[ARCHIVE] Custom Jutsu Submission - II

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layway

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Re: Custom Jutsu Submission

The lucky blade [Rakkiburedo]
Type:supplementary
Rank:B-rank
Range:short
Chakra:20
Damage:n/a
Description: The lucky blade is a sword passed down from generation to generation, The sword is 3metres long and it curves round the user to his spine parallel to the user's belly button, the user summons the lucky blade by weaving two handseals, after three seconds it flames up [but not up to the hilt] the lucky blade prevents the opponent(s) from fighting close range with the user, the lucky blade can cut through solids conveniently[B-rank solid elements and below], when the user spins, the fire on the blade can extend up to mid range depending on the strength and direction of the attack.
♤fire slashes count towards the user's jutsu limit and has equal strength to b-rank fire
♤the sword lasts for five turns and can only be summoned in another two turns
♤can only be taught by layway.
You must be registered for see images


♠ Approved ♠



wind release: phantom soldiers [fantomu heishi ]
Type:supplementary
Rank:B-rank
Range:short
Chakra:20
Damage:n/a
Description: The user performs this jutsu by weaving two handseals he then focus his Fuuton chakra round him creating ghosts made of wind round him, the ghosts can be sent to attack the opponent or protect the user.
♤A maximum of five ghosts can be created
♤ghosts can only get into mid-range from user or else they will vanish since user won't have control over them
♤ghosts can use b-rank wind jutsu and below and each jutsu ghosts performs counts towards the 3 jutsu limit of user
♠can only be done thrice a Battle
♠can only be taught by layway

♠ Declined, do not resubmit ♠
Been done way too many times with similar concepts.



 
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Omega

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Re: Custom Jutsu Submission

(Raiton: Misutishizumu Ori) – Lightning Style|Mystic Cage
Rank: S
Type: Supplemental/Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: Chains will circle around the enemy creating a spherical image around the target until the user shocks everything within the sphere using a single handseal within the sphere of Raition causing everything to be destroyed. The user has the choice of just trapping them in the sphere (the enemy takes no damage but they are in the sphere) and then continuing with another jutsu instead of using the handseal to shock them or they can complete the handseal and deal damage right away.

Can only be used twice
Cannot be used consecutively
No S rank Raiton next turn
Can only be taught by Omega

♠ Pending, leaving for another checker ♠
Kind of sketchy on this.


♦ Declined ♦ I agree with Adachi, this is too much. You don't explain how wide the sphere can be, allowing it to be potentially abused by making a mid range sized sphere around your enemy to destroy everything within. It's too powerful and unrestricted enough, and even the description is sketchy. The bold confuses me.

(Katon: Fenikkusu Ki) – Fire Style|Phoenix Tree
Rank: S
Type: Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: Performing the Tiger handseal the user will concentrate a massive amount of fire chakra deep into the ground. Due to its power the ground beneath the enemy crumbles and the enemy begins to fall in a large circular like chasm while the fire comes out wrapping and weaving around the falling enemy much like a tree growing, encasing, them within the blaze until the end in which the blaze has fully grown into a large tree of fire affecting everything Mid to Long range capable of even hitting flying summons.

Can only be used once per battle

♠ Declined ♠
Fire, no matter how powerful it is, can not create a huge chasm in the earth. This is essentially two jutsus in one.
Needs more restrictions and details on how the large tree affects the landscape - it shouldn't be able to hit the people on the ground if it's a tree that expands skywards.
(Raiton: Misutishizumu Ori) – Lightning Style|Mystic Cage
Rank: S
Type: Supplemental/Attack
Range: Short-mid
Chakra Cost: 40
Damage Points:N/A (80 if the user attacks)
Description: The user will send their chakra towards the opponent to create electrical chains about one meter away from the opponent that are to circle the enemy to create a spherical image around the target large enough to trap about one individual inside. Once the chains are fully formed, they will then wrap themselves around the enemy's body within the sphere so that he is unable to escape. The user of this jutsu can perform the ram handseal to proceed to shock the enemy that has become trapped inside if he so chooses to so.

Can only be used twice
Can only be taught by Omega
Cannot be used in consecutive turns
No S rank Raition during or after the turn this is used.

♠ Approved ♠
Alright. I have an idea of what you're going for with this jutsu, so I'm going to reword it better.


(Katon: Fenikkusu Ki) – Fire Style|Phoenix Tree
Rank: S
Type: Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: Performing the Tiger, Horse, and Rat handseals the user will concentrate a massive amount of fire chakra deep into the ground below the enemy. Like an eruption the fire will burst through the ground and take the form of a rapidly growing tree that expands upwards (up to 15 meters) ripping and scorching through the earth and burning everything near it. After the technique is over, it leaves the area a barren scorched land.

Can only be used once per battle
Must be taught by Omega
No S rank fire next two turns.

♠ Approved ♠

Summoning Animal: Earth Worms
Scroll Owner: -Omegā-
Other Users who have signed contract: N/a
Summoning Boss if existing: N/a
Other Summoning Animals tied to contract: N/a
Description and Background: An earthworm is a tube-shaped, segmented animal commonly found living in earth, that feeds on live and dead organic matter. Its digestive system runs through the length of its body. It conducts respiration through its skin. They have sensory cells allowing them to function in their surroundings. All earthworms have the ability to sense everything above ground while they are below ground. They reside beneath Mt. Gaia where they train to become stronger. They usually have Earth affinities, few have had water affinities, and they have been rarely noted to have lightning affinites.

Dropping if approved

♠ Declined ♠
Like I said above, I'm not accepting descriptions of summons that are flat out copy-paste from Wiki or the whatnot. Add a bit more on its abilities when summoned, its main attributes, the sizes it could be summoned up to and how it plays a role in the Ninja World when it is summoned.
 
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Isa Claire

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Re: Custom Jutsu Submission

I am Sorry For it Being in all Bold...


the sword of Faithfulness(ittou no kokumei)
Type:weapon
Rank:B-rank
Range:short range
Chakra:n/a
Damage:20
Description:
The sword of faithfulness is a sword,hand crafted by mugiqwera.
It was crafted by mixing his own blood into the steel.
Giving it a red like look.
When summoned the blood can be used to transfer chakra trough the sword.
Making it able to manipulate elemental jutsu into the sword.
-only usable by mugiqwera
-Can only be summoned Once a fight.




Taijutsu : Flower Punch Barrage (Taijutsu : hitohana sentou renda)
Type:Goken - Strong Fist [Cannon Taijutsu Sytle]*
Rank: D
Range:Short
Chakra:n/a
Damage:5(Per Succesfull Punch)
Description:
The User Punches the Target in the stomach.
While the enemy is off guard he Gives off Two Punches Both against the Shoulder.
The User can use the time that the Enemy is off guard to Use another Attack.
-Only usable 4x
-Can only used and teached by SkyHasCheese



♠ Both declined, do not resubmit ♠
...just, no. Your descriptions say nothing. Weapons with elemental manipulation are not allowed. And you can achieve that with normal Taijutsu...submit next time with proper formatting and English please. I can barely comprehend your sentences.



Summoning Animal: Oncilla
Scroll Owner: skyhascheese
Other Users who have signed contract:N/A
Summoning Boss if existing:None Yet
Other Summoning Animals tied to contract:N/A
Description and Background:
The oncilla resembles the margay and the ocelot. But it is smaller, with a slender build and narrower muzzle. It grows to 38 to 59 centimetres (15 to 23 in) long, plus a 20 to 42 centimetres (7.9 to 16.5 in) tail. While this is somewhat longer than the average domestic cat, Leopardus tigrinus is generally lighter, weighing 1.5 to 3 kilograms (3.3 to 6.6 lb).

The fur is thick and soft, ranging from light brown to dark ochre, with numerous dark rosettes across the back and flanks. The underside is pale with dark spots and the tail is ringed. The backs of the ears are black with bold ocelli. The rosettes are black or brown, open in the center, and irregularly shaped. The legs have medium-sized spots tapering to smaller spots near the paws. This coloration helps the oncilla blend in with the mottled sunlight of the tropical forest understory. The oncilla's jaw is shortened, with fewer teeth, but with well-developed carnassials and canines.

Looks Like:
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Tatoo Looks Like:
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♠ Pending, leaving for another checker ♠

♦ Declined ♦ How do you apologize for it being in bold...and then still keep it all bolded? @_@ Resubmit without the formatting changes.

Summoning Animal: Oncilla
Scroll Owner: Skyhascheese
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A Yet
Other Summoning Animals tied to contract: N/A
Description and Background:
The oncilla resembles the margay and the ocelot. But it is smaller, with a slender build and narrower muzzle. It grows to 38 to 59 centimetres (15 to 23 in) long, plus a 20 to 42 centimetres (7.9 to 16.5 in) tail. While this is somewhat longer than the average domestic cat, Leopardus tigrinus is generally lighter, weighing 1.5 to 3 kilograms (3.3 to 6.6 lb).

The fur is thick and soft, ranging from light brown to dark ochre, with numerous dark rosettes across the back and flanks. The underside is pale with dark spots and the tail is ringed. The backs of the ears are black with bold ocelli. The rosettes are black or brown, open in the center, and irregularly shaped. The legs have medium-sized spots tapering to smaller spots near the paws. This coloration helps the oncilla blend in with the mottled sunlight of the tropical forest understory. The oncilla's jaw is shortened, with fewer teeth, but with well-developed carnassials and canines.

The Oncilla Lives in the Jungles of tsuki(Luck).
An area with a large amount of rivers.
The oncilla Usually are Born With earth release or Water release.
Altough Fire release Occurs Sometimes,But it is Very Rare.


Looks Like:
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Tatoo Looks Like:
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♠ Declined ♠
Again, I'm not accepting descriptions of summons that are flat out copy-paste from Wiki or the whatnot. Add a bit more on its abilities when summoned, its main attributes, the sizes it could be summoned up to and how it plays a role in the Ninja World when it is summoned.


hyoushoku ittou {glacial scouring Sword}
Type: Weapon
Rank: B-Rank
Range: Short Range
Chakra: N/A
Damage: 20
Description:
The glacial scouring Sword is an ancient Sword.
Found in the land of Snow,In an ancient Temple of The Sage of the six paths
It has an great sharpness.
And Does not Bold as fast as a normal sword Does.
It is capable of Cutting a 10cmX10cm Stone Piece in one slash if enough power is put into it.

How it Looks like:
You must be registered for see images

♠ Declined ♠
Okay, so...give me more detail on what it does. "Great sharpness?" This is not worthy of being a custom. You give no description to it, it's poorly worded, and formatted.



-Can Only used by Silly Kira 2
 
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Re: Custom Jutsu Submission

CFS:


(Jie Quan Dao: Naoki Sentou) Jeet Kune Do: Straight Lead
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Bruce Lee felt that the straight lead was the most integral part of Jeet Kune Do punching, as he stated, "The leading straight punch is the backbone of all punching in Jeet Kune Do." The straight lead is not a power strike but a strike formulated for speed. The straight lead should always be held loosely with a slight motion, as this adds to its speed and makes it more difficult to see and block. The strike is not only the fastest punch in JKD, but also the most accurate. The speed is attributed to the fact that the fist is held out slightly making it closer to the target and its accuracy is gained from the punch being thrown straight forward from one's centerline. The straight lead should be held and thrown loosely and easily, tightening only upon impact, adding to one's punch. The straight lead punch can be thrown from multiple angles and levels. In addition, the straight lead punch follows a straight path to it's target meaning that no matter where your hand happens to be, you will shoot the hand in a straight line to the target, whether it is straight across, slightly upward, etc. This will also contribute to one's speed, as the fist travels in a direct line, thereby contributing to the economy of motion of the technique. In the word's of Bruce Lee:

"Straight hitting (and straight kicking) is the foundation of scientific skill. They developed late in history and therefore are the product of careful thought. Requiring speed and intelligence to use, they travel less distance than the round arm blows (or hook or spin kicks), and will reach the mark first. Straight blows (and kicks) are more accurate than hooks and swings and allow full use of the arm (and leg) reach."

