals and will also burn his ankles in an attempt to stop the opponent from being able to move. Once this burning starts a 5th hand will arise directly infront of the opponent, it will slowly move forward before latching onto the opponents face. Once attached the hand will attempt to burn his entire face.

Restrictions:
The first 4 hands will take 2 seconds before being able to start burning the opponents flesh. The 5th hand takes 5 seconds to rise and 3 seconds to reach the opponent.
Must use Inhaling maw prior.
Can only be used twice per battle/event
Can only be Taught by Delta

 Declined  Does dark chakra burn?
(Katon: Katon Ma-Ji) Fire Style: Fire Merge
Type: Defensive
Rank: S rank
Range: Short-long(Starts short can move up to long)
Chakra: 40
Damage: N/A(The jutsu itself does no damage)
Description: This is an assassin based jutsu used to surprise a target while they are attacking. Firstly the opponent must use a Fire jutsu that is a constant stream therefore being continually fueled by Fire release to sustain it(Example: (Katon: Gōen no Jutsu) - Fire Release: Great Flame Technique). Once the jutsu is coming towards the user he will weave 3 handseals and turn his body into fire, he will do this as the jutsu hits so that it engulfs his entire body. Once being engulfed the user will merge into the fire technique becoming one with it. Once inside the user will move up the stream towards the opponents mouth(or the area the jutsu is being sustained from) and emerge from the fire up to their torso. With half their body re emerged the user can draw a sword or a kunai or any form of weapon and strike the opponent down while he is performing a jutsu. This is mainly a surprised attack for the user to use on the opponent as he would believe the user to have been destroyed by the jutsu. The draw backs of this jutsu are thta if the Opponent ceases the fire jutsu the user will drop back into the same area they are at when the technique finishes and there body will automatically reform. Another drawback is that while this is used the user cannot use any ninjutsu and can only use Bukijutsu, Kenjutsu or Taijutsu to strike the opponent. Finally if the opponent is a censor he will be able to sense the user inside his own fire technique.

Restrictions:
Can only be used twice per battle.
If the opponent ceases the fire jutsu the user will reform at the exact location they where at during the jutsu's stoppage.
The user is unable to use Any ninjutsu while this jutsu is being performed.
Any sensors will be able to sense the users presence inside their fire jutsu.
Can only be taught by Delta.


 Declined  Collides with existing techniques. DNR
 
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Gutsy

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Re: ±±Custom Jutsu Submission±±

Summoning Contract approval (Post: 3671):

(Erudā Anorion) – Elder Anorion
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Elder Anorion is the great Elder of the Storks; he is very small only standing 30 centimeters in height, capable of standing on a person’s shoulder, letting them carry him. He is very small and incredible old, meaning all his feathers are a grey and white color besides a small black kanji on his back saying, Elder. He is not the official leader of the Storks like Lord Saichi, he is simply a person the storks come to for guidance and knowledge. He is known to be the wisest of all the storks and even Lord Saichi comes to him for guidance in how to rule his lands and fight in combat. It is not like Anorion is a fighter, he simply knows a lot about fighting, yet he is normally only on the battlefield for guidance and observation. He guides his fellow fighters, such as a ninja, by staying on their shoulder and observing every motion the opponent may do while he may erect a small barrier around himself and the person he is standing upon. This barrier is invisible to the naked eye, yet anyone with sensory or a dojutsu will easily be able to see it. The barrier is created by his chakra and combining it with the wind currents around him and the ninja in a spherical manner. The barrier in itself detects anyone or anything entering it by the enemy whom will disturb the current of the wind around them causing Anorion to be able to detect anyone or anything entering the spherical area affected by the barrier, meaning he is capable of immediately warning his companion before the strike happens, so that the ninja has ample time to react. The barrier makes Anorion capable of even detecting the enemy’s chakra within the barriers reach. As a result Anorion is capable of knowing if foreign chakra enters the ninjas system, and as such he is capable of with his own chakra to release the ninja from a genjutsu of A-rank and below. The barrier covers a short-ranged reach with the ninja and Anorion as the epicenter, and the barrier stays active for the moment Anorion activates it and to the point where he will vanish from the battlefield. Anorion speaks the language of the storks and may warn the ninja with a simple clattering noise from his beak.
Note:
- Anorion stays on the field for 4 turns
- Can be summoned twice per battle
- The barrier erection counts towards the move count
- Releasing the ninja from a genjutsu counts towards the move count
_____________
-Declined- No to releasing you from genjutsu and no to the sensing ability as well.


(Shu Saichi) – Lord Saichi
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Lord Saichi is the great lord of the Storks, he stands 25 meters in height and his wing span is that of 32 meters from edge to edge. He is a descendant from the Ephippiorhynchus Household, where the previous leaders of the Storks have been born from. His beak is large, mighty and crimson red, as his body is both black and white and creates a unique pattern on his body similar to that of black flames going down through his body. Lord Saichi is the master of weapons and as such he excels in the usage of weaponry. The feathers on the edges of his wings are metal platelet, where the metal has been honed to a fine edge and being extremely light and extremely sharp. This allows Lord Saichi to slice his enemies in two or more pieces if he sees fit in close combat, or as he flies by them with great speed. His chest is covered in a powerful chest plate of metal to protect his vital organs when in combat, making him very resilient. As he is the largest and strongest of the Storks, he is capable of bearing two people on his back as he will not allow any more on his back. He has razor sharp claws coated in fine metal and his beak is strong enough to smash through the surface of the ground to find prey, meaning that he is capable with his beak to smash straight through B-rank and below solid techniques such as earth. Furthermore due to his metal coating and protection he is immune to A-rank and below techniques. His eyes are a bright yellow color, just like the sun, as it resembles his unique ability and mastery over the element of fire, as he is the former Crimson Guard of the Animalia Empire and is now the great lord of Fire and the king of the Storks. He has mastered the element of fire to incredible feats, capable of performing the fire techniques with great ease, and he has mastered it to such an extent that he can perform all fire techniques up to S-rank. He claps his wings together in replacement for hand seals, if needed. Besides having mastery over the fire element, Lord Saichi has developed his own unique ability. His own ability allows him to coat his feathers in fire chakra giving his feathers a super-heated cutting edge, equivalent to that of an S-rank elemental technique.
Note:
- Lord Saichi stays on the field for 4 turns
- Any fire technique or his own fire ability counts towards the move count
- He is immune to A-rank and below techniques
- May only be summoned once per battle
- No other summoning while this summoning is on the field
______________
-Declined- No to the immunity overall, everything else is fine, the wing fire coating needs to count as an S-rank "Fire" technique, following the strength and weaknesses.


