[ARCHIVE] Custom Jutsu Submission - II

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Lord of Kaos

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Re: Custom Jutsu Submission

1.

2. Kuchiyose: Orpheus ♆ Summoning: Orpheus
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons Orpheus. Standing at the size of a large bear on all 4, Orpheus can reach heights of 2.5 meters tall when standing bipedally. Seen with his trademark lyre attached to his back, Orpheus wears a Ionic chiton, all black in it's appearance with Greek style pins, embroidered with a Liger's profile image. Orpheus is a mild natured Liger, more reserved and poetic than his counterparts. His natural poetic side can be seen through his usage of his lyre; Using his lyre as a medium, Orpheus is able to strum different chords on the lyre and utilize Sound based jutsus through it, weaving these illusions in with his music playing. Through this lyre, Orpheus substitutes different strums in place of handseals or yells/various other sounds that trigger these jutsus. Orpheus also is able to create a powerful Sound based jutsu via his lyre unique to him, called Descent to the Underworld.
Descent of the Underworld: After strumming a chord on his lyre, Orpheus releases several strong Sound waves, causing

1. Satsui no Hado: Shun Goku Satsu | Surge of Murderous Intent: Instant Hell Murder
Type: Attack
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description. Instant Hell Murder, also known as the Raging Demon, is the most powerful technique belonging to the Satsui no Hado fighting style. The user, using the principles behind the Ashura Senku, surges their entire body with an immense amount of Satsui no Hado chakra, channeling so much that it begins to materialize around the user as a cloak of dark chakra . he charges more and more, spreading it throughout the range and then charges towards their opponent at double his speed due to "gliding" across the ground at heightened speeds; just like the original Ashura Senku, they leave behind an after image (more accurately described as a chakra impression) of themselves that fools the opponent's sense of depth perception when looking at the user, allowing them to think he's further away than he actually is with only Doujutsu, EIG Masters and users of Enhanced Senses (sensory, hearing, smell, etc) being able to actually pinpoint the user's actual location as the chakra impression trails behind him. When near the opponent, the user attempts to grab them somewhere around the torso or head. Upon successfully grabbing the opponent, the enhanced Satsui no Hado chakra will help the user to deliver several (up to 9) taijutsu precise blows to the opponents body, all aimed at vital organs, causing internal organs to rupture and bones to break and shatter from repeated blows. Upon completion of this technique, the user's legs and arms are so strained that his speed is effectively cut down drastically (in case a reference to the speed chart is needed, the user's speed is decreased to half his base speed + additional bonuses such as being a taijutsu master, Raikage armor, EIG, etc.) and taijutsu strength is decreased as well, becoming -10 weaker.
Note: Can only be performed once per battle.
Note: Only Masters and Grandmasters of Satsui no Hado can perform this technique.
Note: After using, the user is unable to utilize Satsui no Hado chakra for the remainder of the fight.
Note: The shock the body receives from losing the enhanced speed and power granted from the Satsui no Hado causes great pain to the user, limiting his movement for two turns to a half of his current speed
Note: No taijutsu techniques above A ranked can be performed by the user for two turns and all taijutsu used during those two turns and subsequently weakened by -10 due to fatigue and physical strain.
Note: The user is unable to mold chakra for jutsu over S-rank and above the next turn as well due to the strain of generating a large amount of chakra at the beginning of this jutsu.


Video of jutsu being used:

__________________________________________________________________________________________________
 Approved 
Edited.
3. Satsui no Hado: Shun Goku Satsu | Surge of Murderous Intent: Instant Hell Murder
Type: Attack
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description. Instant Hell Murder, also known as the Raging Demon, is the most powerful technique belonging to the Satsui no Hado fighting style. The user, using the principles behind the Ashura Senku, surges their entire body with an immense amount of Satsui no Hado chakra, channeling so much that it begins to materialize around the user as a cloak of dark chakra, done with very little time. He then charges towards their opponent at double his speed due to "gliding" across the ground at heightened speeds; just like the original Ashura Senku, they leave behind an after image ( more accurately described as a chakra impression ) of themselves that fools the opponent's sense of depth perception when looking at the user, allowing them to think he's further away than he actually is with only Doujutsu, and Taijutsu Masters being able to actually pinpoint the user's actual location as the chakra impression trails behind him. Normal chakra sensors would remain unable to pinpoint the user as the large trail of chakra would make it difficult to accurately locate the user. Sound enhanced sensing will still be confused due to the sound of the chakra surging behind the user, creating a difficulty in sensing. When near the opponent, the user attempts to grab them somewhere around the torso or head. Upon successfully grabbing the opponent, the enhanced Satsui no Hado chakra will help the user to deliver several (up to 9) taijutsu precise blows to the opponents body, all aimed at vital organs, causing internal organs to rupture and bones to break and shatter from repeated blows. Upon completion of this technique, the user's legs and arms are so strained that his speed is effectively cut down half of the user's speed and taijutsu strength is decreased as well, becoming -10 weaker for one turn.
Note: Can only be performed once on a foe.
Note: Only Masters and Grandmasters of Satsui no Hado can perform this technique.
Note: After using, the user is unable to utilize Satsui no Hado Taijutsu for two turns.
Note: No taijutsu techniques above A ranked can be performed by the user for two turns and all taijutsu used during those two turns and subsequently weakened by -10 due to fatigue and physical strain.​
 
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The Mockingjay

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Re: Custom Jutsu Submission

(Doton/ Suiton: Kanpa Ika) Earth/ Water Release: Fathoms Below.
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user will first perform a sequence of four handseals whilst channeling Water chakra deep below the earth, pulling up the water from far below the ground (roughly twenty feet below the surface). With their chakra in the newly found water, the user will then use earth chakra to weaken the density of the earth in a pathway from water to surface, roughly three feet in diameter and in the shape of a circle. This earth then crumbles in on itself, falling into the water below. Then with one further handseal the user can make the water launch upwards through the newly formed hole, blasting into the sky with supreme force before raining down on the battlefield, mixed with thousands of shards of broken earth.
-Can only be used four times and not in consecutive turns
-No Earth or Water above S-rank next turn.

♠ Declined, do not resubmit ♠
Can be done with canons, no need to put these two together in one move. Also, earth doesn't really become shards with water, but more like clumps.
 
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Re: Custom Jutsu Submission

( Kouton no Hijutsu: Watashi O Osore ) Hidden Box Arts: Voodoo Death

Rank: S
Type: Suplementary/Ofensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The Voodoo Death is a process where the user Hijacks the opponent's consciousness through the usage small mineralized needle-like nematocysts filled with powerfully engineered venom (Trackerjacker). The Cubozoan kind made use of their own chakra and inherit physiology to first produce individuals with a particularly painful strand of Cubozoan venom, which is already know as the most painful venom in existence, increasing both the pain output as well as the mind-overwhelming properties normally present in specific strands of Cubozoan venom (Like the Irukandji strand, which affects fear and gives a physiological sense of impending doom). This creates a venom that targets specifically the Short-Term memory processor of the brain and the area dealing with Fear. The intake of the venom will invariably activate a sharp sense of pain that will nullify the Short-Term memory, and thus carve the sensation directly in the Long-Term memory archive. This can then be allied with a genjutsu of a sensation (A sound, an image, etc). As the venom runs through, the genjutsu is immediately blocked, but the sensation is stored in the Long-Term memory alongside the fear and the pain. This combination of Genjutsu and the Tracker Jacker venom conditions the target into acquiring a manufactured Phobia.

After engineering the venom, the Cubozoan harvested the carrying-nematocysts and enveloped them in the natural coral of the Archipelago, causing the mineralization the soft tissues and creating small needles that would induce the venom by piercing the target.
This jutsu entails the summoning of the Voodoo Death needles and the Genjutsu. The user summons the needles utilizing a single handseal, case of a Human user, or handsealess in the case of Box user. It creates 6 needles. The needles and the venom are considered A rank. The user casts the genjutsu to up to 6 targets with another handseal. The genjutsu evokes a physical sensation, be it the image of something or someone, a melody, a taste, etc. It is considered A rank, but short-lived, as the pain from the venom will invariably release all genjutsu due to the unbelievable amount of physical pain.

The effects of this technique last for 6 turns. Whenever the object of the trauma-caused phobia appears, the target will be left paralyzed akin a Killing Intent 3 ranks higher than the target, for the duration of the appearance or for the duration of a turn, with cold sweat and uncontrollable shivering. This effect can be dealt the same way as Killing Intent of the appropriate rank, memory wiping techniques or physiologic fear-blockers. Natural immunity to Killing Intent will be nulled.

A lower version of this technique, considered B rank (20 chakra, 40 damage) can be used, summoning the same amount of mineralized needles, but with normal cubozoan venom, or double the amount with no venom. This can be used indefinitely, with a 2 turn cool-down between usages.

*Can only be used 1 time per battle, 3 times per event*
*Once summoned the needles, the Tracker Jacker Venom is only viable for 3 turns*
*The needles are summoned short range, the genjutsu is cast up to Mid range, thus the range stated. The needles can, though, be shot up to Long range*
*Can't use other Box Art jutsu in the same turn*
*Requires 4 turn cooldown after summoning the needles*

✦ Pending ✦ Oh, Scorps, we have another one for you.


 Declined  Ok, Genjutsu part is a no no. You can make them simply unable to defend from the incoming needles. There is the problem of the needles and their effects. Poison is a substance with fixed properties. You can't achieve a variable phobia through the use of a poison. Not only that but its very unreasonable. You can make your opponent experience a severa phobia of Fire and launch a fireball at him, thus making him unable to counter. Or even a phobia of yourself. Its very unreasonable at this point.
( Kouton no Hijutsu: Watashi O Osore ) Hidden Box Arts: Voodoo Death

Rank: S
Type: Suplementary/Ofensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The Voodoo Death is a process where the user Hijacks the opponent's consciousness through the usage small mineralized needle-like nematocysts filled with powerfully engineered venom (Trackerjacker). The Cubozoan kind made use of their own chakra and inherit physiology to first produce individuals with a particularly painful strand of Cubozoan venom, which is already know as the most painful venom in existence, increasing both the pain output as well as the mind-overwhelming properties normally present in specific strands of Cubozoan venom (Like the Irukandji strand, which affects fear and gives a physiological sense of impending doom). This creates a venom that targets specifically the Short-Term memory processor of the brain and the area dealing with Fear. The intake of the venom will invariably activate a sharp sense of pain that will nullify the Short-Term memory, and thus carve the sensation directly in the Long-Term memory archive. The poison will always behave as a suppressor of the Short-Term memory, making so that the next sensation the target experiences is carved directly into the Long-Term memory, and associated with the fear area of the brain. This can thus be allied with a genjutsu of a sensation (A sound, an image, etc) so that the user forces which sensation to be carved, which otherwise would be out of the user's control. This genjutsu lasts a mere instances, and is thus unsuited to be used prior to the injection of the venom, happening only in te exact moment it is effective. It is not a complex genjutsu, it has no other usages other than insert the flash of a sensation. As the venom runs through, the genjutsu is immediately blocked, but the sensation is stored in the Long-Term memory alongside the fear and the pain. This combination of Genjutsu and the Tracker Jacker venom conditions the target into acquiring a manufactured Phobia. It is solely the supplementary genjutsu that molds this phobia, as the property of the venom does not change from target to target, and a phobia would run it's course even without this genjutsu, it is merely used to guide the natural course of the venom

After engineering the venom, the Cubozoan harvested the carrying-nematocysts and enveloped them in the natural coral of the Archipelago, causing the mineralization the soft tissues and creating small needles that would induce the venom by piercing the target.
This jutsu entails the summoning of the Voodoo Death needles and the Genjutsu. The user summons the needles utilizing a single handseal, case of a Human user, or handsealess in the case of Box user. It creates 6 needles. The needles and the venom are considered A rank. The user casts the genjutsu to up to 6 targets with another handseal. The genjutsu evokes a physical sensation, be it the image of something or someone, a melody, a taste, etc. It is considered A rank, but short-lived, as the pain from the venom will invariably release all genjutsu due to the unbelievable amount of physical pain.

The effects of this technique last for 6 turns. Whenever the object of the trauma-caused phobia appears, the target will be left paralyzed akin a Killing Intent 2 ranks higher than the target, for the duration of the appearance or for the duration of a turn, with cold sweat and uncontrollable shivering. This effect can be dealt the exact same way as Killing Intent of the appropriate rank, or with basic memory wiping techniques or physiologic fear-blockers and other substances. Natural immunity to Killing Intent will be nulled, unless it falls under the previous conditions, as someone physiologically unable to experience fear, trauma or pain will not be affected by the venom.

A lower version of this technique, considered B rank (20 chakra, 40 damage) can be used, summoning the same amount of mineralized needles, but with normal cubozoan venom, or double the amount with no venom. This can be used indefinitely, with a 2 turn cool-down between usages.

