[ARCHIVE] Custom Jutsu Submission - II

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NightKiing

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Re: Custom Jutsu Submission

(Doton: Tengoku no hakushu) Earth release: heavenly clap
Type: offensive
Rank: s-rank
Range: short - mid
Chakra cost: 40
Damage points: 80
Description: The user makes two hand seals and turns the ground beneath the target into mud(a pit 2 meters deep and 2 meters radius with target as center ) after making the mud pit, user will then manipulate the mud in the pit to form two ropes of mud(10 centimeters thick) which binds the target and lift them up in the air(10 meters maximum ) after the target has been lifted up into the air the user manipulates the earth on the battle field and forms two huge hands from the ground (each palm from the hand has the same size as the b-rank earth lid) the user will then manipulate the hands to clap crushing the binded target in between.
Note - can only be used once
Note - must have mastered earth to use
Note - can only be taught by me
Note - no s-rank earth and above in same turn and the turn after
Note - when the hands start emerging the user will loose concentration of the mud binding the target, this will make the target start to fall

♠ Approved ♠


---
(Doton/katon:Tengoku no nenshō hakushu)Earth/Fire release: Heavenly burning clap
Rank:s-rank
Type: offensive
Range: mid to long
Chakra cost: 40
Damage point: 80
Description: The user makes two handseals and release their Doton chakra into the ground making two palms (connected to the ground ) emerge from the ground on both sides of target,the palms both have a hole in them (10 centimeters diameter ) after the palms emerge from both side of the target, the user then kneads their Katina chakra into the palm, the user will then release the chakra inform of a fire stream which Burns the target to ash
Note - can only be used once
Note - must have completed Katon and doton to learn
Note - no s-rank and above fire and earth in the same turn and the turn after

♠ Declined, do not resubmit ♠
Similar concepts exist.
 
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Daemon

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Re: Custom Jutsu Submission

(Vorudo) – Voldo
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: Voldo is a unique puppet crafted for the art of assassination and mass murder. Voldo is a tall and slender puppet make out of the finest material. Unlike other puppets, Voldo is built to be long lasting and durable. His puppet body is reinforced with tough metals such as iron and lightweight steel. Due to the additional metal, he ways a bit more than most puppets but his speed is not completely hindered as he is able to move just as fast has his user. The reinforced body paired with his cage-like exoskeleton armor provide him a B rank defense against enemy attacks. Voldo carries a pair of gauntlets fastened to each of his hands. These gauntlets have blades protruding outward in sets of three. These blades can be shot out individually or as a group across the battlefield. Due to this puppet being unique to Sasori, its weapons are soaked in the heavy metal based poison. Hidden in Voldo's knees and elbows, there is a compartment that leads up into the thigh/forearm. On command, these compartments will open and a sharp, medium sized spike will protrude out of the opening that can be used to strike the opponent. There is an open space within Voldo's chest that is capable of holding Sasori's container of living flesh. The construction of Voldo's body is also unique. It's joints twist on an axis in both directions allowing the puppet body to contort and be unpredictable in combat. This making him the perfect close range fighter. In his arms, the mechanism able to use the Chakra Shield technique is present. Voldo is stored in a scroll and can be summoned to the battlefield at any time.
Can only be taught by Daemon.
Must have a Sasori bio.
You must be registered for see images

☼ Declined ☼

What's the damage for? Just normal attacks with the puppet? Shooting the blades from the gauntlet? If its normal attacks, those shouldn't have a damage. If its the blades, 80 is too much. Shooting the blades will count as normal ninja tools unless they're given a rank and count as a move.



Name of Puppet Bang
Rank: S
Type: Human Puppet
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: Bang was a young adult man with spiky swift back, slightly long brown hair, and amber eyes. He has a long, X-shaped scar across his face. He wears a dark green modified ninja outfit with a big red scarf, black finger-less gloves, dark green hakama pants that expose his thighs. Then on his arms and legs respectively, he has gauntlets that covers his forearms and full leg armor which he forged with steel during his tenure as a blacksmith in Iwagakure. Bang is a human puppet that is drenched in poison. Bang has a couple of modifications to his entire body. Around the torso of it's body,covered by cloth a shell is present just like the shell that is present of Hiruko representing the face of an oni, a demon. With the formation of a handseal, the mouth of the oni mask opens and shoots out a gaseous form of Sasori's poison. The oni mask itself is made out of the same durable material that is put on the Hiruko puppet giving him the same defense properties of that puppet. Bang used to be a user of the Kekkei Genkai of Steel Release. This human puppet can form all the steel techniques that bang knew when he was alive as well as the basic 5 elements. Across Bang's back, a large nail is tied with cloth. When in close range combat, the large can be used as a medium to attack the enemies with.
Link to Battle:
Link to Biography:

Remade Sasori bio

☼ Leaving for another Mod ☼
♠ Declined ♠
"Same defensive properties as Hiruko" doesn't tell me everything I know. This puppet isn't Hiruko, it's Bang. "All the steel techniques he used to know when alive" isn't specific enough, as long as the abilities of the poison. How far does the mist go? What happens when it poisons the opponent? Also need to know more about the nail, can't envision it properly. If it's tied behind his back, does it work like a sword then?
(Vorudo) – Voldo
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Voldo is a unique puppet crafted for the art of assassination and mass murder. Voldo is a tall and slender puppet make out of the finest material. Unlike other puppets, Voldo is built to be long lasting and durable. His puppet body is reinforced with tough metals such as iron and lightweight steel. Due to the additional metal, he ways a bit more than most puppets but his speed is not completely hindered as he is able to move just as fast has his user. The reinforced body paired with his cage-like exoskeleton armor provide him a B rank defense against enemy attacks. Voldo carries a pair of gauntlets fastened to each of his hands. These gauntlets have blades protruding outward in sets of three. These blades can be shot out individually or as a group across the battlefield. These blades do B rank Damage on contact and count toward the allotted moves per turn. If shot individually they do not count towards the move and act as ninja tools. * Due to this puppet being unique to Sasori, its weapons are soaked in the heavy metal based poison. Hidden in Voldo's knees and elbows, there is a compartment that leads up into the thigh/forearm. On command, these compartments will open and a sharp, medium sized spike will protrude out of the opening that can be used to strike the opponent. There is an open space within Voldo's chest that is capable of holding Sasori's container of living flesh. The construction of Voldo's body is also unique. It's joints twist on an axis in both directions allowing the puppet body to contort and be unpredictable in combat. This making him the perfect close range fighter. In his arms, the mechanism able to use the Chakra Shield technique is present. Voldo is stored in a scroll and can be summoned to the battlefield at any time.
Can only be taught by Daemon.
Must have a Sasori bio.
You must be registered for see images
Note for checker: (*) I can't split up a B rank into 3 equal ranks of the individual blades. So if they are shot individually I just make it so that they will be treated as ninja tools.