(Kyōshi no Adrahil) –Adrahil the Teacher
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Adrahil is a highly respected stork in the kingdom, as he is one of the oldest storks alive, having taught almost any of the known storks how to fly and use their body anatomy to its fullest. Adrahil is very old, but not as old as the Elders, and he is rather small compared to the mighty warriors, only just being large enough so that a single person may ride on his back. He is roughly 4 meters long and three and a half wide including his wingspan. He has a very calm and collected personality being very wise compared to the others. Adrahil is a very adept flyer and as such he has developed unique abilities of his own, as he has skill within the wind element. Even though he is an adept flyer and has the element of wind in his veins, he is incapable of performing any jutsu of any kind. His unique ability allows him to release bursts of wind from any location on his body, either giving him the ability to increase his maneuverability ten folds, essentially making him capable of avoiding incoming techniques with great precision and speed. He may also use his ability to release bursts of wind, utilizing it as a force so to increase his speed dramatically for a short period of time. His speed when releasing the bursts of wind causes him to move at speeds equivalent to that of a Sage ranked ninja or faster. Due to his speed it is difficult for someone whom does not possess a doujutsu to keep track of his movements while he is moving in a straight line. The wind he releases around him is constant and it makes of sorts of barrier which reduces the air-resistance against him which makes him go faster than he would of. Furthermore the wind he constantly releases makes for a unique defensive ability, as it makes him immune to A-rank and below lightning techniques, as they may not penetrate the constant flow of wind based chakra from his body. Yet the constant flow of wind does not protect him from anything besides lightning. Besides his unique wind based ability, he is also very proficient in the usage of Taijutsu, having learned the way of close combat together with his fellow storks and with several ninjas, and as such he is capable of performing any taijutsu technique which revolves around the usage of legs, as he has no hands, or he may exchange the usage of fists with his wings or beak to be able to perform some more taijutsu techniques.
Note:
- Adrahil can stay on the field for 3 turns.
- Adrahil can only be summoned once per Battle.
- The Wind bursts used to maneuver around and avoid attacks while also increasing his speed counts towards the move count.
- The wind bursts can only be used twice per battle
____________
-Declined- DNR, next time don't put drastic abilities on the summon or i will DNR them with no question.
(Shu Saichi) – Lord Saichi
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Lord Saichi is the great lord of the Storks, he stands 25 meters in height and his wing span is that of 32 meters from edge to edge. He is a descendant from the Ephippiorhynchus Household, where the previous leaders of the Storks have been born from. His beak is large, mighty and crimson red, as his body is both black and white and creates a unique pattern on his body similar to that of black flames going down through his body. Lord Saichi is the master of weapons and as such he excels in the usage of weaponry. The feathers on the edges of his wings are metal platelet, where the metal has been honed to a fine edge and being extremely light and extremely sharp. This allows Lord Saichi to slice his enemies in two or more pieces if he sees fit in close combat, or as he flies by them with great speed. His chest is covered in a powerful chest plate of metal to protect his vital organs when in combat, making him very resilient. As he is the largest and strongest of the Storks, he is capable of bearing two people on his back as he will not allow any more on his back. He has razor sharp claws coated in fine metal and his beak is strong enough to smash through the surface of the ground to find prey, meaning that he is capable with his beak to smash straight through B-rank and below solid techniques such as earth. His eyes are a bright yellow color, just like the sun, as it resembles his unique ability and mastery over the element of fire, as he is the former Crimson Guard of the Animalia Empire and is now the great lord of Fire and the king of the Storks. He has mastered the element of fire to incredible feats, capable of performing the fire techniques with great ease, and he has mastered it to such an extent that he can perform all fire techniques up to S-rank. He claps his wings together in replacement for hand seals, if needed. Besides having mastery over the fire element, Lord Saichi has developed his own unique ability. His own ability allows him to coat his feathers in fire chakra giving his feathers a super-heated cutting edge, equivalent to that of an S-rank elemental technique.
Note:
- Lord Saichi stays on the field for 4 turns
- Any fire technique or his own fire ability counts towards the move count
- The coating of his wings in fire chakra counts as a S-rank technique
- May only be summoned once per battle
- No other summoning while this summoning is on the field

‡ Declined ‡ Sorry but a huge bird with metal armour to me wouldnt be able to fly also you give it no level of damage resistance, Please give it a definite value that cannot be very high as to make the plate light enough for your bird to fly it cannot be very think or dense.

Katon: Hotaru | Fire Release: Firefly
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The firefly technique is a very unique technique, where the user will either on contact with the opponents body or by simply releasing the chakra from his body, manifest a tiny firefly made of the users fire chakra. This tiny firefly is not even a centimeter in length or width, making it extremely difficult to see as it will attach itself to the opponent’s body. More specifically the tiny little firefly will attach itself to any body part of the opponent as long as it is out of sight, and furthermore it will attach itself to the opponent’s chakra circuit. This tiny little firefly has no dangerous abilities whatsoever; its only ability is that it is sorts of monitor. In truth this little firefly when attaching itself, connects to the person’s chakra circuit making it capable of knowing when that person is molding his chakra to perform a technique. Here the unique part of the firefly comes into play. The tiny little firefly will when attached to the opponent send small transmissions of information from itself to another firefly which the user has attached to his own chakra circuit during the entire time. As a result when the two fireflies are connected to the user and his opponent, the user is given the knowledge of when the opponent is molding his chakra and as such when he is planning on performing a technique of any kind that revolves around the usage of chakra. For this technique to be effective, both the fireflies need to be connected to both individuals and remain in contact with the person’s chakra circuit, if the connection is severed, the fireflies will automatically die. The fireflies are in no circumstances capable of relaying intelligence of the opponent’s position or movement; they are only capable of relaying information about the activity level of the opponent’s chakra circuit. The fireflies will stay attached to their user and the opponent for a maximum of 4 turns before their chakra will run out and they will disperse by themselves. Furthermore, the user is also capable of creating enough fireflies to attach to the exact number of opponents that he or she may be facing. The Fireflies are created on or near the user.
Note:
- May only be performed trice per battle

‡ Declined ‡ DNR fire release does not have any property that makes this technique workable and not only do cannon techniques exist to do this, it also falls under the abilities of sensing.