To use the Straight Lead, one must do the following:

Push Step: The push step is what initially gets the whole body into the straight lead, thereby greatly con-tributing to its power. The push step can be likened to a combination of the lunge step from fencing and the drop step in boxing to cover distance and generate power. The ball of the rear foot forcefully pushes off the ground while the front foot slightly rises and steps or extends forward to gain distance. With this explosive push-off from the rear foot, the whole body is propelled forward, thereby beginning the generation of power in the punch. Furthermore, this is a fast, sudden movement forward, balance must be kept. The body flattens (toward the floor) rather than leaping into the air. It is not a hop. In all respects it is the same as a wide step forward and bringing the rear foot immediately into position.

In advancing, the foot must not land first, or the body weight will rest upon the floor instead of being behind the punch — the heel should be slightly raised pointing outward. Always have the legs slightly bent so that the strong thigh muscle comes into play especially before coming in (like a spring).

Complete Body Involvement: The straight lead differs from a boxing jab in that there is complete body involvement in the straight lead, whereas the jab often utilizes less of the body. After executing the push step, the practitioner snaps (rather than simply rotates) his hips and shoulders into the punch, attaining proper body alignment and leverage at the moment of impact. The body is then aligned to fully support the punch with maximum leverage and torque, complete body weight transfer, and subsequent power. In this way, the straight lead is different from the boxing jab in that it can probe as well as punish.

Balance: You must be in a balanced position throughout the performance of the straight lead. First, you must be in balance to even execute a strong attack with the straight lead. Second, you must be in balance during the motion so that you will have leverage and power in your strike. Last, you must be in balance at the completion of your strike so that you can handle any counteroffensive movement from your opponent or that you can execute a follow up movement, such as another punch or kick. Bruce Lee emphasized that we maintain our balance before, during and after a movement

Putting It All Together: (Timing) The sum of the components listed above allow the JFJKD practitioner to perform a front hand punch unlike any punch in martial arts. It is the combination, timing and explosiveness of these elements that make the straight lead devastating. The momentum of the punch begins with the push off the rear foot, continues with the hip and shoulder snapping into a bio-mechanical alignment of the body, ending with the last snap of the wrist all travelling in a straight line through the target. The speed of each component is compounded upon each successive movement, so that at the end, the fist is travelling at maximum velocity.

The delivery and position of the arm aids in non telegraphic (deceptive) delivery, it gives you better body protection against any shot delivered to the rib cage, more power in different hand ranges of combat and gives you a better defense against certain grappling movements. The JKD straight punch is not considered an end all, yet it is the preferred method because it presents these tactical advantages.

Lee felt explosive attacks with no telegraphing signs of intention were best. He argued that the attacks should catch the opponent off-guard, throwing them off their balance and leaving them unable to defend against further attacks. "The concept behind this is that when you initiate your punch without any forewarning or predictability, such as tensing your shoulders or moving your foot or body, the opponent will not have enough time to react" The key is that one must keep one's body and arms loose, weaving one's arms slightly and only becoming tense upon impact. Lee wanted no wind-up movements or "get ready poses" to prelude any JKD attacks. Lee explained that any twitches or slight movements before striking should be avoided as they will give the opponent signs or hints as to what is being planned and then they will be able to strike first while one is preparing an attack. Consequently, non-telegraphed movement is an essential part of Jeet Kune Do philosophy.

- Must be a Jeet Kune Do Master
- Must have learned basic Taijutsu
- Can defend against taijutsu up to B rank
- The user can use this to make multiple combo's and strikes.
- The user can incorporate this with other taijutsu within the style as well if plausible, the same way Bruce Lee used this to strengthen his own strikes and create combo's .

♦ Declined ♦ This is too long for no reason. Remove the background information and keep it confined to just what the jutsu itself does, the rest is not needed.

(Jie Quan Dao: Naoki Sentou) Jeet Kune Do: The Six inch Punch
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The six inch punch is a skill which uses explosive power to generate tremendous amounts of impact force at extremely close distances. When performing this six inch punch the practitioner stands with his fist close to the target six inches away, A quick movement of the wrist produces the force needed, the wrist is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the bottom two knuckles. The six inch punch is a bit stronger than the once inch punch and has been demonstrated showing it to being several times stronger as well (4x to be exact), being able to send opponents away by up to 5 meters at full power. A Jeet Kune Do master can even knock a person out with this punch

Notes:
- Must know the Punch
- Must be a Jeet Kune Do master
- Can be used 4x per battle

♦ Declined ♦ If it is 4 times stronger than the 1 Inch Punch, which is a B ranked attack, that puts this at the level of at least a Forbidden ranked attack. Also, you wording is confusing. You say that it can send people backwards up to 5 meters, then say a JKD master can even knock someone out. Then go on to say that you have to be a JKD master to u



CW:

(Fuuton: Nunchaku Doragon Senpuu) Wind Release: Nunchaku Dragon Whirlwind
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-15 to the user) (-20 if the user is within 10 meters of the explosion)
Description: The user will send their wind chakra through their Nunchaku as they spin it at fast speeds in front of them. As they spin their Nunchaku, they will release the wind chakra from the Nunchaku creating a powerful twister of cutting wind in the shape of a dragon from them that darts at the opponent. The user spins their nunchaku as fast as they can with their normal physical chakra and stamina as well which from the very fast rotations, the dragon's wind becomes even more fierce. Once the user releases it from their Nunchaku at their target they have no control over it. Once released, the dragon darts at the opponent as it expands to the size of Gamakichi from the pain arc. When it get's within short range of the target, it crashes into it, exploding in a giant dome of cutting wind throughout mid range of it's target, leaving their bones shattered, limbs twisted and body severely slashed all over. The user's arm and shoulder however is left in severe pain and drained of energy for the next turn.

Notes:
- Can only be used by -Yard-
- Must use the Intercepting Nunchaku.
- Can be used once per battle
- No S rank wind for two turns
- No Nunchaku techniques for two turns
- Cannot use arm for the next turn meaning no handseals.
- User dies as well if within Short range of the explosion.

♦ Declined ♦ For one, the size is incredibly too large to be allowed. Make it smaller and more localized, not a massive mid range sized explosion. This is more or less a nunchaku fashioning of Daytime Tiger, reformed to fit a weapon. No A rank wind and higher for two turns, and this would also limit your taijutsu to non existent for two turns. Also, if this is a wind jutsu, then the bolded should be edited as well
CFS:

Remade it almost completely

(Jie Quan Dao: Hi denpō sutorētorīdo) Jeet Kune Do: The Non Telegraphed Straight Lead
Type: Offensive/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40 (If striking)
Description: The Non Telegraphed Straight Lead is the backbone of all punching in Jeet Kune Do. It is used both as an offensive and defensive weapon to 'stop' and 'intercept' an opponent's complex attack at a moment's notice and derives from moving in a fluid like nature that allows you to strike without telegraphing. To perform the Non Telegraphed Straight Lead, first, you must be balanced to even execute a strong attack with the straight lead. Next you must be relaxed, if you tighten up, you lose flexibility and timing which are important to successful punches. The momentum of the punch begins with the push off the rear foot, continues with the hip and shoulder snapping into a bio-mechanical alignment of the body, ending with the last snap of the wrist all travelling in a straight line to the target. The speed of each component is compounded upon each successive movement, so that at the end, the fist is travelling at maximum velocity. A key point in the non telegraphic straight lead is to relax your body and arms but keep them slightly weaving. Whip your hand out loosely so your shoulders don’t become tense, and clench your hand an instant before contact. And keep a "poker face". You don’t want to telegraph your intentions. The main biomechanical goal of the JKD Straight Lead is to produce force and "project" that force to an external object (the opponent). The momentum of the fist, through momentum-impulse transfer (derived from multiple body segments), translates into high impact force at the point of impact. By putting all of these elements together, one will perform the straight lead with structural sound-ness.

Although it isn't very strong as in it's not a strike that's going to end the match, the straight lead is the fastest of all punches in Jeet Kune Do because the shortest distance between two points is a straight line. With the minimum movement involved in delivery, balance is not disturbed and because it goes straight toward the target, it has a better chance of landing (the opponent has less reaction time to block compared to a regular jab). Also, the straight right punch is, the most accurate of the other punches due to it's very close range and striking method.


Notes, Additional info & Limitations:
- Must have learned basic Taijutsu
- Can defend against taijutsu up to B rank
- The user can use this to make multiple combo's and strikes.
- A trained and experienced Jeet Kune Do master like Bruce Lee could use this with ease, like second nature meaning that preparing this strike can be done very quickly, without thought. However, this being such a critical key in executing this technique, it goes without saying that the user must master Jeet Kune Do first to perform it.
- The Non Telegraphed Straight Lead is more than just a technique, it is also a method Bruce lee used in all of his strikes. So with this, the user can incorporate this with other taijutsu within the style as well if plausible like with the One inch punch for example, the same way Bruce Lee incorporated it into his own strikes and created combo's with it.
- The speed of the strike is only slightly above that of a normal strong fist user. It is in it's unpredictability that makes it difficult to defend against by even trained martial artists such as even black belts in Karate (Shown by Bruce Lee) because there isn't any telegraphing. So it goes without saying that the opponent must be of at least a taijutsu specialist or above to counter The Non Telegraphed Straight Lead.
- The power of the punch is equal to that of a regular full strength non enhanced punch by the user.
- Quick links/Helpful Information for the student

(Performing The Non Telegraphed Straight Lead)


✦ Declined. Remove all the underlined parts, most of it just sounds like stuff you would tell a student and are just cluttering the jutsu by making it unnecessarily long. The colored parts I understand perfectly what you are saying, but that's not to say everyone will. I mean, a lot of it sounds like it came from a website or something. Just simplify it and put it in laymen's terms. Also, no this jutsu will note counterable by tai specialist and up. You're basically saying if they don't list themselves as a taijutsu user in their bios, this is GG for them. Nah, not for a B rank. Nearly all tai is counterable by a basic ninja if they know the right situations and movements to use and this is a relatively simple jutsu. ✦

CW:

(Fuuton: Nunchaku Doragon Senpuu) Wind Release: Nunchaku Dragon Whirlwind
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-15 to the user) (-death to user if the user is within short range of the eruption)
Description: The user will send their wind chakra through their Nunchaku as they spin it at fast speeds in front of them. As they spin their Nunchaku, they will release the wind chakra from the Nunchaku creating a powerful twister of cutting wind in the shape of a dragon from them that darts at the opponent. The user spins their nunchaku as fast as they can which from the very fast rotations, the dragon's wind becomes even more fierce at the cost of wearing themselves out greatly. Once the user releases it from their Nunchaku at their target they have no control over it. Once released, the dragon darts at the opponent as it expands to the size of Gamakichi from the pain arc. When it get's within short range of the target, it crashes into it the ground, erupting in a straight upwards spiraling twister of cutting wind throughout short range of it's target, leaving their bones shattered, limbs twisted and body severely slashed all over. The user's arm and shoulder however is left in severe pain and drained of energy for the next turn and unable to use taijutsu for two turns.

Notes:
- Can only be used by -Yard-
- Must use the Intercepting Nunchaku.
- Can be used once per battle
- No A rank and above wind for two turns
- No Taijutsu for two turns
- No Nunchaku techniques for two turns
- Cannot use arm for the next turn meaning no handseals.
- User dies as well if within Short range of the dragon erupting.