☼ Approved ☼

Bang
Rank: S
Type: Human Puppet
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: Bang was a young adult man with spiky swift back, slightly long brown hair, and amber eyes. He has a long, X-shaped scar across his face. He wears a dark green modified ninja outfit with a big red scarf, black finger-less gloves, dark green hakama pants that expose his thighs. Then on his arms and legs respectively, he has gauntlets that covers his forearms and full leg armor which he forged with steel during his tenure as a blacksmith in Iwagakure. Bang is a human puppet that is drenched in poison. Bang has a couple of modifications to his entire body. Around the torso of it's body,covered by cloth a shell is present just like the shell that is present of Hiruko representing the face of an oni, a demon. With the formation of a handseal, the mouth of the oni mask opens and shoots out a gaseous form of Sasori's poison. The mist reaches up to Mid range from the puppet at the time and spans in the same distance in width as it moves through the air. Damaging the opponent 20 damage points per turn. Releasing the mist counts as a move.

Sasori's Poison for Reference:

He created a poison based on heavy metals that is extremely effective at slowly weakening his opponents. The poison is a dark, thick liquid that can be deployed by direct contact with an open wound. Once poisoned, a target will experience loss of stamina and increasing pain 3 turns after exposure. The poison itself acts in the span of 5 turns per exposure, dealing 20 damage per turn and consuming 20 extra chakra points per turn. After the 5 turns, the target may lose conscience if not healed or treated. All of Sasori's puppets and weapons are poisoned and a minor cut with one of them is enough to be poisoned.​

The oni mask itself is made out of the same durable material that is put on the Hiruko puppet giving him the same defense properties of that puppet. This means that it provides a defense of A rank and below for that puppet or for physical attacks someone with strength parallel to Sakura, Tsunade or the Raikage. Bang used to be a user of the Kekkei Genkai of Steel Release. This human puppet can form all the steel techniques that Bang knew when he was alive as well as the basic 5 elements(Rules for Human puppets: . Across Bang's back, a large nail is tied with cloth. When in close range combat, the large can be used as a medium to attack the enemies with. The nail is 2 meters in length and a one meter in width at the base. The tip of the nail comes to a point so easy thrusting. At the base of the nail there is a hilt. This allows for the nail to be maneuvered like a jousting lance to pierce the enemy or defenses. The nail functions as a regular ninja tool meaning it lacks rank and does not count towards the allotted 3 jutsu per turn.
Link to Battle:
Link to Biography:


☼ Leaving for another Mod ☼

♠ Approved ♠
 
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Yashiro

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Re: Custom Jutsu Submission

(Ameton: Seisei Kaibyaku) Rain Style: Tears Of Manifestation
Type: Attack/Supplementary/Defense
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/a (60 If Used to attack)
Description: This is a very advance water jutsu, Incorporated into the rain style. Very similar to the Water Style: Water Technique where the user can generate shapes, walls and weapons from the water, this is the same concept but can be used with rain. The user sends their chakra into the rain. Doing this the user is able to manifest Weapons, Shields, etc. out of the rain drops. The rain drops will form together to create said object/thing. In order for the user to attack an opponent by launching said object/thing (Example a sword) the user must do the half handseal, directing the attack towards the opponent. If its something like a rain shield, the user doesnt need to do the half handseal as its stationary and isnt moving. Due to the property of This technique is only limited to their imagination. Due to the Rank of this technique, objects can not be created bigger than a 5 Meter radius.

Note: Can use a max of 3 turns
Note: Cant use no other rain jutsu in the same turn, or the next turn





☼ Declined DNR ☼

(Fuuton: Suishin-ryoku)) - Wind Release: Propelling Force

Rank: A
Range: Short - Mid
Type: Offensive/Supplementary
Chakra: 30
Damage: 60
Description: The user after performing a single hand seal focuses his wind chakra all over a construct or figure, and causes a propelling force of wind to form all around it, originally this technique was created to protect earth techniques from being easily destroyed by lightning techniques, now it has many uses, the technique can even be used to form the propelling force around the user himself, or used to form around a kunai, preventing other kunai's from easily deflecting the wind coated one, it works as a barrier of sorts, mainly used to protect earthen structures from destructive lightning techniques that would otherwise easily overpower the earth structures or constructs.
Note - Can only be used 3 times per battle.
- Can only be taught by Yashiro.

This technique was taken from a Combo technique of mine((Doton/Fuuton: Gyakuryū ranpu) - Earth/Wind
Release: Reverse Flow Ramp) and separated into a single technique.



☼ Declined DNR ☼
 
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Bhil

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Re: Custom Jutsu Submission

Resubmitting:

You must be registered for see images

Summoning Animal:
Mantis Shrimp

Scroll Owner:

Sanji..