Ōwatatsumi | Dragon God
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The Katana known as Ōwatatsumi is a traditional Katana which has been given a scabbard which is both black and blood red in a lotus flower like pattern. Ōwatatsumi was forged by a ninja and a smith in the Land of Snow. The Katana became incredible sharp, so sharp that it could cut through a human’s body; both flesh, bone and muscles with as little as no difficulty whatsoever. It is even said that the wielder of the blade is capable of cutting through a human body and sheathe the Katana before the person will fall apart. Ōwatatsumi is a slightly curved blade similar to that of the traditional Katana. The blade of the Katana is 80 centimeters in length, the same length as the traditional Katana that people wield in the Land of Iron and around the world. The Katana is made of molded and hardened forged steel, which has been forged into a very elegant curved, thin and incredible sharp blade. The handle of the Katana was made from the Sakura Tree, which bears blood red leaves, and is long enough to be a two handed handle. The handle of the Ōwatatsumi is covered in a thin layer of leather which has the same lotus pattern as the scabbard. This leather of course makes the handle unable to slip out of the persons hand as it will somewhat stick to the hand, while it still makes it comfortable to wield. On the tip of the handle, a person will find a steel creation, which looks like the head of a dragon with its mouth open, and is painted black. To finish the work, the ninja and smith tied a small blood red silk scarf around the handle of the Katana, and they named the Katana; Ōwatatsumi or in its common tongue, Dragon God. The unique ability of this blade is the way the wielder utilizes the Katana. The wielder is capable of releasing his chakra around the edges of the blade (not infusing it), and then making it rotate with the sharp edges, resulting in the blade becoming unimaginable sharp, so sharp that it may cut through B-rank and below solid elements, such as earth and different kinds of metal. Springtime Cheetah is the name of the ability or technique which goes hand in hand with the Katana. The Springtime Cheetah ability is the alteration of the wind currents. The ability is used through the wielder using the chakra which flows and rotates around the katana to release it out in different directions while swinging the sword, ultimately changing the currents of wind and sharpening the wind so to say, to make the wind able to cut the opponent, around the katana. The power of Springtime Cheetah is comparable to that of an A-rank Wind and Kenjutsu technique.
Note:
- Can only be wielded by Gutsy Jiraiya
- The Springtime Cheetah counts towards the move count
- For the sword to cut through B-rank and below solid techniques it counts as a move

Dropping CW first post:

‡ Declined ‡ this swords only ability is basically already a cannon wind technique DNR
 
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Detective L

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Re: ±±Custom Jutsu Submission±±

Wind Release: Wind Blanket | Fuuton: Kaze buranketto
Type : Supplementary
Rank: C rank
Range : Mid
Chakra : 15
Damage : N/A
Description : The user starts by performing the Snake handseal and then greatly concentrating his Wind chakra.The user create a flat blanket of highly dense air beneath the opponent,barely visible,only giving off a slight shine and a slight feeling beneath the opponents feet.The user will then perform a hand gesture to any direction,which will cause this blanket to be pulled from underneath the opponent's feet,greatly affecting their balance and causing them to fall towards the opposite direction.

-Can only be used 4 times a fight
-Can only be taught by -L-


 Approved 

Wind Release: Wind Propulsion | Fuuton: Fūryoku suishin
Type : Supplementary
Rank: B rank
Range : Mid
Chakra : 20
Damage : N/A
Description : The user starts by concentrating a huge amount of Wind chakra anywhere around the opponent to create an orb of wind which is greatly compressed,containing great amounts of air itself within it.The orb of wind is about the size of a tennis ball but contains compressed air that is atleast the size of your average football.It's transparent and only visible from up close due to it's dense nature.The user will then perform the Rat handseal to make this orb of wind release it's contained air in a blast that would act as a propulsion medium.This will then allow the user to create this orb behind an opponent to propel them forward,or in between two hands,stopping the opponent from performing handseals etc

-Can only be used 3 times a fight
-Can only be taught by -L-


 Declined  Similar to existing techniques. DNR
 
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The Mockingjay

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Re: ±±Custom Jutsu Submission±±

(Doton: Doton Sendatsu) Earth Release: Earthen Guide
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This technique used alone merely creates a hollow sphere of earth of any size up to 6 feet in diameter, the sphere can then be fired up to long range. It's true power comes from its use alongside other elements. By posting a jutsu of another element (solid or liquid) alongside this technique, the user can fill the earth sphere with the accompanying technique without the opponent knowing. The sphere is created in such a way that whatever jutsu is used alongside is (despite being created simultaneously) completely concealed from the opponents view at all times. Another advantage of this technique is that no matter how full or heavy it's insides are, it will always reach long range when fired unopposed. The earth can be turned to dust with a single handseal from the user.
Note: Must be taught by The Mockingjay
Note: Technique posted alongside this cannot be higher than A-Rank.
Note: If concealed technique has a secondary effect whilst in flight, that effect can still be activated. I.e. If a second handseal can be performed to make the technique grow or explode, the desired effect can still be achieved from within the sphere.
Note: Handseals used will be determined by the paired technique.
Note: If used alongside another technique, this still counts as two of the three techniques.


 Declined  You say what it is but not how you achieve it. And it has aspects of it that you cannot claim in all situations.

(Konpaku Shinobi's Okurimono) Ghost of Shinobi's Present
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user projects their consciousness for a brief second, materializing their 'spirit self' anywhere in the surroundings. The user, at point of materialization becomes capable of giving themselves a physical presence, this is done by sending all their travelling chakra into a single body part dematerializing their spirit self, but giving the effected body part physical form. The technique downside is that the user can only obtain physicality for enough time to perform a single action or touch. If somehow the users spirit body takes damage whilst physically formed, the damage will transfer to the users original body upon the return of his/her consciousness.
Note: Only a single body part can be made physical for a maximum of one second.
Note: Can only be taught by The Mockingjay
Note: Must be a member of the Yamanaka Clan.


 Declined  This enters the realm of Dan Kato's abilities and Yin Release. If it had been proven that Dan was a Yamanaka like many (including myself) presume, then I'd look at this but as it stands its DNR

(Genjutsu: Yamanaka Kenshiki) Illusionary Arts: Yamanaka's Pride
Type:
Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs the ram handseal followed by the Yamanaka clan handseal and initiates a Genjutsu in which the user projects their voice into the opponents head, with a mere word the user is capable of forcing the brain to believe it is under the users control. The targets feels their body begin to move exactly as the user says it will, thus causing them to assume the Genjutsu user has struck them with a Yamanaka technique. As a secondary effect, the Genjutsu will effect the opponents eyes making them see the user fall to his/her knees as one would after completion of the mind body transfer technique. In actuality, the user is just speaking from their position on the battlefield, essentially as if they are throwing their voice into the opponents mind. The user is fully capable of moving whilst this technique is active, although no sounds other than the users voice are veiled, any other sound will be heard as normal.
Note: The 'falling to the knees like a Yamanaka' is an illusionary effect, not a physical movement by the user.
Note: Can only be taught by The Mockingjay
Note: One does not have to be a member of the Yamanaka clan to use this Genjutsu.


