[ARCHIVE] Custom Jutsu Submission - II

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Adachi

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Re: Custom Jutsu Submission

Ninjutsu: Nomimono Kohi! (Ninjutsu: Drink Coffee!)
Type: Supplementary
Rank: E
Range: Short
Chakra: 05
Damage: 10 (to user's health)
Description: The user of this jutsu takes out a scroll within his pouch that was prepared before battle and holds it in one of his hands. By channeling his chakra into it, it will then poof and summon a coffee mug in its place that had been in Adachi's house prior. After downing the coffee, the caffeine will take quick effect upon the user due to the scientific fact that it blocks the receptors that slow down nerve cell activity. As a result, the user will have a slightly faster heartbeat and bloodflow, and thus, will be unaffected by any jutsu that has a potential factor that could put him to sleep. This coffee was pre-prepared by Adachi himself and sits amongst dozens of other mugs that contain anything from lattes to doubleshot espressos, either steaming hot or icy cold. The reserves within the refrigerator or hot vending system are restocked daily so there will never be a shortage of coffee. Ever.
Note: Effect lasts three turns.

Credits: Ira. No, I do not have a gourd of coffee on my back like Gaara...okay, maybe I do. <_<


 Approved  But you have to teach it to me O__O
 
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OG Smoove

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Re: Custom Jutsu Submission

[Kōton: Daikōmori no Justu] Steel Release: Great Steel Forest Technique
Type: Offensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:After weaving eight hand seals, the user unleashes a vast forest of giant steel spikes that quickly shoots up from the ground, slaughtering anyone who is in the attack's perimeter (40 meters). The spikes are identical to each other and have a height of 5 meters and a base of 1 meter. Each spike is exactly 1 meter apart from each other which leaves just enough room for the user and the target (if they managed to survive) to walk through the huge forest of black steel spikes. The spikes are also pointed at different angles which make them criss cross each other, resulting in very small openings from above for the opponent to escape through. During the duration of this technique, the user has the ability to merge with the spikes and travel through the forest using this method and reappear out of them to execute surprise attacks on their opposition. The user is also aware at all times the location of any living being within the forest, but only when they're merged within a spike. At the end of this technique, the spikes shatters into tiny pieces of steel that falls straight to the ground, making the surrounding area look like a black dessert.
Notes:
♦ Technique lasts for 5 turns.
♦ Useable only 3 times in battle.
♦ User can't use Steel Release techniques for two turns after the deactivation of this jutsu.
♦ User is only allowed to use other Steel Release techniques while this is active.
♦ User can't use techniques while merged with a spike.
♦ User moves at normal speed when traveling through spikes.
♦ The tiny pieces of steel can later be used for other steel related attacks.

☼ Declined ☼

I was on the edge about it at first considering we have "forests" of pretty much every element out there, but then I got to the merging part and it immediately went to decline. Its just Kimmimaro's technique in steel form.


[Kōton: Tengoku no tsubasa no Justu] Steel Release: Heavenly Wings Technique
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 every turn active)
Damage: N/A
Description: By using their ability to form steel constructs from anywhere on their body, the user will form two giant wings on their upper back (within the scapulars) that that stretches as far as 3 meters. The wings are made up of tiny little constructs that are shaped as feathers and are made by the more flexible steel which makes the wings light in weight and move more fluidly like actual bird wings. The user has full control of how the wings move by manipulating them with his chakra. They can stretch them outwards side to side to show how big they are, they can even flap them like bird wings to show off the fluidity of the wings, or they can bring them forward to mask the user's presence. However, this doesn't grant the user the ability of flight, but they can use the wings to glide through the air and make turns by twisting their body if they ever find themselves falling towards the ground. The user has the ability to release the sharp and thin metallic feathers that makes up the wings at their desired target like shurikens by opening up their wings and using their chakra to manipulate a multitude of feathers to be fired (the entire attack equals to C rank). After each use of this ability the user must spend an extra 10 chakra points in order to replace the feathers that were used in the ability. Another ability that these wings grants the user is the ability to defend themselves from all techniques B rank or lower except for Lightning techniques, and this is achieved by bringing forward the wings to cover the user from an incoming attack. This ability can only be used 3 times which will consequently cancel out this entire technique after the third use. The last and final ability of this technique is that the user can summon a large gust of wind that equals to A rank by flapping their wings repeatedly. This wind has a long range reach and can only be used 5 times each battle.
Notes:
♦ Since the user doesn't constantly pour chakra into the wings unless they want to move them, they can still use other techniques but only Water, Wind, and Nin techniques.
♦ This technique can only be used three times in battle.
♦ Each use of the three abilities count towards the three jutsus a move rule.
♦ After the cancellation of this technique, the user won't be allowed to use Steel Release techniques for 2 turns.

☼ Declined DNR ☼


[Basutāsōdo] Buster Sword
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (-10 every turn)
Damage: N/A
Description: Buster is a special sword made by the hands of Smoove himself. During his five year training of the Steel Arts with Jin up in the mountains of Iwagakure, Smoove was given a test by Jin to craft his own weapon by using the two components that makes up Steel. Smoove wanted to make a sword, so he use Earth Release to create the base of the sword and then use Fire manipulation to carve and shape the sword to his liking. After a month of of struggle and disappoint, but with a little progress each day with his Blacksmithing skills, he was able to create his first weapon he could call his own; Buster Sword. From tip to handle, it is approximately five to six feet long, with a single-edged large blade approximately one foot wide. The blade is a lighter color on the bladed edge while the rest of the blade is dark grey, and the handguard appears to be bolted or riveted into place. The handguard is colored gold and has swirl designs on it, and there are etchings engraved on the blade near the handguard as well. Additionally, there are two holes near the handguard so that Smoove could clip the sword onto his back.

Abilities:
♦ Due to the sword steel properties, it is capable of cutting through earthen objects and compressed/shape manipulated water of A rank or lower.
♦ The body of the user wielding this sword adopts the hardness of Steel Release which makes them capable of resisting damage from Earth techniques B rank or lower.
♦ The user can extend the sword's range up to mid range for an additional cost of 10 chakra points. This counts as a move.

Notes:
♦ Must have mastered Steel Release
♦ Only can be used by Śmoove
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☼ Declined DNR ☼

Don't edit your post after its been check. If you still have something to submit for the cycle make a new post.

Its DNR's because Xylon already made a buster blade CW if I'm not mistaken.
 
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Howard

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Re: Custom Jutsu Submission

(Ninjutsu: Pakku no Sokumen) - Ninja Art: Aspect of the Pack
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 15 (+10 to user upon return)
Damage points: N/A
Description: This technique is based upon the principles of the Shadow Clone technique allowing information to be transferred from a companion to the user at an incredible pace. The user places a hand either on a willing ally or a companion (eg shinobi, summoning creature, ninken companion etc) placing a small amount of chakra into their being. This chakra acts in a similar fashion to that of the Shadow Clone jutsu in that it can carry with it any information that was gathered by the ally during it's stay. The user then performs the tiger handseal when he wishes to dispel the jutsu having the chakra return to them along with the information gathered while the chakra was active. The jutsu is very useful for recon and information gathering.
Notes:
-The user must make physical contact with the ally to activate the jutsu if the ally purges himself of foreign chakra the jutsu dispels and the chakra returns to the user
-In the event of the ally's death the jutsu is dispelled and the chakra returns to the user along with the information

☼ Declined DNR - This would probably need to be a Yamanaka technique ☼
 
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Cursed Prince

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Re: Custom Jutsu Submission

Cards of the Joker | Jōkā no Kādo
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The Cards of the Joker are special weapons needed to use the Reaper of the Cards and are usually kept in holsters. These 52 deck of cards are made from a special metal, the same special metal used in chakra enhanced trench knives, though these cards are indestructible and have sharp edges. Much like the trench knives the cards are able to contain chakra from the user and become the origin of techniques. In this way they can be used for techniques that require shuriken, kunai, or any other projectile weapon. They can also levitate/float around the user and be in the user's control up to mid-range away by chakra stored within them that reacts to the users thoughts and movements. It is used to perform a certain CFS.
~Can only be used by Cursed Prince and those allowed


removed abilities, its just to perform the cfs

♠ Declined ♠
Banned again? o_o'
Cards of the Joker | Jōkā no Kādo
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The Cards of the Joker are special weapons needed to use the Reaper of the Cards and are usually kept in holsters. These 52 deck of cards are made from a special metal, the same special metal used in chakra enhanced trench knives, though these cards are indestructible and have sharp edges. Much like the trench knives the cards are able to contain chakra from the user and become the origin of techniques. In this way they can be used for techniques that require shuriken, kunai, or any other projectile weapon. They can also levitate/float around the user and be in the user's control up to mid-range away by chakra stored within them that reacts to the users thoughts and movements. It is used to perform a certain CFS.
~Can only be used by Cursed Prince and those allowed


☼ Declined ☼

I'm a little skeptical about them being indestructible. Its one thing for a sword to be like that, but for these cards which are going to have 12 techs built of them and probably some that reach long range. If you're worried about them being destroyed just make it so you can carry multiple packs. As for the levitation, if you're going to make them interchangeable with kunai/shuriken there's already a cannon technique for that, so it can be removed.


Yamārashi Āto: Mure | Porcupine Art: Swarm
Type: Offensive
Rank: F
Range: Short-Long
Chakra: 50
Damage: 90(-20 to user)
Description: The user of this jutsu must hold the porcupine summoning contract. They must swiftly sequence 3 hand seals and do the ritual necessary for summoning (drawing blood) and then slam their hands on the ground/wipe the blood against their summoning tattoo. Doing so will result in the formations of hundreds of Porcupines bursting forth all around the user. The chakra taken from this technique is massive, and as such puts a massive strain on his chakra system, damaging him. The porcupines all created will then begin to shoot out their quills, all aimed in every single direction, 360 around the user. The quills have posses a great strength, they pierce everything around the user. They can be charged with whatever elemental chakra they desire and the quills gain its strengths and weaknesses.
~The user of this jutsu can only use 2 techniques that turn
~The user of this technique cannot perform any porcupine summoning for 5 turns
~Can only be used by Cursed Prince


☼ Declined ☼

No reason for this to be F ranked. Also make it clear the the quills can only be charged with one elemental chakra.