✦ Approved ✦
CW:


(Katon: Katon Hinotama's) Fire Release: Nunchaku Fire Balls
Type: Offensive
Rank: A
Range: Short-long
Chakra: 30 -10 For combo
Damage: 60 +20 for wind combo.
Description: The user will channel Katon chakra throughout their Nunchaku and whip them in the direction of the opponent releasing a barrage of 4 fire balls at the opponent, each one roughly 0.7 meters in diameter spaced apart by 0.5 meters. The user can then quickly spin the Nunchaku while then infusing them with wind chakra and immediately follow up releasing a strong gust of spiraling wind adding extra power to the fireballs by creating a fire wind combo and pulling them together when they enter short range of the target. The wind being able to quickly follow up after the fire makes this a quick and strong combo. Once the fireballs strike the target they explode on impact engulfing the target in flames.

Notes:
- Can only be used by -Yard-
- Must use the Intercepting Nunchaku.
- Counts as 2/3 moves per turn for the Combo.
- Can only be used 2X per match
- Combo requires at least 5 meters between the user and target.
- Each fireball by it'self is equal to a C rank (B rank if using combo).

✦ Declined, DNR. Weapons releasing elemental projectiles have been done repeatedly.

♠ Pending, leaving for Chris ♠
 
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Re: Custom Jutsu Submission

(Doton: Tsuba no Fumou Gama) – Earth Release: Saliva of the Acrid Toad
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the brother technique to 'Water Release: Sweat of the Bloated Pig'. The user will focus their doton chakra into a nearby construct of solid earth before converting either its rocky exterior or interior into a thick, dense swamp (similar in composition to Earth Release: Swamp of the Underworld). The newly formed fluid will exhibit one or more (only if compatible) of the following properties: adhesiveness, slipperiness or volatility (flammable). Against certain techniques (E.g. Fist Rock Technique or Earth Armour), the user can convert the exterior either into a glue-like substance to bind the opponent to their own technique even when they wish to shed it or convert the interior into a bulky mass of swamp, so the technique becomes drastically heavier and acts as an effective anchor mechanism. Alternatively, the user can use this to cause the hilt of earthen weapons to secrete a very slippery substance which makes it impossible to hold onto the said weapon(s). Unlike Swamp of the Underworld, the released swamp can also be quite flammable in composition, meaning it will readily ignite and burst into a maelstrom of flame if struck by fire or unfocused lightning. To use this on one's own techniques (or substances devoid of chakra) requires no contact with the target substance, simply the use of the Dog Handseal. To use this on the opponent's techniques requires direct contact with the target substance (in similar manner to the Added/Light Weight Earth techniques).

Note: Can only be used four times per battle
Note: Can only be Taught by Negative Knight
Note: Cannot be used on consecutive turns
Note: Can only be used on Earth Release Techniques
Note: Follows Elemental Strengths and Weaknesses

♠ Declined ♠
Alright, frankly put, kind of OP.
Your previous one, the water style CJ, had only one capability, but this one is just too tough to counter. By being able to (at the bolded) essentially utilize all three of those aspects along with being unable to be rid of the technique with any lightning jutsu is simply not going to work out in a battle. Might want to tone that down a bit, otherwise, I do like the concept a lot.
(Doton: Tsuba no Fumou Gama) – Earth Release: Saliva of the Acrid Toad
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the brother technique to 'Water Release: Sweat of the Bloated Pig'. The user will focus their doton chakra into a nearby construct of solid earth before converting either its rocky exterior or interior into a thick, dense swamp (similar in composition to Earth Release: Swamp of the Underworld). The newly formed fluid will exhibit one of the following properties: adhesiveness, slipperiness or volatility (flammable). Against certain techniques (E.g. Fist Rock Technique or Earth Armour), the user can convert the exterior either into a glue-like substance to bind the opponent to their own technique even when they wish to shed it or convert the interior into a bulky mass of swamp, so the technique becomes drastically heavier and acts as an effective anchor mechanism. Alternatively, the user can use this to cause the hilt of earthen weapons to secrete a very slippery substance which makes it impossible to hold onto the said weapon(s). Unlike Swamp of the Underworld, the released swamp can be quite flammable in composition, meaning it will readily ignite and burst into a maelstrom of flame if struck by fire or unfocused lightning (after its fully formed). To use this on one's own techniques (or substances devoid of chakra) requires no contact with the target substance, simply the use of the Dog Handseal. To use this on the opponent's techniques requires direct contact with the target substance (in similar manner to the Added/Light Weight Earth techniques). Similar to other doton techniques, the formation of the swamp can be offset by channeling an unfocused current of lightning into the affected earthen construction.

Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight
Note: Cannot be used on consecutive turns
Note: Can only be used on Earth Release Techniques
Note: Follows Elemental Strengths and Weaknesses

♠ Approved ♠

(Doton: Tsukaimono no Tsuchi) – Earth Release: Gift of Gaia
Rank: S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: The user will perform the Boar Handseal and focus their doton chakra into a nearby statue or life-like construct (e.g. golem, gargoyle, etc) and utilize this released chakra to grant it a degree of sentience (similar to Earth Release: Stone Golem). The chakra will flood the earthen substance and bring it under the control of the user for three turns before reverting to its previous inanimate state. Beings brought to life via this method will only be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. To use this technique on earthen constructs without the need for direct contact, only requires for one condition to be fulfilled. Both the user and the target structure require contact with the ground.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be taught by Negative Knight
Note: Can only be used on Earth Release Techniques
Note: While active the user can only use Doton and non elemental abilities and never above S-Rank

♠ Declined ♠
I'm very hesitant about this jutsu because I have a few questions about it. I apologize beforehand.
1. It's S-Rank? For what reason? I feel like this jutsu is somewhat reminiscent of Deidara's clay one, whereas the rank is dependent on the life form that you choose to infuse this technique with.
2. I need a few examples. Given the broad spectrum of this jutsu, there are too many options for it right now. Not that I don't trust you with the possibilities that it creates, but I need a bit more. I feel that this can easily link itself to another custom jutsu. Perhaps create options, like Deidara's clay that the technique can be used for.
3. Honestly, unless you plan on doing some ridiculous badass Nagato-level Shinra Tensei crap, I don't see why there should be a restriction where you can only use Doton. Even then, I still have a few questions about this jutsu: So does the user control every one of its actions or is the structure that the user "brings to life" have a mind of its own? I can understand the need for that restriction if it is the latter as it would be quite taxing, but if it moves on its own, then there probably will be no need for such.
So, erm, for the long rant. Your jutsu concepts are nice, just need a bit more information.
(Doton: Tsukaimono no Tsuchi) – Earth Release: Gift of Gaia
Rank: C-S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 15-40 (-10 chakra per turn)
Damage Points: 30-80
Description: The user will perform the Boar Handseal and focus their doton chakra into a nearby statue or life-like construct (e.g. golem, gargoyle, etc) and utilize this released chakra to grant it a degree of sentience (similar to Earth Release: Stone Golem). The chakra will flood the earthen substance and bring it under the control of the user for three turns before reverting to its previous inanimate state. Beings brought to life via this method will only be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. To use this technique on earthen constructs without the need for direct contact, only requires for one condition to be fulfilled. Both the user and the target structure require contact with the ground. After being brought to "life", the creation has a mind of its own and can act independently.

E1 - This technique is used to bring small animals and dolls constructed from earth to life. In terms of size, this type can usually fit in the user's hand and its maximum size can be equivalent to that of an average human head. Their small size makes them ideal for stealth as they're capable of staying hidden. These constructions are C-Rank in power.

E2 - This technique is used to bring human-sized constructions to life (e.g. gargoyles and other doton statues to life). These constructions are B-Rank in power.

E3 - This technique is used to bring earthen constructions significantly larger than human beings to life. Their size can range from between three meters and the size of the A-Rank Stone Golem. These constructions are A-Rank in power.

E4 - This technique is used to bring the largest doton constructions to life. Their size exceeds that of the A-Rank Stone Golem and has no real bounds or limits. This technique can even be used to bring constructions on the scale of the statues at "The Valley of the End" to life. Unlike all of the other variants, E4 requires significantly more exertion to maintain and so while active the user can only use Doton and non elemental abilities. These constructions are S-Rank in power.


Note: Lasts for three turns
Note: Only one construct can be brought to "life" per use
Note: Can only be used twice per battle
Note: Can only be taught by Negative Knight
Note: Can only be used on Earth Release Techniques
Note: If direct contact with the construct is made, this technique can be performed without the need for handseals.
Note: Constructs only possess physical capability and can not use jutsus

♠ Approved ♠
Sick move. Nice update.


(Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
Rank: B
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+5 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to either have a considerable weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid and Sticky Earth Drop), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A had its weight increased, technique B can have its weight reduced and technique C can have its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Swamp of the Underworld can have the weight of the swamp/mud altered. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 5x (fives times above or below its weight). Activating this ability is instant and does not consume any time whatsoever.

Note: Lasts five turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

♠ Declined ♠
Well, firstly, thank you for proper usage of English, it is certainly a feast to the eyes. Secondly, I understand what you're grasping at here, but I'm having trouble distinguishing it from the original Added/Light Weight Jutsus. Three main issues here, mate:
1. The techniques of Added/Light weight techniques already state in the description that it can go up to 10x more weight or less. Given the scope of the RP, it's already hard enough to gauge the change in techniques being affected by that, how would 5x more really make a difference?
2. You said you could potentially make the Swamp of the Underworld Lighter/Heavier. This is a very weird concept, as liquid itself has a set weight that's based on its mass and I don't know, I really don't see this working out.
3. At the bolded. Too OP. Needs contact with jutsu being affected or of the such.
I don't want to DNR this or anything, but I'm having issues seeing its significance and individual quality in comparison to the Added/Light Weight jutsus.
(Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

♠ Approved ♠
I believe this goes in hand in hand with an Earth jutsu and can not be activated for an already created one without this effect, correct?
 
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Bhil

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Re: Custom Jutsu Submission


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Summoning Animal:
Mantis Shrimp

Scroll Owner:

Sanji..

Other Users who have signed contract:

N/A

Summoning Boss if existing:

N/A

Other Summoning Animals tied to contract:

Mantis Shrimp Families:

| | |
| | | | | | | | |​

Origin:

It isn’t known exactly when the Mantis Shrimp Summons came into existence. The first known ninja shrimp summoner was documented on an island north of Kumo; it is believed that this ninja joined Kumo in the time of its founding. They were utilized extensively in the first shinobi wars; it is because of this that the current family is so small.

Because villages didn’t exist, the Mantis Shrimp loaned their services to specific families of ninja. Thus their history is hidden behind the unadulterated chaos of those times, when the nation’s were just thoughts and the sword ruled all. They were known for their viciousness and willingness to kill any and every opponent; not because they enjoyed death, but because of an intense paranoia, a sort of “no stone left unturned” attitude. They believed that if an opponent survived a battle, then that opponent would then have a better chance of killing them in the future.​

General Description:

Mantis shrimp or stomatopods are marine crustaceans but are neither shrimp nor mantids, but receive their name purely from the physical resemblance to both the terrestrial praying mantis and the shrimp. They were known as “sea locusts” by the ancient Assyrians, and are sometimes called “prawn killers” or sometimes “thumb splitters” in modern times, as a result of their powerful claws. The different species use a variety of different means to capture/kill their prey, ranging from percussive ‘stunning’, to spearing with claws, to dismemberment.​

Summon General Abilities:

Size: Mantis Shrimp vary in different sizes, they can be as small as a natural shrimp or even become as large as Gamabunta.

Fighting Style: Mantis Shrimps fight in two different styles, Spearing and Smashing, however each shrimp is built for one style only. Both styles cannot be used simultaneously as the styles are depended on the shrimp's appendages.
Spearers: Spearers are armed with deadly raptorial appendages lined with sharp, barbed and rather grisly spikes. The creatures use these weapons in a unique manner - lunging at prey with speed and grasping them as they bite or crunch, all the while stabbing, slicing and just generally mauling the enemy.