Other Users who have signed contract:

N/A

Summoning Boss if existing:

N/A

Other Summoning Animals tied to contract:

Mantis Shrimp Families:

| | |
| | | | | | | | |​

Origin:

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

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

General Description:

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

Summon General Abilities:

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

Fighting Style: Mantis Shrimps fight in two different styles, Spearing and Smashing, however each shrimp is built for one style only. Both styles cannot be used simultaneously as the styles are depended on the shrimp's appendages.
Spearers: Spearers are armed with deadly raptorial appendages lined with sharp, barbed and rather grisly spikes. The creatures use these weapons in a unique manner - lunging at prey with speed and grasping them as they bite or crunch, all the while stabbing, slicing and just generally mauling the enemy.
Smashers: This is the style that the Mantis Shrimp are more famous for. In this style, the users of the have their appendages more club shaped. Basically though, they just punch stuff. The speed at which they do it is absolutely ridiculous. In the real world, their punch reaches the speed of .22 caliber bullet or 50 mph in water and outside water. (restricted to rock lee w/o weights speed on here).The shockwave produced by the strike is powerful enough to knock out the prey on its own, even if the strike misses through the process called cavitation.

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

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




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

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

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


You must be registered for see images

Summoning Animal:
Mantis Shrimp

Scroll Owner:

Sanji..

Other Users who have signed contract:

N/A

Summoning Boss if existing:

N/A

Other Summoning Animals tied to contract:

Mantis Shrimp Families:


| | |
| | | | | | | | |​

Origin:

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


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

General Description:


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

Summon General Abilities:


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


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


Smashers: This is the style that the Mantis Shrimp are more famous for. In this style, the users of the have their appendages more club shaped. Basically though, they just punch stuff. The speed at which they do it is absolutely ridiculous. In the real world, their punch reaches the speed of .22 caliber bullet or 50 mph in water and outside water. (restricted to rock lee w/o weights speed on here). The shockwave produced by the strike is powerful enough to knock out the prey on its own, even if the strike misses through the process called cavitation. In the real world, They punch with such speed and acceleration that the pressure of the water behind the dactyl falls. It falls so much that it causes ruptures in the water, what you could call "bubbles". They can be about half a centimetre across or far smaller, but they are full of water vapour. The bubbles soon start to collapse as the pressure of water around them rises back to normal. They get smaller and smaller, leaving less and less space for the water vapour. The water vapour responds by increasing in pressure and temperature, soon reaching several thousand Kelvin for a brief moment, emitting a spark of light and heat and sound. It works by surrounding the appendages in a bubble of water, and then when the creature punches. However, on NB it works a bit differently. If the Mantis Shrimp is already in water when summoned, it follows the same procedure. But if they are out of the water, they surround their appendages with water chakra creating basically what is a bubble surrounding their appendage. And by swinging their limb and completing the punch(the appendage is fully extended), the shockwave of heat and light is released from the dactyl capable of knocking out others.

Eyes: It's not that their eyes are on stalks, although that's pretty cool in itself. It isn't even that each eye has a remarkable mobility and can be moved independently of each other, although that's pretty darn splendid. No, the real thing is that they are regarded as the most complex eyes of any animal in the world. For one thing, each eye is separated into three parts; an upper hemisphere, a mid-band and a lower hemisphere. This gives them trinocular vision (it can gauge depth and distance on its own by focusing on objects) in each individual eye, we require both eyes to gain some paltry binocular vision, but the Mantis Shrimp has depth perception in EACH one. Aside from that, the upper and lower hemispheres are used to see shapes and motion but the mid-band however, sees colour. Not only does the Mantis Shrimp see visible light, but also ultraviolet and infrared. Many insects can also see into the ultraviolet, and it provides a whole new layer of communication in the world. It perhaps also helps the Mantis Shrimp to further distinguish between various animals.

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



☼ Declined ☼

The fighting styles is too much for a general ability. You can leave it so they're either spearers or smashers, but any details on how they create shock waves and such will have to be included in the actual summon. Just leave it saying something like the spearers fight with a special appendage used to stab and cut while the smashers have a specialized appendage used for punching and crushing.


(Torikkurūmu) - Trick Room
Type: Supplementary
Rank: A
Range: Mid-Range
Chakra: 30
Damage: N/A
Description: The user claps both of their hands together releasing large amounts of wind chakra throughout their body. The wind chakra spreads around and forms itself into a box, covering the battlefield up to mid-range. The process of the chakra forming into a box is unnoticeable and happens rather quickly. Inside the box of chakra, whoever is inside becomes much slower, which drops their movement speed tremendously. The movement of arms, legs and torso are all affected by it. It happens due to the wind chakra inside pressuring air against the opponent slowing them down. The effect is similar to how someone would be in water, but instead on land. The wind chakra lowers the density of the area in the box which means more resistance to anything that tries to move through it.
Note: Trick Room lasts for 4 rounds and cannot be formed again.

♠ Declined ♠
Yeah, at the bolded. Not gonna work out. I like the idea of this jutsu, but it seems EXTREMELY hard to counter. Fire sounds like the it'll basically backfire on the user itself. Rework it a bit.
(Torikkurūmu) - Trick Room
Type: Supplementary
Rank: A
Range: Mid
Chakra: 30
Damage: N/A
Description: The user claps both of their hands together releasing large amounts of wind chakra throughout their body. The wind chakra spreads around and forms itself into a box, covering the battlefield up to mid-range. The process of the chakra forming into a box is unnoticeable and happens rather quickly but can be tracked by doujutsu that have the ability to do so. Inside the box of chakra, whoever is inside becomes much slower, which drops their movement speed tremendously. The movement of arms, legs and torso are all affected by it. It happens due to the wind chakra inside pressuring air against the opponent slowing them down. The effect is similar to how someone would be in water, but instead on land. The wind chakra lowers the density of the area in the box which means more resistance to anything that tries to move through it.
Note: Trick Room lasts for 4 rounds and cannot be formed again.

☼ Declined ☼

Why is this not a wind technique? Also it needs a usage limit, at 4 turns per usage I'd put it at 2 times per battle.