Doton/Suiton: Buraddoobureiji | Earth/Water Release: Rage of Bahamut
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The Rage of Bahamut is a technique that incorporates the user of suiton and doton type chakra. The user will start off by forming 2 hand seals and channeling water chakra into the area around him. The earth around him will be affected by the suiton chakra, the earth softened into a mud-like consistency, comparable to that of the swamp of the underworld, up to mid range surrounding him and 20 meters deep. From there, it can be manipulated with doton chakra, the earth around him rising upwards and surrounding him in the form of a large bahamut, a snake-like dragon with no wings. If the opponent was stuck in the sticky earth, he'd be absorbed into the Bahamut and suffocated. This bahamut will transverse similar to the way the earth and stone dragon does. The user will be located on top of the bahamut's head, himself being unaffected by the sticky earth, due to it being his chakra. The Bahamut is about the size of the earthen stone golem, 20 meters long and 15 meters wide. Even though it is made out of sticky mud, the user can slip out of it to avoid attacks, moving through the material since it is made of his own chakra. This Bahamut not only crashes into an opponent and deals damage that way, but it also surrounds the opponent in its sticky mud like material and suffocates and traps them.
~Is done in virtually 1 move, but takes up 2 move slots
~Cannot use any earth or water in the following turn
~Can only be used twice
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☼ Declined DNR ☼
 
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Osmon

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Re: Custom Jutsu Submission

( Nyoi-bō ) - Power Pole
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After a long journey and training with a lot of weapon masters, Kenpachi make out his mind to create a weapon himsel, after a lot time of working he finally made it and named it Nyoi Bo [Power Pole] but he names it "Bo Staff", the bo staff is a pole made of metal and it has been curved with a lot of preciousity, after channeling chakra at the staff, the strengh of the hit is doubled or tripled Doubled OR tripled? Makes no sense, be more specific on how the sword is different when you charge chakra into it since the pole it's a good conductor of chakra, also the staff has a sheath that is made out of the hardest wood and even swords have difficult times to cut it, the special thing is that when the user channels chakra at the staff and says "Extend Boo", the staff starts extending and becoming longer and can attack the opponent up to mid-range. Also when infused with wind chakra it can increase the piercing and cutting ability of the staff making it stronger and also the staff can be used as a rod of lightning against non-focused lightning and when infused with fire upon making contact with the opponent, it can burn the opponent's flesh and seriously wound him.

-It costs -5 chakra to passively use the Boo staff.
-It costs -15 to use it as a move slot per turn.
-Fire and wind variant abilities can be used only thrice on a battle and need to wait 1 turn before using it again.
-The lightning rod variant can be used 4 times and the user needs to wait 2 turns before using it again.
-It can reach only mid-range.
-Can only used by -Osmon- and those who i give permission.
-Image:
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♠ Declined ♠
You can only use one variant of an element per turn as well.

( Nyoi-bō ) - Power Pole
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After a long journey and training with a lot of weapon masters, Kenpachi make out his mind to create a weapon himsel, after a lot time of working he finally made it and named it Nyoi Bo [Power Pole] but he names it "Bo Staff", the bo staff is a pole made of metal and it has been curved with a lot of preciousity, after channeling chakra at the staff, the staff becomes more red and takes more of a crimson color, due to channeling raw chakra the staff's power is increased and with 1 hit in the head or neck area it will knock him down unconscious, also the staff has a sheath that is made out of the hardest wood and even swords have difficult times to cut it, the special thing is that when the user channels chakra at the staff and says "Extend Boo", the staff starts extending and becoming longer and can attack the opponent up to mid-range. Also when infused with wind chakra it can increase the piercing and cutting ability of the staff making it stronger and also the staff can be used as a rod of lightning against non-focused lightning and when infused with fire upon making contact with the opponent, it can burn the opponent's flesh and seriously wound him.

-It costs -5 chakra to passively use the Boo staff.
-It costs -15 to use it as a move slot per turn.
-Fire and wind variant abilities can be used only thrice on a battle and need to wait 1 turn before using it again.
-The lightning rod variant can be used 4 times and the user needs to wait 2 turns before using it again.
- It can only use one variant of an element per turn.
-It can reach only mid-range.
-Can only used by -Osmon- and those who i give permission.
-Image:
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(Yonshi Yadama) - Four-finger missile
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Firstly the user holds their hand with four fingers outstretched rigid and the thumb bent. Then the user channels chakra into their fingers and thrusts them into the opponent. The force of the thrust lets the fingers penetrate through flesh ( though not bone ) and cause bleeding. The thrust can also be used rapidly with both hands to launch a barrage of strikes at an opponent.

- It can only be used thrice.
- Must wait for one turn to use it again.
- To use the jutsu with both hands, the user will need to use another jutsu slot.
- Can only be taught by -Osmon-.

Lightning/Kenjutsu : Dainyuu Sulashu | Lightning release/Sword art : Substitution Slash
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description:

The user with one hand grabbing a smoke bomb from the pouch will then drop the smoke bomb and because of the dense smoke the opponent cannot see what the user is doing. When the user when concealed within the smoke bomb, the user will create a Lightning shadow clone and transform him self into a kunai. The lightning clone will then burst out of the smoke and race towards the opponent. once when it reaches close range towards the opponent, it will throw the Kunai diagonally up towards the sky and try to slash the opponent's belly by removing the katana from its stand. when the opponent tries to dodge the lightning clone, the user who is transformed as the kunai will un-transform himself and make a vertical slash to the shoulder of the opponent. Once the user has executed his slash, the lightning clone will disperse and paralyse the opponent with the raw lightning energy.

- Can only be user Twice per battle.
- Can only be taught by -Osmon-.
- Counts as a two turn move.
- Dojutsu users can see through the technique


☼ Declined ☼

Resubmit when not banned
 
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ZandaT

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Re: Custom Jutsu Submission

(Fuuton: Taifū no me) Wind Style: Eye of the Storm
Rank: A
Type: Offensive
Range: Short/Mid.range
Chakra Cost: 30
Damage Points: 60
Description: Taifū no me is a simple technique that revolves around the user manipulating a small area of the air of around them by focusing on a single point. The user uses their wind chakra to cause a swift build up of air currents that forms a mini 8 inch horizontal tornado that starts out as thick as a needle at its front, and expands in width as you move further up to its back like the top of a normal tornado. What makes this technique dangerous is the properties and destruction this horizontal projectile caries. Due to it being created by the concentration of two eyes, the forming of the projectile is rather quick, taking less than a few seconds to form before it shoots forwards at a swift pace that is quite similar to the pace of an extending chidori spear. Upon contact the horizontal mini tornado drills, reaching a length of 4 inches and a width of 2 inches, into its victims delivering numerous rapid slashes within the diameter of penetration before the concentrated air currents releases their bond separating in various directions causing even more damage as the tornado explodes outwards as a cluster of sharp air currents. The jutsu will drill into its targets, ripping up the skin, underlying tissue, muscle, etc., before amplifying the damage done upon the jutsu exploding. Multiple mini tornadoes can be released back to back, adding up to a total of 6 tornadoes, all of them amounting to A rank, and like most wind techniques they are intangible and translucent making them very hard to catch with normal eyes. Shinobi without one of the three eye KG will find this a very hard technique to face as the signs of this jutsu being used are very easy to miss, and even if a eye KG user manages to catch the jutsu being made they still would have a hard time countering due to its speed. When this technique travels it sounds like a small gust of wind that can only be heard within 2m of a person, and a few veins can be seen in the users eyes momentarily upon creation of the technique.
NOTES
►Can be used 4x per battle
Must be created within short range with a mid.range reach
►Can only be taught by Zanda

♠ Declined ♠
Really not seeing any way for this to work out. It's only a few inches to begin with, and hard to detect during battle, making it extremely tough to counter. Not to mention that you can release more than once.
(Fuuton: Taifū no me) Wind Style: Eye of the Storm
Rank: A
Type: Offensive
Range: Short/Mid.range
Chakra Cost: 30
Damage Points: 60
Description: Taifū no me is a simple technique that revolves around the user manipulating a small area of the air of around them by focusing on a single point. The user uses their wind chakra to cause a swift build up of air currents that forms a mini 8 inch horizontal tornado that starts out as thick as a needle at its front, and expands in width as you move further up to its back like the top of a normal tornado. What makes this technique dangerous is the properties and destruction this horizontal projectile caries. Due to it being created by the concentration of two eyes, the forming of the projectile is rather quick, taking less than a few seconds to form before it shoots forwards at a swift pace that is quite similar to the pace of an extending chidori spear. Upon contact the horizontal mini tornado drills, reaching a length of 4 inches and a width of 2 inches, into its victims delivering numerous rapid slashes within the diameter of penetration before the concentrated air currents releases their bond separating in various directions causing even more damage as the tornado explodes outwards as a cluster of sharp air currents. The jutsu will drill into its targets, ripping up the skin, underlying tissue, muscle, etc., before amplifying the damage done upon the jutsu exploding. Multiple mini tornadoes can be released back to back, adding up to a total of 6 tornadoes, all of them amounting to A rank, and like most wind techniques they are intangible and translucent with a slight greenish hue making them very hard to catch with normal eyes. This is an assassin type technique due to the fact that the signs of this jutsu is very easy to miss and it travels at a swift speed. When this technique travels it sounds like a small gust of wind that can only be heard within short range of a person, and a few veins can be seen in the users eyes momentarily upon creation of the technique.
NOTES
►Can be used 4x per battle
►Must be created within short range with a mid.range reach
►Can only be taught by Zanda

☼ Declined ☼

A few things and I think this should be good to go. When the tornadoes expand after hitting their target, how much do the expand/explode? Not really relevant when hitting a person as either way will most likely kill them, but necessary if this is used to defend against something else. The second, I get the whole "eye of the storm" using your eyes, but its sounding way too much like a dojutsu technique. The veins popping out and the "Due to it being created by the concentration of two eyes, the forming of the projectile is rather quick" bit need to go. Just say they get created where the user is focusing. Finally, there needs to be a limit as to where these can be formed. If you're concentrating on the opponent's body, is the tornado just going to form basically already on them? We can't have that.