Smashers: This is the style that the Mantis Shrimp are more famous for. In this style, the users of the have their appendages more club shaped. Basically though, they just punch stuff. The speed at which they do it is absolutely ridiculous. In the real world, their punch reaches the speed of .22 caliber bullet or 50 mph in water and outside water. (restricted to rock lee w/o weights speed on here).The shockwave produced by the strike is powerful enough to knock out the prey on its own, even if the strike misses through the process called cavitation.

Eyes: The mantis shrimp possesses extremely powerful eyes, much more perceptive than human eyes. They are considered to be the most complex eyes in the animal kingdom. Thy are much more adept at recognizing motion and forms than human eyes are. Each of their individual eyes even possesses its own depth perception and trinocular vision. Some species possess as many as 16 different photoreceptors types, compared to the four that most humans have. They seem to be especially well adapted for the awareness of polarized light, and to a lesser degree ultraviolet.

Appendages: The surfaces of their appendages are composed of an extremely strong mesh work of extremely dense hydroxyapatitewhich is the calcium compound that makes up bones. The mesh has a spiral shape, akin to the shape of DNA, that absorbs shocks. Lastly, the arms are wrapped in chitin, which puts the whole thing under strong compression that helps redirect the shockwaves it sustains.

Contract will be my 2nd one that I've created.




 Declined  This contract falls under a contract being submitted by Rojuro
Resubmitting:

You must be registered for see images

Summoning Animal:
Mantis Shrimp

Scroll Owner:

Sanji..

Other Users who have signed contract:

N/A

Summoning Boss if existing:

N/A

Other Summoning Animals tied to contract:

Mantis Shrimp Families:

| | |
| | | | | | | | |​

Origin:

It isn’t known exactly when the Mantis Shrimp Summons came into existence. The first known ninja shrimp summoner was documented on an island north of Kumo; it is believed that this ninja joined Kumo in the time of its founding. They were utilized extensively in the first shinobi wars; it is because of this that the current family is so small.

Because villages didn’t exist, the Mantis Shrimp loaned their services to specific families of ninja. Thus their history is hidden behind the unadulterated chaos of those times, when the nation’s were just thoughts and the sword ruled all. They were known for their viciousness and willingness to kill any and every opponent; not because they enjoyed death, but because of an intense paranoia, a sort of “no stone left unturned” attitude. They believed that if an opponent survived a battle, then that opponent would then have a better chance of killing them in the future.​

General Description:

Mantis shrimp or stomatopods are marine crustaceans but are neither shrimp nor mantids, but receive their name purely from the physical resemblance to both the terrestrial praying mantis and the shrimp. They were known as “sea locusts” by the ancient Assyrians, and are sometimes called “prawn killers” or sometimes “thumb splitters” in modern times, as a result of their powerful claws. The different species use a variety of different means to capture/kill their prey, ranging from percussive ‘stunning’, to spearing with claws, to dismemberment.​

Summon General Abilities:

Size: Mantis Shrimp vary in different sizes, they can be as small as a natural shrimp or even become as large as Gamabunta.

Fighting Style: Mantis Shrimps fight in two different styles, Spearing and Smashing, however each shrimp is built for one style only. Both styles cannot be used simultaneously as the styles are depended on the shrimp's appendages.
Spearers: Spearers are armed with deadly raptorial appendages lined with sharp, barbed and rather grisly spikes. The creatures use these weapons in a unique manner - lunging at prey with speed and grasping them as they bite or crunch, all the while stabbing, slicing and just generally mauling the enemy.

Smashers: This is the style that the Mantis Shrimp are more famous for. In this style, the users of the have their appendages more club shaped. Basically though, they just punch stuff. The speed at which they do it is absolutely ridiculous. In the real world, their punch reaches the speed of .22 caliber bullet or 50 mph in water and outside water. (restricted to rock lee w/o weights speed on here).The shockwave produced by the strike is powerful enough to knock out the prey on its own, even if the strike misses through the process called cavitation.

Eyes: The mantis shrimp possesses extremely powerful eyes, much more perceptive than human eyes. They are considered to be the most complex eyes in the animal kingdom. Thy are much more adept at recognizing motion and forms than human eyes are. Each of their individual eyes even possesses its own depth perception and trinocular vision.

Appendages: The surfaces of their appendages are composed of an extremely strong mesh work of extremely dense hydroxyapatitewhich is the calcium compound that makes up bones. The mesh has a spiral shape, akin to the shape of DNA, that absorbs shocks. Lastly, the arms are wrapped in chitin, which puts the whole thing under strong compression that helps redirect the shockwaves it sustains.




☼ Declined - The general abilities stuff isn't defined enough. You mention a shockwave with the smashers, but don't described it at all. Is it essentialy like frog kata where merely dodging the punch doesn't work? How far around the punch does the shockwave reach?

What do the eyes give in terms of a measurable advantage? What does the trinocular vision allow that binocular vision doesn't?

For the armor, when the contract is approved you'll have to go into detail about what it can defend against for each summon, as it would make sense that larger summons have stronger armor. ☼
 
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Frozenstein

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Re: ±±Custom Jutsu Submission±±

(Ninjutsu: Yoroi Yaiba) - Ninja Arts: Armor Blade
Type: Attack
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Yoroi Yaiba is an improved version of Yoroi Kussetsu (Armor Bending) with the same principle, but different effects. Just like with the original technique, the user has to perform 3 hand seals and send his chakra into the opponent's clothing, armor, etc, but instead of simply queezing him with them, the user makes the clothes to do that only at certain, extremely thin parts over the body and additionally makes the clothes to keep moving around with fast speed. With the changes in the execution and some additional shape manipulation, the user can make it look like that the opponent is being cut up with his own clothing. However since the sqeezing only happens (and is being kept up) at those thin parts and the clothes are keep moving around, if the opponent doesn't counter right away, he may find himself with some extremely deep cuts all over his body. This technique has a faster execution rate thanks to the smaller effected areas and while being executed, pulls the clothings around the affected areas into the wounds, further increasing the damage and leaving parts of the clothings in the wounds.
- can only be used 4 times per battle
- can only be taught by Frozenstein

☼ Declined - Basic version is more than enough, DNR ☼

(Ninjutsu: Yoroi Kussetsu) - Ninja Arts: Armor Bending
Type: Attack/Supplementary
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user performs a set of 3 hand seals and send chakra inside the opponent's clothing. He then changes the structure of it, make it stronger and finally manipulate it. This manipulation can be made in 2 ways. He can make the clothing to completely wrap around the opponent and crush him, or wrap around in certain parts like arms, legs, upper/lower body, etc. Using either means to crush the opponent, the technique has the same power. It can squeeze and crush the opponent really fast, break his bones and deal internal damage to him. This technique can be used not only on regular clothes, but armors and generally everything that is worn on the body. In addition to the offensive usage, the user can also use this technique to move the clothes through simple hand movements. By doing this, he sacrifices the offensive damage of the technique but gains more usage versatility.
- wrapping happens extremely fast and when it start to squeeze the opponent, it can force him to release his grasp on weapons or cancel techniques that needs direct control
- ninjas with extreme strength such as Tsunade or Raikage may break out from the tech
- can only be taught by Frozenstein

Dropped the rank to B-rank, added the exceptions on the affected stuffs, increased the usage limit (tho I think B-rank techs normally doesn't have o_O) and a question. By non specific you mean, like a Nekura cloak can't be affected by it? Tho that is just a cloak that can defend from physical attacks.


 Approved  Added a small cool usage for you and removed the limit. B-Ranks don't need limits. Also, Nekura's cloak as well as for example a Binkan's saber depend on how they are described. A binkan saber is defined as a basic weapon so it falls under the Kunai, Shuriken, etc category: basic tools. A Nekura's cloak I don't know as its not defined in any category. Still, beneath the cloak, they should have clothes. No need to focus on the cloak when you know for a fact you can even crush their testies with their own underwear. *hint hint*​
(Taijutsu: Jakutso no Gyou) - Strong Fist: Slimy Slither
Type: Supplementary
Rank: C-rank
Range: Short
Chakra: 15
Damage: -
Description: Slimy Slither is a simple observation type jutsu where the user is reading his opponent's moves by "feeling" the stream of air and vibrations produced by breathing and movements. To achieve it, the user directs a small amount of chakra in the outmost layer of his skin and directly link it to his senses. However to lower the risk of feeling extreme pain if he gets hit, the user only focusing on the feeling of the stream of air and vibrations around his body.
- jutsu lasts for 5 turns after activation or until cancelled
- can only be taught by Frozenstein

☼ Declined - This needs much more detail, as well as a usage limit. As is you could just keep it active for the entire battle. ☼

(Kuchiyose no Jutsu: Valkyrie) – Summoning Technique: Valkyrie
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Valkyrie is a female ocelot working directly under Constantine, the King of Ocelots. She was promoted to be one of the leading officers of the warriors thanks to her being the previous matriarch of a smaller clan and her superior skills and leadership. Originally Valkyrie had a different name what she is using now, but she got a nickname after she joined the warriors and now she is using that as her real name. Valkyrie got her nickname because of her fighting style, where she always ended her fights with killing her opponents and send them to the nether world with a short speech. Valkyrie can use Fire-release up to A-rank without hand seals, using her legs, paws, mouth and tail if needed, but she can't use ones that requires a human's hand like the Flame Rasengan. She also has a unique ability she is calling Guardians of Asgard. It is a special jutsu she was working on for years and now the only one who can perform perfectly.

Guardians of Asgard: Valkyrie's unique jutsu she invented herself. It's a type of offensive jutsu that is using distraction and deceit to land and deal damage. This jutsu is performed by using raw chakra with different stages. When Valkyrie is performing this technique, she divides her chakra into 6 smaller parts and release them from her body. However while doing so, she makes the chakra to copy the characteristics of her body as it leaves, making it look like she is multiplying her body with some kind of clone jutsu (similar to the SNK ability or the Mizukage's jutsu) or make the opponent believe he is trapped inside a genjutsu. However in reality the chakra she is releasing only has an extremely thin layer that is looking like herself, while the remaining remains intangible and unused in the beginning. When Valkyrie made all 6 or less bodies, she starts moving them like they were real clones and try to attack the opponent. This attack is a regular attack she could perform herself, like a deep cut, a push or a bite. To perform these attacks, Valkyrie uses the chakra she left unused inside the "shells", give them mass and form, but let being destroyed afterward, making her tech be similar to a projectile type of jutsu. However even if she only solidifies the parts she is using to attack, like teeth, claws or head/paws (when pushing), this tech still has a lot of drawbacks. While the "bodies" are moving, they are intangible for regular physical attacks (like stabs, cuts, kicks, etc.), but vulnerable against elemental and wide scale attacks due to the chakra being unused inside them. This means while the opponent is using a technique that has a smaller size of Valkyrie's body, these attacks simply pass through the "bodies", damaging/destroying the outer layer and revealing the unused chakra inside it, but if the attack is bigger than her body, the "bodies" along with the chakra stored inside them will be destroyed. When an attack hits these "bodies" and at least half of the outer layer remains intact, the bodies will still continue their way toward the opponent, but start to leak the chakra inside them and will be unusable by the end of the turn. The same goes for elemental attacks if their size is smaller than half of Valkyrie's body.

- Guardians of Asgard can only be used 3 times per battle and is equivalent to an A-rank ninjutsu technique
- bodies made with Guardians of Asgard remains on the battlefield for 3 turns or until destroyed/used
- each "body" can deal damage like it was an individual A-rank tech, but no matter how many hits, the damage won't multiply
(1 body hits -> 60 damage, 2-6 bodies hit -> 60 damage)
- Valkyrie can only be summoned 1 time and for 5 turns
- can use fire up to A-rank
- can only be summoned if there’s an existing contract
- can only be taught by Frozenstein

☼ Leaving for another Mod ☼


 Declined  Link to contract?
 