*Can only be used 1 time per battle, 3 times per event*
*Once summoned the needles, the Tracker Jacker Venom is only viable for 3 turns*
*The needles are summoned short range, the genjutsu is cast up to Mid range, thus the range stated. The needles can, though, be shot up to Long range*
*Can't use other Box Art jutsu in the same turn*
*Requires 4 turn cooldown after summoning the needles*
*The effects are the same as Killing Intent, except the object in question is not necessarily the user.*


 Declined  Sorry but I cannot allow this. Its very very unreasonable. DNR

Approved Box Contract:


( Koukurage Kuchiyose no Jutsu: Ouja) Box Jellyfish Summoning Jutsu: Samedi of the Crossroads

Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user preforms one handseal, summoning Baron Samedi. He comes forth covering a large portion of the battle fied with a thick mist, throwing off chakra sensing techniques. The mist carries a strong genjutsu, A rank in strength, as it is filled with Samedi's chakra, making the opponent hear continuous swearing and filthy jokes coming from a nasaly male voice, without being able to detect it's origin. Anyone trapped within the mist is flooded with images of skulls and top hats, dead spirits, a burning taste and smell of rum and tobacco, all rounded and perverted by Samedi's voice as if mocking them and the ones they lost. Samedi himself is a great box jellyfish the size of a human, light enough to swim through the mist, taking advantage of the confusion of his opponent to strike him from behind. This takes the concept of a living Genjutsu, of a mist, a summon and, genjutsu mixing together. The genjutsu constantly shifts it's chakra signal, making it so that it adapts to any shifts in the opponent's chakra flow, making this a constant genjutsu even if the opponent is able to constantly shift his chakra or body, as long as the opponent is in the mist, mid range from Samedi.
*The thick mist can't be broken or pushed away by anything lower than one rank bellow it's rank, the mist being A rank. This is because of the consistency of the mist, battling against the power of the wind/scattering agent*
*The mist Mid-range from Samedi throws off Natural Chakra gathering, preventing Sage Mode Users from gathering enough to break the Genjutsu. This has to do with the organic properties of the mist being so tightly woven with the animal's own sustenance and habitat, which throws off and severs the connection of the targets with the battlefield.*
*Can only be used once*
*Lasts 4 turns*
*The genjutsu strikes mid-range from Baron Samedi, despite the mist covering up to 30 meters radius. It works by physical contact with the water particles carrying Samedi's chakra
*No paralysis type effects are achieved, its a technique that creates false surroundings*
*Any means of countering an A rank Genjutsu are fair game once the opponent is out of range from Samedi. Otherwise, the user must counter the mist or Samedi in order to be able to release from the genjutsu (the later being a method or releasing the genjutsu itself)
*Samedi is unable to preform any Elemental Jutsu and can only attack using direct contact

______________
±± Approved ±±
Made genjutsu A-Rank so its more reasonable.

( Koukurage Kuchiyose no Jutsu: Ouhi ) Box Jellyfish Summoning Jutsu: Maman Brigitte

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: N/A
Description: The user preforms one handseal, summoning Maman Brigitte. She comes forth covering a great portion of the battlefield with a thick mist, throwing off chakra sensing techniques. The mist carries a strong genjutsu, A rank in strength, as it is filled with Maman's chakra, making the opponent hear obscenities coming from a female voice, without being able to detect it's origin. Anyone trapped within the mist is flooded with images of black roosters, dead spirits and a burning taste and smell of rum and red peppers, all rounded and perverted by Maman's voice as if mocking them and the ones they lost. Maman herself is a great box jellyfish the size of a human, light enough to swim through the mist, taking advantage of the confusion of her opponent to strike him from behind. This takes the concept of a living Genjutsu, of a mist, a summon and, genjutsu mixing together. The genjutsu constantly shifts it's chakra signal, making it so that it adapts to any shifts in the opponent's chakra flow, making this a constant genjutsu even if the opponent is able to constantly shift his chakra or body, as long as the opponent is in the mist, mid range from Maman
*The thick mist can't be broken or pushed away by anything lower than one rank bellow it's rank, the mist being A Rank. This is because of the consistency of the mist, battling against the power of the wind/scattering agent*
*The mist Mid-range from Maman throws off Natural Chakra gathering, preventing Sage Mode Users from gathering enough to break the Genjutsu. This has to do with the organic properties of the mist being so tightly woven with the animal's own sustenance and habitat, which throws off and severs the connection of the targets with the battlefield.*
*Can only be used once*
*Lasts 4 turns*
*The genjutsu strikes mid-range from Maman Brigitte, despite the mist covering up to 30 meters radius*
It works by physical contact with the water particles carrying Maman's chakra
*No paralysis type effects are achieved, its a technique that creates false surroundings*
*Any means of countering an A rank Genjutsu are fair game once the opponent is out of range from Maman. Otherwise, the user must counter the mist or Maman in order to be able to release from the genjutsu (the later being a method or releasing the genjutsu itself)
*Maman is unable to preform any Elemental Jutsu and can only attack using direct contact


______________
±± Approved ±±
made genjutsu A-Rank
I would like to fuse both of these together, freeing an additional spot. These are essentially two sides of the same coin, and my bosses.

( Ou Koukurage Kuchiyose no Jutsu: Ouhi & Ouja ) Boss Box Jellyfish Summoning Jutsu: The Baron and the Baronessa

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: N/A
Description: The Boss Summonings of the Box Jellyfish Contract are Maman Brigitte, the Baroness, and Samedi of the Crossroards, the Baron. They rule as Queen and King of the Archipelago. They are great box jellyfishes the size of a human, but their greatest strenght is the thick mist that comes forth with them, covering a great portion of the battlefield and throwing off chakra sensing techniques. It is their realm, and carries a strong genjutsu, A rank in strength, as it is filled with their chakra. Mama's Realm, which is filled with Maman's chakra, makes the opponent hear obscenities coming from a female voice, without being able to detect it's origin. Anyone trapped within her mist is flooded with images of black roosters, dead spirits and a burning taste and smell of rum and red peppers, all rounded and perverted by Maman's voice as if mocking them and the ones they lost. Samedi's Realm, which is filled with Samedi's chakra, makes the opponent hear continuous swearing and filthy jokes coming from a nasaly male voice, without being able to detect it's origin. Anyone trapped within the mist is flooded with images of skulls and top hats, dead spirits, a burning taste and smell of rum and tobacco, all rounded and perverted by Samedi's voice as if mocking them and the ones they lost. Light enough to swim through the mist, they take advantage of the confusion of their opponent to strike from behind. This takes the concept of a living Genjutsu, of a mist, a summon and, genjutsu mixing together. The genjutsu constantly shifts it's chakra signal, making it so that it adapts to any shifts in the opponent's chakra flow, making this a constant genjutsu even if the opponent is able to constantly shift his chakra or body, as long as the opponent is in the mist, mid range from it's creator.

*The thick mist can't be broken or pushed away by anything lower than one rank bellow it's rank, the mist being A Rank. This is because of the consistency of the mist, battling against the power of the wind/scattering agent*
*The mist Mid-range from Maman or Samedi throws off Natural Chakra gathering, preventing Sage Mode Users from gathering enough to break the Genjutsu. This has to do with the organic properties of the mist being so tightly woven with the animal's own sustenance and habitat, which throws off and severs the connection of the targets with the battlefield.*
*The genjutsu strikes mid-range from Maman Brigitte or Samedi of the Crossroads, despite the mist covering up to 30 meters radius. It works by physical contact with the water particles carrying their chakra*
*Any means of countering an A rank Genjutsu are fair game once the opponent is out of range from Maman or Samedi. Otherwise, the user must counter the mist or it's creator in order to be able to release from the genjutsu (the later being a method or releasing the genjutsu itself)
*No paralysis type effects are achieved, its a technique that creates false surroundings*
*Both are unable to preform any Elemental Jutsu*
*Can only be used once per battle, summoning either one or the other. Both bosses can't be summoned at the same time or both in the same battle.*
*Lasts 4 turns*


 Approved 

NEW:

( Koukurage Kuchiyose no Hijutsu: Kouhiketsu ✳ Outenpu ) Hidden Box Jellyfish Summoning Jutsu: Keeper of Contracts ✳ Damballah Weddo

Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: Damballah Weddo is considered the very first sentient cubozoa, father of all the Archipelago box jellyfishes. Giving it's life to forge a contract between the humankind and his kin, he gave birth to the Cubozoa Summoning Contract, merging with the blood of the first human signer, and passed on from generation to generation. For this reason, only the current contract holder is able to summon Damballah Weddo, as he is the contract itself, and he is crucial in the rite of signing the contract, and even summoning the boxes, and vice versa. Rather than blood, as the boxes have none, it is said that a little of Damballah lives inside every Box and every human signer, and it is him who transports either one to the other.

The rite of signing begins at sundown, in the twilight. Performing two handseals, the human will stretch his/her hands, materializing a very sea-bitten and old bamboo scroll, encrusted with coral and moss. Inside, it is filled with dark marks of dry blood, so much darker than they should be. These are the personal Vévé of each signer, a very intimate and unnatural mark that sets the signer as a member of the Box family. The parchment exudes particles of Damballah's venom, which is unique from every other box, as it carries actual hallucinogenic properties, different from any Genjutsu. The particles This gives a physiological atmosphere of solemnity and graveness, and an indistinguishable murmur of unearthly voices, in a men forgotten language, normally timed with the sun's descent into an orangey twilight. After the prospect signer retrieves blood onto a vacant spot on the parchment, Damballah Weddo materializes, shooting several tentacles that grip the owner of the blood, and inject his excruciatingly painful hallucinogenic venom. The sun plunges into darkness and all the light in the world is muted, only the contract holder's eyes glow. Through it's host, Damballah speaks, a grave and hissing voice with fowl and rotten breath. He passes judgment:

If rejected, the sun reverts back it's path, then gray and dying, it's light hurting and cruelly despairing. Everything around the signer dies, and the contract holder's eyes turn to mush and bone, as the signer stands alone in a gray desert, with it's cold cold sun, in eternal death and unbearable pain. The venom becomes lethal, death coming in the next turn.

If accepted, the darkness is broken by a magnificent spectacle of ethereal green lights in the horizon. The parchment reveals the signer's Vévé, an indescribable writing in black blood. The signer is unable to read it, it is familiar, his/her very essence. The signer becomes bound by blood with the contract, as the tentacles recede and the Vévé of every Cubozoa appears, scarred in the flesh, fresh, red and hot. This tattoo can be used to summon other Box Jellyfishes, and, likewise, the signer can be summoned by Boxes him/herself.

To pass on the Contract, the user must physically attach him/herself to the future host, and draw blood. The tentacles wrap around both humans with excruciating pain, yet the hallucinogenic properties give off a very crude and aphrodisiac ambiance, filled with sinful illusions and brazen sensations. This is done before the Dawn, where the night is darkest. The air is filled with tobacco, peppers and rum, lustful and sensual. Once the rite ends, the Dawn breaks in a pure white spectacle, before the warmness of the sun soothes the pain of the venom, and Damballah passes on to the next contract holder, leaving the previous one.

These previous rituals can't be used in battle, though Damballah can be summoned to the battlefield. He requires no blood from the contract holder, and behaves similarly to the snake contract technique. The user is able to materialize the white tentacles of Damballah from his/her own body, and stretch them into mid-range to snare an opponent or move around. The hallucinogenic venom carries an illusion of whiteness, blinding the target to the real world. Inside the white realm of Damballah, the target can be attacked by albino people and animals, which aim to mutilate and cripple him/her, through the constant and excruciating pain of the venom.

*The Rite of Signing the Contract and the Rite of Passing the Ownership can't be done in Battle. They are considered S rank and cost 40 chakra, dealing 80 damage*

*The offensive usage of Damballah, called the Rite of Crippling, is considered S rank, costing 40 chakra and dealing 80 damage. Can only be used 3 times per battle. It can only last 3 turns. If the target is caught, he/she is required to block it within the same turn, else the venom is lethal. Requires 3 turns cooldown before the user is capable of using it again*

*The venom only affects the target while there is physical contact with the tentacles. It's lethality, pain and hallucinogenic properties dissipate if the tentacles are repelled or destroyed. The only thing that remains is the hemolytic properties of the venom, that leaves the tentacle's imprint carved on the flesh.*

*Can only be used by the current human contract holder*

Archipelago Vévé / Summoning Tattoo
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 Declined  I don't think I need to explain to you why a summon with not turn limit and all of these abilities can+t be approved just like that, right? :)
 
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Re: Custom Jutsu Submission

(Katon: Mangekyo Moesashi Seisei)- Fire Style: Kaleidoscope Ember Formation
Type: Attack
Rank: S Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user takes out 4 paper bombs and quickly places them on the main directions around him. (East, West, North, South) Once the tags are placed, the user will quickly unsheathe his sword then begin to spin in a circle as he drags his sword along the ground. As he does this, the user releases fire chakra from his sword along the ground which encircles the user. At the same time, the tags explode sending small explosions outward, the user then stops his spinning motion and releases a small ball of fire upward which brings the flames which just went off upward towards the fireball, encasing the user in a cone of fire which protects him from various jutsu. The prep is long, but the spontaneous nature of the jutsu makes it effective.
Note: Can only be used once per battle
Note: No fire jutsu the next turn
Note: Can only be taught by -Cerberus-

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☼ Declined - Your description makes this sound like a defensive technique, but you have it as an attack which damages the opponent. Which part of this damages the opponent? Also, while the set up is fine, as you point out it seems pretty long. I would try to shorten it, but if you like it as is that's fine. ☼

(Raiton: Seigen no Kunaidansu Arei)- Lightning Style: Unlimited Kunai Dance Array
Type: Attack
Rank: S Rank
Range: Mid-Long
Chakra: 40
Damage: 80
Description:After using the rain tiger at will technique to instill the user's chakra into the atmosphere, the user will cause the rain to stop and instead the sky will begin to rain flickers of electricity due to the user channeling his lightning chakra into the clouds. After performing 3 hand seals, the user will clap his hands together causing the flickers of rain to merge with each other to form 1000 lightning kunai which rain down all at the opponent. Kunai all fall at the same pace and are all forged with focused lightning. Meaning no paralyzing effect, strictly damage.
Note: Can only be used after rain tiger at will technique (user must have created it, not the opponent)
Note: Can only be used once per battle
Note: Can only be taught by -Cerberus-
Note: Flickers of electricity are harmless on their own.