(Raiton: Paradin no yoroi) Raiton: Paladin's Armor
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (-10 additional per turn)
Damage Points: N/A(+15 to lightning jutsu, -15 to those who make contact)
Description: Paradin no yoroi is a lightning jutsu that revolves around the user coating his body in a thin layer of plasma that gives off rays of blinding light upon movement. The user begins this jutsu by surging his lightning chakra as they release it all over their body while manipulating the chakra creating a thin layer of plasma similar to " Lightning Release: Plasma Ball". To the opponent, the user will seem as if they have turned slightly light blue with a current of lightning moving throughout the coating in various ways, but upon moving bright rays of light will emit from the users body in various directions all around him. The light will blind any opponent within mid. range of the user, the level of blindness depending on how close the opponent is to the user, hurting the retinas of those in short range as they witness a glare in their eyes that prevent clear eyesight similar to when seeing a bright camera flash while those mid.range away will have the same effects as seeing a flashbang from mid.range away. Since the user is covered in this plasma armor any lightning techniques that emit from the body will be slightly boosted due to passing through the plasma coating which is made of lightning chakra, and if the user makes contact with the opponent they will be slightly shocked before becoming paralyzed momentarily. This jutsu prevents the opponent from making direct eye contact with the user, the rays of light don't affect the user due to the rays being emitted away from his body, and the user can use lightning jutsu of A rank and below while this is active. While active the user can chose to stop fueling this technique in order to end it.
NOTES
►Those witnessing this jutsu within short range of the user will have their eyesight hampered in their next turn
►Those who make contact with the user while this is activated will be paralyzed in their next turn
►This jutsu lasts for 3 turns
►Can be used 3x per battle
►Can only be taught by Zanda

☼ Declined DNR ☼



(Senpō: Fenikkusu kama) Sage Art: Phoenix Scythe
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Phoenix Scythe is a different version of Frog Katta that a user in Sage Mode can utilize. Similar to its main variant Phoenix Scythe utilizes the natural energy aura that encapsulates the user, but instead of using the aura as an extension of the users body, the user will launch the natural energy aura outwards like a projectile in unison with taijutsu. The user will make a short, quick spin leap forwards towards their opponent as they use the momentum of the spin to perform a powerful horizontal side kick while manipulating the aura around them. The natural energy aura will violently rotate around the user as they spin before being released outwards in the form of a large plus sign energy projectile that resembles a phoenix that travels at a swift pace. The blade like phoenix's wingspan reaches up to 5m in length while having the same thickness of a wide sword, and its body, the vertical part of the projectile, can be as tall as 3m. Upon contact with the opponent the energy projectile will deal a powerful blunt blow that is capable of fracturing/breaking bones as well as damaging underlying tissues and muscles. Phoenix Scythe got its name from the fact that upon impact the aura shreads the part of cloths that it impacted while leaving a red mark making it seem as if the opponent was somehow burned.
NOTES
►Takes 2 turns away from SM
►Can be used 2x per battle
►No Frog Katta in the next turn
►Can only be taught by Zanda

☼ Pending ☼

Leaving for someone else



 Declined  DNR. Considering what a frog kata is, this is highly oped.
 
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Frozenstein

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Re: ±±Custom Jutsu Submission±±

(Taijutsu: Jakutso no Gyou) - Strong Fist: Slimy Slither
Type: Supplementary
Rank: C-rank
Range: Short
Chakra: 15
Damage: -
Description: Slimy Slither is a simple observation type jutsu where the user is reading his opponent's moves by "feeling" the stream of air and vibrations produced by breathing and movements. To achieve it, the user directs a small amount of chakra in the outmost layer of his skin and directly link it to his senses. However to lower the risk of feeling extreme pain if he gets hit, the user only focusing on the feeling of the stream of air and vibrations around his body.
- jutsu lasts for 5 turns after activation or until cancelled
- can only be taught by Frozenstein

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

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

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

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

☼ Leaving for another Mod ☼


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

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

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

Can't believe I forgot the contract... -.-" Anyway .


 Declined Simplify that ability way down as I can't understand it. Summons with such abilities have a 4 turn limit and you need a note saying that each fire technique she uses counts towards the users move count.


☼ Pending ☼

Leaving for another mod


(Kuchiyose no Jutsu: Aurora Douhou) – Summoning Technique: Aurora Brothers
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The Aurora brothers are warrior candidates and as their name suggests are siblings. They are smaller than the normal ocelot warriors (hardly reach an average dog’s size) and they are also weaker than them in raw strength. However due to their smaller size and the hard training they get, they can move way faster than any other ocelot (like Lee without weights). They also fined their hunting abilities and become extremely good at scouting and tracking. There are 2 of them in total: Setsuna and Havoc and both of them share the same abilities as well as their affinity to use lightning jutsus.
- can only be summoned 1 time and for 5 turns per battle
- can use lightning up to B-rank that do no require hand seals/body gestures or weapons to perform.
- can only be summoned if signed the Ocelot contract

contract ->



X-Approved-X Added the bolded part. It counts as 2 of the total 4 summons you can have in a battle.
(Kuchiyose no Jutsu: Aurora Douhou) – Summoning Technique: Aurora Brothers
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The Aurora brothers are warrior candidates and as their name suggests are siblings. They are smaller than the normal ocelot warriors (hardly reach an average dog’s size) and they are also weaker than them in raw strength. However due to their smaller size and the hard training they get, they can move way faster than any other ocelot (like Lee without weights). They also fined their hunting abilities and become extremely good at scouting and tracking. There are 2 of them in total: Setsuna and Havoc and both of them share the same abilities as well as their affinity to use lightning jutsus. They can use lightning jutsus without hand seals, replacing hand motions with a swing of their tail, a slam with their paws or launching techs from their mouth, but still can't use chidori, it's variations, techniques that requires weapons or techniques that forms weapon like objects like a whip made from lightning.
- can only be summoned 1 time and for 4 turns per battle
- can use lightning up to A-rank
- can only be summoned if signed the Ocelot contract

Increased rank to let them use A-rank lightning too and reworked the restrictions too since I think they were a little too over restricted that way.


☼ Approved ☼

Reduced turn limit from 5 to 4.
 
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Vex

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Re: Custom Jutsu Submission

(Kuchiyose no Jutsu: Horus Kami no Ta) Summoning Jutsu: Horus God of War
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Horus is the boss summon of the Pufferfish. He has a wind affinity, allowing him to use all S rank and below wind jutsu. He is an arrogant and boastful indivual believing himself to be a superior summon. He however, has a strong sense of honor that helps to hold his arrogance and ego in check. He is contrary to other boss summons, about the size of Gamakichi before his growth spurt in part one of the series. Like other battle pufferfish, he is able to float in the air and breathe air, and swim with high maneuverability due to his fins. He can also change his color, and to blend into the environment and becoming very hard to spot by normal ninja so that he is able to blend into the background becoming completely invisible. Although, while Horus is invisible, it is impossible for him to use jutsu. Like every other Pufferfish, Lugh has extremely sharp and pointed spines all over his body. However, these spines remain almost invisible to the naked eye unless he has expanded. Similar to other pufferfish, Lugh has a very elastic stomach which he can use to fill with water or air. To fill it with water, Lugh must be within a large water source and simply drink until his stomach is filled. Another way to fill it with water, is to have him swallow an incoming water attack of A rank or above that involves a large quantity of water similar to the Water Wall jutsu. Which is also an A rank ability. But it can be filled with air at any time assuming the air is clear of any toxins. Regardless, when Horus' stomach is filled, and he is at his largest, he becomes as large as Gamabunta. When this happens, his voice has a lower monotone, and his spines become completely visible. Each spine is about the size of a spear. Unlike the spines of the normal pufferfish however, Lugh's spines are as hard as ninja tools and as such not easily destroyed. That is why they can be detatched from his body, and used as a spear of sorts by the user. This ability is A rank, and counts as a move. They can be launched at will, and carry a very dangerous poison. This ability is also A ranked, and counts as a move. The common effect of the poison is painful burning-like damage to soft tissues. This is augmented to such a degree that the pain is actually superior to that of a burn. However, Lugh's poison can be secreted through his mouth as an extremely dense mist, that is very corrosive, and dangerous when breathed in. This mist reaches up to mid range, and is a B rank ability also counting as a move.

-Restrictions-

Can only be summoned once a battle
Lasts for 4 turns if not dispersed
All wind jutsu used by Lugh count towards the user's 3 moves
Chameleon ability, expansion ability, and poison ability count as a move.
Can only be taught by Vex



☼ Declined ☼

Some confusing bits. You say his camo makes him difficult to see to the naked eye, but then say he's completely invisible. You also seem to change his name midway through this from Horus to Lugh. Why are his needles invisible before he puffs up? The poison needs a better description. The poison mist ability needs to be removed.


Pufferfish Arts: Pufferfish Dispersal (Fugu Geijutsu: Fugu Risan)
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40 (From poison if hit)
Description: This jutsu allows the user to suddenly disperse into dozens of normal sized pufferfish when attacked. These pufferfish will then launch their toxic spines at whatever the attack was coming from, or if the one who launched the attack is not hidden, at the attacker. These spines are very toxic and carry a unique poison. The common effect of the poison is painful burning-like damage to soft tissues. This is augmented to such a degree that the pain is actually superior to that of a burn. Meanwhile, the user will have reappeared somewhere within short range of where he was attacked.

-Restrictions-

-Requires someone to be a signer of the Pufferfish Contract
-Can only be used once a battle
-Must be taught by Vex
-No pufferfish jutsu in the same turn.

☼ Declined DNR ☼

We have enough versions of this.


Pufferfish Arts: Pufferfish Mode (Fugu Geijutsu: Fugu Modo)
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: By entering Pufferfish mode, the user's skin turns a dark brown color. In addition to this, he will grow toxic spines all over his body. Each spine will be small before inflation, but will enlarge after inflation. While the user is in this mode, he will be able to, like a chameleon, change colors (counts as a move). This allows the user to (by constantly charging chakra), be able to become 'invisible' for a time (although dojutsu users and chakra sensors will still see the user). In addition, by inahling a lot of air the user's body will expand rapidly. This appears similar to the Akimichi expansion ability (counts as a move). While expanded, the user can roll towards the opponent at high speeds (sort of like the Human boulder jutsu, and counts as a move). Instead of expanding himself, the user can choose to expand only his toxic spines (counts as a move). They become about the size of katanas, and have immense cutting potential. This allows the user to use them as a katana, to perform kenjutsu. The spines are also very very toxic to the opponent. The common effect of the poison is painful burning-like damage to soft tissues. This is augmented to such a degree that the pain is actually superior to that of a burn. While in this mode, the user will also be able to breathe underwater, as well as swim through water at an extremely fast rate, and with a high degree of control, and can swim as well as run at speeds of Rock Lee without weights.The user's Appearing much faster, but not at all untrackable. Since the pufferfish a water based contract, while in this mode, all of the user's water jutsu get a slight boost of +10. Finally, the user's taijutsu will gain a boost of +20 due to the spines all over his body. The spines allow the user to pierce the opponent, and cause poison damage to the opponent as well as the normal damage usually associated with that specific taijutsu attack.