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Venom

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Re: Custom Jutsu Submission

(Fuuton: Manji Hae no Jutsu) – Wind Release: Manji Fly Technique
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 20
Damage Points: N/A (40 damage if used to attack the opponent)
Description: The user will focus their wind chakra into a sizable weapon they're wielding (sword, staff, etc) whilst "twirling" it repeatedly in their hand to cause for the creation of a rotating wind-infused blade (Similar to Wind Release: Vacuum Blade). Once the rotating wind-infused blade is created, the user will either use it directly to assault the opponent, use it as a defensive shield to deflect incoming attacks or use it to create a propeller-like effect, allowing the user to fly/levitate through the air before directly engaging their opponent. This is done through holding a single rotating blade above the user's head in order to levitate one's self, making the user resemble a small helicopter in appearance. They will then begin flying through the air in the direction of the opponent, before using the same wind-infused sword to assault/attack the opponent in a wide variety of ways. Depending on the direction of rotation (clockwise or anticlockwise), this technique can also be used to push away or pull people/objects in.

☼ Declined - The helicopter bit doesn't make sense. For you to spin a weapon like a sword or staff, you would need to spin it on the palm of your hand. Obviously if you're not holding it, it can't lift you. You would have to be holding it to lift yourself, which means you would have to have your entire body rotating, which is an entirely different technique. ☼

(Namekuji Ninpou: Namejuji Bodi) - Slug Arts: Slug Body
Type: Supplementary/Defense
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: After witnessing one of the ability of Katsuyu, Sakura is able to split her body into several different ‘blobs’ of flesh (Appearance of small slugs) to avoid physical damage. This technique doesn’t take long to activate. Sakura have the option to break down her entire body in the blobs of flesh and reform somewhere else (through crawling to the new location), but the blobs cannot attack in this form but the blobs are coated in a corrosive acid, which is similar to Katsuyu’s saliva which can be hazardous if touch by others. She can also break apart a limb or abdomen into this blob of flesh, instead of breaking down her entire body into the slugs. Its usage is quite similar to the Water replacement technique.

Notes:
-Can only be used by Tsunadae and Sakura bios. (As long as the bio have the slug contract)
-Can only be used once every 3 turns

[ ]

☼ Declined, take out the every 3 turns limit and just add a 4 times limit. How fast do these slugs move? Clarify what the acid does if it gets on someone. ☼
 
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Uzumaki Naruta

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Re: Custom Jutsu Submission

(Genjutsu: Sauna Enmu) Illusionary Arts: Sauna Haze
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user releases a haze of Scorch chakra all around them which takes on the appearance of a dense torrent of glistening flames. This release acts as a trigger to any person that look into it, doing so will activate an illusion within the person's [ppponent's] mind causing them to believe that there is a haze made of scorch surrounding the entire battlefield. This haze makes them feel like they cannot breath from lack of oxygen due to the extreme heat of the surrounding haze. This also causes the opponent to become extremely fatigued in reality. Due to the user actually releasing scorch chakra before the illusion activates, the illusion tends to come off more believable.
Note:
-Can effect a total of three opponents per use
-Can only be used twice
-The user is unable to use another genjutsu in the same turn making layering genjutsu ontop of this one near impossible

Bio:
Scorch Training:

♠ Pending, leaving for another checker ♠
✦ Declined ✦What makes this offensive? Becoming fatigued doesn't hurt one, and lack of breath is usually not painful unless other factors come into play as to how you have a lack of breath, i.e. strikes to the chest to become winded, etc.


(Genjutsu: Sauna Enmu) Illusionary Arts: Sauna Haze
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user releases a haze of Scorch chakra all around them which takes on the appearance of a dense torrent of glistening flames. This release acts as a trigger to any one that looks into it, doing so will activate an illusion within the opponent's mind causing them to believe that there is a haze made of scorch surrounding the entire battlefield. This haze makes them feel like they cannot breath from lack of oxygen due to the extreme heat of the surrounding haze. This also causes the opponent to become extremely fatigued in reality slowing down their movement. Due to the user actually releasing scorch chakra before the illusion activates, the illusion tends to come off more believable.
Note:
-Can effect a total of three opponents per use
-Can only be used twice
-The user is unable to use another genjutsu in the same turn making layering genjutsu ontop of this one near impossible

Bio:
Scorch Training:

☼ Declined - Clarify the slowing down their movement's bit. How much? Just run speed, or all movement? Etc. ☼

~New submission~

(Shakuton: Senureigoto -Scorch Release: Roasting Misery
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user channels scorch chakra into their fists or feet while attacking the opponent with taijutsu. As they hit the opponent or strike towards the opponent they release the scorch chakra in the form of dense torrents, pulses and streams which are extremely hot in nature and have the ability to evaporate moisture in both the atmosphere and the opponent's body. Like the cannon uses of Scorch Release these scorch flames can travel through the opponent creating immediate effects to their body. By channeling the scorch flames through the opponent the user can achieve similar repercussions to the cannon technique Extremely Steaming Murder in a more localized manner. They can attack vital organs forcing them into a dehydrated and fatigued state simply by knowing where in the body they are located.
This can in turn slow the opponent down drastically leaving them in a very weakened and vulnerable state. The body relies heavily on water to maintain healthy functions among it's various systems. Severe dehydration can cause negative changes in health such as decreased cardiovascular efficiency, renal impairment, and fatigue. Like the cannon technique the effects are highly noticeable leaving the parts of the body struck very desiccated and wrinkled. It also causes fatigue and muscle tightness as well as loss of rationality and a state of euphoria as well as weakness, dizziness, confusion the inability to sweat and almost a numb feeling in the areas that were directly struck.
Notes:
-Can be used four times a battle and twice per turn
-Like the cannon uses because the opponent is coming into direct contact with the scorch flames that reactions are almost immediate. It can also cause severe to nearly fatal damage if properly and skillfully directed.
-If used Mid Range the flames are able to evaporate large lakes and ponds and can also take out water jutsu two ranks higher

☼ Declined - This seems to be two techniques in one. You have the taijutsu portion, and then the torrents/pulses/streams, which is completely different. I like the idea of scorch taijutsu used to dehydrate specific spots, but it needs to be its own technique. ☼
 
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Shīnju

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Re: Custom Jutsu Submission

Summoning Animal:Lion Fish
Scroll Owner:Artist
Other Users who have signed contract: N/A
Summoning Boss if existing:None as of yet
Other Summoning Animals tied to contract:None as of yet
Description and Background: Pterois in the Atlantic range from 5 centimeters 2 in to 45 centimeters 18 in in length, They are well known for their ornate beauty, venomous spines and unique tentacles.

Lionfish are known for their venomous fin rays, a feature that is uncommon among marine fish in the East Coast coral reefs. The potency of their venom makes them excellent predators and poisonous to fishermen and divers. Pterois venom produced negative inotropic and chronotropic effects when tested in both frog and clam hearts and has a depressing effect on rabbit blood pressure. These results are thought to be due to nitric oxide release. In humans, Pterois venom can cause systemic effects such as extreme pain, nausea, vomiting, fever, breathing difficulties, convulsions, dizziness, redness on the affected area, headache, numbness, paresthesia (pins and needles), heartburn, diarrhea, and sweating. Rarely, such stings can cause temporary paralysis of the limbs, heart failure and even death.

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Summoning Tattoo
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♠ Declined ♠
Don't just copy from the Wiki, rewrite the bolded in terms of how it would function in an actual battle.


(Futon:Kiseki no hakai)Wind Release:Miracles Destructions
Type:Offensive
Rank:Forbidden
Range:Short-Long
Chakra:50
Damage:90(15 to the user) From each blade
Description:The user gathers a enourmous amount of wind chakra and shape manipulates it into a large compressed devastating ball of wind, The user then Performs 2 Handseals (Monkey-Dog) & the giant compressed ball floats upwards to the middle of the battle field. After in the middle the user must Make 1 last handseal (Dragon) which initiates the jutsu . The Compressed wind begins spinning in all directions as it sends blades of wind through out the whole battlefield 360 degress around the compressed ball. It sends 3 kinds of Bladed wind . Large blades of wind capable of going through buildings making them collapse, Pushing & Destroying Large boulders if an opponent is hit by one of these types of blades they fly back a range(Short-Mid)(Mid-Long) Equal to getting hit by Pains Ox Summoning. Medium Sized blades capable of hitting a opponent with medium sized force equal to a above average strong fist punch causing severe damage such as broken bones & Internal Damage. Small sharp blades of wind capable of cutting Through Anypart of the human body with ease Equal to a Focused Sword Attack. Being Hit by all 3 types of blades is certain death , Even 2 causes severe damage

-Usable Once
-No Wind techniques the rest of the match
-Due to the vast amount of wind chakra used the user is left extremely exaughsted

♠ Declined ♠
Seriously, I can barely understand this. You're saying a ball goes up into the middle of the battlefield, releases three different kinds of Wind Blades. Alright, I get that much, but how fast does it release them, how many, and how long? Also, since it's long range, you're saying you're going to kill yourself with this technique as well? Fix up your sentences, it's hardly comprehensible.
Summoning Animal:Lion Fish
Scroll Owner:Artist
Other Users who have signed contract: N/A
Summoning Boss if existing:None as of yet
Other Summoning Animals tied to contract:None as of yet
Description and Background: Pterois in the Atlantic range from 5 centimeters 2 in to 45 centimeters 18 in in length, They are well known for their ornate beauty, venomous spines and unique tentacles.

Lionfish are known for their venomous fin rays, a feature that is uncommon among marine fish in the East Coast coral reefs. The potency of their venom makes them excellent predators and poisonous to fishermen and divers. Lion fish Venom is very deadly so deadly that the lion fish earned a spot on the top 10 for the most venomous marine animals in the world , If a opponent gets stung by one the lion fishes poisonous spines , The spine comes off of the fish & stays in the opponents skin as it as its venom sack injects Neurotixic Venom throughtout the opponents body.

The opponent will first experience a burning sensation like there body is on fire even if the spine is removed the sensation lasts 10 minutes

while on top of that the area where the opponent got stung begins to swell up & begins to experience pain.The opponent will the start feeling nauseated & begin throwing up with also getting a High fever due to the venom. It also weakens the force of muscle contractions(Unable to use that part of the body after awhile ) & Increases the heart rate of the opponent

It is very simple to stop all of this the opponent must use heated water to stop & break down the venom on the affected area.


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♠ Declined ♠
I still don't have enough information on this summon. You gave me one aspect of it, which is the venom technique, however, what is their role in the ninja world? What elements are they usually associated with? How small or large can you summon one? What can do it in battle asides from using its toxin?


(Futon:Kiseki no hakai)Wind Release:Miracles Destructions
Type:Offensive
Rank:Forbidden
Range:Short-Long
Chakra:50
Damage:90(15 to the user) From each blade
Description:The user gathers a enourmous amount of wind chakra and shape manipulates it into a large compressed devastating ball of wind, The user then Performs 2 Handseals (Monkey-Dog) & the giant compressed ball floats upwards to the middle of the battle field. After in the middle the user must Make 1 last handseal (Dragon) which initiates the jutsu . The Compressed wind begins spinning in all directions as it sends blades of wind through out the whole battlefield 360 degress around the compressed ball. It sends 3 kinds of Bladed wind . Large blades of wind capable of going through buildings making them collapse, Pushing & Destroying Large boulders if an opponent is hit by one of these types of blades they fly back a range(Short-Mid)(Mid-Long) Equal to getting hit by Pains Ox Summoning. Medium Sized blades capable of hitting a opponent with medium sized force equal to a above average strong fist punch causing severe damage such as broken bones & Internal Damage. Small sharp blades of wind capable of cutting Through Anypart of the human body with ease Equal to a Focused Sword Attack. Being Hit by all 3 types of blades is certain death , Even 2 causes severe damageThe Large waves can Reach up to long range while the medium can only reach mid & the small can only reach short range.The concept of the technique is very simple to achieve 360 degrees the orb releases 4 large blades of wind from the Top left,Top right ,Bottom Left, & Bottom right at the same time. The larger blades are very slow but are very powerful.8 of the medium shaped blades are sent out from the orb Up(in the middle of the Top left & Right blades) Down ( In the middle again) moving at a average wind blade pace. 16 smaller sharp wind blades are sent from in between the large & medium blades and are very fast
Image
Purple Represents the Large blades location

Red Represents medium blades location

Brown represents the small blades location of which theyll be shot out from the orb
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-Usable Once
-No Wind techniques the rest of the match
-Due to the vast amount of wind chakra used the user is left extremely exhausted

♠ Pending, leaving for another checker ♠

☼ Declined ☼
If you have three different sized blades that impact with different amounts of force, their damage should be different. Not to mention you say its 90 from each blade, which isn't going to fly. Its 90 damage total. Tempted to DNR this, but I'll give you the chance to fix it up. Make it clearer.
 