 Declined  This is not Genjutsu and goes way beyond its scope.
 
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Re: ±±Custom Jutsu Submission±±

Shīhōsu Kuchiyose no Jutsu: Guraukasu | Seahorse Summoning Technique: Glaucus
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Glaucus is a robust and human sized seahorse that is known for helping fishermen and sailors when caught within storms. He is yellowish in color an cheerfully looking, giving away the friendly aura. He likes the presence of humans and he is always there to help them. It is his natural instinct to do so. His scales are matching the color of the rest of his body and he has two fins that are capable of swinging quickly, just below its neck. He has a sort of spiky mane on his back and deep blue and cleverly eyes. Glaucus is the main enemy of Kingdra because Kingdra is the one causing those devastating storms for its own amusement. Being in countless battles with Kingdra, Glaucus developed a resistance to storms and is able to survive stormy environments effortlessly. It is the only seahorse with an innate chakra enhanced shield, capable of surviving techniques up to A rank, however, due to the shield being innate, Glaucus doesn't have the ability to use the Seahorse Arts: Enhanced Chakra Shield technique. Being a very good friend with humans, Glaucus doesn't have a killing instinct and never uses its abilities in offensive purposes. It focused on its own survival and helping those in need. Using its snout for chakra manipulation, Glaucus can rapidly expand its water source up to short range, thus serving as a protective barrier for itself and the user. Due to its quite advanced chakra and shape manipulation, Glaucus can form the water shield as a solid structure capable of withstanding A rank techniques within a very brief moment. Defense is of essence and sometimes few seconds can be the difference between life and death. This is the reason why Glaucus pushes its focus to the maximum when in unfavorable situations and always turns out as the heroic savior.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Water shield can only be used twice per battle but can be maintained for 2 turns
Note: Glaucus can stay on the field for 4 turns
Note: Can only be summoned once

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Shīhōsu Kuchiyose no Jutsu: Kaosu | Seahorse Summoning Technique: Chaos
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Chaos is described as the small figure that everyone would bully around, yet it has immense power that rare have witnessed. Chaos is a very dark and unpleasant looking seahorse. Just by its looks it causes enemies to run out of fear. It has a much longer tail than any other seahorse, which it uses in various ways. It is dark green in color and has a spiky mane that is connected with what seems to be swimming skin. Chaos got its name from its ability to turn water into nothingness, void (metaphorically of course). What the ability in reality represents is creating a very strong suction effect within its water source, so powerful that it would act as a water magnet, pulling all water on the battlefield into its own water source and expanding it for its own advantage. Unfortunately, the suction effect has it's limitations. It can only suck up water sources/techniques up to A rank and it can only be used twice per battle, every second turn. Despite its size, Chaos is a formidable and bulky seahorse. It's slightly smaller than an average human but its curled tail is very long. It uses it to keep hold of the ground when performing the suction technique but it can also use it for grabbing and binding opponents within short range. It's said that explosives are kept in small packages and Chaos is a real example of the nonexistent proportionate relation between size and strength.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Water suction can only be used twice per battle with a 1 turn cooldown
Note: Chaos can stay on the field for 4 turns
Note: Can only be summoned once

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Shīhōsu Kuchiyose no Jutsu: Aiorosu | Seahorse Summoning Technique: Aeolus
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Aeolus is the personification of wind. The wind master and creator of disaster. Although appearing to be calm in nature, Aeolus is very explosive in nature and can become very angry. This is usually the state when his powers are pushed to the maximum and when he can utilize them in the best possible way. Aeolus is a fairly strong looking seahorse. It's barely above the average size of a human and with a majestic, almost godlike appearance. It is an orange seahorse with various discolorations along its body. Its scales are clearly visible and distinguishable and its belly is much darker than the rest of its body. The majestic and godlike appearance is caused by the big and gentle eyes and the very complex and differently shaped fins along its back. Being the best wind user amongst the seahorses, Aeolus uses its snout to create strong undercurrents with the signature clicks that the seahorses use. The click rapidly exits the snout, creating a bubble within the water source. All that's left for Aeolus is to blow it away, out of the source and the bubble is set free. The bubble has to be expelled quickly out of the water source, before the surrounding pressure makes the bubble collapse upon itself. Using this technique, Aeolus also has the ability to rapidly expel a massive amount of small bubbles that hinder the opponents vision and help the user prepare a covert attack. The strength of the ability altogether is A rank and depending on the amount of bubbles, their individual strength decreases. The other most effective way of using the bubbles is trapping the opponent, but the process is on the slow side and usually takes a few seconds to reach its designated target. Aeolus infuses every bubble with chakra to make sure that he can control their path and make sure they reach their targets and not simply drift off under the influence of the wind currents.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Bubbles can only be used twice per battle with a 1 turn cooldown
Note: Aeolus can stay on the field for 4 turns
Note: Can only be summoned once

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 All Declined  You forgot the link to the summoning contract. You know its essential and mandatory.


Shīhōsu Kuchiyose no Jutsu: Guraukasu | Seahorse Summoning Technique: Glaucus
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Glaucus is a robust and human sized seahorse that is known for helping fishermen and sailors when caught within storms. He is yellowish in color an cheerfully looking, giving away the friendly aura. He likes the presence of humans and he is always there to help them. It is his natural instinct to do so. His scales are matching the color of the rest of his body and he has two fins that are capable of swinging quickly, just below its neck. He has a sort of spiky mane on his back and deep blue and cleverly eyes. Glaucus is the main enemy of Kingdra because Kingdra is the one causing those devastating storms for its own amusement. Being in countless battles with Kingdra, Glaucus developed a resistance to storms and is able to survive stormy environments effortlessly. It is the only seahorse with an innate chakra enhanced shield, capable of surviving techniques up to A rank, however, due to the shield being innate, Glaucus doesn't have the ability to use the Seahorse Arts: Enhanced Chakra Shield technique. Being a very good friend with humans, Glaucus doesn't have a killing instinct and never uses its abilities in offensive purposes. It focused on its own survival and helping those in need. Using its snout for chakra manipulation, Glaucus can rapidly expand its water source up to short range, thus serving as a protective barrier for itself and the user. Due to its quite advanced chakra and shape manipulation, Glaucus can form the water shield as a solid structure capable of withstanding A rank techniques within a very brief moment. Defense is of essence and sometimes few seconds can be the difference between life and death. This is the reason why Glaucus pushes its focus to the maximum when in unfavorable situations and always turns out as the heroic savior.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Water shield can only be used twice per battle but can be maintained for 2 turns
Note: Glaucus can stay on the field for 4 turns
Note: Can only be summoned once

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‡ Declined ‡ No permanent damage resistance please give it a defined quantity of times the summon can take hits. Also, please define the stormy conditions the summon can cope with, as that part is vague and can be abused.