-Restrictions-

Can only be taught by Vex
Can only be used once a battle
Must be a signer of the pufferfish contract
Cannot be stacked with other modes
All abilities such as the expansion ability, toxic spines, and roll attack, all count as a move.

☼ Declined ☼

No explanation given for how this mode is achieved, or why its possible.

 
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Detective L

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Re: Custom Jutsu Submission

(Fuuton: Banshī no kanakirigoe) | Wind Release: Screech of the Banshee
Type: Supplementary
Rank: B rank
Range: Short – Mid range
Chakra: 20
Damage: N/A
Description:
The user start by manipulating his Wind based chakra into the area surrounding the opponent (short range). By manipulating it with great precision, the user will form extremely small but dense shards of wind that vibrate at an extreme speed. These shards are about the size of an average ring and are about 30 in number, they can only be seen by a white glance it gives off. They vibrate at a stationary point and cause an eerie and somewhat deafening screech, due to the friction caused against the air itself. This causes the opponent to be distracted, and allow the user ample moments to attack.

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

☼ Approved ☼

(Fuuton: Seihōkei no bōei) | Wind Release: Square Defence
Type : Supplementary
Rank: B rank
Range : Short range
Chakra : 20
Damage : N/A
Description :
-The user starts by focusing a great amount of Wind based chakra to a single spot anywhere 5 meters, around himself. This wind focused in this spot, is condensed and solid, and about the size of 1 x 1 meters squared. The "shield" is slightly translucent, and could be noticed when close to it. This acts as a shield against projectiles and sneak based attacks. This "shield" can also be made near instantaneously, allowing it to be a quite a life saver. Due to it's dense nature, it's extremely difficult to pierce through, but it's small size makes it a technique, only to be used in certain conditions.

Restrictions:

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

☼ Declined DNR ☼

(Fuuton: Kyūbu no hakai) | Wind Release: Destruction of the Cube
Type : Offensive
Rank: A rank
Range : Short - Mid range
Chakra : 30
Damage : 60
Description :
-The user forms the Boar → Hare → Dog handseals, and then concentrates a huge amount of Wind chakra onto an opponent, focused at two points. At these two points, Wind will start to gather at an alarming rate, and start gaining a solid form of a cube, two halves, one on each second. Immediately after that, the wind cube moves towards each other, and creates a vacuum like properties within it, which crushes the body part in between. By the time the cube has closed in on itself, the body part affected would have a huge hole left behind. Forming the cube and gaining solid properties takes some time, and can also be felt beforehand. With a single handseal, the whole process can be cancelled.

Restrictions:

-Can only be used 3 times a fight.
-No S rank Wind techniques in the same turn.
-Requires constant chakra input.
-Can only be taught by -L-

☼ Declined DNR ☼
 
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Mephistopheles

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Re: ±±Custom Jutsu Submission±±

NEW:

(Ameton: Hakai no Kakuritsu de Kumori) – Rain Release: Cloudy with a chance of…. DESTRUCTION
Rank: S
Type: Offensive
Range: Short – Long
Chakra cost: 40
Damage points: 80
Description: The user first focuses their rain chakra and sends it into the sky, creating rain clouds of the user’s chakra. As the rain clouds formed, rain infused with the user’s chakra will start to fall. As the rain starts to fall the user focuses their lightning chakra and sends it into the clouds. The lightning creates thunder and lightning in the sky and it forms a complete storm. The rain will continue to fall until it has been stopped and the lightning can strike every three turns, beginning with the first turn. The lightning can be aimed at the opponent and strikes in less than a second, but cannot be altered in direction once launched.

✘Note: The technique requires mastery of Rain and Lightning.
✘Note: There must be open air to use this technique.
✘Note: The technique can only be taught by Mephistopheles.


 Declined  This is actually a Rain/Lightning technique and as such requires 2 moves to be spent. Its also undefined. The lightning can strike every 2 turns...ok...can you direct it to a target? With what power? A-Rank? S-Rank? Less than a second = auto decline as its simply too fast. Its also an S-Rank without a single restriction. What you wrote there aren't restrictions. If it lasts time, you need tp spend chakra to sustain it. And it has to have a time limit and a max number of usages.
Resubmitting:

(Ameton/Raiton: Hakai no Kakuritsu de Kumori) – Rain/Lightning Release: Cloudy with a chance of…. DESTRUCTION
Rank: A
Type: Offensive
Range: Long
Chakra cost: 30 (-10 per turn)
Damage points: N/A (60 per lightning strike)
Description: The user first focuses their rain chakra and sends it into the sky after performing the ram+rabbit hand seals, creating rain clouds of the user’s chakra. As the rain clouds formed, rain infused with the user’s chakra will start to fall. As the rain starts to fall the user focuses their lightning chakra and sends it into the clouds as he performs the final ox hand seal. The lightning creates thunder and lightning in the sky and it forms a complete storm. The rain will continue to fall until it has been stopped or the technique ends and the lightning can strike every three turns, beginning with the first turn. The lightning can be aimed at the opponent and strikes as an A-ranked attack, but cannot be altered in direction once launched.

✘Note: The technique requires mastery of Rain and Lightning.
✘Note: Due to using two different elements, this technique takes up two of the allowed three moves per turn.
✘Note: Lightning Strikes count as a move from the users move count.
✘Note: Usable one time per battle; lasts a maximum of 5 turns
✘Note: When using this jutsu over the length of a few turns, the user has to send a bit of chakra (10) into the sky every turn, this should, however, not interfere with the other jutsus the user can perform and therefore the user can just preform other jutsus whilst this jutsu is active.

✘Note: There must be open air to use this technique.
✘Note: The technique can only be taught by Mephistopheles.


 Approved 

(Keruberosu no Ikari) – Wrath of Cerberus
Rank: S
Type: Offensive / Supplementary
Range: Short – Long
Chakra cost: 40
Damage points: -
Description: A combination transformation where three ninken become a single entity. It is a different version from the Double-Headed Wolf technique, where instead of the user and their ninken, only the three ninken fuse together into a giant three-headed wolf with the characteristics of all three ninken. This drastically increases their power and makes their direct attacks lethal, and overall grants them an extraordinary power of destruction. There is another difference with most combination transformation techniques, namely that the ninken can get out of the combination at any wished time. If one ninken were to get out of the combination, a two headed wolf would be formed of the two remaining ninken, whereas two leave, all three ninken would become single entities again.
You must be registered for see images
✘Note: The technique requires three ninken to be performed, but after it has been performed it can work with two ninken.
✘Note: If one ninken leaves the combination, the two ninken left behind will become a two-headed wolf instead of a three-headed one, but the ninken that left can re-fuse with them at any time the two-headed wolf still exists.
✘Note: To form the three-headed wolf, the three ninken need to be in short range of eachother
✘Note: The user needs to be from the Inuzuka clan to perform this technique.
✘Note: The technique can only be taught by Mephistopheles.


 Declined  No problem with it except that you didn't explain what this mega wolf actually can do or resist to or wtv. It becomes stronger, faster etc but all these properties you gave no rank or definition. And it needs that. Also, if the dogs merge, whose chakra are they spending? yours? How? The 40 chakra cost is yours but that doesn't make sense.*
(Keruberosu no Ikari) – Wrath of Cerberus
Rank: A
Type: Offensive / Supplementary
Range: Short – Long
Chakra cost: N/A
Damage points: N/A
Description: A combination transformation where three ninken become a single entity. It is a different version from the Double-Headed Wolf technique, where instead of the user and their ninken, only the three ninken fuse together into a giant three-headed wolf with the characteristics of all three ninken. This drastically increases their power and makes their direct attacks lethal, and overall grants them an extraordinary power of destruction. The value of the extra power and speed that this technique grants the ninken is that the attacks they perform become up to two ranks stronger. This means that if three ninken are combined a B-ranked technique will become an S-ranked technique, whilst if only two ninken are combined a B-ranked technique will become an A-ranked technique. However, techniques can never be boosted beyond S-Rank, meaning an A-Rank technique will become S-Rank regardless of having 2 or 3 ninken combined. The speed of the ninken increases up to about 20% faster than what they normally should be. There is another difference with most combination transformation techniques, namely that the ninken can get out of the combination at any wished time. If one ninken were to get out of the combination, a two headed wolf would be formed of the two remaining ninken, whereas two leave, all three ninken would become single entities again.
You must be registered for see images
✘Note: The technique requires three ninken to be performed, but after it has been performed it can work with two ninken.
✘Note: If one ninken leaves the combination, the two ninken left behind will become a two-headed wolf instead of a three-headed one, but the ninken that left can re-fuse with them at any time the two-headed wolf still exists.
✘Note: To form the three-headed wolf, the three ninken need to be in short range of eachother
✘Note: The user needs to be from the Inuzuka clan to perform this technique.
✘Note: The technique can only be taught by Mephistopheles.
✘Note: Transformation lasts 6 turns, after which the ninken are left exhausted and vulnerable, barely able to move.
✘Note: Usable once per match.

 Approved 
 
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Nathan

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Re: Custom Jutsu Submission

.

Kyu Doragon Jutsu: Burakku Orijin Arashi | Nine Arts Dragon: Black Origin Tempest
Type: Offense
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: The user concentrates his wind chakra and focuses the chakra to the bottom of his feet, near the heels. The user can then cause the wind chakra to surge outwards suddenly, to propel the user towards the opponent. However, unlike other jutsu of the style, the wind surges multiple times. With each propulsion by the wind, the user accelerates. These accelerations, and the constant propulsions cause the opponent to see afterimages of the user appearing behind him. These can be mistaken for shadow clones, and makes it difficult to find the user's actual positioning. The user when he reaches the opponent, will then deliver a powerful uppercut at the opponent. As the uppercut happens, the user causes a sudden burst of wind chakra emanating from the bottom of the user's elbow. This causes the uppercut to do much more damage than normal to the opponent.
Notes:
- Can only be used three times per-match
- Have to wait a turn before use again
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon

♠ Pending, leaving for Chris ♠

♦ Declined, the afterimage thing is iffy...if you release the wind from your feet and propel yourself forward, at most it will cause the enemy to have a hard time tracking your movements accurately, but creating an afterimage isn't likely. If you channeled chakra elsewhere then just your feet, I would understand but like this, no. ♦
--
.