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Horogium

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Re: Custom Jutsu Submission

Vajra's Downfall
Type: Weapon
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description:
Vajra's Downfall is a rare weapon crafted by one of Kami Tenchi's descendents whom wanted to protect the world from harm. The weapon starts off as a huge artifact, fitting to a man's palm. It is shaped as a pentagon with a kanji engraved on the top.; 没落 (Meaning Downfall). The artifact had a small hole on the top vertex so it can be worn as a bracelet, for easy access. By channeling chakra into this artifact, the artifact will expand into a circular shield that protects the upper and lower parts of the user (the user's legs will be exposed). Composed of light, but durable metal, the shield was regarded as beautiful, sporting a golden lion to appear at the very center of the shield. Around the outer parts of the shield are ancient markings or writing that mean "O Mighty Vajra, Why? Why?". On top of the lion's head is an open dent able to pack swords or katanas on it.
Illustration:

Notes:
Defends up to solid C-Rank techniques

♠ Approved ♠
 
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SSW Imp

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Re: Custom Jutsu Submission

Kusa no Norowa Burēdo: Cursed Blade of Grass
Type: Weapon
Rank: S
Range: Short
Chakra: 40 (+10 for first two abilities; +20 for last ability)
Damage: N/A
Description: This blade has an unknown origin. It is said to have been created thousands of years ago by a traveling mystic shaman that lives atop of a mountain. The blade is made of grass, but it was created with magic allowing it to cut though the strongest of metals. Being very thin and light, the blade is very accurate in its use allowing for the user to cut with ease and precision. The blade itself is about 2.5 feet long with a 6 inch hilt. When not in use, the blade retracts and wraps around the users forearm. The sword has three abilities that the user can use after channeling sufficient chakra into it. The blade will retract onto the users forearm when the user releases the hilt of the blade.

Kusa Muchi: After using channeling an additional +10 chakra into the blade, the blade will release from the users for arm and rests in their hand. Using the blade of grass like a whip, the users can wrap the grass around an opponents extremities. Much like how a tree root can rip apart a sidewalk, when wrapped around an arm or leg, the whip will break said body part.

Kusa No Doriru: After using an additional +10 chakra, the user can envelop the sword around his whole arm, creating a drill similar to Kimimaro's bone jutsu: Dance of the Clematis: Flower.This drill allows the user to be able to drill through solid A-Rank and lower earth jutsu.
-Can only be used 3 times per battle

Idaina Kusa āmu: Is the strongest of the abilities that the user can use. After channeling +20 chakra into the blade, the user can make the blade wrap over the arm completely, and overlap itself to the size of the Hozuki's Great Water Arm. Once enveloped, the user can release a B-Rank barrage of dense grass bullets that go up to mid range. The barrage of bullets is about 20-25 and can pass through A-Rank Water and Earth because of the speed that the bullets released and the density of the bullets.
-Can only be used 3 times per battle

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Restrictions
-The abilities will end if put into contact with a B-Rank or higher fire jutsu, and the blade will retract onto the users arm for 3 turns
-After using the Idaina Kusa āmu ability, the user's hand will be hurt from the amount of pressure that the grass will exert on the users arm, and handseal speed will decrease for the next 4 turns
-Each ability count as a move

♠ Approved ♠

Fuuton: Wenshuku Rippoutai (Wind Release: Gravity Cube)
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:The user will perform a sequence of three handseals, and will form his hands, like how Onooki forms his hands for his dust techniques, within the users hands, a small cube will form. By pushing forward, the user will release the cube outward and while it goes toward the opponent, it will expand to a 5 x 5 meter cube. Once within the cube the the opponent will not be able to move their feet, because the air inside the cube, below the opponents knees will be pushing downward. The cube has sides like a net, with smaller squares making up the sides of the cube.
-Can only be used twice per battle
-The cube travels fairly quickly, and is slightly noticeable by the regular ninja

♠ Declined, do not resubmit ♠
Concept done before.
 
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Korra.

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Re: ±±Custom Jutsu Submission±±

Resubmitting


(Hebiātsu: Hebi no Norowareta Niwa ) - Snake Arts: Cursed Garden of Snakes
Rank: S rank
Type: Offensive/Defensive/Supplementary
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user will stomp their foot onto the ground and uses their chakra to create multiple tunnels through out the ground underneath the user and the opponent throughout the entire terrain. The user will then do the snake sign and have a snake come out of their sleeve and goes underground and travels throughout the tunnels laying snake eggs throughout the tunnels. The snake eggs will quickly hatch and release many different sized snakes to come out of under the ground and attack the opponent and covering the entire terrain. The snake sizes can vary going from small baby snakes to large size anacondas. The snakes all poses a basic venom that when they bite the opponent they cause numbness right away and after turns if the snakes are still biting the opponent will cause paralysis.
Note: Must be able to summon snakes
Note: This jutsu takes two turns. One to completely set up and the next to actually be used.
Note: Usable twice with a 3 turn cool down between uses.
Note: All the snakes last for 2 turns.
Note: Must be taught by Blake Belladonna

Made it where it takes two turns and took out the part of the snake keep on laying eggs

♠ Declined ♠
I apologize for making you submit this yet another time, but I have some further speculations pertaining to the usage of this jutsu during a battle.
First of all, you're saying ONE single snake is going through a wide amount of tunnels spawning the course of about twenty + meters laying an X amount of eggs? Dear God, do you want to exhaust her innards? Asking a specific amount of eggs to be hatched might be a bit hard given the scope of this jutsu, but right now, as it stands, it seems that it has the capability of covering the entire battlefield, and that's somewhat OP, especially if the opponent is unable to detect the move coming and make a counterplay. Secondly, quantum physically speaking, you can just have a giant ass anaconda pop out of a tiny egg, that really makes no sense. Make them all one size. And at the bolded. Think you're missing a word there, mate.
Resubmitting

(Hebiātsu: Hebi no Norowareta Niwa ) - Snake Arts: Cursed Garden of Snakes
Rank: S rank
Type: Offensive/Defensive/Supplementary
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user will stomp their foot onto the ground and uses their chakra to create multiple tunnels through out the ground underneath the user and the opponent throughout the entire terrain. The user will then do the snake sign and have a snake come out of their sleeve and goes underground and travels throughout the tunnels laying up to 100 snake eggs throughout the tunnels. The snake eggs will quickly hatch and release many different sized snakes to come out of under the ground and attack the opponent and covering the entire terrain. The snake sizes are as big large size anacondas. The snakes all poses a basic venom that when they bite the opponent they cause numbness right away and after two turns if the snakes are still biting the opponent will cause paralysis.
Note: Must be able to summon snakes
Note: This jutsu takes two turns. One to completely set up and the next to actually be used.
Note: Usable twice with a 3 turn cool down between uses.
Note: All the snakes last for 2 turns.
Note: Must be taught by Blake Belladonna

Gave it a limit of the number of eggs and size of the snakes

♠ Approved ♠
 
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Faceplant911

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Re: ±±Custom Jutsu Submission±±

(Sentō matsubadzue) battle cane: literally, battle crutch
Rank: E
Type: Weapon
Range: Short
Chakra: N/A
Damage: 5
Description: This weapon is a hollow quarterstaff-like strip of beech colored wood. This weapon weighs virtually nothing except for two metal caps on either end intended for balance. It takes little skill to wield as a weapon, and it is fast enough to act like something of a shield if spun quickly. (very ineffective) it is mostly for use as a crutch or a baseball bat. Also, with training it can be thrown and spun without the user actually holding because of it's near weightlessness. This weapon also has a spring load in the hollow center for kunai or other small objects.
-spinning to try to block something only works on taijutsu or weapon attacks of near no force. (senbon)
-very flammable, will burn up almost instantly in fire.
-handless training only teachable by Faceplant911
-can't cast water style jutsu while holding or it will absorb some of the water and become much heavier.
-It takes one action to uncap/recap the spring and is unbalanced and unspinable until recapped.

♠ Declined ♠
You don't even have a bio. <_>'
 
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Excālibur1

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Re: Custom Jutsu Submission

(Kage Shuriken Bunshin) Shadow Transformation Clone
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: By infusing a projectile weapon(shuriken, kunai etc.) with his chakra, the user throws it towards a desired location before performing the clone hand seal, creating a shadow clone from it(the projectile).

Note: Follows the same rule for clones
Note: Can only be used thrice per battle
Note: Can only be taught by Excālibur


 Declined  This is a canon technique. Next time you'll be banned from this thread for trolling. DNR
 
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Tsuki

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Re: Custom Jutsu Submission

(Futon: Kaze no Hiretsuna Jetto) - Wind Release: Sneaky Jet of Wind
Type: Supplementary/Offensive
Rank: B-Rank
Range: Mid-Long
Chakra: 20
Damage: N/A (30 from the disk of wind)
Description: The user gathers wind chakra below their feet which is then manipulated into becoming a jet of wind that lifts the user slightly above the surface they're standing on, whether it's ground or a water source (20 centimeters above surface). The jet of wind is large enough for the user to stand on. This jet of wind is then controlled by the user to travel in an arc manner trajectory towards a target while they themselves are standing on it, allowing themselves to travel that same trajectory aswell. Its speed is faster than a running shinobi yet the user and the jet of wind can clearly be seen and tracked with the naked eye. Traveling in an arc manner with such speed would allow the user to evade mid-ranged-sized attacks within reasoning (for example: incoming projectile-type or stream-type techniques) while at the same time approaching their opponent. Once they evade the incoming attack, the user does a side back flip, leaving the jet of wind while manipulating it to compress itself into a disk made out of wind that travels in mid-air straight towards the opponent at greater speed since the user "pushes" it with the motion of their back flipping with their feet (still trackable with naked eye). The jet can be seen/noticeable because of the impact it does on the surface it is moving on. The jet has a somewhat grey-ish color but still has some transparency to it aswell. The disk of wind will still have that grey-ish color (more noticeable by sight since it's compressed) but cannot be heard when it's noisy in the battlefield, unless someone has enhanced hearing abilities. The slicing damage it does would be as large and similar to that of a normal katana enhanced with C-Rank wind chakra. When doing the side back flip, the user lands back to the ground/water source.

Note: Usable 3 times per battle
Note: Cannot be used in consecutive turns
Note: Must be mid/long range away from opponent to use

☼ Approved - Reduced usage by one, edited range to fit the restriction. ☼


(Suiton: Shaketsu senmon'i) - Water Release: The Phlebotomist
Type: Supplementary
Rank: D-Rank
Range: Short-Mid
Chakra: 10
Damage: N/A
Description: The user manipulates a small amount of moisture droplets which are neaby their desired target and makes these moisture droplets gather together, allowing them to shape into 4 small needles. Each needle is slightly smaller than the size of a steel needle that a syringe has. Those needles will be placed on different parts of a target's body to extract a very small amount of their blood (enough to be contained in each of those needles). As that happens, the target would feel as if he received a mosquito bite on each of those 4 places the needles have been placed on. The process of extracting blood happens almost in an instant since the needles can only contain a very small quantity of blood. Those 4 needles made out of moisture droplets will then be manipulated by the user through hand gesture to gather in front of himself, fusing together into the shape of a small coin of water which contains the target's blood. Those needles travel almost as fast as the speed of a thrown kunai when returning back to the user.