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☼ Approved with added notes and changed range ☼
 
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Black Butler

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Re: Custom Jutsu Submission

(Genjutsu: Tsukinomo no Metarikku)Illusion Technique: Metallic Curse
Type: Attack
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description:
The user will complete one handseal and will release their chakra and allow it to travel to the opponent's brain and manipulate it. The user will either allow his chakra to remain dormant within the affected target(s) mind or take effect immediately. The user will cause any metal the opponent touches or induces with their chakra to become super heated and not allow for regular use by means of skin touching. If the chakra were to lay dormant it would take effect once the opponent touches a metal object or induces their chakra into it. The illusion is that the affected metal seems only super-heated to the ones affected by the Genjutsu, no one else.
-Can be used on all metal objects including swords, kunai, shuriken, etc.
-Only usable 3x per conflict
-Can only be taught by Darui..

☼ Declined DNR ☼
Been brought to my attention that this is similar to an existing technique.
 
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Ciberr

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Re: Custom Jutsu Submission

Bijutsu: Sui lariat | Tailed Beast Skill: Acid Lariat
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: While in his Incomplete form, Utakata will dash at his target using his enhanced speed while raising either arm, delivering a devestating clothsline with said arm. This maneuver is exactly the same as A's and B's lariat but due to Utakata's acid covering his body it has more of a long term impact on the recipients body as it can be fatal even if the arm doesn't hit a key area(like the head region).

-Must be in Incomplete form
-Only usable by Utakata
-Usable once per every Initial transformation

☼ Declined - Take the range down to short-mid. Does this have similar damage from the impact to the normal lariat? Or is all of the damage caused by the acid? ☼

Illusionary Arts : Underground Burial (Genjutsu : Chika Maisou)
Type: Offensive
Rank: B
Range: Short - Mid range
Chakra: 20
Damage: N/A
Description:

The User does the Ram -> Tiger -> Boar hand seals and traps the opponent in a genjutsu. When trapped in the genjutsu If the opponent take a step, more than 1 feet around him he will see an illusion like a Pit hole starts to form below the position where his feet is. The Pit hole size grows up to 3 feet in radius and 10 feet in depth.the time take for the pit hole to form completely is 1 second.The Pithole will be formed on what ever place the opponent lands his feet upon. By this the opponent will lose balance.
Note:
*Can only be used when the opponent is on a earthen terrain. i.e Cannot be used when the opponent is on water.
*Can only be taught be Ciberr.
*see 0:55 to 1:00
[video=youtube;4Nh0SgWo5G8]http://www.youtube.com/watch?v=4Nh0SgWo5G8[/video]

☼ Leaving for another Mod ☼

 Declined  Explain to me in a more complete way, what this pit hole is like. Is it like a simple "black void" kind of thing or does it have terrain/earthy features as if carved by an Earth Technique?
 
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-Haku Yuki-

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Re: Custom Jutsu Submission

Hyoton: Anivia no ikari) - Ice Release: Anivia's Wrath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-30 per turn to sustain)
Damage: 80
Description: The user will begin by first, sending a large amount of water chakra in the air directly in front of them. Then, as the water molecules multiply, the user will manipulate it with wind chakra to create ice chakra. With the use of nature transformation, they would harden all the water molecules present in front of the user, and shaping it into a fairly large bird, made completely of ice. The bird is about two times the size of the user, with a 4 meter wingspan. This bird is extremely versatile in terms of usage. Like a bird, it has the ability to fly, about the same speed as an eagle and can fly with one person on its back. This bird made of ice has an extremely large and sharp beak, made of ice as well and as such, can pierce through human flesh with ease. This beak counts as a B-rank, and a move of course. It can be used to attack by flying towards an opponent, and directly piercing the target or using it as a projectile, de-attaching from the target and reaching up to mid-range. Secondly, it has the ability to release either, four balls of ice at high speeds, which all explode upon impact, into many icicles with slicing properties, or one large ball of ice that, upon impact, would explode into large, and more icicles. This would also count as a move, and as an A-rank ice technique. The four spheres of ice would each be the size of a basketball, while the single bigger ball of ice would be half the size of the bird. Lastly, if commanded, it can flap its wings to cause the molecules in any particular area, preferably around the user, to multiply and solidify, creating a wall of ice that can defend from certain elemental and physical techniques. (A-rank wall, counts as a move and goes according to elemental strengths and weaknesses.) The bird is also unaffected by B-rank or below techniques. (Lightning excluded)
Notes & Restrictions:
- Can only be used twice with a two turn cooldown.
- Anivia lasts for 3 turns in the battlefield; it can be deactivated at any given time.
- Cannot use any S-rank or above Ice techniques in the next turn, or any Forbidden rank water/wind techniques.
- All of its techniques/abilities count as a move from the users move count and consume the users chakra to use (according to the rank of the technique)

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♠ Pending, leaving for another checker ♠
Froggen Anivia. Pre-nerf, please.



 Approved 

(Hyoton: Fraust no shūjin) - Ice Release: Prisoners of the Frost
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: With the use of their ice chakra and three handseals (Boar → Rat → Tiger), the user will channel ice that chakra approximately 3 meters behind the target. The ice chakra would serve to cause the water molecules to multiply to create an ample amount of water, then harden to be formed into ice. With the use of shape manipulation, the user will be able to shape the ice into a tomb, about the size of the target. With further shape manipulation, the user can shape four shackles with chains attach to them, and with a wave of the hand, cause the shackles to extend and bind to the opponents limb, while pulling them back abruptly, and locking them into the tomb. With the use of another handseal, the user can cause the inside of the tomb to create icicles, stabbing a target who is inside and possibly killing them.

Notes & Restrictions:
- Shackles can extend up to 10 meters
- The tomb itself is the color of ice, somewhat transparent and hard to see through it.
- Can only be used three times, with a two turn cooldown. No S-rank wind/water for the next turn, and no S-rank Ice either.
- The tomb can stay at the battlefield for two turns without being used, however, on the third turn, it will simply melt.

♠ Approved ♠

(Hyoton: Barasono)Ice Release: Rose Garden
Rank: S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will concentrate an incredibly large amount of ice chakra in the palms of their hands, and soon after, would slam their hands on the ground. Channeling their chakra throughout the ground, he/she will begin to quickly manifest large amounts of ice to appear from the ground. This is done by extracting all the water from the ground, and multiplying it with the use of their chakra, creating a large amount of water that would provide the user with the necessary materials to perform this technique. Once the water would be set, the user will send wind chakra to freeze this water, and with the use of ice chakra, he/she will manipulate it to have it rise up, one enormous block of ice at a time. Each block of ice would be beautifully shaped into thousands of roses from the outside, hence the name. These blocks of ice would rise up one by one, at a fast speed, and quickly travel towards the target and continue to grow from there. Considering its size, it has the ability to trap summonings, even the size of the Toad Boss summoning. With the use of a handseal, the user can have icicles to pop out from the inside, around where the target is at and have them pierce the target as they are trapped from the enormous amount of ice. The Rose garden gets its name from the blood, tainting the rose sculptures of the ice, making it the color of the rose.

Notes & Restrictions:
- Can only be used twice with a three turn cooldown
- Cannot use any Ice/Water/Wind techniques S-rank or above for the next turn.
- The ice would begin to form about a meter from the user

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♠ Declined, do not resubmit ♠
Nice concept from Fairy Tail, concept too overused and can be done with a B-Rank canon.
 
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Re: Custom Jutsu Submission

New Cycle

Alright, so it's time the thread reopened. There are a few jutsus still unchecked but they will be checked over the next few hours/day. Its opened for a new cycle of 3 techniques per user for one week counting from today or until the new marker is posted. One Cycle = one Week but one Week is not immediately one Cycle. Read the markers to be sure you're not bypassing the rules. Remember that you can only post between markers.

Also, I must remind members to read the rules (check the first post of this thread), read the thread and get familiar with what is approvable and is not, etc. Too many techniques still are submitted without abiding to the template for example and that is auto decline. Including altering the approved format. And its ridiculous to have a submission declined because of incorrect chakra or damage info. Be smart and make sure your submission abides the templates. Another general rule is if it seems like it has been done before, it likely has. Also, the following message has been added to the first post:

"In addition, please use proper English whenever describing your Custom Jutsu. Take note that if the context of your CJ is incomprehensible, then it will be automatically declined."


Members currently banned from this thread:

Aízen; Permanently; Offensive behavior

Gèckö; 1 month; Spam/Not following rules.

 

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Re: Custom Jutsu Submission

Fūton: Chirutarisu no Jōshō | Wind Release: Ascent of Altaria
Rank: S
Type: Offensive
Range: Short/Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: The user will perform two handseals while simultaneously building up a decent amount of his wind chakra and furthermore he will focus it into the air at an exact location on the battlefield (e.g. he can focus it directly above his target, or under his target, or left next to his target, or right next to his target etc), within long-range, to create almost invisible, intangible feathers which have slight greenish hue. Since the feathers are intangible, they gain the ability to be incapable of being blocked and they must be destroyed or rather defended against by using appropriate evasion techniques or fast elemental ninjutsu (similar evasion situation as seen by the Wind Release: Wind Blade). The creation of the feathers is almost instant and it does not consume any time whatsoever. The amount of the created feathers is ten and they have a size similar to a normal kunai (the exact size of every single feather is a kunai and a half). Likewise the feathers generate slight sounds of moving air, hence they won’t be completely unnoticeable (of course such sounds cannot be heard by normal shinobi, only sound masters will be able to hear them). Like most stealth techniques, this one's usage lies primarily in the art of silent assassination. To signify this technique, in certain weather conditions (e.g. rainy or even snowy) the feathers also become even more difficult to be detected. The light weight nature of the feathers allows them to fly in the air smoothly and what is charming and sumptuously about this particular wind release technique is that, the user can meticulously control the movement(s) of the feathers by exerting his will over them through hand gestures. Controlling the wind feathers is where the precise chakra control comes in as the main requirement. The user has to really have great and meticulous chakra control in order to be able to control and manoeuvre the wind feathers at their fullest abilities. It is very important to note that the number of the created feathers is ten for a reason, because every human being has ten fingers, meaning that the control of every single feather will be 'attached' to a finger (the left hand: the thumb - feather number one, the index finger - feather number two, the middle finger feather number three, the ring finger - feather number four, the little finger - feather number five; the right hand: the thumb - feather number six, the index finger - feather number seven, the middle finger feather number eight, the ring finger - feather number nine, the little finger - feather number ten). Upon contact with the target, because of the attributes of the wind element (sharp and fast), the wind feathers are capable of slicing through anything (e.g. human skin, solid object(s) etc). When created, the feathers will fly in the air uncontrolled. Once the user exerts his will over them through the use of hand gestures, he will take control over their movement(s) and by being able to control these feathers, he can basically attack/slash the target with them. The speed of this particular wind release technique is such that it can also be used against speed enhanced running/moving target(s) (as long as the user can perceive the movement of the target). The user is also required to have a perfect understanding of how to meticulously use the wind element in various situations, because this technique is very bodacious in its use and similarly compliments the wind element by showing how elegant and simultaneously deadly it can be. Likewise, even if the user does not take control over the feathers, they will still cause damage upon contact with an object; e.g. basically when not controlled, if for example they are created above the target they will fall downwards towards the target and will slice anything traveling inside their path. However, when the user takes control over them, he can, if he wants to, stop controlling them any time thus will cancel the whole technique though. The greenish hue of the feathers (which is quite similar to Danzo's Vacuum Blade) is very important detail for the technique itself, because it serves the user the delightful ability to, in some situations, easily camouflage the feathers in grass, bushes and even behind leafs, rendering it near impossible to see for non-doijutsu users in such conditions.
Note: The feathers have to be created at a minimum range of three meters away from the target
Note: Follows elemental weaknesses and strengths of the wind element
Note: The user cannot use other techniques while controlling the feathers
Note: No Wind release techniques above S rank in the same or next turn
Note: Can only be used twice (2) per battle
Note: Only Drāgy can teach this