New:

(Katon: Fushinjin no Jikan) - Fire Release: The Ungodly Hour
Type: Offensive
Rank: S
Range: Short - Long
Chakra:40
Damage: 80
Description: The user gathers katon chakra and by stomping on the ground they release that chakra in front of the user(short range)forming 2 clock hands parallel to the ground. The hands are approximately 3 meters off the ground and extend to whatever range the user wishes. By performing the tiger handseal, the longer hand will spin in a full 360 degree clockwise motion, striking anything in its path and incinerating and cutting anything in its way. The second and smaller hand will then extend in any vertical or horizontal motion if the enemy happens to dodge the longer hand. The smaller hand will follow and extend itself to pierce the opponent.
Note: Can be only used once in the battle


☼ Declined ☼
 
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Kung Fro

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Re: Custom Jutsu Submission

(Kotai Sutemu) Solid Stem
Type: Weapon
Rank: A
Range: Short
Chakra Cost: 30
Damage: +60 with a Taijutsu kick
Description: Solid Stem is a human enhancement that is worn over the leg. It takes the shape of an intricately carved metal manifold that covers the foot and wraps up to the knee, complete with a joint for bending. Along the frame are holes of various sizes which allow for breathable movements and allow the frame to act as an extension of the body. The frame has various metal thorns on the inside structure, which lay dormant on the surface of the users skin and allow for extension, the thorns will burst into the user when chakra is channeled into them (This causes pain to the user; pain is useful). The main use of the solid stem is to provide the user with enhanced movements by bursting chakra through the holes. This accelerates the movements of functions such as kicking or stomping. Chakra can be burst from all the holes at once, however this would merely result in a standstill of movement as the burst would be working against it's own purpose by going out opposite ends, so the user will only burst raw chakra from the hole(s) that would augment his movement(for a kick to the chin, the bottom of the feet and back of the ankle and so forth). The Frame has a seam down the side which only the user can open to remove the frame, anyone else tries to wear it and the thorns inside shred their legs.
-Burst can only be used up to 5x per battle.
-Chakra burst counts as a move and the burst does not extend more than an inch out of the respective holes

☼ Declined ☼
Give a rank genjutsu that the pain from the spikes can dispel. The augmentation needs to be better defined. How much faster does the kick go? If you're using this with a technique, and not just a free form kick, its not going to get +60 damage, though I can see it getting something like +10. Add that in there somewhere.
(Kotai Sutemu) Solid Stem
Type: Weapon
Rank: A
Range: Short
Chakra Cost: 30
Damage: +10 with a Taijutsu kick
Description: Solid Stem is a human enhancement that is worn over the leg. It takes the shape of an intricately carved metal manifold that covers the foot and wraps up to the knee, complete with a joint for bending. Along the frame are holes of various sizes which allow for breathable movements and allow the frame to act as an extension of the body. The frame has various metal thorns on the inside structure, which lay dormant on the surface of the users skin and allow for separation from the frame, the thorns will shoot into the user when chakra is channeled into them (This causes pain to the user; pain is useful. Allowing the user to break A-rank genjutsu, shooting the thorn into the bone). By alternating which thorns are used the user can use this multiple times, though prolonged usage will reduce the strength of their leg. The main use of the solid stem is to provide the user with enhanced movements by bursting chakra through the holes. This accelerates the movements of functions such as kicking or stomping. Chakra can be burst from all the holes at once, however this would merely result in a standstill of movement as the burst would be working against it's own purpose by going out opposite ends, so the user will only burst raw chakra from the hole(s) that would augment his movement(for a kick to the chin, the bottom of the feet and back of the ankle and so forth). The Frame has a seam down the side which only the user can open to remove the frame, anyone else tries to wear it and the thorns inside shred their legs.
-Burst can only be used up to 5x per battle.
-Chakra burst counts as a move and the burst does not extend more than an inch out of the respective holes
-Thorns can be used to break genjutsu three times per battle, upon the third usage the wearer moves with a noticeable limp and their taijutsu kicks lose 20 damage.

☼ Approved ☼

Reduced genjutsu breaking rank by 1, added a note. If you're unhappy with it PM me and I'll decline it.


(Shikotsumyaku Hijutsu: Rokushiki: Akumo No kami sori) Secret Kaguya Technique: Six Styles: Devil's Choke
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The user of this technique will first grow a razor sharp bone along their Tibia bone. The bone resembles a long razor that runs up the shin and will protrude only an inch out of the skin. Once the bone is formed, the user will deliver a kick to the opponent whilst igniting their lower leg on fire. The fire alone is capable of leaving third-degree burns while the force behind the razor can deliver wounds which resemble a swords strike. The flame will extinguish with contact on the opponent or by dieing out the same turn.
-Flame will be extiuished at the end of the same turn it was created
-User will suffer symptoms similar to a first degree burn on his leg after using this technique.
-Can only be used 3x per battle due to strain on leg

☼ Declined ☼

This is a combination technique, which would require two spots in your turn. To be honest it seems kind of useless as well, especially if you plan on using your weapon.


(Doton: Kami no te) Earth Style: Hand of God
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage: 40
Description: The user of this technique will form the Ox handseal and create a portal, similar to the "Dropping Lid" technique. Out of this portal, a hand made of sticky or regular mud will emerge. The hand will be roughly the size of three human hands and is connected to a tube of mud coming from the portal. The tube is as wide as a humans arm and merely acts as a bridge between the hand and the portal. The hand and tube can retract back into the portal in a second but the portal will disappear after. The portals opening is not stealthy and will make a whirling noise that can be heard within short range of the portal. The portal can be formed within mid range of the user and the arm can only stretch ten meters at full length, giving it a combined reach of long range.
-Can only be used twice per battle with a 2 turn cool down
-User can choose the composition of the mud whether it be sticky or regular but it still follows Elemental Strengths and Weaknesses

☼ Declined ☼

Is the purpose of this to grab something and pull it into the portal and have it disappear away? That's essentially space/time or fuuinjutsu.
 