☼ Declined - Whats to stop you from creating these needles while its raining, right in front of your opponent and jamming them into their eye? It needs a limit as to how close to the person they can be made, so they at least have a chance to notice and defend against them. ☼

(Raiton: Raitoningu Esukēpu) - Lightning Release: Lightning Escape
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user)
Description: The user gathers a great quantity of raiton chakra across their entire body. Allowing it to flow through their chakra system causing any form of chakra flow disrupting technique affecting the user to get cancelled (such as genjutsu of S-Rank and below). This happens because of the "spiking" the jutsu causes in their chakra system. The user releases all this raiton chakra out from one side of their body meaning they can release it from their front (forward), their back (backwards), right or left side of their body. This lightning chakra takes the form of a compressed beam of lightning which keeps on being released from the user's body for few seconds in which the user needs to keep focusing on the release of their lightning chakra to keep the jutsu functioning. The size of the beam of lightning is as large as half of the user's body, having a spherical shape, and when hitting a target would electrify them. If it successfully hits the opponent entirely, they would have 2nd degree burns with all of their organs damaged to the point that they can no longer be properly used. Unless it only reached a part of their body, in that case, only that part would no longer be functional. The release of that much chakra in a compressed form would give out a flash which blinds the opponent if they were staring towards the released beam of lightning's direction. Sensors and dojutsu users would be unable to properly sense/see chakra the following turn due to the large amount of compressed chakra being present in one point. The release of this compressed raiton chakra from the user's body would allow them to send themselves flying the opposite direction of which the lightning has been released from at high speed allowing them to potentially avoid large-sized enemy techniques within reasoning. So this technique also serves as a mean of getting out of any form of body manipulation technique such as Nara techniques and some Yamanaka techniques which only takes control over the user's movements since the lightning forcibly pushes away the user's entire body. When the technique ends, the user's chakra system would be a bit fatigued from the sudden and great amount of lightning chakra used and so can only use two techniques the following turn.

Note: Once per battle
Note: No lightning the same turn
Note: Can only use 2 moves the following turn due to chakra exhaustion
Note: No A-Rank lightning and above the following turn, no S-Rank lightning and above the turn after

♠ Declined ♠
This is potentially a DNR.
Reading through your description, I can see no fitting counter to this jutsu - you're saying when it hits, it basically KOs the opponent because it renders all of his organs useless. Also, I understand that this jutsu takes a few seconds to power up, but just because you power through high level techniques at a fast speed doesn't mean you're invincible to them. Think this through.


(Genjutsu: Kanketsu) - Illusionary Arts: Simplicity
Type: Supplementary/Offensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: 30 (from the kunai)
Description: The user induces the opponent in an illusion through the medium of revealing a kunai to his/her opponent which the user already held in one of their hands. The opponent's sense of sight, hearing and touch is then manipulated in the genjutsu to make them believe that the user is still and will keep on carrying their kunai. In reality the user would take that opportunity to slightly enhance the kunai with chakra then throw it at their opponent while they cannot sense the kunai approaching them with sight, hearing and touch by any normal means. Those 3 senses would make them believe that the kunai is still at the user's possession. Nothing else is altered in the illusion.

♠ Declined ♠
Might be because it's five a.m., but I read this several times over and I'm still not fully understanding this. You're saying that basically for this to work, the opponent needs to already be holding a kunai? But then how does the user take that kunai to throw it at him? At the bolded part: How exactly is he doing that?



(Takusa) - The Entrusted
Type: Weapon
Rank: A-Rank
Range: Short
Chakra: N/A (+30 for Takusa's ability)
Damage: N/A
Description: Takusa is a large version of the typical Japanese sword type known as nodachi. It has an oblong-shaped hand-guard, it's sheathed in a black scabbard which is decorated by several white-colored circles from the opening to the bottom. The scabbard is normally strapped around the user's left hip. This blade has been passed down through many years from shinobi to shinobi between Kurama clan members to those who were deemed most worthy of it. The blade's purpose is to assist its owner in helping them keeping control over their sanity after activating their Kurama clan's Kekkei Genkai. Takusa is a blade which is always prepared to assist its owner through the process of receiving chakra from him/her to execute the task it has been given.

Ability: The nodachi's one and only ability is to protect its owner from loosing their mind/sanity while under the effect of "Demonic Possesion Technique" which is unique to the Kurama clan. When the user is under the effect of "Demonic Possesion Technique", Takusa's wielder can send chakra to Takusa, allowing it to consume the chakra in exchange of also taking care of the user's subconious personality. Takusa "stuns" the user's subconious personality for several turns, allowing the user to return to his 'main' personality and regain total control over his own mind again. Upon using this technique, the user will get out of "Demonic Possesion Technique", cancelling it completely, and return back to his normal self. This means they will regain the ability to perform high ranked elemental ninjutsu techniques (S-rank and above) but will loss all illusionary perks which "Demonic Possesion Technique" initially granted them. The 5 turns period of time in which the user could maintain his rationality under the "Demonic Possesion Technique" will be reset once Takusa's ability has been used. In order for the user to benefit from their Kurama Kekkei Genkai once again, if they wish to do so, they will need to re-perform "Demonic Possesion Technique" after a certain amount of cooldown.

Note: Takusa's ability is A-Ranked so Takusa consumes 30 chakra points each time this ability is used
Note: Cannot perform "Demonic Possesion Technique" the following 3 turns after using Takusa
Note: Takusa's ability can only be used 3 times per conflict
Note: Counts as a move towards the 3 moves per turn
Note: Can only be wielded by Tsūki


(link to Kurama clan bio )

♠ Pending, leaving for another checker ♠

 Declined  This is beyond the ability of a CW and it basically makes the KG unrestricted and come at no cost. It has restrictions for a reason. DNR
-Resubmitting-

(Genjutsu: Kanketsu) - Illusionary Arts: Simplicity
Type: Supplementary/Offensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: 30 (from the kunai)
Description: The user takes out a kunai, showing it to their opponent while making a defensive stance where they have both arms/hands in a cross manner in front of their chest and face level. The hand with the kunai in front, carrying the kunai in a horizontal manner. The user will infuse their kunai with chakra making it glow blue. At one point, the chakra surrounding the kunai will be controlled to glow in a more powerful manner while sending chakra into the opponent's chakra system and chakra within their brain, inducing them in an illusion upon having them notice the glowing kunai. The opponent's sense of sight, hearing and touch is then manipulated in the genjutsu to make them believe that the user is still and will keep on carrying their kunai by having them believe that the user is maintaining that same defensive stance with both hands/arms and kunai. The rest of the user's body will not be altered in this illusion. In reality the user would take that opportunity in which the opponent believes that the user is maintaining their hand's defensive position (and the kunai remaining with the user) to throw the kunai at their opponent while they cannot sense the kunai approaching them with sight, hearing and touch by any normal means. Those 3 senses would make them believe that the kunai is still at the user's possession. Nothing else is altered in this illusion.


☼ Leaving for another Mod ☼

 Declined  DNR
 
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Kamishiro

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Re: ±±Custom Jutsu Submission±±

[Manipyureito Yougu/Suiton: Uesokudo Omokasui] - Manipulating tools/Water Release: Overrated Mainstream
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: 90
Description: Similar to "Earth Release: Sticky Earth Drop". The user creates openings into the sky, however instead of creating a single opening, the user creates three openings into the sky, one opening 5 meters above the opponent, one 5 meters from his left and one 5 meters from his right, the user uses each opening to summon different shapes of ninja tools, the user uses the opening above the user to create lots of water spikes that rains down on the opponent alongest with two big metal spikes,one on the right side of the water spikes and one on the left side of the water spikes and thus the metal spikes and the water spikes smashes the opponent from the above,the user uses the second opening that is on the opponent's right to summon lots of strong,sick and big strings made of metal that wraps around opponent from the front side,and at the same time the user uses the opening that is on the opponent's left side to summon lots of strong,sick and big string which is also made of metal that wraps around the opponent from his back,wrapping all of the opponent's body with sick string binding the opponent in his place and also inflicting damage to him due to the pressure that the strings will cause while being around the opponent,causing the opponent to be open for water and metal spikes that is coming from above.
- Requires a mastery over Water Release
- Requires a mastery over Manipulating Tools
- Counts as two moves
- The user won't be able to perform any Manipulating tools technique nor Water techniques at the same time
- Counts as two moves
- The user won't be able to perform Manipulating tools techniques nor Water techniques higher than A-rank
- Can only be taught by Kamishiro

______________
±± Declined ±±
Too much going on. Simplify as this is borderlining DNR

Resubmitting:


[Manipyureito Yougu/Suiton: Uesokudo Omokasui] - Manipulating tools/Water Release: Overrated Mainstream
Type: Offensive
Rank: A-rank
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: Similar to "Earth Release: Sticky Earth Drop". The user creates openings into the sky, however instead of creating a single opening, the user creates three openings into the sky, one opening 3 meters above the opponent, one 3 meters from his left and one 5 meters from his right, the user uses each opening to summon different shapes of ninja tools, the openings which are on the opponent's right and left side are used to summon different sharp ninja tools from kunais, shurikens to knives and swords. The other opening which is located above the opponent, also 3 meters from his. This opening is used to summon Ninja tools as well, however, this time it is used to summon string which dashes towards the opponent, in order to wrap around him, binding him in his place, leaving him open for the sharp Ninja tools summoned from the other openings, as well as squeezing him within them, meanwhile.

- The user won't be able to perform any Manipulating tools technique for two turns.
- Can only be taught by Kamishiro.
- Can't use any Ninjutsu technique higher than A-rank the next turn.

- Reworded it completely and changed it's rank.


☼ Declined ☼
You have it as a water release...but there's no water. o_O


[Genjutsu: Tamaranai Dan'atsu] - Illusionary Arts: Unbearable Pressure
Type: Offensive/Attack
Rank: A-rank
Range:Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: While performing a technique that requires so much focus and would put pressure on the person such as Raikiri, Chidori, any variation of Rasengan or any other technique that would put pressure on the opponent, the user puts his chakra into the opponent's nervous system in the opponent's mind putting the opponent trapped in an illusion. This illusion is different than most of the other illusions, it won't cause the opponent to see something happening and in the reality it isn't or any sort of that. This illusion will cause the opponent to feel pain in the organ he uses the technique through ( the hand in Rasengan and Raikiri and Chidori's case). This pain isn't realistic though, the illusion the user casts would causes the opponent to believe that the cause of this pain is that they misused the technique or did something wrong which caused them not to be able to control the technique completely and therefore the pressure the technique causes effected their organ. This pain causes the user not to be able to use this hand (incase it is a technique that uses the hand as host for handseals or throwing objects or doing any techniques through the center of their organ (the palm in the hand's case) as long as the technique is active.

Note: No other genjutsu technique while this technique is active on the opponent
Note: Lasts 3 turns
Note: Can only be used three times per battle
Note: Can only be taught by Kamishiro

________________________________________________
 Declined 
The idea is cool and it hasn't been done before but the whole "pressure" reference, doesn't make a single shred of sense.

Resubmitting:


[Genjutsu: Tamaranai Dan'atsu] - Illusionary Arts: Unbearable Pressure
Type: Offensive/Attack
Rank: A-rank
Range:Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: While performing a technique that requires so much focus and would put pressure on the person such as Raikiri, Chidori, any variation of Rasengan or any other technique that would put pressure on the opponent, the user puts his chakra into the opponent's nervous system in the opponent's mind, leaving the opponent trapped in an illusion. This illusion is different than most of the other illusions, it won't cause the opponent to see something happening which in reality it doesn't exists or any thing of that sort. This illusion will cause the opponent to feel pain in the organ(s) which he uses the technique through ( the hand in Rasengan's, Raikiri's and Chidori's case). The illusion the user casts would cause the opponent to believe that the cause of this pain is that he misused the technique or did something wrong which caused him not to be able to control the technique completely and therefore the strain the technique causes effected their organ. This pain causes the user not to be able to use this organ for what it could be used at (i.e throwing shurikens with hands, kicking with legs, etc..) as long as the technique is active.