♠ Pending, leaving for another checker ♠
♦ Okay, first thing: You could clarified what the jutsu does without the need to make it so long. @_@ Second, you make it incredibly difficult to detect. Can be made in short range of the enemy, has a slight green color and makes nearly no sound and intangible. Intangible by definition means incapable of being perceived by touch, meaning you can't touch it or really feel it. That means your feathers aren't touchable more or less, so this implies that solid defenses won't really work as they can't "touch" the feathers. Also, this will move at the same speed of normal, canon wind jutsus, not at the speeds of which the user can perceive. That can lead to abuse should a bio that can move at high speeds use this, such as Sage Mode, and/or Lightning Armor. And this can't be created within short range of the enemy, in order to allow some form of defense should they perceive the feathers. Also, the parenthesis about each finger and feather corresponding can be removed, it's already understood what you meant, that's just unneccessarily cluttering the jutsu. This should require at least 3 turns in between usage and No wind above A rank the next turn. ♦
Fuuton: Chirutarisu no Jōshō | Wind Release: Ascent of Altaria
Rank: S
Type: Offensive
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: The user will perform two handseals while simultaneously building up a decent amount of his wind chakra and furthermore he will focus it into the air at an exact location on the battlefield (he can focus it directly above his target, or under his target, or left next to his target, or right next to his target, etc), within long-range, to create almost invisible, intangible feathers which have slight greenish hue. Since the feathers are intangible, they gain the ability to be incapable of being blocked and they must be destroyed or rather defended against by using appropriate evasion techniques or fast elemental ninjutsu (similar evasion situation as seen by the Wind Release: Wind Blade). The creation of the feathers is almost instant and it does not consume any time whatsoever. The amount of the created feathers is ten and they have a size similar to a normal kunai (the exact size of every single feather is a kunai and a half). Likewise the feathers generate slight sounds of moving air, hence they won’t be completely unnoticeable (of course such sounds cannot be heard by normal shinobi, only sound masters will be able to hear them). Like most stealth techniques, this one's usage lies primarily in the art of silent assassination. To signify this technique, in certain weather conditions (e.g. rainy, snowy) the feathers also become even more difficult to be detected. The light weight nature of the feathers allows them to fly in the air smoothly and what is charming and sumptuously about this particular wind release technique is that the user can meticulously control the movement(s) of the feathers by exerting his will over them through hand gestures. Controlling the wind feathers is where the precise chakra control comes in as the main requirement. The user has to really have great and meticulous chakra control in order to be able to control and manoeuvre the wind feathers at their fullest abilities. It is very important to note that the number of the created feathers is ten for a reason, because every human being has ten fingers, meaning that the control of every single feather will be attached to a finger. Upon contact with the target, because of the attributes of the wind element (sharp and fast), the wind feathers are capable of slicing through anything (e.g. human skin, solid objects, etc). When created, the feathers will fly in the air uncontrolled. Once the user exerts his will over them through the use of hand gestures, he will take control over their movement(s) and by being able to control those feathers, he can basically attack/slash the target with them. The speed of this particular wind release technique is such that it can also be used against speed enhanced running/moving targets (as long as the user can perceive the movement of the target). The user is also required to have a perfect understanding of how to meticulously use the wind element in various situations, because this technique is very bodacious in its use and similarly compliments the wind element by showing how elegant and simultaneously deadly it can be. Likewise, even if the user does not take control over the feathers, they will still cause damage upon contact with an object; basically when not controlled, if for example they are created above the target, they will fall downwards towards the target and will slice anything traveling inside their path. However, when the user takes control over them, he can, if he wants to, stop controlling them any time thus of course will cancel the whole technique. The greenish hue of the feathers (which is quite similar to Danzo's Vacuum Blade) is very important detail for the technique itself, because it serves the user the delightful ability to, in some situations, easily camouflage the feathers in grass, bushes and even behind leafs, rendering it near impossible to see for non-doijutsu users in such conditions.
Note: The feathers move at the same speed as a normal, canon wind technique
Note: The user cannot use other techniques while controlling the feathers
Note: Follows elemental weaknesses and strengths of the wind element
Note: No Wind release techniques above A rank in the same turn
Note: Can only be used once every three turns
Note: Can only be used twice (2) per battle
Note: Only Drāgy can teach this

☼ Declined - For something that can be created anywhere, you can't have them be undetectable by sound. What would stop you from creating them behind your opponent? It would be an auto-hit without some serious meta gaming or sensing/sound. Make it so it can't be heard outside of short range, but then faintly once it enters short range. It also needs a restriction stating how close it can be created to the target. Can't let them be created right on the enemy. Take out the things that say it can cut through anything, it can only cut through stuff S-ranked wind can cut through. I'm also skeptical about this being S-ranked, there really isn't much in there that suggests to me its an S-ranked level. ☼


Fuuton: Furattoōbu no Bigaku | Wind Release: Aesthetics of the Flat Orb
Rank: A
Type: Defensive/Offensive
Range: Short/Medium/Long
Chakra Cost: 30
Damage Points: N/A (up to 60 if used offensively)
Description: A powerful ability that can be used in two ways. The first utilization is to use the ability defensively. The user builds up a decent amount of his wind chakra and furthermore he channels it into his feet. He will then perform a slight jump above the ground, at an around one meter height, and will move his lower part of his body forward, trying to achieve a 90º between his lower and upper body parts, likewise slightly folding his legs. Afterwards he will swiftly perform a unique variation of a heel kick with two legs in the air in front of him, releasing a vertical, omnidirectional, flat disc-shaped shockwave-like blast of wind that has a slight greenish hue. Once the user releases the vertical shockwave he will land on the ground freely and have a defense, made out of wind, in front of him. It provides a well-rounded defense against a variety of incoming attacks (normal elemental weaknesses and strengths apply). It is five centimeters thick, while reaching up to long range in both length and height (maximal twenty meters). For the second use of the ability, the user will once again build up a decent amount of his wind chakra and furthermore he stomps both of his legs on the ground (a slight jump), releasing a horizontal, omnidirectional, flat disc-shaped shockwave-like blast of wind that again has a slight greenish hue. The flat shockwave will incinerate the battlefield as it travels outwards in the direction of the opponent, within long-range. It is at an around ten centimeters height above the ground and it is once again five centimeters thick. Upon contact with the target (once it touches something or goes through something), because of the attributes of the wind element (sharp and fast), the wind shockwave is capable of slicing through anything (e.g. human skin, solid objects, etc). Likewise, once created, it generates slight sounds of moving air, hence it won’t be completely unnoticeable (of course such sounds cannot be heard by normal shinobi, only sound masters will be able to hear them). To signify the whole technique, the greenish hue of the wind weave (which is quite similar to Danzo's Vacuum Blade) serves the user the delightful ability to, easily camouflage the wave when fighting in grass, of course this use will apply only for when the technique is used offensively and also it will be situational. The creation of the wind wave is almost instant and it does not consume any time whatsoever.
Note: The wave moves at the same speed as normal, canon wind technique
Note: No Wind release techniques above S rank in the same or next turn
Note: Can only be used once every three turns
Note: Can only be used thrice (3) per battle
Note: Only Drāgy can teach this

☼ Declined - Wind doesn't tend to "incinerate" things. I see no reason why something like this would be quiet, it should be easily hear-able. As before, it doesn't cut through "anything" it just cuts through what A-rank wind cuts through. ☼


Ninpo: Tyche no Tejina | Ninja Arts: Sleight of Tyche
Rank: A
Type: Supplementary
Range: Short/Medium
Chakra Cost: 30
Damage Points: N/A
Description: A powerful yet simplistic technique that is classified as a special ninjutsu of the highest caliber of supplementary techniques and can be used in two ways. For the first and main use the user will coat his palm with pure chakra and expand it forming a fist (and a part of the lower arm) that he can rapidly propel at great distances (similar to Kakuzu’s Dark Threads), within medium range, and grab or touch his target (e.g. human body, solid objects, etc). It is a replica of the user’s own fist, meaning that is connected to the user’s hand and by moving his own arm, the replica will do exactly the same. The created fist is likewise thrice the size of a normal fist and has light blue color but at the same time remains quite transparent.The light weight nature of the technique allows the fist to be very flexible and mobile, meaning that it does not go in a linear, straight line albeit the user can easily maneuver it as he wishes to. The fist itself can only be created from one of the user's hand and only that one hand, no matter if it is created from the right or left hand. This technique allows a shinobi to essentially perform techniques, which require direct contact with the target (in similar manner to the Added/Light Weight Earth techniques). This is accomplished by focusing elemental chakra into the fist. The secondary ability of the fist lies primarily in the art of thievery. To signify the technique, the fist alternatively can grab items which are bigger than a coin but smaller than a human's body (e.g. weapons, kunai, shuriken, scrolls, certain types of jewellery, like necklaces, etc). While not directly offensive, this technique can be used to push the target. Likewise it can even punch the target, but that is for pure distraction.
Note: Because of the advanced shape manipulation required, the fist can only be broken by equal rank elemental or regular ninjutsu or taijutsu
Note: If the fist is used for the performing of a direct contact technique, after the technique is utilized the fist will automatically fade away
Note: The user cannot use any techniques that require handseals while the fist is active
Note: Only elemental techniques can be performed through the fist
Note: Can only be used four times (4) per battle
Note: Can only be used once every two turns
Note: Only Drāgy can teach this

☼ Declined DNR - Too similar to Jinchuriki Chakra Arms ☼
 
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Re: Custom Jutsu Submission

Jiongu : Tsukene Hakkaku | Earth Grudge Fear : Root Sensing
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description:

Kakuzu After manipulating the Dark threads from his Body, He places his hands on the Ground and sends a vast amount of Dark threads through the ground. These threads spread throughout the entire battlefield beyond Long range(20 - 30 meter) surrounding the user like a root system of a Plant. Theses Dark threads that are infused with the users chakra then reaches throughout the entire battle field with only a tiny portion of the tip of the Dark thread that is visible above the ground while a large root of Dark Threads are available under the ground. When these threads interact with any object, the user if he in contact with these threads i.e if he is in contact with the ground, then he can sense the presence of the enemy or any object in a particular area through the Dark threads that span out within that area. These threads keeps forming back even if the ground is destroyed. The user will be able to sense the opponent if and only if he is in contact with these Dark threads. These threads can also be used as a source for "Hiding in Threads Technique".

- These Threads last for the entire Battle once created.
- Can only be Taught by -Best-.
- Can only be used by Kakuzu bios.
- Must be in contact with the Threads to sense the enemy. Can be used in a watery terrain too.
- to the Hiding in the threads technique.

☼ Declined - Remove the bit about them reforming, add a turn limit. ☼




Doton : Mosquito Trap | Earth Style : Mosquito Turapu
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A(60 if Bursted up)
Description:

The user will spit out 30 earthen Mosquitoes from their mouth. The size of each mosquito is at the size of a normal mosquito. These mosquitoes Can either sustain as a single group or gets divided into two or three groups(10-15 per group) and stays in the air. The mosquitoes can reach upto Long range from the user in all directions i.e. they can reach long range heights from the user. The main characteristic of this mosquito is that, when these mosquitoes attack the opponent Instead of doing actual damage, they will pierce the opponents skin, turn into a watery mud material and enter the Epidermis layer of the Skin. On reaching the Layer, the watery mud will get hardened and the the weight of the watery mud will be increased ten fold. So, when a mass of 10-15 Mosquitoes attack a particular part of the skin of the opponent, the entire part(a leg or a hand or the head etc etc.) will suffer a large weight gain which makes the particular part unable to be used by the opponent. The user can also use this technique is another way. instead of turning into a water mud substance, the mosquito can turn into numerous small sized mosquito and enter the epidermis layer of the skin of the opponent. When the user makes a single hand seal, the tiny mosquitoes burst thereby creating slight cracks on the skin layer of the particular part on the opponents body .They will suffer damage because of the pain caused by the cracks and also renders that part to be useless in Taijutsu move of B rank and above for two turns. In order to affect a particular part like the leg or hand or head. at least 10 mosquitoes are required or else the technique will be rendered use less. In order to affect a large portion of the body like the entire upper body or the entire lower body all the 30 mosquitos are needed.
- Can only be taught by -Best-
- The attack of the Mosquitoes is counted as a move and occupies a jutsu slot.
- No Doton techniques above S ranks for the next two turns.
- No Doton techniques S rank and above in the same turn.
- The mosquitoes last in the battlefield for 4 turns.
- Can only be used twice per battle.