Shīhōsu Kuchiyose no Jutsu: Kaosu | Seahorse Summoning Technique: Chaos
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Chaos is described as the small figure that everyone would bully around, yet it has immense power that rare have witnessed. Chaos is a very dark and unpleasant looking seahorse. Just by its looks it causes enemies to run out of fear. It has a much longer tail than any other seahorse, which it uses in various ways. It is dark green in color and has a spiky mane that is connected with what seems to be swimming skin. Chaos got its name from its ability to turn water into nothingness, void (metaphorically of course). What the ability in reality represents is creating a very strong suction effect within its water source, so powerful that it would act as a water magnet, pulling all water on the battlefield into its own water source and expanding it for its own advantage. Unfortunately, the suction effect has it's limitations. It can only suck up water sources/techniques up to A rank and it can only be used twice per battle, every second turn. Despite its size, Chaos is a formidable and bulky seahorse. It's slightly smaller than an average human but its curled tail is very long. It uses it to keep hold of the ground when performing the suction technique but it can also use it for grabbing and binding opponents within short range. It's said that explosives are kept in small packages and Chaos is a real example of the nonexistent proportionate relation between size and strength.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Water suction can only be used twice per battle with a 1 turn cooldown
Note: Chaos can stay on the field for 4 turns
Note: Can only be summoned once

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‡ Declined ‡ define the water suction ability better. Give it a range, a volume of water it can move and most importantly be consistent with the usage limit as your jutsu has 2 conflicting statements on this limit.

Shīhōsu Kuchiyose no Jutsu: Aiorosu | Seahorse Summoning Technique: Aeolus
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Aeolus is the personification of wind. The wind master and creator of disaster. Although appearing to be calm in nature, Aeolus is very explosive in nature and can become very angry. This is usually the state when his powers are pushed to the maximum and when he can utilize them in the best possible way. Aeolus is a fairly strong looking seahorse. It's barely above the average size of a human and with a majestic, almost godlike appearance. It is an orange seahorse with various discolorations along its body. Its scales are clearly visible and distinguishable and its belly is much darker than the rest of its body. The majestic and godlike appearance is caused by the big and gentle eyes and the very complex and differently shaped fins along its back. Being the best wind user amongst the seahorses, Aeolus uses its snout to create strong undercurrents with the signature clicks that the seahorses use. The click rapidly exits the snout, creating a bubble within the water source. All that's left for Aeolus is to blow it away, out of the source and the bubble is set free. The bubble has to be expelled quickly out of the water source, before the surrounding pressure makes the bubble collapse upon itself. Using this technique, Aeolus also has the ability to rapidly expel a massive amount of small bubbles that hinder the opponents vision and help the user prepare a covert attack. The strength of the ability altogether is A rank and depending on the amount of bubbles, their individual strength decreases. The other most effective way of using the bubbles is trapping the opponent, but the process is on the slow side and usually takes a few seconds to reach its designated target. Aeolus infuses every bubble with chakra to make sure that he can control their path and make sure they reach their targets and not simply drift off under the influence of the wind currents.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Bubbles can only be used twice per battle with a 1 turn cooldown
Note: Aeolus can stay on the field for 4 turns
Note: Can only be summoned once

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‡ Declined ‡ The properties of these bubbles are not defined. Are they explosive and deal damage? purely distractions? you state they can be used to trap opponents but how? to what degree do they imprison someone and how do they do so?
 
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Re: ±±Custom Jutsu Submission±±

(Fūinjutsu: Dainō tatchi) Sealing Arts: Cerebral Touch
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Cerebral Touch is a special fūin seal that seals a specific function of the brain and spinal cord, and it is activated by performing the Dog hand seal and making contact with the opponent. On contact a 5cm seal appears on the opponent's body before spreading outwards as a singular line of connected crescent seal shapes that swiftly moves towards their nape, as fast as the activating curse mark seal, and once there the seal sits in standby. The closer the main seal is to the nape the quicker it activates, and if the user manages to directly place this seal on the nape then the jutsu will activate right away. Now that the seal positioned near the opponent's brain, the user can activate different measures of this jutsu by channelling their chakra into the main seal while performing the specific hand seal related to the activation method.
Seal Activations
Snake|Movement Block
By performing the Snake hand seal while channeling their chakra into the fūin seal the seal will activate sealing away the opponent's function of the cerebellum. With the opponent's cerebellum sealed they lose the ability to accurately move with precision and accurate timing making them produce erratic, uncoordinated, and incorrectly timed movements in battle. This block does not prevent movement, but rather prevents the opponent from correctly performing the detailed form of movement they desire.

Ram|Eye Block
By performing the Ram hand seal while channeling their chakra into the fūin seal the seal will activate sealing away the opponent's function of the oculomotor, trochlear, and abducens nerve freezing its last movements. The oculomotor nerve controls most of the eye movements, including the constriction of the pupil and maintaining an open eyelid, while the all three nerves play a part in the movement of the eye. With the activation of this seal the last eye function freezes, meaning if the eyelids were closed or open, the pupil dilated or contracted, and what ever direction the eye was facing in will "stick" as long as this seal is activated.

Rat|Feeling Block
By performing the Rat hand seal while channeling their chakra into the fūin seal the seal will activate sealing away the opponent's function of the posterior horn. The posterior horn receives information regarding touch and sensation, and with that sealed the opponent loses the sensations that go along with the sense of touch. They will feel numb as they battle unable to even feel the ground underneath them or the cloths on their body.
NOTES
►Can be used 3x per battle
►Only 1 method can be activated per use
►The seal lasts for 2 turns
►Can only be taught by Zanda


 Declined  Such a high level Juuinjutsu (because thats what it is) would require medical training and fuuin mastery and is not an A-Rank.