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SSW Imp

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Re: Custom Jutsu Submission

Fuuton: Tezawari za Oshi: Wind Release: Feel The Pressure
Type:Supplementary
Rank: C
Range:Short
Chakra: 15
Damage:N/A
Description: After channeling chakra throughout his/her body. The user will quickly release the chakra outward short range around all sides of their body, creating a sphere. By doing this, it creates a wall of thick pressurized air that can slow down the movements of incoming projectiles, jutsu, and even opponents that may be attacking the user at a untraceable speed. This jutsu does not block said techniques but it allows the user to easily side step or block against said projectile. In the case of movements made by the opponent within short range of the user, the user will have to use a little more chakra to produce a thicker air around them. This jutsu doesn't significantly slow down all movements made with the sphere, but it does allow the user to become aware of anything entering the sphere because it is basically made out of the users chakra.
-Usable 3 times per battle
-Must be taught by Sir Hoshigaki

☼ Approved ☼

Removed multiple ranks.


Summoning Animal: Sea Anemone
Scroll Owner: Sir Hoshigaki
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: Sea anemones are a group of water-dwelling, predatory animals of the order Actiniaria. They are found in many of the seas throughout the Ninja World. They are named for the anemone, a terrestrial flower. Anemones often have large polyps that allow for digestion of larger prey. Sea Anemones are related to corals, and jellyfish. A sea anemone is a sessile polyp attached at the bottom to the surface beneath it by an adhesive foot, called a basal disc, with a column-shaped body ending in an oral disc. Some however, can freely move through the air. They can have from a few tens to a few hundred tentacles, depending on the size of the anemone. A few species are pelagic and are not attached to the bottom; instead, they have a gas chamber within the pedal disc, allowing them to float upside down. The Sea Anemones vary in shapes and sizes, with a certain amount of chakra, the user can summon very large anemones.

Anatomy of the anemones
The mouth, is in the middle of the oral disc surrounded by tentacles armed with many cnidocytes, which are cells that function as a defense and as a means to capture prey. The Cnidocytes that sting are called nematocysts. Each nematocyst contains a small vesicle filled with toxins (actinoporins), an inner filament, and an external sensory hair. A touch to the hair mechanically triggers a harpoon-like structure that attaches to organism, and injects a dose of venom in the flesh of the aggressor. The venom is a mix of toxins, including neurotoxins. The neurotoxins main use is to paralyze the prey.Circular fibers are found in the body wall and, in some species, around the oral disc, allowing the animal to retract its tentacles into a protective sphincter. Since the anemone lacks a skeleton, the contractile cells pull against the gastrovascular cavity, which acts as a hydrostatic skeleton. The anemone stabilizes itself by shutting its mouth, which keeps the gastrovascular cavity at a constant volume, making it more rigid. Although generally sessile, sea anemones are capable of slow movements using their pedal disc, or of swimming, using either their tentacles or by flexing their bodies.

-There are two general types of anemone

The Sea Anemone
Sea Anemones are often called the "true anemones". The summonings are water in nature. They have an adhesive pedal disc or foot used to hold them in place on surfaces, a hollow cylindrical or column shaped body, and an oral disc, or mouth, at the top which is surrounded by a circle of tentacles containing stinging nettle-cells or nematocysts. These stinging cells are used to capture prey and push it into its mouth. With only a slight touch, the tentacles shoot harpoon-like filaments into passing prey, injecting it with a paralyzing neurotoxin, and then guiding it into the mouth.

The Tube Anemone
Tube Anemones are also known as Tube-dwelling Anemones or Burrowing Sea Anemones. The animals are earth specialists. They are solitary animals, living and withdrawing into tubes that are buried in soft sediments like mud, or earth. Tube Anemones look very similar to sea anemones, but they have elongated bodies adapted for burrowing and they lack the pedal disc or foot. The cylindrical shaped body is covered by a tube of secreted mucous and is usually hidden in the muddy substrate. The mouth is on a central disk, surrounded by short tentacles in the center and longer tentacles on the margins. Usually only the tentacles are visible above the ground. These summonings can be summoned under the grounds, or if summed above ground can burrow into the ground

-Summoner will draw blood and wipe it on the summoning tattoo
-Signers of this contract will receive this summoning tattoo
You must be registered for see images
(Red one at the very top)


☼ Declined ☼

As far as I know you are not allowed to drop a contract in this way. The only way to get rid of a contract is to pass ownership of said contract on to another person.


Doton: Kadomosu no Tanemaki: Earth Release: Cadmus's Sowing
Type: Offensive
Rank: A
Range:Short-Long
Chakra:30
Damage:N/A
Description: This is a very high skilled technique used only by a few strong shinobi. After making a completely closed fist, the user will create 10-20 tooth shaped earth seeds that will form in the palm of the user. After the seeds are created, the user will open his palm, and will throw the seeds into the air, scattering them on the ground short-mid range around the user. Once the seeds make contact with the ground, they will seep into the ground. After laying dormant in the ground for 1 turn, the user will perform the Dragon handseal, and will manipulate the seeds to form into skeletons that will rise from out of the ground with their hands first at a fast speed (2 seconds) The skeletons vary from 4-5 feet in height, and the number of skeletons depends on the amount of seeds spread initially. The skeletons are not armed, but their arms are created in a way that their extremities are very sharp. They can also fire off their fingers like senbon, but move significantly slower. The skeletons, once risen from the ground, cannot be controlled by the user, and will rush toward the opponent at fast speeds (traceable by the eye, but still difficult to keep up with). The user doesn't have to release all of the skeletons at once, but if the seeds stay dormant in the ground for more that three turns, they will revert back to earth. The skeletons have the same weaknesses as all earth techniques.
-Takes two turns for the technique to take place
-Can only be used 2 times per battle; must wait 2 turns between uses
-Only taught by Sir Hoshigaki

☼ Declined DNR ☼
 
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Strawberry

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Re: Custom Jutsu Submission

(Jiton:Satetsu kakou) l Magnetism Release: Iron Sand Drop
Type: supplementary / offensive
Rank: A
Range:Mid
Chakra:30 Chakra
Damage: 60 Damage
Description: A very special technique invented to ease the burden of having to carry iron sand with the user. The user forms the OX handseal, opening a portal with a 5 meter radius in the sky. The portal drops a massive amount of iron sand downwards. This serves as as an alternate way to bring iron sand onto the battlefield, the only real direct offensive ability the jutsu has would be to crush the opponent by having a massive amount fall on them. The sand falls as fine sand and not as needles and so on.