☼ Approved ☼



Ninpo : Omori Koutai | Ninjutsu : Weight Shift
Type: Supplementary / Offensive
Rank: B
Range: Short - Mid.
Chakra: 20
Damage: N/A( +15 to normal punches | +20 weight enhanced punches)
Description:
This technique is more of an escape technique. By using the chakra, the user will be able to alter the Body weight. This enables the user to concentrate the entire weight of their body to a particular point such that the whole weight of their body will be concentrated in that point, however the mass remains the same. First the user will raise their arms up to their shoulder level stretch it back and then swing the hand like throwing a ball action. While performing the throwing action and when their arm is about to finish the throw action, The user with manipulate their Body weight using their chakra in such a way that their entire body weight will be concentrated in the hand(in the region above the wrist) that perform the throw action. By transmitting the entire weight to that point, due to that sudden increase in weight in that point and since the throw action is similar to a Initial throw of a projectile action, the user will take a Small projectile jump towards the area to which the hand was swung. With this projectile jump,the user will be able to quickly reach a short distance of 7 meter around him traversing through a Height of 5 meter. The main use of the technique is that if the user is trapped in a technique the restricts the physical movement of the user like the swamp or the Antilton technique, this technique will force the user out of the restriction and will land him is a nearby place.The weight will get regularized if the user performs any technique during the projectile flight and will drop down in the exact position where the user will be.If the user land on the ground with their hands then a slight tremor(C rank) will be felt by the opponent which will cause a slight body imbalance in posture to the opponent.If this technique is used when the user is under the influence of any other technique that increases the users weight such as the Added weight or Earth release : Armour(note cannot be user with super added weight) the projectile jump can take them to a distance of 10 meter traversing through a height of 7 meters quickly and while landing a nice tremor will be felt by the opponent(B Rank). While taking the projectile jump, if the user make the Hand in which the weight is concentrated to land a punch or any hand related taijutsu move on the opponent while finishing the projectile jump, it adds extra damage to the attack.
- Can be used Only 4 times per battle.
- Can only be taught by -Best-
- Cannot use A rank and above Ninjutsu techniques on the same and next turn.
- Only the weight is Shifted and the mass of the user remains the same.

☼ Leaving for another Mod ☼
✦ Declined, this is more or less Better's Black Heaven and Earth CFS, DNR. ✦
 
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Delta

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Re: Custom Jutsu Submission

Link to my signing of the Snake Contract:

(Kuchiyose no Jutsu: Itchi and Shibo) Summoning Technique: Itchi and Shibo
Type: Supplementary/Offensive
Rank:S rank
Range: Self
Chakra: 40
Damage: N/A(summoning them does no damage but the user is drained of 40 chakra per turn by having them summoned)
Description:The user will weave the normal handseals and draw blood summoning two Elder Snakes name Itchi and Shibo. Itchi and Shibo, being that they are elders will not use their own chakra to aid the user. To combat this the user will merge with the two snake Elders and supply them chakra every turn to pay for the help. Itchi is a cobra, he is brown and is only around 2m is length. Shibo is a light crystal blue color, the type of snake isis a rattle snake but she also has a small horn on her head and some weird looking "whisker"looking things on her back, they serve no purpose. She is, just like Itchi 2m in length. Itchi and Shibo both have seperate abilities to each other.

Itchi: Itchi is the Male Elder. Itchi's main Ability is a Mid range Corrosive Venom he shoots from his Mouth. The Venom is Classed as an A rank and is strong against earth and flesh able to burn through S rank earthern defenses. Itchi can shoot this Venom once every 2 turns. If the Venom comes into contact with an Earthern jutsu it will burn through it by disolving the earth turning the technique into dust. If it comes into contact with the opponent he will have his flesh and muscles burnt down to the bone leaving severe pain to the affected Area. The Venom can be countered easily with Water jutsu as it will dilute the venom making it lose most of its corrosive abilities if it is soaked in water.

Shibo: Shibo's main Ability is her use of Genjutsu. Shibo is able to induce any A rank genjutsu without any handseals.She induces genjutsu by rattling her tail which induces the genjutsu through sound. Shibo also has a special Genjutsu which is A ranked which she can induce onto the opponent. By rattling her tail she will induce a sound based genjutsu onto the opponent. Inside the genjutsu the opponent will find suddenly be attacked from below by 2 snakes which bite the opponents arms and lift him into the air. Once in the air a third snake will emerge from infront of the opponent and attack his neck with vicious strikes cutting the opponents main veins in there neck. The opponent will then believe themselves to bleed to death and collaspe. Shibo is also, unlike Itchi able to Communicate with the user and Itchi throught telepathy as long as they are merged

Both snakes are summoned at the same time but only one of them may attack at once. Meaning that if Shibo uses a Genjutsu then Itchi cannot spit his venom.

Restrictions:
Once both snakes are summoned they will consume 40 of the users chakra wether they attack or not. If they attack the total will be added to the normal consumption(If an A rank is used the user will lose 30+40 chakra from the single A rank at the end of the turn)
Only one snake can attack per turn.
The Venom spitting technique can only be used every 2 turns. Can also be used on the turn of Summon.
Both Snakes stay in play for 4 turns before returning to the Summoning Realm.
Can only be Used Once per battle/ Event.
If either Itchi or Shibo are hit with Any ranked jutsu(excluding Genjutsu) They will disperse.

Itchi
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Shibo
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 Declined  DNR. Want to merge with animals? Sign toads.


(Kenjutsu: Vengeful Senpuu) - Kenjutsu: Vengeful Whirlwind
Type: Attack/Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: This two part sword technique is one half defense and one half attack. The swordsman will begin with a heavy two handed slash while focusing chakra to their sword to reinforce the blade. The target of this first slash is not the enemy, but rather their weapon or shield. The two handed slash will hit the weapon or shield with great force knocking it out of the opponent's hands. Without stopping the swordsman continues with their momentum spinning in a circle and delivering the second slash along the same exact path as the first. As the second slash comes around the chakra that was used to reinforce the initial slash is re-purposed to enhance the damage and reach of the second slash. It can be used to double the length of their sword if the target is close by, or it can be used to release a deadly crescent if the enemy has some distance.
-Can be used three times per battle.
-Can defend against equally ranked physical attacks.


 Declined  Nothing that you can't already do in freeform... And never gonna approve a technique with so many certainties. You make it seem as if you can always disarm an opponent by slashing against them regardless of what they do.


(Hebi Ninjutsu: Sentient Hebi) Snake Arts: Sentient Snake
Type: Supplementary
Rank: S rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is a special Ninjutsu exclusive to Orochimaru. Orochimaru created a small snake inside a lab who served a single purpose, to keep him awake during battle. He had the snake inserted into his body by Kabuto having the snakes spine and brain linked to Orochimaru's spine,chakra and Neural system. The snake would remain asleep until such time as Orochimaru loses Concciousness. Once this happens the brain sends a signal to the snakes brain awakening it. The result of this is the Snake will take over Orochimaru's body from the inside allowing it to keep moving during battle if Orochimaru is knocked unconcious. The snake is able to control Orochimaru's body to the same extent as Orochimaru as its brain is linked with Orochimaru's meaning it has all his memories and jutsu inside its own mind. It is also capable of avoiding the affects of the jutsu that knocked Orochimaru unconcious as, while in its slumber the snake remains slightly dosconnected to Orochimaru so that, if it a strong jutsu that knocks him unconcious the snake will not be affected. If while the Snake has taken over Orochimaru's body it is hit with the same/similar jutsu to knock it unconcious, it will lose its control of Orochimaru's body and thus both will be left unconcious. Once Orochimaru wakes back up the Snake will release its control of Orochimaru's body and go back into its slumber for the rest of the battle.

Restrictions:
Can only be used by Orochimaru bio's.
The Snake has to be implanted into the Users Bio by a med ninja at the NB Hospital.
Can only awaken Once per battle/Event.
The snake is able to control Orochimaru's body to the same extent of Orochimaru.




 Declined  DNR
 
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Matt

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Re: Custom Jutsu Submission

Za Uchiha ken: The Uchiha Blade
Type: Weapon
Rank: S - Rank
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: This sword is a ancient Uchiha pass down known only to the Uchiha clan, only a select few families amongst the Uchiha have had the right to see and hold it, the creator of the sword was unknown but was sealed away for safe keeping until being stumbled upon one day. they soon found out that this sword was enhanced to be able to cut through B - Rank Katon attacks by simply moulding their Katon chakra into the blade which causes the heel to the point to be engulfed in flames giving it the power to cut through the Katon flames.

> Can only be used twice times and then dispersed
> Must be up to B Rank Katon to use this blades ability
> Must be a Uchiha
> Must have started Kenjutsu
> Can only be summoned twice
> Can only be taught by BlackCrow

What it looks like:

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☼ Declined - DNR ☼
 
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Beifong

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Re: Custom Jutsu Submission

(Kōton: Ya no ame) - Steel Release: Rain of Arrows
Type: Offensive
Rank: B-Rank
Range: Short-Mid Range
Chakra: 20 Chakra
Damage: 40 Damage
Description: The user will release very fine particles of steel in the air that can be seen by naked eyes as dust particles and by using steel chakra the steel dust will be carried into midair and condensed into arrows made of steel. After making the arrows the user will shoot use his chakra to shoot the arrows at the desired target. the user can make up to 30 arrows with each usage time but only 5 arrows in the same instant. an arrow is 20cm tall and able to penetrate a steel sheet of 2cm thickness. this jutsu stays active till all 30 arrows are used and won't affect the jutsu slots of the following turns.
note: can be used 4 times per battle
note: the user must wait 1 turn after finishing the 30 arrows to use the jutsu again
note: only FeeLPaiN can teach this jutsu

☼ Declined ☼
Define that by what rank techniques it can pierce through rather than 2 cm of steel. You're not likely to come up against that in the RP so its not a useful description. Also, you can only fire 5 per turn and it makes 30 total. So you'll be able to fire off 5 of these per turn for 6 turns without using up a jutsu slot. That's not going to work. Make it all get shot the first turn, or make it cost a move the turns following.
(Kōton: Ya no ame) - Steel Release: Rain of Arrows
Type: Offensive
Rank: B-Rank
Range: Short-Mid Range
Chakra: 20 Chakra
Damage: 40 Damage
Description: The user will release very fine particles of steel in the air that can be seen by naked eyes as dust particles and by using steel chakra the steel dust will be carried into midair and condensed into arrows made of steel. After making the arrows the user will shoot use his chakra to shoot the arrows at the desired target. the user can make up to 30 arrows with each usage time but the user can only focus on using 10 arrows in the same instant but he can use all 30 in the same turn. an arrow is 20cm tall and able to penetrate hard elements up to C-Rank. if the turn ends before using all 30 arrows then the usage time is over.
note: can be used 5 times per battle
note: the user must wait 1 turn after each usage time to use the jutsu again
note: only FeeLPaiN can teach this jutsu
____
OOC: at the same instant doesn't mean at the same turn. I can shot 10 arrows, perform a jutsu, shot other 10, perform other jutsu,, then shot other 10 all in the same turn.

☼ Approved ☼

(Kōton: Ōtohaundo) - Steel release: Auto Hound
Type:Offensive/Supplementary
Rank:S-Rank
Range:Short
Chakra:40 Chakra (+5 for each turn on field)
Damage:80 Damage
Description: The user will perform the Dog → Bird → Dog handseals and create a structure made of steel plates and wires that looks and moves like a robot hound. The hound has a drill tail that is able to penetrate through walls (of any kind except hot lava and rubber) and dig holes in any type of ground (except hot lava and rubber) and sharp claws that can cut through steel sheets of 15 mm thickness. The hound is as fast as a normal ninja dog but it doesn't have ability to track scent like a normal one. A special ability of this hound that it is able to transform the shape of its body to be like a giant fan like Temari's once it transforms like this it stays permanently in this form.
note: the hound is made on short range then move to all ranges.
note: a hound can stay as long as the user uses chakra to maintain it or till it's destroyed
note: the maximum number of hounds on field at a given time is two hounds. hounds transformed to fans aren't counted.
note: only FeelPain can teach this jutsu.

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☼ Declined ☼
Being able to pierce through anything besides those two things is too much. By that definition it can pierce through a F-rank wall of Kaguya bones. As before don't define things by how thick of steel it can cut through, as that doesn't translate into the RP. Give me a rank of earth it can cut through, and a rank of earth the tail can drill through.
(Kōton: Ōtohaundo) - Steel release: Auto Hound
Type:Offensive/Supplementary
Rank:S-Rank
Range:Short
Chakra:40 Chakra (+5 for each turn on field)
Damage:80 Damage
Description: The user will perform the Dog → Bird → Dog handseals and create a structure made of steel plates and wires that looks and moves like a robot hound. The hound has a drill tail that is able to penetrate through A-Ranked walls (of any kind except hot lava and rubber) and dig holes in any type of ground (except hot lava and rubber) and sharp claws that can cut through steel of C-Rank and other solid elements of B-Ranks (except hot lava and rubber). The hound is as fast as a normal ninja dog but it doesn't have ability to track scent like a normal one. A special ability of this hound that it has eyes that can see with thermal and night visions. Other special ability that it is able to transform the shape of its body to be like a giant fan like Temari's once it transforms like this it stays permanently in this form.
note: the hound is made on short range then move to all ranges.
note: a hound can stay as long as the user uses chakra to maintain it or till it's destroyed
note: the maximum number of hounds on field at a given time is two hounds. hounds transformed to fans aren't counted.
note: only FeelPain can teach this jutsu.