Kyu Doragon Jutsu: Burakku Orijin Arashi | Nine Arts Dragon: Black Origin Tempest
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: The user concentrates his wind chakra and focuses the chakra into every point of their body. The user can then cause the wind chakra to surge outwards suddenly, to propel the user towards the opponent. However, unlike other jutsu of the style, the wind surges multiple times. With each propulsion by the wind, the user accelerates. These accelerations, and the constant propulsions cause the opponent to see afterimages of the user appearing behind him. These can be mistaken for shadow clones, and makes it difficult to find the user's actual positioning. The user when he reaches the opponent, will then deliver a powerful uppercut at the opponent. As the uppercut happens, the user causes a sudden burst of wind chakra emanating from the bottom of the user's elbow. This causes the uppercut to do much more damage than normal to the opponent.
Notes:
- Can only be used three times per-match
- Have to wait a turn before use again
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon

Kyu Doragon Jutsu: Koushoku Orijin Kakutou | Nine Arts Dragon: Lust Origin Grappling
Type: Defensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description: This technique can only be used as a counter, the user will wait till the opponent has thrown a fist towards the user, the user will channel wind chakra into his hands, and both of his elbows, allowing him to catch the oncoming fist quicker, able to react faster. As the user grabs hold of the fist he will use his infused hand to crush opponents fist by squeezing it whilst leaping to the right, grabbing the shoulder and pushing it to the front whilst having the fist in the users other hand pulling it towards the user ready to dislocate the arm by the pressure and impact of the wind destroying it, and even capable of ripping it off by the enhanced wind if the user chooses to.
Notes:
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon
- Can only be used every two turns.

----

.

Yūgana Ken: Kenwo Houki Shimasu | Graceful Fist: Relinquishing the Sword
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: A efficient and fast pace combo attack, the user will take a basic stance and channel fuuton chakra towards each of their hands increasing its cutting proficiency and accuracy. The user will first start off with aiming towards the wound of the opponents hand, severing it, and in quick succession the user will use their other hand to severe the wound of the other hand of the opponent. After severing that wound, the user will lift both their hands and slice the wound of the lower arm, this for each arm, done one after the other, similar to how the user severed the wounds of the opponents hand. Then with the same exact pattern but this time lifting their hands higher, they will severe the wounds of the upper arm located slightly under the shoulder, slicing the wounds one after the other. Due to the accuracy of each slice delivered, the user will be sure to slice only the wounds, basically leaving deep cuts (three on each arm) that will begin to spill blood slowly (though not something that will kill them). Due to having all the wounds of the opponents arms severed they will be completely rendered useless (the opponents arms). This means using hand seals or wielding weapons with the use of their hands would be impossible.
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used three times per-match
- Must wait one turn before using this technique again


☼ Pending, Leaving for Chris ☼

♦ All Approved, made some edits which are the highlighted colors parts.
 
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Khallil

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Re: Custom Jutsu Submission

(Mokuton: Arashi no Mokuzai) - Wood Release:Stormy Wood
Type:Offensive
Rank:A
Range:short-long
Chakra:30
Damage:60
Description:
The user slams their hands against the ground and summons a barrage of wooden projectiles in the air, sent towards the opponent with great speed.
-Can only be taught by Khallil
-Can only be used trice per battle

☼ Declined DNR ☼



(Mokuton: Jikkō Foresuto o jikkō!) - Wood Release: Run Forrest, Run!
Type:Offensive/Defensive/supplementary
Rank:A
Range:short-long
Chakra:30
Damage:60
Description:
The user will channel their mokuton chakra into 3 trees after performing the Snake handseal and 'bring them alive'. The trees would be able to move around to defend, attack or simply support the user. The trees pull their roots out of the ground and use them as legs to walk on and they can use their branches and roots to hit or bind the enemy. Once the trees are 'brought to live', the user doesn't have to manipulate the trees anymore, as the trees can act on their own to support the user. However the user could still control them if he wants to.
-The trees turn into normal trees after 3 turns if they're not destroyed yet
-Only usable 3 times
-One turn cooldown
-Can only be used with a maximum of 3 trees at the same time.

☼ Approved ☼
 
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Icemyster

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Re: Custom Jutsu Submission

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

☼ Approved ☼
Reduced rank.


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

☼ Declined ☼

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


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

☼ Declined ☼

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

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

☼ Declined ☼

I'm thinking this is kind of just a wind technique. What are the effects of the extremely cold wind, other than the standard wind stuff (if there are any)? I also added a usage limit since all A-ranks and above need one, so just keep that in there if you resubmit.


Ame Niba Toki no Jutsu (Raining Double Time Technique)
Rank:A
Type:Supplementary
Range: Short/Long
Chakra:30
Damage:N/A
Description:
The user focuses his chakra into the sky above himself and the opponent, causing a downwards draft of blowing wind, that causes objects to be pushed towards the ground at an accelerated rate. A very versatile jutsu, it is primarily used to cause the user's own rain jutsu to fall at an accelerated rate, or help an airborne ninja to lower himself to move away from/move towards a target.
*Can only be used three times per battle
*Lasts two turns

☼ Declined DNR ☼

Ame no Jutsu- Doki Tentei (Rain Technique- Wrath of a God)
Rank-Forbidden
Type-Offensive
Range-Short/Long
Chakra-50
Damage-90
Description-
After three handseals, the user will focus his chakra into the air, causing water molecules to rapidly multiply, and the field to become extremely humid. As this occurs, the wind will begin to spiral into a tornado at a given point at extremely high speeds, similar to that of a hurricane, dragging everything up to mid range into it, including the water, forming a large, crushing and drowning tornado of water. Capable of dragging a summon as large as Gamabunta into it with relative ease, the storm of water becomes self sufficient, also placing the user of the jutsu in danger as the motion of the jutsu begins to speed up, using the force of nature itself to pull its surroundings into it. It will move in a linear path, as directed by the user originally, tearing things from the ground with the force of an F-5 Tornado. As it moves, it collects the water in the air and gets weighed down, eventually collapsing due to the saturation of water, and leaving behind a flood of water, washing away everything picked up into it. Due to the high winds involved, sound in the area is canceled out due to the loud whistling of the wind, and fire is harder to form/weakened due to the saturation of water in the air. If the user gets caught in the path of the hurricane and cannot escape, he/she too will be torn apart/drowned by the jutsu.
*Can only be used once
*After usage of the jutsu, the user is limited to two jutsu per turn for 4 turns due to the strain on his chakra system
*Jutsu cancels itself out after 2 turns
*Chakra only needed to start the jutsu, after it begins, the jutsu sustains itself

☼ Declined DNR ☼
 
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The Mockingjay

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Re: Custom Jutsu Submission

Majoken | Witchblade
Type: Weapon
Rank: C-S
Range: Short
Chakra: 15/20/30/40
Damage: 30/40/60/80
Description: The Witchblade at heart is not a weapon, but an entity. It selects it's own host and locks itself to their arm, allowing itself to be wielded by whomever he is connected too. As well as being wielded by them, the Witchblade also corrupts there mind, making them kill and changing them completely once it is activated, turning even the kindest of women into a killing machine. As a male entity, the Witchblade will only connect itself to female host bodies.

Once activated, the Witchblade will spread across its wielders body, covering their skin with a silver and gold metal, highly durable against slashing and piercing weapons, protecting its user from weapons of equal and lower rank (at the expense of their clothing). As well as the armor, the user will be able to extend arms from the metal, these arms can be completed with either a hooked end or bladed edge and will stretch short range from the user. These arms can be controlled at will. Number of arms created will vary depending on the blades rank. This will be explained in the next section.

The Witchblades use is not entirely free however, it's restrictions lie within its love of a fight, it likes to see its wielders true power and will therefore only give them enough of its own power for the enemy they are facing. It can sense opponents chakra levels and will only offer the user protection based upon the rank of opponent they face. See key below.

Genin and Chunin will face a C-Ranked Witchblade variety, this will gift the user D-Rank armor that spreads only across the forearm and hand the blade is worn on. No arms can be created, but this will give the user claws from the ends of the fingers (claws are capable of grabbing chakra-less earth, allowing a user to climb walls with ease).

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S-Jounin and Jounin will face a B-Ranked Witchblade variety, this will spread C-Rank armor across the arm and shoulder, as well as one half of the neck. As well as the claws, a single arm can be extended from any part of this armor and will be equivalent to a C-Ranked Weapon.

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S-Class and Sannin will face the A-Ranked Witchblade variety, this will spread B-Rank armor across the arms, breasts and legs. As well as the claws (on both hands), Two arms can be extended from this armor at any one time. Arms will each be equivalent to B-Ranked weapons

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Kage and above will face the full S-Rank Witchblade, this will spread A Rank armor across the whole body, up to the neck. The user will also be able to (as well as claws on both hands) extend up to three arms from the armor at any one time. Arms will each be equivalent to A-Ranked weapons

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Weapons of a higher rank will effect the user through the Witchblade armor, armor will only block non-elemental attacks of equal or lower rank.

The Witchblades final ability is that due to its demonic nature, it will react with any curse mark activation in its wielder. CS1 will automatically boost the armor to its final S-Rank form and will grant the user one additional arm for creation (this will be upon its additional rank, not the CS boosted rank). CS2 will boost the Witchblade armor and any existing arms to S-Rank and will extend there reach by three feet. It will also grant the user metal wings.

-Witchblade can only be wielded by a female-
-Chakra Sensing is for rank detection only, it cannot be used as a tracking method-
-Before the Witchblade is activated, it takes the form of a bracelet-
-Witchblade armor has no effect against elemental techniques, it only stops weapons or taijutsu-
-Created arms will extend from the armor like the legs of a spider and can be made to reach roughly 4 feet in length-
-Any CS Boosts will only last while the CS is active-
-Activating CS2 will grants CS1 benefits if not already in play-
-Witchblade can communicate with its wielder mentally-
-Unless made upon activation, creation of any arms will count as one of the users moves that turn, although, numerous arms can be created in that one move.


 Declined  Remove all CS stuff. I want a chakra cost per turn to sustain it (you say its so demonic and bad and what not...it should consume your strength). I want it said clearly that the weapon can only gauge power of an enemy facing you, not serve to detect the enemy, surging chakras or any other stuff. Thats still not compeltely clear when you add a note saying it can comunicate with the user.