Note: Can only be used by Sandaime Kazekage or Sasori using the Sandaime Kazekage puppet
Note: Can only be used 3 times requiring a turn for cool-down between use.
Note: Can only be taught by Strawberry

☼ Declined ☼

I'm thinking I've seen enough of these "portals".

(Jiton: Seido Seichuu) l Magnetism Release: Precision Control
Type:Offensive / Supplementary
Rank: B
Range: Short/Long
Chakra: 20 Chakra
Damage: 40 Damage
Description: The user manipulates iron sand present within an opponents body or iron sand that is on contact with the opponent. The user can move this iron sand around within a limited range to further cut the opponent to cause damage, other bodily harm like cutting through tendons.

Note: Can only be used by Sandaime Kazekage or Sasori using the Sandaime Kazekage puppet
Note: Iron sand must be in contact with opponent or opponents clothing
Note: Sand can only be moved short range of where it is manipulated from
Note: Can only be taught by Strawberry

☼ Declined DNR ☼

l Magnetism Release: Iron Sand Surging Wave
Type: Offensive
Rank: A
Range:Short / Long
Chakra: 30
Damage: 60
Description: The user will slam his hands on the ground, and make a 10 meter wide, 10 meter tall wave of iron sand surface from underground, on the battle field, that can be sent in any direction.



Note: Can only be used by Sandaime Kazekage or Sasori using the Sandaime Kazekage puppet
Note: Can only be used 3 times requiring a turn for cool-down between use.
Note: Can only be taught by Strawberry

☼ Declined ☼

Already a lot of waves out there.
 
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Korra.

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Re: Custom Jutsu Submission

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


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

Blake bio with Snakes

(Hebiātsu: Sunēku no Ishii) - Snake Arts: A Snake's Dying Wish
Type: Offensive
Rank: C-S
Range: Short -Long (for activation) (short - mid for explosion)
Chakra: 15 - 40
Damage: 30 - 80
Description: This jutsu involves sacrificing a snake summoning to try and end an opponent once and for all. The user place an explosive tag onto their snake summon and do the snake sign having the tags multiply until all of the snakes scales are now explosive tags. The user will than do the ram sign and and send a pulse of chakra into the snake causing it to explode and having all the tags go off also resulting in a huge explosion. The impact and strength of this jutsu depends on the length of the snake summoning making it stronger if the snake is longer. 1m-10m = C-rank explosion, 11m - 20m = B-rank explosion, 21m - 30m explosion, 31m - 49m A rank explosion, +50m S rank rank explosion If the user uses this with summons as big as Manda than the user must find a way to protect himself from the explosion.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Note: Usable 3 times a match with a 2 turn cool down of snake ninjutsu


Blake bio has Snakes/Snake Sage Mode

☼ Approved ☼

(Hebi Kuchiyose: Jalorda) - Snake Summoning: Serperior
Rank: S rank
Type: Offensive/Defense
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: After the user bites their thumb and does the hand sign they summon Serperior who is as bis as half the size of an anaconda. Serperior is a snake from the Ryūchi Cave and is one of the chosen sage snakes. He is able to gather natural chakra and fuse with the user to allow the user to enter Snake Sage Mode easier. While fused with the user Serperior continuously gathers sage chakra for the user when they are moving, as he is stationary on top the persons shoulders thus eliminating the weakness of exhausting the users sage chakra in battle. If the user is already in Sage Mode when Serperior is fused than he can be used to make the user's sage mode last longer as long as he is still in the battlefield.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Note: Stays on the field for 4 turns
Note: Can only be summon once
What he looks like:
You must be registered for see images

☼ Leaving for another Mod ☼

Not sure if there are any rules regarding senjutsu gathering things.



 Declined  Want to fuse with an animal and enter SM easier? Sign Toads. DNR
 
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Method

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Re: Custom Jutsu Submission

Raiton: Mabayui bakari no shirindā |Lightning Release: Blinding Cylinder
Type: Offensive
Rank: S
Range: Mid
Chakra: 40 (+20)
Damage: 80 (Must make contact with the opponent)
Description: The user performs two handseals & slams both hands against the ground. A large circle of lightning rips through the ground, rising up to eight meters completely encompassing the opponent within a cylinder that reaches out 3 meters. As the cylinder fully forms, it begins to emit a bright light that momentarily blinds any party within & from a short range distance (5m). The user continues to perform a single handseal, charging chakra across the cylinder (+20 Chakra) causing it to rapidly contract in toward the opponent while also creating electrical currents that connect all across the inside of it. The currents cause no serious harm to the opponent but are enough to sidetrack them as the cylinder closes in. As the cylinder makes contact with the opponent the connection causes a short range electrical explosion, paralyzing the opponent for two turns.
- Can be used twice
- Unable to perform S Rank or above lightning the same turn
- Unable to perform A Rank or above lightning the next turn
- Taught by Method

☼ Approved ☼

Just added the word momentarily, as we can't have this blinding someone the entire match. Momentarily in this case is no different than a flash bomb or the canon lightning flash technique.