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changes in bold

☼ Declined - Originally I thought the wires were just a cosmetic part of this, but it seems you're trying to make an actual robot now. That's outside the abilities of steel release, you can't create cybernetics with it. Its just metal, nothing else. ☼




new submission:

(Kōton: Hagane bane) - Steel Release: Steel Spring
Type: Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user will convert their limb or limbs to black steel making it nearly indestructible in nature harder and stronger then any other ninja tool able to shatter them along with most metal armors with ease. The user will then form his black steel limb into a spring forcing it to coil in upon itself storing up a massive amount of potential energy ready to strike or move in a very quick and powerful manner. He can then release the potential energy allowing him to punch forward with a strong punch, palm strike or taijutsu movement. This will increase the user's strength x2 increasing his power momentarily. If instead used on the legs or to move, avoid or attack when released the user will rocket in the direction of his choosing at triple his base speed. He will barely be able to keep up with the speed he is moving at but can use this to avoid incoming attacks or rocket forward at the opponent in a quick and precise manner.
Note: Can only be used four times
Note: While in this form the user can use Steel, Earth and Fire techniques
Note: The limbs revert back to normal as fast as they transform, the jutsu is short lived.
Note: Only FeelPain can teach this jutsu
Note: The boost in strength or speed is always momentary and can never be sustained for more then when the jutsu is used.

☼ Declined - DNR ☼
 
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Korra.

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Re: Custom Jutsu Submission

(Hebiātsu: Sunēku no Ishii) - Snake Arts: A Snake's Dying Wish
Type: Offensive
Rank: C-S
Range: Short -Long (for activation) (short - mid for explosion)
Chakra: 15 - 40
Damage: 30 - 80
Description: This jutsu involves sacrificing a snake summoning to try and end an opponent once and for all. The user place an explosive tag onto their snake summon and do the snake sign having the tags multiply until all of the snakes scales are now explosive tags. The user will than do the ram sign and and send a pulse of chakra into the snake causing it to explode and having all the tags go off also resulting in a huge explosion. The impact and strength of this jutsu depends on the rank of the snake summoning making it stronger if the snake is of higher rank.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Note: Usable 3 times a match with a 2 turn cool down of snake ninjutsu


☼ Declined - I like the concept, but I see problems arising if its used in conjunction with a summon as big as Manda. The explosion would encompass the entire battlefield essentially, including the summoner. Also, the rank of the explosion should correspond to the size of the summon, not its rank. Since snakes usually have lengths defined in meters, you can set up ranges like 1m-10m = C-rank, 11m - 20m = B-rank, etc. ☼
 
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Negative Knight

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Re: Custom Jutsu Submission

(Fuuton: Goutan no Kaze) - Wind Release: Audacity of Aeolus
Rank: C
Type: Supplementary/Defensive
Range: Short - Mid
Chakra cost: 15
Damage points: N/A
Description: The user will focus their fuuton chakra into the gaps in their own or the opponent's clothing/attire to generate a small draft of slicing wind which cuts the clothing in several location before carrying it apart in every direction. While seemingly useless, this technique is often used to expose weak points on the body (Kakuzu's Masks, Sasori's core, etc), visible Fuuin seals and summoning tattoos. This technique will also result in the removal of sheathed weapons and the pouch of ninja tools (as they're attached to the opponent's clothes).

Note: Can only be used four times per battle
Note: Can only be Taught by Negative Knight

♠ Declined ♠
Strip no Jutsu? Having a bit of hard time imagining this. How exactly...does it "rip apart" the clothes? Huge sections of it? Or just parts of it? Also, what if the opponent is wearing tight clothes or some kind of armor?
And when you say weak points on the body...how? Cause stripping someone doesn't always mean you expose their weakness..................눈_눈


(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?
(Doton: Otakebi no Kobito) – Earth Release: Roar of the Dwarves
Rank: A
Type: Supplementary/Offensive
Range: Short (Earthquakes can have up to a mid-range area of effect)
Chakra Cost: N/A (+10 chakra cost to earth-based techniques used)
Damage Points: N/A (10-90)
Description: This is the brother technique to Earth Release: Scales of Judgement. The user will focus doton chakra into future earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) which emerge from the ground to augment the vibrations generated by their surfacing. The added chakra will serve the purpose of enhancing these vibrational tremors into localized earthquakes (Similar to Earth Release: World Shaking). Logically, the magnitude of these earthquakes is highly dependent on the scale/rank of the technique being used. C-Rank earth-based techniques will produce minor quakes which are equivalent in magnitude to those produced in World Shaking, while the potency of earthquakes produced by large scale S-Ranks (such as Earth Release: Mountain Smash) will be so immense that they will imaginably throw anything and anyone in the vicinity off balance for the duration of the technique's emergence. These quakes will only be "localized" and will only affect anyone within and up to mid-range of the emerging technique. Furthermore, augmenting the vibrations produced by techniques is optional and does not have to be applied to every earth-based technique (which emerges from the earth) used. For the most part, these quakes are merely supplementary and only serve to throw the opponent off balance in order to hinder their attempt at countering the technique in question. However, anyone underground and within the area of effect of the earthquake will sustain a degree of damage. This damage will be proportional to the rank of the emerging technique e.g. a D-Rank will inflict 10 damage points while a Forbidden Rank would inflict 90 damage points. If the rank of the emerging technique is greater than the rank of the technique sustaining their underground travel, the opponent will inevitably be crushed underground. 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 an earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: This technique will only affect earth-based techniques which emerge from the earth and those solid-like in composition.

♠ Declined ♠
Wow! Nice idea. Need a bit more clarification before approving. Firstly, is this an on/off jutsu? What do you mean by "last three turns?" Is it like a mode or active?
Secondly, what are the nature of the earthquakes? Does it split apart the ground or just shakes it depending on the rank and strength?


(Boukun no Mokushi) - Tyrants of the Apocalypse
Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: Short
Chakra: 50 (-20 chakra per turn)
Damage: N/A (-40 damage to user) (+20 damage to physical attacks)
Description: Using the abilities of the Earth Grudge technique, Kakuzu will utilize his dark threads to transform his body into a monstrous version of a chosen human/animal hybrid which will have two of the masks the user has manifested upon its head as its face. The two chosen masks and his main heart (Earth) will become the only basic elements usable by Kakuzu whilst he's in this form, severely limiting his arsenal but in turn greatly heightening his offensive and defensive power. Both elemental affinities of the masks positioned on his face can be used in conjunction as well as individually. Much like all threaded creatures, whilst in this form the user is capable extending and retracting their limbs as well as regenerating any and all lost body parts. The threads which make up the armour are intricately and tightly interwoven to make for a very formidable defense. As a result, the user becomes immune to all A-Rank and below techniques and any such damage sustained (from A-Ranks and below) will be momentary at best as the armour will immediately begin repairing itself. The threads which make up the armour will undergo a continuous regenerative process of growth, with the growth of new threads replacing the old ones, causing them to be shed the moment new threads manifest themselves. As a direct result, the user will become extremely resistant to attacks which seek to burn, decay, cut or mutilate the user as a mass of threads will simply grow in their place and in effect undo any damage damage afflicted to the user. The continuous process of shedding of threads means the user is almost impossible to burn whilst they're in this form, as the affected threads will be shed almost immediately, carrying away the flames in the process. Each transformation can optionally be combined with one of the basic five elements to unlock an array of possibilities depending on the chosen nature (the chosen element must be one of the three the user has been restricted to). The infusion of earth chakra will harden and darken the threads (in a similar manner to Earth Release: Earth Spear). The infusion of water chakra will grant the threads adhesive properties, negate the effectiveness of Taijutsu/Kenjutsu which involve physical interaction and the chassis will become virtually impervious to burning. The infusion of lightning chakra will electrify the threads to the extent they gain paralyzing capabilities similar to those exhibited in Chidori Nagashi. The infusion of wind chakra will insulate the threads, create a minor repulsion effect (preventing the user from being hit from physical Taijutsu/small scale attacks) and allow the user to levitate off of the floor. The infusion of fire chakra will coat the armour in a layer of flame which prevents anyone from coming into contact with the user. The fire possess a protecting coating of chakra which ensures the threads don't burn, similar to how one can create an armour of fire yet remain unburnt. In the case of an element being infused, the user becomes immune to techniques S-Rank and below of elements its strong to, immune to A-Rank and below techniques of neutral elements and immune to B-Rank and below techniques of elements its weak to.

Carnage the Red Dread - Tyrant of the Sky
This transformation is based off using the Water and Lightning hearts together to form a part-human, part-spider, part-snake looking creature with threaded tendrils covering its entire body. This creature is capable of using Water and Lightning simultaneously (from its respective mouths) to create electrified torrents of water, as well as retaining its capability to use both elements individually. The spiked tendrils which make up this creature's body are continuously moving around, feeling the air around them, almost as if they're living themselves. This tendrils are five meters long and come from every point on the user's body, making this form that much more grotesque. These tendrils will feel anything which comes within short range of the user, making it impossible to sneak up on or come within close-range of the user without him knowing about it.

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Wolverine the Dark Scourge - Tyrant of the Dusk
This transformation is based off using the Lightning and Fire masks in conjunction whilst forming the user's body to resemble that of a half-man, half-wolf like creature. This werewolf-like creature can simultaneously use Lightning + Fire for devastating combinations attacks (from its respective mouths), as well as retaining the capability to use both natures individually. Its entire body is composed entirely of spiky threads and the creature is also fully equipped with a five-meter long tail, allowing it to be used almost as an extra limb in combat. This form is extremely athletic and so the user is capable of leaping incredible distances and very high into the air above.

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Diablo the Soul Eater - Tyrant of the Inferno
This transformation is based off using the Fire and Wind masks together whilst forming the user's body to resemble that of a part-man, part-ram and part-reptile like creature. This creature can simulatenously use Fire + Wind for augmented flame-based attacks (from its respective mouths), as well as retaining the capability to use both natures individually. This form grants the user a pair of serrated claws, horns that can be rammed into the opponent, arching spiked protrusions which are focused around the upper body and a flexible five-meter long spiked tail which can be used for physical attacks.

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Theinen the Great Sphinx - Tyrant of the Storm
This transformation is based off using the Wind and Lightning masks together whilst forming the user's body to resemble that of a part-man, part-lion, part-bird and part-stallion like creature. This creature can simulatenously use Wind and Lightning (from its respective mouths), as well as retaining the capability to use both natures individually. This form grants the user the lower body of a stallion and hence additional legs as well as a tail. The user develops a mane, sharp claws and a jaw capable of biting down with insane compressive force. Additionally, this sphinx-like form also possess a pair of wings which can be used for flight.

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Trident the Oceanic Overlord - Tyrant of the Sea
This transformation is based off using the Water and Wind hearts together to form a half-human, half-sea serpent like creature. This creature is capable of using Water and Wind simultaneously (from its respective mouths) to create high pressure torrents of water, as well as retaining its capability to use both elements individually. The creature possess a serpent-like lower body which means it slithers rather than walks. Its upper body is covered in spiked protrusions and the spikes on the spine of it's back resemble a row of swords. Due to its streamlined body its capable of cutting through water at high speeds (almost on the level of Kisame in his Shark Fusion Mode).

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Note: Transformation lasts for five turns
Note: Can only be used once per battle
Note: Can only be used by Kakuzu
Note: Can only be used by Negative Knight
Note: This technique only restricts the user's basic five elements.
Note: No Forbidden Rank techniques while this is active
Note: No S-Rank or above Dark Threads techniques for two turns after this technique has been deactivated
Note: No long handseal sequences (longer than three) for two turns after this technique has been deactivated
Note: After this technique ends, the user cannot use the two elements of the masks they used in the transformation for two whole turns.
Note: The damage the user takes due to this technique manifests itself in the form of fatigue and sore limbs for two turns after this technique ends
Note: Regeneration of lost limbs can happen a maximum of two times and the threaded replica will be capable of performing handseals/techniques. It also counts as one of the user's three moves per turn.

♠ Pending, leaving for another checker ♠
I'm not quite sure if this is possible.



☼ Declined ☼

Okay lets start with this. Reduce five to four turns. Explain what happens to the 2 hearts that you're not using, are they just chilling in the body? If this only restricts the user's five basic elements, does that mean you can still use those two restricted hearts if they're needed to create a CE? If so, that needs to go.
 