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


 Declined  You say what it is but not how you achieve it. And it has aspects of it that you cannot claim in all situations.
(Doton: Fushigi Tama) Earth Release: Mystery Sphere
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This technique used alone merely creates a hollow sphere of earth of any size up to 6 feet in diameter, the sphere can then be fired up to long range. It's true power comes from its use alongside other elements. By posting a jutsu of another element alongside this technique, the user can fill the earth sphere with the accompanying technique without the opponent knowing. This is done by way of tiny holes in the walls of the sphere, holes which will allow chakra to be channeled into the spheres centre and thus have a technique formed within. This will require the sphere to be formed before the accompanying jutsu. Another advantage of this technique is that no matter how full or heavy it's insides are, it will always reach long range when fired unopposed, through the same means that one can make an asteroid hover... Chakra manipulation. The earth can be turned to dust with a single handseal from the user, and despite having to use a second technique between creation and launch, the launch will not count as a separate technique.
Note: Must be taught by The Mockingjay
Note: Technique posted alongside this cannot be higher than A-Rank.
Note: Handseals used will be determined by the paired technique. If no handseals are required then the Snake handseal will be used.
Note: If used alongside another technique, this still counts as two of the three techniques.
Note: Once the sphere is filled, any holes will be covered by chakra and will prevent any filling from leaking out until the sphere is destroyed.
Note: Cannot hold lightning or any other element that would destroy the earth under these circumstances ordinarily.




☼ Pending, leaving for another mod ☼


 Declined  Resubmit when you can manipulate two different chakra natures at the same time freely.
 
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Summer

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Re: Custom Jutsu Submission

Smoke bio is

Tengumaru/ Long Nosed Goblin
Type: Weapon
Rank: S rank
Range: Short-mid
Chakra: 40
Damage: 80
Description:
Tengumaru is a large black Kanabo, which is more then twice the height of the weilder. it is covered in bladed protusions which make it resemble a cactus, while the handle itself it the length of the user's arm. it is incredibly strong and sturdy able to withstand and block C rank elemental attacks by batting them out of the air (only Fire, lightning and earth). the bladed protusions have a very unique ability that they can receed into tengumaru when fire chakra is channeled to it and while that happens the user can channel fire chakra to the inside of tengumaru burning a chilli powder coating inside the weapon which in turn creates a chilli smoke screen which burns a enemies lungs and eye's. the custom smoke can only be utlized by a smoke user for other attacking jutsu's . knowing that smoke user's use masks they are not affected by the lethal smoke of this chilli smoke.
the hilt of tengumaru has a special chakra cloth wrapped around it thus allowing the effect of channeling fire chakra to the inside of tengumaru to release chilli smoke from the protusion holes. tengumaru has a summoning formula on underneath the cloth chakra wrapping for immediate retrieval during battle and or when not using tengumaru it can be summoned to the battle.
although the size of tengumaru is immense the actual weight is not affecting the wielder's speed or strength of fatigue during batle as the user must train with tengumaru for 10 years before the weight of tengumaru seem's non existent. during a battle however the user of tengumaru while not holding it can recieve a one rank speed boost if not using tengumaru as the shear weight has been discarded breifly, however this can only be done once per battle and after the one use the user's muscles slowly reform back to it's usual speed and strength.
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restrictions
: chilli smoke screen can only be used 4 times during battle.
: can only use summon effect 3 times per battle.
: can only be wielded by a smoke user.
: smoke will cause blindness for one turn if not countered properly.
: can only be taught by rojuro.

☼ Declined - Alright, first of all this thing is just way too big. There's no way you could reasonably wield it without the use of some sort of strength enhancing ability or a Sakura/Tsunade bio. The size needs to be reduced, so I'm fine with using the image to show what it looks like, but you need to make it clear in the description its not nearly that big. What's the 80 dmg for? For just hitting someone? If so, that's a no no. It should just be N/A. The batting away elements bit, I'm okay with the concept, but I don't see why it would only work with those elements. If anything I would think lightning would be the sole element it wouldn't work with because it would electrify the weapon. It also needs some sort of usage restriction, a certain number or times and what not. For the smoke screen, how far does the smoke screen reach from the weapon? What rank is the smoke screen? How many turns does the chili powder burn for before its all used up? The smoke isn't lethal, as lethal implies it will kill someone. Special chakra cloth wrapping seems random and unimportant, not necessary. Remove the speed boost bit since we're downsizing it. You don't have fuuin so the sealing bit is a no go, remove it. You'll have to just carry it around with you.

As for the chili powder smoke itself, you need to clarify what it does a bit more. If someone gets caught in it and it gets in their eyes/lungs, what happens? Once they get out, what affects linger? How long do they linger? ☼

Smoke bio is

Tengumaru/ Long Nosed Goblin
Type: Weapon
Rank: S rank
Range: Short-mid
Chakra: 40
Damage: Na
Description:
Tengumaru is a large black Kanabo, which is the same height of the weilder and the diameter is 2 feet. it is covered in bladed protusions with a chili pepper coating which make it resemble a cactus, while the handle itself it the length of one foot. it is incredibly strong and sturdy able to withstand and block C rank elemental chakra blast by batting them out of the air(using defense called BATTERS UP)(All but Lightning). the bladed protusions have a very unique ability that they can be charged with katon chakra shot out of tengumaru while the user is holding tengumaru above there head, and forms a single one handed handsign. the protusions can explode into chili powder smoke upon contacting any object with physical form. the protusions will after being fired be replaced by a second set which come out after the other protusions are fired. the smoke upon being unleashed can only span short range of contact and leaves the enemy gasping for air filling there lungs with every breath, while also burning there eyes making them water profusely. the smoke if not countered within the first phase of the enemies turn will leave there eyes useless for one full turn unable to see. it will in all fairness be like eating hot pepper's but instead your inhaling this extreme spicy smoke. knowing that smoke user's use masks they are not affected by the lethal smoke of this chilli smoke. tengumaru is carried hanging across the user's back wrapped up like samehada.

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restrictions
: BATTERS UP can only be used once per turn and up to four turns.
: chili protusion shot can only be used two times during battle.
: being hit with tengumaru is of S rank damage from shear force and explosion of the protusions on contact
: Smoke can only be manipulated by a smoke user..
:smoke will cause blindness for one turn if not countered properly.
: can only be taught by rojuro.
---------------------------------------------

☼ Declined ☼

Getting there. Size is still a little big I think. If it was hollow like before 2 feet would be okay, but a solid metal sword with a diameter of 2 feet is going to be heavy as hell. The chili protrusion shot needs a rank (I think A would be good for it). You can't make being hit by it equivalent to S-rank damage. If someone is hit by it they just suffer the damage that would come with getting hit by a large metallic bat covered in spikes. Now if you want to add a special melee attack with that has a rank/limits, that's fine.


moumoutaru Kemuri Seichuu [Dense Smoke Restriction]
Type: Supplementary
Rank: S rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: this starts out by utilzing two handsigns one handsign to start the jutsu ie releasing the smoke from the launcher and dispersing it out to mid range. then as soon as the smokes dispersed from the launcher the user forms one more handsign and proceeds to lace the smoke with raw chakra increasing the density of the smoke released. this in turn makes the smoke so dense it's like the enemy is trying to run in a pool of water which is very restricting on speed and muscles. this also restricts the user as well giving the user no benefit besides controlling the density of the smoke and being able to restrict high speed movements( does not work on Eig). this smoke is twice as hard to remove from the battlefield as well and can even go as far as too slow the user and or enemies handsign speed as well, the second trait too this smoke jutsu is that being as dense as it is if it is inhaled by the enemy this will enemy to immediatly lose an oxygen source for breathing and loss conciousness from lack of oxygen within seconds.

Restrictions
- lowers speed of both the user and the enemy
- smoke second ability only effects the enemy.
- for references the restricting of movements is like being deep in mud or running in a deep pool of water. which both restrict fast movement tremendously.
- lasts as long as the smoke is in the battlefield
- can utilize this smoke with other jutsu's
- can only be used by smoke user's
- can only be taught by rojuro.

☼ Leaving for another Mod ☼

♠ Declined, do not resubmit ♠
Too OP. Ain't gonna pass in any way.


-----------------------------------------

Doton Galaxy Pegasasu Kyohaku Bu-Suta Earth Galaxy Pegasus Star Buster
Type: offensive
Rank: S rank
Range: Short- long
Chakra: 40
Damage: 80
Description: The begins by Forming three handsigns and moulding earth chakra while creating a portal 50 feet above the battle. out from the portal drops a horse named pegasus with wings, this horse is the same size as a regular horse. the hidden traits of this earth horse is that it has partticles of sapphire in it giving its wings a blue glow and its eye's and hooves. galaxy pegasus is able to soar and flap its wings to increase the speed decending down towards the enemy while upon contact with the enemy or the ground pegasus will leave a crater upon contact destroying the 10 meter range it crashes down upon. the speed upon which pegasus decends at is that of the first gate speed because of the fact that it can flap its wings to accelerate and also that its made of earth and sapphire making it heavy with great decending speed as is.[ special note the sapphire does not add any ability its for looks]
5:40 this time shows pegasus crashing down.
restrictions
: earth masters can form this with a single handsign.
: can only be used once per battle.
: cannot use earth the following turn and no earth S ranks in the same turn.
: must be sannin rank to learn.
: can only be taught by rojuro

☼ Declined DNR ☼
 
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Lili-Chwan

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Re: Custom Jutsu Submission



Updating:

(Fuuton: Rashinban Taka no Me) Wind Release: Compass Hawkeye

Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user does one handseal, and the air in one of 4 different locations, North, East, South West, will compress and assume the shape of a translucent hawk, soaring in the air about 20 meters from the ground, and long range from the opponent(s), around 30 meters. It will glide around in a circle, always keeping the same distance from their correspondent target. With one seal, the user can make the wind-hawk shoot itself at great speeds, akin a bullet, and will assume a similar shape, aiming to pierce the opponent in a specific (or not) place, depending on the accuracy of the user of this technique. Practical speaking, any Taijutsu specialist is capable of dodging the bullet with a fast dodging technique, or around 1st Inner Gate Release freestyle taijutsu. Handsealess elemental burst are, usually, fast enough to to catch the bullet before it pierces the skin of the target. A soft popping sound occurs when the bullet is created. Due to the distance and nature of the birds, they can't be easily seen (if one isn't focusing on them) with the naked eye, and sound mastery or a sound enhancing technique has to be used for the pop sound to be heard, otherwise the birds are silent. Any chakra-sensing technique or doujutsu is able to detect the birds, if focusing on them.
*Can only be used once. The hawk must be dispersed or used before the user (And only the specific user) of this technique can perform any other ninjutsu, being limited to taijutsu. If the user of this technique is knocked unconscious, killed or vanished, the hawk will vanish.
Once targeted (at the beginning of the jutsu) the hawk can't change opponents, and will disperse harmlessly if the said opponent vanishes, loses consciousness or gets killed.