(Fūinjutsu: Afurodīte no tatchi) Sealing Arts: Aphrodite's Touch
Rank: A
Type: Supplementary
Range: Short/Mid
Chakra Cost: 30
Damage Points: N/A
Description: Aphrodite's Touch is a special fūin seal that can be made in battle by simply performing 1 hand seal as they channel their chakra to one of their pointer fingers. The seal uses chakra as a medium and it can be fired at the opponent, making a small hand sized seal form on their body, or formed through touching the opponent with that finger. The seal does two things upon forming. It releases the users chakra into the opponent causing their chakra flow to become disturbed as they fall into a five sense genjutsu, and the it also seals away the opponent's recent memorize of the battle they are currently in. The opponent awakens in a beach chair, with swimming attire on, as they gaze at the scene of a beautiful vast crystal clear water beach. They will feel the cool shade as they sit under a palm tree with their toes in the warm sand hearing the soothing sound of the waves gently crashing onto the shore. They can even smell the fresh air that encompasses them as they sit next to a yellow drink in a bottle with a lime on the edge, oblivious to the battle they were in. In reality the opponent stands motionless as they sercombe to the special genjutsu fūin seal.
NOTES
►Can be used 4x per battle
►Can only be taught by Zanda
___________
-Declined- Genjutsu and Fuinjutsu both require extreme delicate chakra control, you can't do both at the same time, the abilities of the technique is similar to genjutsu techniques that already exist, and i'm not going to allow the deployment of seals without making physical contact.
(Fūinjutsu: Afurodīte no tatchi) Sealing Arts: Aphrodite's Touch
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Aphrodite's Touch is a special fūin seal that can be made in battle by simply performing 2 hand seals and making contact with the opponent. Upon forming, the seal releases the users chakra into the opponent causing their chakra flow to become disturbed as they fall into a three sense genjutsu. The opponent's view darkens to the point where they only able to see things within short range within them, and out of the things they are able to see seems as if they are coming to a near halting speed. Suddenly a freezing body chilling mist appears and with it the beautiful Goddess of Love, Aphrodite. The mist covers Aphrodite's luscious nude private parts as she begins to sing a sweet serene like lullaby that is truly pleasing to the ear. Those who hear her song start to surcombe to the effects of sleep as they begin to feel drowsy and their body becomes less responsive and slower to act. Suddenly, the beautiful Goddess transforms into a succubus like demon, having pitch black eyes, wings, long claws, and fangs, as she attempts attack the person trapped in the genjutsu. In this genjutsu realm the Goddess's strength and speed adjusts to a level just above the person within it, and ninjutsu attacks seem to phase through her as the demon attempts to best the victim with her physical onslaught. In reality the opponent stands motionless as they sercombe to the genjutsu, but unlike regular genjutsu, this genjutsu is fueled by a fūinjutsu seal meaning that the victim's chakra can be disturbed after being broken. This means that the opponent would have to destroy the seal through a higher ranking full body chakra surge, or by the opponent injecting chakra of 1 rank lower or higher rank into the seal while afflicting pain upon themselves by using a technique on themselves directly into the seal. The opponent feels the damage given them by Aphrodite, and if the opponent happens to die in the genjutsu then they will just pass out in reality.
NOTES
►Can be used 3x per battle
►User must wait 2 turns after use to use again
►Can only be taught by Zanda


 Declined  To induce Genjutsu through the use of a Fuuinjutsu you'd need to be a pure Yin Release user which you aren't. Genjutsu cannot be triggered like that. If you argue that there were genjutsu approved in the past where you release your chakra into your opponent upon contact triggering the genjutsu (like my own CFS) the issue is shape manipulation and chakra control. A fuuin cannot induce it like that by default. Such a high level fuuin for me would require it to be mixed with Yin Release or, at the very least, would require complete fuuin mastery.

(Fūinjutsu: Shirizokeru) Sealing Art: Repulse
Rank: B
Type: Defense
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: This is a special two way seal, that can be created by writing the formula on your body and then injecting either Fire or Earth chakra into it where it then lays dormant on the body, turning invisible, until activated. Once the user has been engaged within close range with an enemy that attempts to inject chakra within the users body through taijutsu the seal will activate on the users body, appearing around the initial area of contact, absorbing the injected chakra into it while injecting the opponent's body part with either Fire or Earth chakra. The user still takes the full hit of the taijutsu attack, but with one hand seal from the user, the opponent will either feel an extreme burning feeling in their joints as they attempt to move them or an extreme stiffness depending on the chakra placed in the seal. This prevents the opponent from performing any hand seals in their next turn. This seal can only absorb up to B ranked chakra at once, and only one type of chakra seal can be place on the body. The seal can activate up to three separate times throughout the battle, through 3 separate B ranked chakra injecting taijutsu moves, where the sealing formula then breaks and fades. The user will not be able to create the seal again until the battle is over.
NOTES
► Seal activates 3x before disappearing.
► User can create another seal outside of battle
► The rank of techniques will still play a role and the opponents wont be harmed if thier body is cloaked with a strong enough coat of chakra.
►Can only be taught by Zanda
(Fūinjutsu: Shirizokeru) Sealing Art: Repulse
Rank: B,A
Type: Defense
Range: Short
Chakra Cost: 20,30
Damage Points: N/A
Description: This is a special two way seal, that can be created by writing the formula on your body and then injecting either Fire or Earth chakra into it where it then lays dormant on the body, turning invisible, until activated. Once the user has been engaged within close range with an enemy that attempts to inject chakra within the users body through taijutsu the seal will activate on the users body, appearing around the initial area of contact, absorbing the injected chakra into it while injecting the opponent's body part with either Fire or Earth chakra. The user still takes the full hit of the taijutsu attack, but with one hand seal from the user, the opponent will either feel an extreme burning feeling in their joints as they attempt to move them or an extreme stiffness depending on the chakra placed in the seal. This prevents the opponent from performing any hand seals in their next turn, and only up to two in the next before returning to normal. This seal can absorb B ranked chakra or A rank chakra a certain amount of times, and only one type of chakra seal can be placed on the body at once. The seal can activate up to three separate times throughout the battle through 3 separate B ranked moves, or activate two separate times through 1 B and 1 A ranked chakra injecting taijutsu moves where the sealing formula then breaks and fades. The user will not be able to create the seal again until the battle is over.
NOTES
► Seal activates 2-3x before disappearing.
Either 3x B, or 1x B & 1x A activation per battle
► User can create another seal outside of battle
► The rank of techniques will still play a role and the opponents wont be harmed if thier body is cloaked with a strong enough coat of chakra.
►Can only be taught by Zanda


 Pending  On resubmission, use a quote with the check from the thread...not a quote of the text which isn't valid.
 