Futon: Fūryoku |Wind Release: Wind Force
Type: Defensive
Rank: B
Range: Short
Chakra: 20
Damage: -
Description: By manipulating their chakra the user is able to create a rapid force of wind that pushes outward from their body. It does not blow it's target back but is used to drastically reduce the speed of an incoming strike performed by an opponent, allowing the user more time to evade or counter it. The force of wind can also be used against certain projectiles such as shuriken, kunai & elemental techniques that are weak against Wind & of appropriate size, which would be roughly that of a human head, & by the user's choice can be used to drastically slow the projectile down or simply stop it completely (the latter costing +10 chakra). The wind is not directly released from the user, but the air surrounding the user or simply a specific part of their body, is mixed with their chakra & begins to rapidly gather & push forward creating a sort of wind force against it's target. The smaller the area selected for release, the quicker & less forceful the outburst of wind. To create a more dynamic force of wind (such as a full body outburst) the user is required to pay an additional +20 chakra to execute it, this takes more time so requires the incoming target to be of a distance of roughly 1 meter away from the user to be used effectively & can slow down either the opponent or something of similar size (being roughly the size of an average person). In either case the outburst of wind can reach no further than half a meter.
- Can only release a single burst each time used.
- Can be used 3 times, once a turn.
- Taught by Method

☼ Declined DNR ☼
 
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-Yard-

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Re: Custom Jutsu Submission

CFS:

Remade it almost completely

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

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


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

(Performing The Non Telegraphed Straight Lead)


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



Custom Fighting Style:


(Jie Quan Dao: Hi denpō sutorētorīdo) Jeet Kune Do: The Non Telegraphed Straight Lead
Type: Offensive/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40 (If striking)
Description: The Non Telegraphed Straight Lead is the backbone of all punching in Jeet Kune Do. It is used both as an offensive and defensive weapon to 'stop' and 'intercept' an opponent's complex attack at a moment's notice and derives from moving in a fluid like nature that allows you to strike without telegraphing. The momentum of the punch begins with the user pushing off their rear foot, turning their foot, while turning their hip along with it in the same direction, this way they get an even stronger turning motion, as they bring their arm outwards, extending their arm with a quick snap of the elbow ending with a quick flick of the wrist making your fist turn at a 45 degree angle just before the moment of impact so that you strike with a snapping like motion, utilizing your body movements altogether so that your strike is at top speed and maximum impact. The momentum of the fist, through momentum-impulse transfer (derived from multiple body segments), translates into high impact force at the point of impact. Meaning that by doing the steps above, pushing off your rear foot, turning your body, snapping your wrist, you are aiding the impact of your strike by utilizing multiple movements of your body, transferring the momentum of each movement of your body through your strike so that it ends with it being at maximum impact and speed. By putting all of these elements together, one will perform the straight lead with structural sound-ness.

Notes, Additional info & Limitations:
- Must have learned basic Taijutsu
- Can defend against taijutsu up to B rank
- The user can use this to make multiple combo's and strikes and incorporate it with other taijutsu within the style.
- Must be a Jeet Kune Do Master

♦ Approved ♦

(Jie Quan Dao: Sutorēto burasuto) Jeet Kune Do: Straight Blast
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The Straight Blast is one of Bruce Lee's most famous signature moves. The technique operates on the principle of using a sustained offense as a means of forcing an opponent to move on the defensive it’s also known as “chain punching.” The move consists of putting both fists perpendicularly above one another and moving them in a circular motion (starting forward and downward) in a tight formation with fists kept facing forward bent at the wrist outward and clenched vertically, compounded with the user moving toward an opponent. This is intended to throw off the opponent while effectively dealing a barrage of 6 or more centrifugally forced punches toward them. Executed at the right time, this barrage of strikes uses short range punching power and speed that is very difficult to deal with. Striking targets for these punches are the nose, chest/torso, throat, side of the neck, base of the skull, and groin.

- Must have learned basic Taijutsu
- Can be used 2X per battle
- Must skip one turn before using again
- Must know Jeet Kune Do



Technique:
13:03-13:18


♦ Approved, removed the +10 to damage part. The jutsu collectively is what does the 60 damage, hence the point of it saying "a barrage of 6 or more centrifugally forced punched". ♦

(Jie Quan Dao: Hebi Piripiri) Jeet Kune Do: Serpent's Sting
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This Jeet Kune Do technique takes advantage of the eye jabs an grapples in the style. The user first begins by standing in a traditional Bai Jong stance, slowly weaving their arms slightly, moving in a fluid like motion. Then the user will throw a quick, non telegraphed straight forward two finger jab to the opponents eyes with their dominant arm in a fluid like motion, only extending their fingers an instant before impact. The goal is to at least make the opponent blink as a natural reaction to protect their eyes. As the user begins the initial strike, they bring their other arm forward as well so when the opponent blinks, the user will quickly follow up with a strike to the opponents diaphragm hard, leaving the opponent gasping for air, causing the opponent to be dazed, paralyzed and unable to mold chakra for the remainder of this technique due to them being dazed. While dazed, the user moves around to behind the opponent as they place their right arm around the front of their neck, left arm behind the neck and choke the opponent unconscious. The opponent will fall unconscious within 10 seconds and will take 10 seconds to recover.

- Must have learned basic Taijutsu
- Can be used 2X per battle
- Must skip one turn before using again
- Must know Jeet Kune Do


☼ Leaving for Chris ☼

♦ Declined, remove the references to seconds. Seconds and minutes are very difficult to judge in a fight, use a better suited term. And remove the unable to mold chakra. ♦
 
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Re: Custom Jutsu Submission

wind release: protective sphere[fuuton hogo-kyu]
Rank:B-rank
Type:offensive
Range:short-long
Chakra cost:20
Damage points :40
Description:The user focus their futon chakra round them, they will then shape manipulate it into a sphere of wind round them the sphere covers even the feet, the user will now control the sphere to shoot wind spikes at the opponent
»Can only be used thrice per battle
»Can only be taught by layway


water release: exploding orb[suiton bakutshu obu]
Rank:B-rank
Type:offensive
Range:short-mid
Chakra cost :20
Damage points :40
Description:The user will form an orb of water between his cupped palms set 30 inches apart he will then throw the orb at the opponent, when the orb gets to 3 inch from opponent it engulfs them into it by enlarging after capturing opponent user will then control the orb to release spikes and kill opponent
»Can only be done thrice in a battle
»Can only be taught by layway
Ghost clone(gosuto bushin)
Type:supplementary
Rank:A -rank
Range:short
Chakra:30
Damage:n/a
Description: Dan Kato weaves two handseals he will then make a clone beside him, the clone is a ghost and is invisible to the naked eye [ghost can be seen by dojutsu and sensory ninjas ] the ghost can be controlled to posses opponents, only wind jutsus work on the clone and s-rank all other elements harm the clone, the clone cannot deal physical damage.
♠can only be taught by layway
♠can only be used by Dan Kato biographies
♠can only be performed twice.
♠A maximum of three clone can be made at a time.