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Akasha

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Re: Custom Jutsu Submission

Permission for paper ninjutsu


Konan bio


(Furokkusu no yuki no monogatari) - Snow tale of a Phlox
Type: Offensive / Supplementary / Defensive
Rank: C-S rank
Range: Short - Mid
Chakra: 40 (+5 per turn to sustain)
Damage: N/A (30-80 depending on how this technique's abilities are used)
Description: User will upon performance of two hand seals create a portal above opponent, high into the sky similar to one which is formed whilst performing (Doton: Otoshibuta) – Earth Release: Dropping Lid. This portal is up to ten meters long (but can be smaller in length) and thus covers quite a big of an area. As the portal is formed above opponent, uncountable number of paper sheets will start to fall down. These paper sheets are all molded into snowflakes which will rain down onto the opponent as well as the area portal covers. Paper sheets which are falling down onto the opponent can be used for performance of other techniques although this particular technique also allows manipulation of the snowflake-looking paper sheets as to make damage to opponent if a specific ability is used while this jutsu is active.

Abilities:
  • Using this technique user can also make paper sheets change their shape into needles, shurikens, arrows, paper planes and similar objects with which they can attack/impale opponent. Although not all of the paper sheets will change their shape but only the ones which the user desires to. This ability is of either C or B rank (depending on the size of the object in which paper sheet are reformed) [and counts as an additional move. Changing shape of paper sheets takes merely a blink of an eye and can be done anywhere where snowflake-looking paper sheets are present. As the amount of paper sheets changing their shape increases their singular power decreases [/COLOR]
  • User can at her will make paper sheet merge as to create a sharp, compressed spear or similar objects made out of paper in order to attack the opponent. The compressed object can be up to one meter long. The spear/or compressed object only travels into a straight line and thus makes it much easier to defend from. This ability counts as an additional move and is of B rank.
  • Using paper sheets which are falling onto the opponent, user can make them attach onto the opponent's as well as get into his or hers clothes and thus make opponent's movement harder. Because paper sheets become attached to the opponent, user can manipulate them as to perform other techniques directly onto the opponent as well as use that paper to crush the opponent or incapacitate the opponent's movement by squeezing them in a powerful manner . This ability is of A rank and counts as an additional move.
  • Using paper sheets which fell onto the ground, user can make use of them as to create spikes from the ground directly beneath opponent as well as around him as to unable him to stand on the ground. Paper spikes formed with this technique are up to one meter high and can easily cut through objects because of its sharp ending which is facing towards the sky. This ability is of A rank and can only be used twice per match. Spikes will stay on the ground as long as they are not destroyed.
  • Using this technique user can make a sphere form around opponent. This sphere once formed will have paper sheets inside of it spike out as to impale opponent. Also inside of sphere breathing is very limited as there is very little places for air to go through and thus can make opponent choke. Also inside of the sphere/ball the temperature is pretty high and thus can make opponent collapse. This ability is of A rank.
  • Using this technique user can also create a paper wall around the opponent which will immediately block an attack sent from the opponent, following elemental strengths and weaknesses. This ability is of A rank.
Note: Paper sheets left on the ground after portals disappears can be used afterward until they are completely destroyed.
Note: Paper sheets formed upon performance of this technique can be used to perform other paper ninjutsu techniques.
Note: User can mix Explosive Tags within normal paper as to make extra 20 damage onto the opponent.
Note: Portal can stay active on terrain up to 3 turns and this portal can only be used twice per battle but has to have one turn of cool down before it can be used again.
Note: Activation of this technique costs 40 chakra and keeping it active every move will cost user 5, but using other abilities of this technique will cost as a move and amount of chakra that will be taken off from user will depend on rank of the ability.
Note: All the abilities written in this technique can be used only if portal is active and is actively releasing paper sheets from it.
Note: Whilst this technique is active, user can only use Paper Ninjutsu.
Note: Can only be used by Konan.
Note: Can only be Taught by Akasha.

♠ Approved ♠

(Suiton/Raiton : Reijingu ten no mon) - Water/Lighting release : Gates of Raging Heavens
Type: Offensive
Rank: S rank
Range: Short - Mid
Chakra: 40
Damage: 80
Description: User will perform a single hand seal and stomp her/his foot onto the ground as to create two portals around opponent, placed in a 45 degrees manner. One portal will be formed facing the opponent's left and another portal would shortly after appear facing the opponent's right but keeping a longer distance as to make the first portal more easily noticeable compared to the second one. Both portals would be exactly 0.5 meters long in diameter. Portals can be made 3-5 meters away from the opponent and forming of portal is of same speed as it takes for portals to be formed whilst performing (Doton: Otoshibuta) – Earth Release: Dropping Lid. Once the portal on the left has been formed adhesive,sticky and viscous liquid will be released from it. This adhesive liquid which is released is similar to one which is used whilst performing (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field. The liquid would be aimed towards the opponent not to make actual damage but to envelop his/hers body as to make his/hers movement impossible. This liquid is heavy and because of the way portals are formed comes in very high speed with great momentum towards the opponent. Once opponent has been enveloped with sticky water and his movement has been immobilized from the second portal lighting will be released. Opponent would be shocked by lighting waves which come with great speed and can easily make opponent paralyzed, loose consciousness and similar. Because opponent would already be enveloped with liquid water, lighting would just add on it as to make even greater damage.

Note: Counts as two moves from three which can be made.
Note: No S-rank water release nor lighting release techniques in the same turn.
Note: Can only be used twice per battle.
Note: Can only be Taught by Akasha

♠ Declined, do not resubmit ♠
You can literally do this with canon techniques.
 
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Goetia

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Re: Custom Jutsu Submission

Kyōka Suigetsu: Mirror Flower, Water Moon
Type: Weapon
Rank: E-S Rank
Range: N/A (to activate the Genjutsu, short-mid range)
Chakra: 5-40
Damage: N/A
Description: Kyouka Suigetsu is a sword imbued with the ability to cast Genjutsu. This sword resembles an ordinary katana, but it's Genjutsu capabilities are the most dangerous thing about it. The power of the Genjutsu it can cast is entirely dependant on how much chakra the user channels into the sword. To activate the Genjutsu, one must perform a ritual: the user must slash the opponent with the blade, then hold the sword with the blade facing downwards while the sword absorbs the blood of the opponent, and recite the incantation to activate the Genjutsu; 'Kudakero, Kyōka Suigetsu/ Shatter, Kyōka Suigetsu'. This leads to the opponent hallucinating anything of the user's choosing.

>The Genjutsu cast by the user is merely generic, and is just like an ordinary Genjutsu. As such, it can be dispelled the same as any other Genjutsu.
>If the user has only trained up to a certain rank in Genjutsu e.g. C-Rank, then that is the maximum level of the Genjutsu they can cast.
>Must have begun Kenjutsu.
>Must have begun Genjutsu.
>The Genjutsu ability of Kyōka Suigetsu can only be used up to twice per battle.
>The time it takes for the blood to be absorbed by the blade is 4 seconds.
>The ability of this weapon can only be taught by SilverAssassin.

☼ Declined DNR ☼
 
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Yasopp

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Re: Custom Jutsu Submission

(Sankyotenhoshi) - Three-Point Star
Type: Weapon
Rank: S
Range: Short
Chakra: 40 (+5 for every turn activated)
Damage: N/A
Description:
The Three-Point Star are simply three small spheric balls made out of a special metal that is light, yet durable and cannot be broken. Each of the balls have hundreds of pores to insert chakra into their hollow exterior. By accumulating the chakra within these balls, the user will be able to fully control these balls, either for easy access or just to play with them when bored. By forming two hand seals, the balls form into an alignment, producing a golden equilateral triangular barrier. On each vertex of the triangle are the balls, projecting the triangle and keeping its form . The user can easily expand the triangle from larger attacks.
Notes
Defends from A-Rank attacks (cannot defend from non-solid attacks such as Genjutsu etc)
Activation of the barrier counts as a move

☼ Declined ☼

Barrier needs usage limit.
(Sankyotenhoshi) - Three-Point Star
Type: Weapon
Rank: S
Range: Short
Chakra: 40 (+5 for every turn activated)
Damage: N/A
Description:
The Three-Point Star are simply three small spheric balls made out of a special metal that is light, yet durable and cannot be broken. Each of the balls have hundreds of pores to insert chakra into their hollow exterior. By accumulating the chakra within these balls, the user will be able to fully control these balls, either for easy access or just to play with them when bored. By forming two hand seals, the balls form into an alignment, producing a golden equilateral triangular barrier. On each vertex of the triangle are the balls, projecting the triangle and keeping its form . The user can easily expand the triangle from larger attacks.
Notes
Defends from S-Rank attacks (cannot defend from non-solid attacks such as Genjutsu etc)
Activation of the barrier counts as a move
Barrier can only be used thrice per battle

☼ Declined ☼

Put it back to A >.>


(Kuchiyose no Jutsu: Miltonius) - Summoning Technique: Miltonius
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
Smearing blood onto the user's tattoo/scroll, the user must perform 3 hand seals before slamming his hand into the ground, summoning Miltonius. Miltonius is a huge snake and Reborn's personal summoning. Towering to the heights of 100-90 meters, Miltonius is a snake with willpower, able to withstand A-Rank jutsus. He is also very unique to other snakes. He wears a purple head piece on his head which resembles a dragon-like head. On his back is a large sheathed knife-like sword tied around his body. (Miltonius uses his very powerful tail to grasp the sword.) He is very proficient at swordsmanship, able to cut through A-Rank Jutsus. He is also widely known for his mastery over Doton Chakra, able to perform S-Rank Doton Jutsus without hand seals.
Notes:
Use of Sword can only be used thrice
Can endure A-Rank Attacks
Stays in the field for 4 turns
Can only be used once
Proof of Mastery over Snake


☼ Declined ☼

He can take one A-rank technique, but he can't be immune to A-rank techniques. Remove that. Being able to cut through A-rank techniques needs to be removed as well.


(Shakuton: Kyuutai Benso) - Scorch Release: Orb Defense
Type: Defensive
Rank: S
Range: Short
Chakra: 40 (-5 for every turn active)
Damage: N/A
Description:
The user will first weave a single hand seal then release 6 orbs of great size. The orbs will start to rotate around the user until the orbs appear into a ring-like defensive barrier that protects the user from side attacks. The speed of the orbs are magnificent, able to easily block any attack instantly. This can be passively active until the user deactivates it.
Note:
-Can only be active for 3 turns
-Can only be used Thrice
Proof of Mastery over Shakuton


☼ Declined ☼

How big are the orbs? "Great size" doesn't make it very clear. Don't use phrases like "easily block any attack instantly". It can't block any attack, and it can't block instantly. What rank can these orbs block? What rank can one of them block on their own? Two? Three? Needs to be clarified.
 
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Corazon

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Re: Custom Jutsu Submission

(Raiton : Yubi No Nagare) - Lightning Release : 10 Finger Stream
Type: Attack
Rank: B-Rank
Range: Short-Mid Range
Chakra: 20
Damage: 40
Description: The user gathers raw chakra into both his hands, he then uses nature transformation to turn his raw chakra into Raiton chakra. Once this is done, the user releases it through the tips of all his fingers in the form of lightning streams, allowing him to hit multiple targets at once, shocking/paralyzing them causing them to fall to the ground in pain. The user has to maintain the stream however by continuously releasing chakra and must maintain focus while performing this jutsu. The user may also extend the length of the stream accordingly however only till mid-range.