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Re: ±±Custom Jutsu Submission±±

(Vasuto Rōde) - Highest Great Hollow
Type: Weapon
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
Vasuto Rōde (Also addressed as Vasto Lorde) is a helmet designed by a mysterious man. The helmet consists of two huge horns protruding from the sides of the helmet. It is mainly white with red trims surrounding it. The most unique features of the helmet is the comparison of a human skull. It has the same shape and same designs of it. However this mask is quite special. Inside of the helmet consist of thousands of small holes linking up to the horns to activate the mask's power, called Cero. By channeling chakra into the helmet, the user can use the chakra to form a ball in front of the horns. The Cero or pure chakra is a powerful blast, able to disintegrate anything beside it. Once released, it creates a huge blast like attack. However, due to its size, it can only travel to Mid-Range
Notes:
Cero can only be used thrice per battle
Cero can be blocked by any A-Rank attack
The helmet protects the user against C-Rank attacks and below


 Declined  at the users request
 
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Re: ±±Custom Jutsu Submission±±

(Hebi Kuchiyose no Jutsu: Kiyohime) Snake Summoning Jutsu: Kiyohime
Type: Summoning.
Rank: A-Rank.
Range: Short.
Chakra: 30.
Damage: N/A.
Description: The user wipes blood on their Summoning Tattoo or on their Summoning Scroll and performs the Seals for the Summoning Technique (Boar → Dog → Bird → Monkey → Ram) then, by slamming their palm into the ground or performing the Summoning technique in the air, they summon the Chrysopelea Kiyohime.

Many years ago in the outskirts of the Land of Fire there was a woman named Kiyohime, her beauty was known far and wide. She would entertain and provide lodging for travelers passing through her town, until one day she fell in love with a traveling priest by the name of Anchin. She was instantly entranced by his charms and he by her beauty, however Anchin's intentions were not sincere. He left soon after, leaving Kiyohime heartbroken. She decided to track Anchin down and confront him. She caught up to him near a temple by a river river in the Land of Grass. Anchin paid a boatman to allow him across the river and extra to not take Kiyohime across. Kiyohime was enraged by these actions and tried to swim across, as she did her form changed. Her humanity was being swept away by the waves, every stroke closer to Anchin she lost a little bit more of herself. Anchin watched in horror as Kiyohime slithered out of the river and along the ground towards him. Frozen by fear, Anchin couldn't do anything as Kiyohime killed him. Her revenge complete, she turned her back on her family and her home, deciding to take refuge at Ryūchi Cave, the only place left for her to go. She remained there for many years, until she entered into a contract with a young man from the Uchiha clan.

Kiyohime is a large, 20ft long Chrysopelea (commonly referred to as the flying snake) that is able to achieve flight by sucking in her stomach and flaring out her ribs, creating a space that catches wind on her underbelly and allows her to fly. She is a deep purple color with piercing green eyes and a white underbelly. Her transformation was born from an overwhelming desire to kill the one who broke her heart, and therefore the transformation is permanent and irreversible, she cannot turn back into a human. Also, because she was once human, she can speak English. She likes to constrict, either to show affection or trap and kill her prey. Kiyohime is adept in the usage of Wind Release and can use any normal Wind technique up to A-Rank. By using her knowledge of Wind Release and her anatomy, she can easily achieve sustainable flight for long periods of time. Because of her size she can support several people on her back during flight, as well as endure attacks of up to B-Rank. Kiyohime can survive 1 A-Rank technique by shedding her skin using the Snake Body Replacement Technique, after that if she is hit by an B-Rank or higher Jutsu the Summoning Jutsu will be undone. Because she has a affinity for Wind, she cannot tunnel under the ground like most Snakes in the contract, but she can swim in water. Since Kiyohime can fly the user can also perform the Summoning Jutsu in the air in a similar fashion to Sasuke summoning his hawk. She has small curved fangs to help constrict targets, these fangs are filled with a mild paralyzing poison that only affects the bitten area. (Eg: A bitten arm will not be able to properly hold on to tools, weapons, form seals etc. A bitten leg will not be able to properly support a standing position, walking or running, etc). In the turn the bite is administered, the target will begin to feel the effects, but they won't properly halter the target's movements until the opponent's 2nd turn after the bite. These effects will last for 2 turns, then the target will be able to move without hindrance.

Note: Requires Snake Contract.
Note: Remains on the field for up to 4 turns.
Note: Can only be Summoned once per battle.
Note: Can only be taught by x iiiMPerFeCT.

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Resubmitting:

(Hebi Kuchiyose no Jutsu: King Taijitu) Snake Summoning Jutsu: King Taijitu
Type: Summoning
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description:The user starts by either wiping blood on their Snake Tattoo or Summoning Scroll, they then slam their palm into the ground or the Scroll. Once performing the necessary actions the user summons King Taijitu. King Taijitu is actually two Snakes in one as it has 2 heads, one on each end of the body so in essence there is no "tail". King Taijitu uses this to confuse enemies, making them believe there is only one head, while the other is plotting and scheming from within the Snakes coiled up body. One end has black scales, with white detailing (Yin). The other is white with black detailing (Yang). In the middle, the body has a diamond pattern that alternates between black and white. On both heads of the Snake they have a dense bone formation that protrudes from their skull, making it perfect for rushing a target. Yin is a devious tactician and is usually hidden amongst their body, ready to strike covertly. Yang is less sneaky and more direct, with a more aggressive personality. Because they are significantly thinner than most Snakes in the contract, they can easily outmaneuver their target. Because they are thinner and less armored than other Snakes they can't take as much damage from enemy Jutsu before it cancels the Jutsu, an A-Rank Jutsu will release the summon.

Note: Requires Snake Contract.
Note: Can only be Summoned once.
Note: Can only be taught by x iiiMPerFeCT.

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_______________
-Both Declined- Proof of signing the snakes contract? when you have a cannon bio that has the snakes contract you should link it, if not then you should link the thread where you got snakes.