♠ Declined ♠
Never mind countering this dam thing, but the sheer fact that this is hard to detect in the first place is just not gonna slide. Especially since it's stated that the hawk assumes the form of a bullet when attacking and a bullet is so dam small and fast it's no wonder that the Indians got rekt when the white men invaded. Either make the hawk noticeable in some way, whether it be sound or just the general shape of it (these days, everyone and their grandmas are so busy staring down at their cellphones no one looks into the sky anymore) or make the pop sound somewhat noticeable as most of your opponents probably don't have half a brain to stare at their opponent, watch them make a handseal, and then realize nothing is happening. Also, four locations? So are you saying that you can create four of these wretched things?! Lawd have mercy.




Updating:

(Fuuton: Fuuheii Fuukaze Fuuka Fuugyuu ) Wind Release: Easy Breezy Beautiful Buffalo

Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: With two handseals, the user will charge wind chakra through fine sand, dust or other stagnant loosen earthen materials, which will erupt a gigantic winged cow, with all the speed and agility of the wind, but the solid substance of the earth. Likewise, the user can summon several cows, up to 3, yet smaller. The user can use the cows to achieve flight, or simply smash them against the opponent with great blunt force. Instead of using two handseals to give them a more complex look, the user is able to handsealessly focus wind chakra on the dust to create more basic constructs, related to the bovine, such as a hoof or a horn.
*This jutsu can't turn opponent's active jutsus into cows, likewise, once inside the cows, the opponent can't control the materials*
*Can only be used once every 3 turns*
*Can't use Wind Techniques above S rank in the same turn*

♠ Approved ♠
Since you're basically having a handy make-up kit on the side for these cows of yours' at any given time, I'll only allow three. The number four is bad luck for us Asian peeps anyways.


( 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? :)

( 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 summoning of Damballah Weddo comes in 3 rituals, the Rite of Contract, the Rite of Legacy and the Rite of Crippling. Of which, only one can be performed during a battle, it being the Rite of Crippling.

✳ Rite of Contract ✳

This ritual has the purpose of linking the Human Signer to the Archipelago Boxes. It consists on bringing the human's to the ancestral venom of the Damballah Weddo, leaving behind a trace of it's chakra. Linked by chakra, the human is then able to retrieve blood and summon any Box of the Archipelago, descendants of Damballah, and can be reverse summoned by any of them, through chakra. In this ritual, Damballah takes form outside the Holder of the Contract's body, as an old parchment with the signatures, in blood, of every Human Signer. This ritual can not be performing during a battle.

The rite of signing the contract begins at sundown, in the twilight. Performing two handseals, the Holder of the Contract 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. 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, just like any other Summoning Tattoo.

✳ Rite of Legacy ✳

This ritual has the purpose of passing on the Contract from Human to Human. The Holder of the Contract is the one that Hosts Damballah, and, thus, to pass the contract, one must pass Damballah itself. It is achieved by physical conection, blood with blood. Damballah Weddo takes form outside the Holder has an actual etherial Box, not long lived, before reverting back to it's new Host. The old Host will lose the contract and the ability to summon Damballah, but will still have traces of it's chakra, and, thus, retain the ability of the Rite of Contract. This ritual can not be performed during a battle.

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. The night stars twist and reform as multiple spirits and celestial boxes, floating around both users, their tentacles caressing both users. From the previous Host, Damballah will extract itself, and appear as magnificent white Box, the stars behind it forming as a verile and muscled white male spirit, or a lustruous and sensual white female spirit. Damballah will then insert itself in the new Host, sacrificing itself, once again, for the legacy of the Boxkind and Humankind. The star spirit dies, and the night turns black, the ambient bathed in sadness, yet with solemn triumph.

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 the darkness 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.

✳ Rite of Crippling ✳

This ritual has the purpose of having Damballah Weddo aid the Contract Holder in battle. Damballah takes form outside the Holder as white tentacles that stretch outside the Holder's skin, and aim to ensnare and bind the target. This is done through chakra alone, forcing the tentacles to appear. It is the only ritual that can be used in battle.

When in battle, the Contract Holder is able to focus chakra through his body, expelling it outwards through any part of it, forcing Damballah to take form and stretch out it's white tentacles from the user's skin. It requires no blood from the contract holder, and behaves similarly to the Hidden Shadow Snake Hands Technique, where the user summons multiple snakes, but, instead, the Contract Holder summons multiple tentacles. 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. Inside the Realm, the target is capable of seeing the tentacles wrapped around him/her, and attached to a great big white Box, Damballah Weddo himself, where the Holder of the contract should be. These are the only indications of the physical Realm that transit into the illusion, meaning the user can't simply disappear from target's awareness. Multiple targets can be caught in a single usage of the ritual.


*The Rite of Contract and the Rite of Legacy 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 1 times per battle, or 3 times per event. It can only last 2 turns. If the target is caught, he/she is required to block it within the same turn, else the venom is lethal.*
*The venom only affects the target while there is physical contact with the tentacles. It's lethality, pain and hallucinogenic properties dissipate completely if the tentacles are repelled or destroyed. The only thing that remains is the remnants of 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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☼ Pending, leaving for another Mod ☼


 Approved 
 
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Shady Doctor

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Re: Custom Jutsu Submission

(Buki: Hiderigami)- Weapon: God of Drought
Type: Weapon
Rank: S Rank
Range: Self
Chakra: N/A
Damage: N/A
Description: The God of Drought is essentially a necklace of 10 black prayer beads. The necklace has the core ability of detecting changes in heat. There are two levels of heat detection, the upper extreme and lower extreme. The upper extreme being a positive change in temperature being the air is heating up. The lower extreme would be a negative change in temperature which would be the air cooling down. This ability could be very useful in battle acting as a third eye for the user. If the vision of the user was impaired he could still be able to become aware of the situation. Like if the air was heating up around the user or the opponent the user would know some sort of heat based move would be coming. Or the opposite if the air drops in temperature the user would know that a move based on a freezing type nature was coming. Detection of said changes are depicted through two things. One when a change in the upper extreme occurs the God of Drought heats up slightly and changes to a red hue. When a change in the lower extreme occurs the God of Drought cools down rapidly and changes to a blue hue. The range of detection for the God of Drought is exactly long range. Aside from being basically a thermometer the God of Drought has one more prominent ability which revolves around temperature. Whichever extreme the change is in the god of drought gives the user the ability to decrease the strength of said attack by a fraction of its base power. (C Ranks 5x per battle) By wrapping the god of drought around the hand of the user and outstretching it to the oncoming attack the God of Drought absorbs the equivalent of c rank damage. (30 damage) The energy whether it be water based or fire based is stored within the god of drought produces a supplementary ability immediately. If fire based the God of Drought extends to 3 feet in length for attacks, gains the temperature of that attack and produces a cloud of steam which can hide the user for one turn. If water based the God of Drought extends to 3 feet in length for attacks, gains the temperature of that attack and produces mist which can hide the user for one turn. The stored energy within the God of drought can be used for C Rank (+ or -) Temperature attacks which either burn or numb the opponent.
Note: Can only be used by people Shady Doctor and the people he teaches

☼ Declined ☼

This clashes with Mugen's temperature release. It also doesn't explain how the necklace would make you aware where on the battlefield the temperature change is.



Resubmitting. Completely revamped both variants

(Fuuton: Chō Stáfe ) - Wind style: Butterfly Staff
Rank: S
Type: Attack
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation around wind currents and forms a staff made of condensed wind. The staff is approximately the same height as the user and about a foot in diameter and is very similar to the wind blade technique, in both visual tangibility and cutting potential
Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank wind blade[/B]
Mid range use:
The staff can also be used at a range, in which it gained.its name "butterfly staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a butterfly's. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While be controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
At any point while flying, the user can do one more hand seal which results in the wind exploding into a 7m wide vortex of wind that would suck things from 5m out into it while also cutting anything that comes into contact with it up

~ Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then.it ends that same turn..

♠ Approved ♠




(Katon: Ka Stáfe ) - Fire style: Mosquito Staff
Rank: S
Type: Attack
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation while releasing fire from his palms and forms a staff made of condensed fire. The staff is approximately the same height as the user and about a foot in diameter and is very much similar to that of the flaming dragon heads that took on a more solidified state of fire.
Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank blade able to cut through most objects like butter
Mid range use:
The staff can also be used at a range, in which it gained.its name "Mosquito staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a Mosquito's. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While being controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
At any point while flying, the user can do one more hand seal which results in the fire exploding into a 7m wide vortex of flames that would burn things to a crisp.

~ Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then it ends that same turn..

♠ Approved ♠
Submitting different variants

(Doton/Katon: Zã Stáfe ) - Earth/Fire style: Beetle Staff
Rank: S
Type: Attack
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation around his hands to conjure up a very hard and condensed staff of earth.. The staff is approximately the same height as the user and about a foot in diameter and is holds enough hardness and strength to attack with A-rank slashing capabilities.
Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank earthen blade[/B]
Mid range use:
The staff can also be used at a range, in which it gained.its name "beetle staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a beetle's. This allows the staff to not only pick up speed and killing potential (S-rank power) but also also allows the user to control it in mid flight to hit opponents. While be controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
At any point while flying, the user can do one more hand seal whilst molding earth chakra within the staff which results in the exploding outwards into a 7m wide vortex of fire with sharp earthen shards that would cause major fiery damage while also cutting anything that comes into contact with it up.

~ Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then.it ends that same turn..

☼ Declined ☼

Why does your earth staff have the ability to cut? I don't see any mention of you using fire chakra so why does this thing expand into a vortex of fire/earth? If you want it to be dual elemental the second element needs to be added via a second step (the mid flight hand seal for example) which would count as another move.
 