Restrictions
• Cannot be used 2 turns in a row
• Can only be used 3 times in battle
• Can only be taught by Uchiha Lee


☼ Declined DNR ☼
 
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Priest

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Re: Custom Jutsu Submission

Pitohui Kuchyose: Pitohui Jotei, Majele - Pitohui Summoning: Pitohui Empress, Majele
Rank: S
Type: Sup
Range: N/A
Chakra: 40
Damage: N/A(+20 to summoner)
Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Majele in a cloud of purple smoke.
A magnificent feat, Majele would stand equal is size against the likes of Gamabunta. Although She doesn't want it seem that way, but she is true Elegance clad in interwoven magnificence, colors that are beautifuly interlaced on her feathers and She is very proud. She does not like to be controlled or rather can't be control and only fights at her own free will and in dire circumstances when summoned into the terrain, and if she likes she would reverse summon herself back to Modakeke.
Abilities
-Majele is proud and hate to be summoned so her appearance unleashes a massive killing intent on everyone Ninjas/summons on the terrian except the summoner and Pitohuis. The pressure of Majele's killing intent is massive and would paralyse victims 2 ranks below the summoner. Meaning, if the summoner is Kage ranked, Majele's Killing intent would have the power to instantly paralyse S-class ranked and below victims just like a ninja's own Killing intent that paralyses only 2 ranks below although Majele's own is quite potent up to mid-range. However, victims that are one rank below, same rank or ranked higher than the summoner would feel lesser killing intent which would not paralyse them but able to cause distraction on them or make them fumble a jutsu. Clones of the victim if he had made any won't be able to withstand the pressure and would disperse(only if the victim is 2 ranks below the summoner), also summons other than Hooded Pitohuis reverses back to their world(this applies to any summon even if the summoner is of higher rank). However this makes summoning Majele counts as 2 moves.
-1x Per battle, Majele is able to spew a massive amount of purple colored neurotoxin gas(S-rank) that spreads and engulfs the whole terrain in seconds. The neurotoxin gas is extremely noxious and a simple inhalation would cause paralysis and numbness of the whole body for one turn while a heavy dose(staying in the fume for 2 turns) causes the victim to pass out. However this counts as a move and the gas last only for 2 turns then it diffuses.
- 1x every 2 turns, Majele is able to form existing toxin source or from her mouth, create upto 6 Replicas of herself but smaller(each has the size of sasuke's bird) entirely made of neurotoxins as they are colored in a purple hue. They would attack the opponent at her will, though not to cause physical damage but to trap the opponent in their deadly fume as they burst into purple gas on physical contact, gas that only lingers for 1 turn. This is S-rank divided by the amount of replicas made and mere body contact with this would cause partial paralysis(difficult movement which makes the victim slow) and joint pains while inhalation causes total paralysis for 1 turn. Counts as a move.
-She can use Pitohui Arts
-Majele would proudly groom herself to show off her ravishing beauty, shaking her entire body vigorously causing a large tremer able to knock even large summons off their feet.
-She can use her beak or claws to smash through A-rank and Below defenses.
NOTE
++Summoning counts as 2 moves
++Summoning takes a toll on the summoner and makes him nose-bleed and recieves +20 damage for doing so.
++No other pitohui must be on field
++Majele is immune to B-rank and below attacks
++Last for 4 turns
++Can only be summoned 1x
++Summoner can't use Ninjutsu above S-rank the turn she is summoned.
++Must be taught by Priest

♦ Declined, wth? I dont even have summonings this powerful. It has too many abilities, all of which are OPed. Just look at everything I highlighted. HELL NO. NOPE. NOPE. Remove some of these abilities and severely cut back on the others, it's too much, pineapples, I don't like it. ♦

Pitohui Kuchyose: Pitohui Jotei, Majele - Pitohui Summoning: Pitohui Empress, Majele
Rank: S
Type: Sup
Range: N/A
Chakra: 40
Damage: N/A(+20 to summoner)
Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Majele in a cloud of purple smoke.
A magnificent feat, Majele would stand equal is size against the likes of Gamabunta. Although She doesn't want it seem that way, but she is true Elegance clad in interwoven magnificence, colors that are beautifuly interlaced on her feathers and She is very proud. She does not like to be controlled or rather can't be control and only fights at her own free will and in dire circumstances when summoned into the terrain, and if she likes she would reverse summon herself back to Modakeke.
Abilities
-Majele is proud and hate to be summoned so her appearance unleashes a massive killing intent on everyone Ninjas/summons on the terrian except the summoner and Pitohuis. The pressure of Majele's killing intent is massive and would paralyse victims 2 ranks below the summoner. Meaning, if the summoner is Kage ranked, Majele's Killing intent would have the power to instantly paralyse S-class ranked and below victims just like a ninja's own Killing intent that paralyses only 2 ranks below although Majele's own is quite potent in short-range of her though victims in mid-range would only suffer minimal localized paralysis/restrain, difficulty in movement and minimal distraction. However, victims that are one rank below, same rank or ranked higher than the summoner would feel lesser killing intent which would not paralyse them but able to cause distraction on them or make them fumble a jutsu. However this makes summoning Majele counts as 2 moves.
-1x Per battle, Majele is able to spew a massive amount of purple colored neurotoxin gas(A-rank) that spreads and engulfs short range almost immediately, Mid range in 5 seconds and the whole terrain in 15 seconds. The neurotoxin gas is extremely noxious and a simple inhalation would cause paralysis and numbness of the whole body for one turn while a heavy dose(staying in the fume for 2 turns) causes the victim to pass out. However this counts as a move and the gas last only for 2 turns then it diffuses.
- 1x every 2 turns, Majele is able to form existing toxin source or from her mouth, create upto 6 Replicas of herself but smaller(each has the size of sasuke's bird) entirely made of neurotoxins as they are colored in a purple hue. They would attack the opponent at her will, though not to cause physical damage but to trap the opponent in their deadly fume as they burst into purple gas on physical contact, gas that only lingers for 1 turn. This is S-rank divided by the amount of replicas made and major body contact with this, the fume seeps through the victims pores and affect his muscles thus would cause body itching and muscle stiffness( which makes movement difficult though he can still move but now slower than his average speed) and joint pains while inhalation causes numbness and body paralysis for 1 turn though still mentally alert. Counts as a move.
-She can use Pitohui Arts
-Majele would proudly groom herself to show off her ravishing beauty, shaking her entire body vigorously causing a large tremer able to knock enemy ninjas off their feet but this won't affect large summons.
-She can use her beak or claws to smash through B-rank and Below defenses.
NOTE
++Summoning counts as 2 moves
++Summoning takes a toll on the summoner and makes him nose-bleed and recieves +20 damage for doing so. Be real, this does nothing in battles. Change it to have legitimate effects.
++No other pitohui must be on field
++Majele is immune to C-rank and below attacks
++Last for 4 turns
++Can only be summoned 1x
++Summoner can't use Ninjutsu above S-rank the turn she is summoned.
++Must be taught by Priest


♦ Declined, remove all references to seconds. It becomes a grey area in a battle as no one knows exact intervals of time when talking about moves. Make the paralysis thing a once per battle ability and only when the animal is summoned is this pressure felt. The colored seems too much and too powerful, i dont like it, and the italicized parts are the abilities....there are five different abilities of this summoning. Remove two and make it 3.



Pitohui Kuchyosei: Schluu - Pitohui Summoning: Schluu
Rank: S
Type: Sup
Range: N/A
Chakra: 40
Damage: N/A
Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Schluu in a cloud of white smoke.
Schluu is the twin brother of Arwin. He can be compared to Gamakichi in size and like his sister, he secrets a powerful and noxious odour that anybody other than the summoner gets within short range of him suffers body irritation and local paralysis. He has a long hood that he can use as a whip up to mid-range of him. Ties a goggle around his face as show off of his prowess in flying speed and manouvre. He can communicate with the summoner through Pitohuian Language.
Abilities
-Can use Pitohui Arts
-1x per battle, He is able to create dozens of floating water in any shape, preferably oval, like "heaven water convergence" across the whole terrain. However these water bodies are all special as they are sticky and quickly attaches to anything they touch except the summon and the summoner. Once they attach to a target, they grow rapidly around it until it is overwhelmed and drowned, though they are unable to drown a large summon but they are able to restrict/bind parts of their body they touch. However while doing this Schluu is not able to use any ability until the jutsu ends or he ends it himself and it requires him to focus intently. Last 2 turns on field before they disperse
-1x in every 2 turns, he can spit several dense balls of gelatinous water(4 in total equals S-rank) that is rigid enough to smash through walls. A special thing about this is that they continue to ricochet around the field until they are actually stoped/poped by a jutsu via elemental strenght and weakness. Even if they collide with a hard/stronger or weaker surface which is not a jutsu of the opponent, they simply bounce off it like a ball and move in a reflecting direction(angle of reflection though may be cheated by Schluu using his will, meaning he can determine the angle with which the balls are ricocheted) though the weak surface shatters afterwards. This continues for 3 turns until they are actually stoped. Because these balls are especially spit from Schluu's mouth, they are cursed with neurotoxins which further makes it deadly to touch(paralysis)
-He would shoot his sharp poisonous claws infused with water chakra that when they hit the floor, they cause water to gush upwards from the ground in a 2m radius dense vertical column ripping through anything in its vicinity(radius). This is A-ranked divided by the amount of claws shot
-1x per Battle, he is able to channel chakra into the sky and disperse any formation of clouds especially the one used to create "Rain Tiger at will".
-Have rigid feathers that protects him from C-rank and below jutsu.
NOTE
-Each of the abilities count as a move except the hood which can be used as a freeform whip
-Can only be summoned 1x per battle
-Last 4 turns
-Must be taught by Priest

♦ Declined, why are you so intent on stacking multiply abilities into one summoning? Adachi told you to remove the first ability altogether and the colored parts make this entirely too much. ♦
Pitohui Kuchyosei: Schluu - Pitohui Summoning: Schluu
Rank: S
Type: Sup
Range: N/A
Chakra: 40
Damage: N/A
Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Schluu in a cloud of white smoke.
Schluu is the twin brother of Arwin. He can be compared to Gamakichi in size and like his sister, he secrets a powerful and noxious odour that anybody other than the summoner gets within short range of him suffers body irritation and local paralysis. He has a long hood that he can use as a whip up to mid-range of him. Ties a goggle around his face as show off of his prowess in flying speed and manouvre. He can communicate with the summoner through Pitohuian Language.
Abilities
-Can use Pitohui Arts
-1x in every 2 turns, he can spit several dense balls of gelatinous water(upto 4 in total equals A-rank) that is rigid enough to smash through walls or bounce off them. A special thing about this is that they continue to ricochet around the field until they are actually stoped/poped by a jutsu via elemental strenght and weakness. Even if they collide with a hard/stronger or weaker surface which is not a jutsu of the opponent, they simply bounce off it like a ball and move in a reflecting direction. This continues for 2 turns until they are actually stoped. Because these balls are especially spit from Schluu's mouth, they are cursed with neurotoxins which further makes it harmful and can cause paralysis for one turn on contact.
-He is able to shoot his sharp poisonous claws infused with water chakra that when they hit the floor, they cause water to gush upwards from the ground in a 2m radius dense vertical column ripping through anything in its short range radius. This is B-ranked divided by the amount of claws shot, up to 4.
-Have rigid feathers that protects him from C-rank and below jutsu.
NOTE
-Each of the abilities count as a move
-Can only be summoned 1x per battle
-Last 4 turns
-Cannot summon other su
-Must be taught by Priest

♦Declined, these balls of water will either smash through walls or bounce off them, it doesnt seem probable that they do both, notably the colored part. Decide what it does. I edited the bottom portion of the balls of water for clarity for you.


Mjölnir - Smash
Type:Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: Varies
Description: Once they say the gods bestows upon a chosen one the entire weight of humanity. A curse or a bless, who knows?
Mjölnir is a short hammer forged from a special metal of unknown origin. The features of the indestructible hammer are rather simple and portable. Its oblong head and handle are of equal lenght of a foot while the handle is wrapped in an unbreakable leather that ends in a loop.
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Passive Abilities:
† Mjölnir is not infusable with any chakra except that of her wielder.
† Mjölnir is heavier than the moon itself thus she can't even be lifted by anyone except her owner, least to say, wield her.
Since she can't be infused with foreign chakra, using lightweight techniques on her can't work. The owner however, is able to wield the hammer with ease as Mjölnir syncronizes with his chakra while giving her owner in place of leeching his chakra, the vitality to wield her with ease regardless of her still being heavy. The wielder, immediately he touches the handle, continues to sacrifice 10points of his chakra per turn in exchange for wielding the hammer.
† Mjölnir has a level of sentiency when not held by the owner(when thrown), able to change its own flight trajectory at will and at the end return to its owner. Her mind though is somewhat link with her owner though she is able to act on her own accord.
† She can't be destroyed(melted, burned or vaporized) but can be deflected, bound or restrained.
Primary Abilities:
† Mjölnir has affinity for 3 elemental natures which are Lightning, Wind and Water. While she leeches the wielder's chakra, she is able to convert them to element at will.
† Mjölnir on her own without any elemental enhancement, can smash through A-rank defenses. However she carries an S-rank elemental power when augmented with elemental nature(her head coated in wind, water or lightning). Elemental strengths and weaknesses concur. This counts as a move of the user. Defending with Mjölnir using this ability is though poor as Mjölnir is not big and wider scaled attack could overwhelm the wielder holding it.
† Holding Mjölnir by its handle and lifting it up, the wielder is able to generate lightning and rain clouds or disperse them if they are already created. Prior to the creation of the clouds, he can bring down rain or lightning bolts(up to 3). Rain is equivalent to C-rank while the lightning bolts is A-rank each regardless of shooting one or 3.
† By grasping Mjölnir by its leather thong and rapidly swirling it, Mjölnir would create a spinning vortex of wind or water equivalent to A-rank that can reach up to mid-range.
† By slamming her head on the ground, Mjölnir would release an omnidirectional lightning pulse that flushes through the ground upto mid range wide and long range deep. This however poses no threat to anyone standing on the ground but to those below it. This is S-rank and can only be used 3x
† Every primary ability of Mjölnir counts as a move each from the user's 3 move per turn.
† For every primary ability that uses elemental nature, Mjölnir would leech the required amount of chakra from her wielder.
† Secondary ability would be submitted as Mjölnir arts.
NOTE
♦ Wielder can not weave handsigns while holding Mjölnir
♦ Owned by Priest

Dropping if approved.


☼ Declined DNR ☼

Goro already has Mjollnir
 
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