(Hebi Kuchiyose no Jutsu: Kokuō Taijitu) Snake Summoning Jutsu: King Taijitu
Type: Summoning.
Rank: B-Rank.
Range: Short.
Chakra: 20.
Damage: N/A.
Description: The user wipes blood on their Summoning Tattoo or on their Summoning Scroll and performs the Seals for the Summoning Technique (Boar → Dog → Bird → Monkey → Ram) then, by slamming their palm into the ground, they summon the Polycephalic Snakes King Taijitu (Yin and Yang).

King Taijitu, Yin and Yang, live in the vast forests surrounding Ryūchi Cave, preying on lost travelers or desperate fools seeking the power that resides there, the power of the White Snake Sage. They either ambush their prey from nowhere using their heads as a battering rams in the hopes that the dense bone formations will kill the target instantly, or burrow and wait for their prey to wander along, allowing them to enjoy their meal quickly and without hassle. They attempted to ambush a young man from the Uchiha clan that happened to cross their path, but the attempt ended in their defeat. When he revealed himself as a Signer of the Snake contract, traveling to Ryūchi Cave in the hopes of learning more Snake Summoning jutsu, they offered their sincerest apologies. To make up for the attempt on his life, King Taijitu entered into a contract with the young Uchiha.

King Taijitu is not one snake, but two Snakes in one as it has 2 heads, one on each end of the body so in essence there is no "tail". King Taijitu uses this to confuse enemies, making them believe there is only one head, while the other is waiting for the perfect moment to strike from within the Snakes coiled up body or attack from beneath the earth. One end has black scales, with white detailing (Yin). The other is white with black detailing (Yang). In the middle, the body has a diamond pattern that alternates between black and white. On both heads of the Snake they have a dense bone formation that protrudes from their skull, making it perfect for ambushing a target and causing severe damage due to the sheer force. Yin is a devious tactician and is usually hidden amongst their body, ready to strike covertly. Yang is less sneaky and more direct, with a more aggressive personality. King Taijitu is 30 ft long with a slim body, so they are relatively weaker than other Summoning Snakes. It can survive 1 B-Rank jutsu by shedding it's skin using the Snake Body Replacement Technique, after that if they are hit by a B-Rank or higher Jutsu the Summoning Jutsu will be undone. Yin and Yang can burrow through the ground, which can be very effective when the other head is distracting the target, but they cannot swim, because neither head can agree on a proper direction . Yin and Yang both have large fangs, but lack any venom.

Note: Requires Snake Contract.
Note: Remains on the field for up to 4 turns.
Note: Can only be Summoned once per battle.
Note: Can only be taught by x iiiMPerFeCT.

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Signed the Snake Contract here:

‡Both Declined ‡ They may be tied to the snake contract but both would fall under mythical creatures as neither can be found in nature ( a person who turned into a snake is not going to be an acceptable summon nor is a snake with a head at both ends for the sheer fact it couldnt possibly survive ) the second one is DNR the first one, clean up the part about it being human, properly define its abilities and remove the permanent damage resistance.
 
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Re: ±±Custom Jutsu Submission±±

Summoning technique:Bazz-the swan (Kuchiyose no jutsu-Bazz the swan)
Type: Summoning Animal
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: The user after smearing his small amount of blood over his palm (obviously the one they used while signing the contract), perform the Dog->Boar->Monkey->Bird hand seals to summon Bazz, the boss of all Swans. Bazz is somewhat larger than the hawk summoned by Sasuke in the latest chapter. He has wide wings, can carry scrolls, and user can ride on him so that Bazz can carry him from one place to another using water source, as Bazz has ability to swim. He is specialized in the water techniques, and can use upto A rank water techniques.
He can also carry user along with him in the air, but to very short distance, usually around 20 meters, since he isn't aerial but rather likes to live on water surface.
Since he is physically strong he can carry objects like scrolls along with him and can use his strong wings to deflect kunais or shurikens thrown at him.
Notes:
-Can be summoned only by those who've signed the summoning contract and must be taught by me.
-Can be summoned only once in a battle.
-Can stay for 3 turns once summoned.
-Can perform up to A rank water jutsus and each jutsu counts as the user's jutsu.
-The user cannot perform any S rank water jutsus while Bazz is in play.
-Can perform physical attack with wings, including feather techs.
-Can talk and interact with the User.
-Can perform elemental combo with user.
Summoning contract got approved , post number 3627.​


 Declined  I'm gonna decline this and you'll thank me later. This is useless as a boss summon. Boss summons are the most powerful summons. Normally a boss summon can use 1 element up to S-Rank, without the need for handseals and at times ignoring elemental sources. Not only that but your contract is for birds, birds which can fly pretty decently btw, yet you make this one, your prime summon, virtually a useless flier. 3 turns is too little and boss summons can stay on the field 4 turns. You don't need to restrict yourself. Feather techniques cannot be done because they were done in the parrot contract. Also, saying he is as big as a bird shown in the latest chapter is irrelevant as the latest chapter today is not the latest chapter shown next week. It also lacks a range. All summons are short range.
~Resubmitting~ Indeed thanks for that detailed explanation, I made the changes.:)
I hope I did better this time.:shy:
Summoning technique:Bazz-the swan (Kuchiyose no jutsu-Bazz the swan)
Type: Summoning Animal
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user after smearing his small amount of blood over his palm (obviously the one they used while signing the contract), perform the Dog->Boar->Monkey->Bird hand seals to summon Bazz, the boss of all Swans. Bazz is somewhat larger than the hawk summoned by Sasuke here.
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He has wide wings, can carry scrolls, and user can ride on him so that Bazz can carry him from one place to another using water source, as Bazz has ability to swim. He is specialized in the water techniques, and can use up to S rank water techniques.
He can also carry user along with him in the air.
Since he is physically strong he can carry objects like scrolls along with him and can use his strong wings to deflect kunais or shurikens thrown at him.
Notes:
-Can be summoned only by those who've signed the summoning contract and must be taught by me.
-Can be summoned only once in a battle.
-Can stay for 3 turns once summoned.
-Can perform up to S rank water jutsus and each jutsu counts as the user's jutsu.
-The user cannot perform any S rank water jutsus while Bazz is in play.
-Can talk and interact with the User.
-Can perform elemental combo with user.
Summoning contract got approved , post number 3627.​

‡ Declined ‡ Yet again to do you a favour, the way you state this jutsu, your summon cannot land on ground, making it useless in most fights and please state how it can carry objects, as as a swan, its webbed feet prevent it gripping any objects properly.
 
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