Note: No other genjutsu technique while this technique is active on the opponent
Note: Lasts 3 turns
Note: Can only be used three times per battle
Note: Can only be taught by Kamishiro
Note: The technique the opponent is performing would be cancelled.

- Reworded, made it more clear.

☼ Declined ☼
You're using the word "organ" but I believe you mean limb. Organs are things such as the stomach, heart, liver, etc. It sounds like you're trying to say the technique requires they focus a lot of chakra to a specific limb or location of the body. If that's the case, make it clearer as right now its a little confusing.


New Submission:

[Genjutsu: Non-mane-ji Kanbatsu] - Illusionary Arts: Unmanageable Drought
Type: Supplementary
Rank: B-rank
Range:Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: A very simple Illusion technique, yet very effective. This illusion, as it is placed upon the opponent, causes the opponent to feel thirsty. This thirst forces the opponent to use a water technique directly as the illusion affects him successfully.
- If not broken from, the opponent have to use a water technique right after this technique.
- Must be taught by Kamishiro

☼ Declined DNR ☼
 
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Troi

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Re: Custom Jutsu Submission

(Jiton: Phenax Torinozoku) - Magnetic Release: Phenax Dislodge
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will rush at an opponent who has a weapon drawn whilst building up just a bit of jiton chakra in their free hand. Upon attacking the user will use the charged hand to attract or repel the opponent's weapon of defense just enough to where the holder is unable to defend with it leaving them open for the attack. During this opening the user can plow forward with their weapon exploiting the opponent's open body.
Using this properly the user can force the opponent to be pulled forward slightly toward the user forcing their guard to crumble or the user can force the opponent's arm to be thrown back with enough force to push it out of the way leaving them wide open to attack. This plays on the properties of magnetism and even converts the opponent's blade into a magnet for a few brief seconds however the time this lasts is very minuscule just enough to break a guard. It also converts the user's hand into a magnet as well but again is only long enough to attract or repel an opponent's means of defense (EG, sword, kunai, shuriken, any metal object). This can also work on low ranking Steel Jutsu.

Note - Does not effect the user
Note - Can affect C rank and below Steel Release
Note - Can only be taught by Moxxi

.

☼ Declined ☼
How are you pulling the opponent towards you if you're pushing their weapon away? I also think you're over explaining it, it seems like a pretty simple technique.


Summoning Animal: Giant Ladybugs
Scroll Owner: Moxxi
Other Users who have signed contract: None
Summoning Boss if existing: Will update later
Other Summoning Animals tied to contract: Will update later
Description and Background: Due to their size, being the height of an average house, giant ladybugs (and other ladybugs that will be tied to this contract) have the ability to perform A rank wind techniques and lower by flapping their wings. They also have the ability to collect nearby dust and pollen (depending on the terrain) and release it, obstructing the opponent's view and sense of smell (from the pollen). Because of their size and ability to fly, the user can easily ride this summon in battle to avoid ground-based jutsu such as stone spikes and ground-based water jutsu. Although flying can only last for three turns and after usage, must wait three turns to get put into play again. All ladybugs tied to this contract are weak to fire-based jutsu B rank and up and stand strong against wind jutsu.

☼ Declined ☼
When submitting a contract like this you're listing physical descriptions and general abilities. A lot of what you've listed would be things you add to the summons when you create them. You can say that Ladybugs tend to favor Fuuton, but don't add that all Ladybugs can use wind to a certain rank. Manipulating pollen has to go as well. If you want a summon to have that as a unique technique you can try to get it that way, but not as a general ability.

So basically just get rid of all the specific ability stuff and give a better description of Ladybugs themselves.


(Suiton: Āmākingu) - Water Release: Armor King
Type: Defense/Supplementary
Rank: B
Range: Short-mid
Chakra: 20
Damage: 40
Description: The user makes three hand seals and focuses their suiton chakra into their hips, making a ring of water around the user's waist. From here, the ring can be extended from short range, to mid range and can be exploited to have multiple, very sharp water spikes all around the ring. These spikes can reach up to a foot long and can either face up, down or outward. This is used to stop (or make the tai/ken moves risky for the opponent) incoming taijutsu/kenjutsu attacks from the front, behind, side or above and to stop underground jutsu that involves the opponent coming up beneath the user.
Note - Only lasts for three turns and then after use, must wait three turns to put into effect again
Note - Can only be taught by Moxxi

☼ Approved ☼

Reduced the rank and removed the bit about it being a water source. Its not enough water for that. If you're not okay with the changes let me know and I'll decline it.
 
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Icemyster

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Re: Custom Jutsu Submission

Hyouton:Benso( Ice Release: Aegis)
Rank: A
Type: Supplementary/Defensive
Range: Short
Chakra: 30
Damage: +10 to basic strikes enhanced by jutsu
Description:
The user focuses his/her hyouton on a specific part or his whole body, quickly creating a thin but extremely durable layer of ice. The speed of the jutsu is likened to that of Lightning Release: Wave of Inspiration, being meant for an immediate defense. Alternatively the user can create the layer of ice on things he is directly in contact with, however this cannot leave a perimeter of 3 feet around the user if being channeled onto contacted surfaces. Basic, blunt force attacks can be enhanced. The ice can be quickly dispersed by the user to allow rapid movement.
-Can only be used three times
-Cannot be used consecutively
-If used in contact with an object, cannot be used on self simultaneously

☼ Approved ☼
Reduced rank.


Hyouton: Apu chinsou (Ice Release: Up Draft)
Rank:A
Type:Defensive
Range:Short/Mid
Chakra:30
Damage:None
Description:
The user focuses his Hyouton chakra into the air around himself, causing the air in the area to drop to absolute zero. Due to the rapid change in temperature, the air in the area that is heated will cause a powerful upwards draft, as the cold air settles towards the ground and the heated air rapidly rises, carrying all heat and particles with it. Objects with relatively light weight such as loose particles of sand/gas/fire/smoke are rapidly pushed into the air with force, diverting them away from the user. The gust of wind is powerful enough to knock a ninja upwards if they are already in the air.

☼ Declined ☼

This should be nowhere near absolute zero. Also the mechanics behind it are off. If you're cooling the air around you, then its not moving. Cold, dense air pushes warm air out of the way. So you would need to cool an area above you, so that the cooled air would drop down and push the warm air around you out of the way creating the draft.


Hyouton: Makyo Chin Hyosho( Ice Release: Demonic Pocket Mirrors)
Rank: A
Range:Short/Long
Type:Offensive
Chakra:30
Damage:60
Description:
The user, similar to Demonic Ice Mirrors, will create up to 12 mirrors that are 8 inches and rounded. The mirrors themselves are only large enough to hold small objects, and not anything larger than an average kunai. The mirrors serve as a rapidly firing mechanism, shooting the object the user places into them as fast as a ninja would move through the normal Demonic mirrors. However it does have its drawbacks. Because there are only 12 mirrors, the user must hold the Ram seal whenver he wants to turn the mirrors to target a moving opponent. In addiction, the mirrors aren't as durable as their larger counterpart, making them easily broken by a wary opponent (using approprite, A-ranked force).
-Lasts two turns
-Can only be used twice

☼ Declined ☼

Lets say you're long range from your opponent, and create the mirrors around them. How do you get the weapons into the mirrors? Just throwing them? If so, what's the point of the technique? If you make them by you and then move them into range of the opponent, or create a trail of them leading to the opponent, it needs to be in the description.
 
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Shade Dracova

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Re: ±±Custom Jutsu Submission±±

Resubmission: Bolded my changes

Kindan no ohitsujiza āto: Suu~ōmutekunikku o shōkan | Summoning Technique: Forbidden Aries Art: Swarm
Type: Attack
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: The user will weave 5 handseals and place their palms forward creating a summoning seal. Next, a hole large whole in the air in front of the seal will open. Then, 100 normal sized cardinals will race out of the large opening and into the skies hovering over the entire battlefield. All of cardinals bear an explosive tags on their back. After a set amount of time, the cardinals will begin to descend upon a single target all at once. On impact, the cardinals cause an explosion no different from a normal explosive tag explosion. Once they start to descend upon the set target the direction cannot be changed. The cardinal attack the opponent from above. However, a quarter of them will attack the general area around the target with a 15 feet radius. This will leave a huge crater around the opponent. This is a last resort technique.

Note: The birds will hit the target simultaneously causing a fair large explosion while also creating flying debri. Anything within mid range will be take damage.

Note: Can only be used once
Note: Counts as two techniques
Note: They descent at the end of the user's turn.
Note: Can only be taught by Shade Dracova to signer's of the Red Cardinal Contract

~Declined~ No to the colored.



Reaper Art Of Dracova: Dracova's Lockdown
Type: Offensive
Rank: B
Range: Short
Chakra: 30
Damage: 60
Description: The opponent will concentrate chakra into their feet for a split second to quickly get behind the opponent with in a flash. Then, the user will hit the target with the bottom of their special scythe and release chakra through the bottom as multiple chains which shoot into the ground, effectively wrapping/binding the target and pulling them to the ground on their stomach leaving them helpless. This can be followed by a finishing move.
Note: Must be Warrior rank to use.
Note: Ninja of 2 ranks higher and sharingan user's can follow the speeds
Note: Can only be taught by Shade Dracova and/or a master

~Declined~ @ the colored, you really think something like this is going to be approved?
Kindan no ohitsujiza āto: Suu~ōmutekunikku o shōkan | Summoning Technique: Forbidden Aries Art: Swarm
Type: Attack
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: The user will weave 5 handseals and place their palms forward summoning a large flock of 100 normal sized cardinals which will race upwards into the skies over the battlefield. All of cardinals bear an explosive tags on their back. After a set amount of time, the cardinals will begin to descend upon a single target all at once. On impact, the cardinals cause an explosion no different from a normal explosive tag explosion. Once they start to descend upon the set target the direction cannot be changed. The cardinals attack the opponent from above. This is a last resort technique.
Note: Can only be used once
Note: No summoning techniques for two turns after.
Note: They descend at the end of the user's turn
Note: Can only be taught by Shade Dracova to signer's of the Red Cardinal Contract

☼ Approved ☼
I edited the way they're summoned because the way you had it would be fuuinjutsu, which I don't believe you have. Also removed the 2 techniques restriction as it seemed unnecessary, but added another.


Reaper Art Of Dracova: Dracova's Lockdown
Type: Offensive
Rank: B
Range: Short
Chakra: 30
Damage: 60
Description: The opponent will concentrate chakra into their feet for a split second to quickly get behind the opponent with immense speed and agility compareable to that of a swift user but no where near as fast. Then, the user will hit the target with the bottom of their special scythe and release chakra through the bottom as multiple chains which shoot into the ground, effectively wrapping/binding the target and pulling them to the ground on their stomach leaving them helpless. This can be followed by a finishing move.
Note: Must be Warrior rank to use.
Note: Ninja of higher rank and sharingan users can follow the user with their eyes
Note: Can only be taught by Shade Dracova and/or a master

Proof I am Cardinal Contract Holder:

Proof I Am Reaper Art Creator:

Changes have been bolded

☼ Declined ☼
If its nowhere near as fast as a swift user, then it really isn't comparable. Speed is literally all swift is, so if you take away the speed you're left with normal movements. Essentially what you're trying to do is the same as swift release, but then say its not. Considering speed isn't a part of the CFS I don't think that bit is necessary for the technique. If you're already in short range just use CQC to get behind the opponent if you want the attack to originate from there.
 
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