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Flash

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Re: Custom Jutsu Submission

(Katon: Fenikkusu no akumu) | Fire Style: Nightmare of the Pheonix
Rank: A
Type: Attack
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This is one of those jutsus that require advanced manipulation of the fire element. After performing 2 handseals (Tiger > Ram) the user simply channels his chakra into the stray fire and makes it burst completely into tiny sparks so that he can manipulate each of the tiny little sparks like mist. Since these sparks carry the user's chakra, they can be manipulated to spread out throughout the battlefield so as to sense the opponent through his heat signature. Instead of channeling chakra into a stray fire source, the user can also release these tiny mist-sized sparks from his mouth with the same 2 handseals and get the desired results. When the user splits the fire source, it looks as if the fire has completely vanished. However, this heat sensing is secondary to the main ability of this technique which is to attack the opponent that would cause 2nd degree skin burns on 1 turn of exposure. These sparks contact the skin and start burning it until there is nothing left of the opponent. These tiny sparks have a reddish hue that can be distinguished by normal eyes, which spreads like a mist. Continued exposure will cause complete burning of the flesh until the only thing that remains is ash.
- The user can use this on incoming jutsus of lower ranks (B rank and lower) as well.
- Cannot use any fire jutsus above S-rank in the same or next turn.
- The user is immune to 'this mist' as it is his own chakra.
- Can only be used thrice.
- Can only be taught by Azráel

☼ Declined ☼

I don't get how this would let you sense heat signatures. Doesn't make sense. Also explain what this looks like better. Is it essentially just a mist of embers?
(Katon: Fenikkusu no akumu) | Fire Style: Nightmare of the Pheonix
Rank: A
Type: Attack
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This is one of those jutsus that require advanced manipulation of the fire element. After performing 2 handseals (Tiger > Ram) the user simply channels his chakra into the stray fire and makes it burst completely into tiny sparks so that he can manipulate each of the tiny little sparks of ember like mist. Now, its a known fact that every sentinent organism releases heat from their body, which is a natural process. And every person has a unique heat signature. So since these sparks of ember carry the user's chakra, they can be manipulated to spread out throughout the battlefield so as to sense the opponent through his heat signature. Instead of channeling chakra into a stray fire source, the user can also release these tiny mist-sized sparks from his mouth with the same 2 handseals and get the desired results. When the user splits the fire source, it looks as if the fire has completely vanished. However, this heat sensing is secondary to the main ability of this technique which is to attack the opponent that would cause 2nd degree skin burns on 1 turn of exposure. These sparks of ember contact the skin and start burning it until there is nothing left of the opponent. These tiny sparks have a reddish hue that can be distinguished by normal eyes, which spreads like a mist. Continued exposure will cause complete burning of the flesh until the only thing that remains is ash.
- The user can use this on incoming jutsus of lower ranks (B rank and lower) as well.
- Cannot use any fire jutsus above S-rank in the same or next turn.
- The user is immune to 'this mist' as it is his own chakra.
- Can only be used thrice.
- Can only be taught by Azráel

♠ Declined ♠
Okay, I understand what you mean by being able to sense heat signatures from humans, but that second part is what I'm confused about. Is this essentially a two part jutsu? If so, the second part should count as a move as well. And you said the user can't see this when it dissipates but then mention a mist? Lastly, stray fire source? Do you need another fire jutsu to be on the field before using this?
Simply not clear enough.




Dust
Rank : A
Type : Weapon
Range : Short
Chakra cost : Depends on the technique used.
Damage points : N/A
Description : Seven years ago, Azrael tracked down an ancient artifact, a crystal ball which was long forgotten in an ancient war in a cave near the now-Kirigakure borders. Designed by the Elves of Valinor in the Uttermost West, the crystal ball is meant to be used both as a weapon and a tool of disguise on journeys. It contains all the knowledge that the owner and the previous owners acquired throughout their journeys. That is why it is known to be omniscient to an extent. The legends about this crystal ball say that it had a living soul of the original user in it. No one ever questioned it, as the crystal ball would simply move on its own accord and not listen to its owner, if he were weak or deemed unworthy of controling it. But atleast it was safe to assume that the crystal ball was a sentinent weapon. This spherical crystal ball, with the size of a human head had a snowy-cloudy white color and it would change its color and appearence inside it to show whatever the user wished. This helped Azrael to infiltrate various villages, disguising himself as fortune-teller. Azrael would ask the enemies to concentrate in the crystal ball, which would capture them off-guard in genjutsus reliant on the orb and allow him to pass through freely. The crystal ball, is capable of communicating telepathically with the user. Also, being a sentinent tool, it could see the world through its crystal surface and transmit the information to the owner as the owner's vision was directly linked to it. It could also telepathically communicate with the user, in order to share its wisdom. However, this is secondary to its main ability, which is to hover in the air. By passively absorbing chakra from the user (10 chakra per turn), the crystal ball could float in the air, near and far from the user according to his wishes. The ball, carries the user's chakra in it and so, can perform various elemental and non-elemental techniques. Being made of some unknown material, this ball is quite strong and is indestructible.
Note: Can only be taught by Azrael




♠ Pending, leaving for le Chris



♦ Approved, edited in bits.



(Genjutsu: Metarumasuta) | Illusion Arts: Master of Puppets
Rank : A
Type : Attack
Range : Short-Mid
Chakra cost : 30 (+10 next turn(s))
Damage points : N/A
Description : This is one of the simplest illusionary techniques that can fool the opponent into believing that the illusion is infact a reality. The user simply points his fingers at the opponent to cast him in a genjutsu. This technique merges both reality and the illusionary effect. The moment the opponent is victimized he would feel as if his whole body, every part is being bound by some invisible chakra threads connected to the user's fingers. With every movement of the user's finger, the opponent, in his imagination would respond to it, as if he were the user's puppet. This jutsu manipulates all the senses of the opponents to make the illusion seem as real as possible. Normal users would simply feel the threads connected to them physically. But doujutsu users can see the (imaginary) chakra threads. Chakra sensors will also be able to sense the threads like wise. Any harm caused to the opponent in the illusion will harm him mentally. The damage points also depend on the way the user hurts the opponent in his imagination. As the illusion overlaps reality, the opponent will be remain paralysed till he gets out of the genjutsu.
- Can only be used on one opponent at a time.
- Lasts a maximum of three turns.
- Can only be used twice.
- Can only be taught by Azráel

♠ Pending, leaving for another checker ♠


 Declined  DNR. Collides with a plethora of existing techniques.
 
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Vroqrak

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Re: Custom Jutsu Submission

Genjutsu: Aku no kumo no u~ebu | Illusionary Arts: Web of the Evil Spider
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description:
A powerful illusion where the user causes restriction of enemy movement and cause paralysis. The technique starts off as the user performs Ram -> Tiger -> Horse hand seals and disrupt chakra flow of opponent. The opponent then views himself being bound by web-like sticky white substance all over the body formed from the ground and then pulled up to a tree where he/she hangs helplessly. The opponent can also be swinged around in the genjutsu to cause nausea.
Note: Can only be used thrice a battle.
Note: Multiple enemies can be affected if within short range.

♠ Declined ♠
Need to understand this jutsu better. "Bound by web-like sticky white substance?" How? Is it sudden? Write it out as if it happened in battle, I'm having a hard time imagining this.


Raiton: Jihatsu | Lightning Release: Spontaneous
Type: Offensive
Rank: Forbidden-Rank
Range: Mid-Long
Chakra: 50
Damage: 90
Description:
This is a technique that requires two turns for complete execution. The user starts off by sending electric discharge in form of invisible negatively charged particles to the air in a invisible chakra wave. The user then waits till the technique expands to range. In the second turn, the negative charges will be completely filled in air and when opponent uses any raiton technique, it will electrocute them which has strength of standard A-Rank raiton.
Note: Can only be used twice.
Note: No raiton after using this in same turn.
Note: No raiton next turn.
Note: Chakra wave can be sensed with sensory abilities or Dojutsu.
Note: If chakra wave is dispersed by air, the user can apply additional 30 chakra to restore it into range and not towards user.
Note: The range of attack is from Mid-Range and doesn't affect short range of user.

♠ Declined, do not resubmit ♠
Been done before and too OP.


Doton/Katon: Hinokoku kara no kitsunezaru | Earth/Fire Release: The Lemurs from Fire Country
Type:
Supplementary/Offensive
Rank:
S-Rank
Range:
Short-Long
Chakra:
40 (-15 each turn)
Damage:
80
Description:
The user does a string of 4 hand seals (Ram - Horse - Dragon - Tiger) and three mud monkeys are formed in short range. The monkeys are free to move within short range of user and shoot out A-Rank fire jets up to long-range that are very concentrated in nature.
The monkeys are able to stand standard B-Rank damage.
Note: Can only be used twice
Note: Lasts for four turns
Note: Can't use fire release in next turn.
Note: User cannot perform any other techniques when monkeys are active.

♠ Declined, do not resubmit ♠
Simply not possible.
 
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Penguin

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Re: Custom Jutsu Submission

Pengin no Tatchi - Touch of the Penguin
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: When in close quarters combat, the user would make contact with the opponent by either punching/kicking/touching, and insert some of their chakra into them. The chakra would either have katon, suiton, doton, raiton, or fuuton natures to it. This chakra would then lay dormant in the area where the user touched them until the user weaves the bird hand seal. Depending on the chakra nature, the opponent could have multiple things happen to them.

  • Katon - After the chakra is "activated", the opponent would start feelings burns wherever the dormant chakra lays. The burns would be about second degree, causing intense damage.

  • Suiton - After the chakra is "activated", the opponent would start feeling a dampness on the spot where the dormant chakra lays. Suddenly, a single water tendril will shoot out of their body, causing damage to the opponent. The tendril will then fall off.

  • Doton - After the chakra is "activated", the opponent would become very heavy where the dormant chakra lays and rocks start sprouting from their skin. The opponent would be unable to move that limb for one turn due to the immense weight they are under, which would also hurt their joints. After a turn, the rocks fall off.

  • Raiton - After the chakra is "activated", the opponent would start feeling the shocks wherever the dormant chakra lays. The shocks would paralyze the opponent for a turn, as well as injure him.

  • Fuuton - After the chakra is "activated", the opponent would start feeling incisions wherever the dormant chakra lays. The cuts would severely damage the opponent and the opponent would start loosing a lot of blood.

Note: Chakra must be activated within three turns of applying.
Note: Can only be used three times per match.
Note: Can only be taught by Penguin.

♠ Pending, leaving for another checker ♠
♦ Declined, this is essentially fuuinjutsu, DNR without it ♦

Raiton: Pengin no Fukushū - Lightning Style: Penguin's Revenge
Type: Offensive
Rank: B
Range: Short-Medium
Chakra: 20
Damage: 40
Description: The user channels their chakra into their hand, and using by shape manipulation, turns the chakra into two penguins. These penguins are ridiculously small, but highly concentrated with chakra. They are about the size of a pea each so it would be hard to notice the penguins with the naked eye. The penguin's then fly towards the target as a projectile, or they can be controlled if you continue to focus on them, and after using the bird hand seal, the penguins loose their shape and their high concentration of raiton chakra. The raiton would expand from the pea sized penguin into an uncontrolled burst of pure raiton like nagashi, which covers about a meter from the center of each penguin.

Note: The penguins can only be expanded via the bird hand seal.
Note: Can only be used four times a match.
Note: Can only be taught by Penguin.

♠ Declined, do not resubmit ♠
Yeah, I know you like penguins, but honestly, the concept is overused.
 
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