☼ All Declined DNR ☼
 
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Yanks

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Re: Custom Jutsu Submission

(Katon: Isonrin Baindo) - Fire Release: Five-Ringed Bind
Rank: B
Type: Offensive
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After knocking their opponent into some type of wall [Regular, bolder, etc.], the user will first weave the Tiger→Special Hand seal [like the one Deidera uses to create explosions] while gathering up their fire chakra. They would then point their extended finger forward towards the target and release five small, glowing rings that attach themselves to the opponent's neck, arms and legs, restraining them to the wall. When contact is made between the target and the rings, they suffer from intense 3rd degree burns.
Note: Must be taught by Yānks
Note: Can only use three times per battle
Note: The target must be backed up against a wall
You must be registered for see images

♠ Declined ♠
Submit next turn when unbanned.
(Katon: Isonrin Baindo) - Fire Release: Five-Ringed Bind
Rank: B
Type: Offensive
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After knocking their opponent into some type of wall [Regular, bolder, etc.], the user will first weave the Tiger→Special Hand seal [like the one Deidera uses to create explosions] while gathering up their fire chakra. They would then point their extended finger forward towards the target and release five small, glowing rings that attach themselves to the opponent's neck, arms and legs, restraining them to the wall. When contact is made between the target and the rings, they suffer from intense 3rd degree burns. The binds, however, can be broken with a force of B-Rank or stronger.
Note: Must be taught by Yānks
Note: Can only use three times per battle
Note: The target must be backed up against a wall
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☼ Approved ☼

Changed it to B-rank or higher to break them, as this is a B-rank technique.
 
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Erzo

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Re: Custom Jutsu Submission

(Ototon: Hera's Nusuma Reta Gifuto) - Sound release: Hera's Stolen Gift
Rank: A
Type: Attack/Defence/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: A type of Hindering Sound Waves, this jutsu is based on the categories of the opponents brain and the way they affect the otherwise normal bodily functions. This jutsu can be used on both alies and opponents as the effects of the sound-waves created vary depending on the frequency. When attempting to use it on allies, the user would release the sound so that it's not loud enough for those who are in mid/long range to hear it, or so that those in short-mid range can hear it but not those in long, adjusting each time depending on where his/her allies may be. When releasing sound waves of roughly between 14 to 30 hz, all those who hear it have higher levels of alertness and concentration, the concept of fight or flight kicks in, causing the person to react quickly to whatever's coming, either through fighting or running away. This gives whoever hears it a +10 damage to all their Ninjutsu, and a greater reaction time. When releasing sound waves between 0.1 - 7.9 Hz, all those who's ears it falls on go into a trance like state, as if they have access to their unconscious mind. Their awareness of their body and limbs are lost, they sway lifelessly, the whole situation almost appearing to be a genjutsu in which they were heavily sedated. Their thoughts and actions they want to perform are still processed but their body does not respond to their wishes. The third and final sound wave created ranges from 8 to 13.9 Hz, and is somewhat a cross between the first and second, allowing the user to feel relaxed whilst remaining extremely focused, the body swaying yet each movement would have a purpose and a reason, similar to that of the Drunken Fist jutsu used by Lee. The user produces these different sound waves by focusing on his/her chakra and exhaling, creating the required sound wave whilst doing so. In order to prevent him/herself from getting affected by the same sound waves, the user would simultaneously send chakra into his/her own ears, using the chakra to block out the sound created.
~ Can only be used twice
~ Can only be taught by Erzo
~ Each use lasts 3 turns, unless otherwise disrupted
~ No other sound jutsu within the same turn, nor above S-rank in the next.

♠ Pending, leaving for another checker ♠

♦ Declined, this is OPed and partially a sound mode depending on how it is used. First bold: What does making one have heightened reactions have in correlation to making your ninjutsu become strengthened? That is just an attempt to increase the power of someone's attacks, likely an ally in a NW fight. Adrenaline raising doesn't increase chakra input and power. Second bold would indeed be a sound genjutsu and certainly not how it is described here. Here, it would be a Hindering Sound Technique but the mentions to the unconscious mind are clear indicators of it being a Sound Genjutsu instead. Also, I liked the last name more. ♦
(Ototon: Hera's Nusuma Reta Gifuto) - Sound release: Hera's Stolen Gift
Rank: A
Type: Attack/Defence/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: A jutsu which mixes both Genjutsu Inducing Sound Waves and Hindering Sound Waves, the idea is based on the categories of the opponents brain and the way they affect the otherwise normal bodily functions. This jutsu can be used on both alies and opponents as the effects of the sound-waves created vary depending on the frequency. When attempting to use it on allies, the user would release the sound so that it's not loud enough for those who are in mid/long range to hear it, or so that those in short-mid range can hear it but not those in long, adjusting each time depending on where his/her allies may be. When releasing sound waves of roughly between 14 to 30 hz, all those who hear it have higher levels of alertness and concentration, the concept of fight or flight kicks in, causing the person to react quickly to whatever's coming, either through fighting or running away. This gives whoever hears a greater reaction time, one which compares to that of Minato, if not superior. When releasing sound waves between 0.1 - 7.9 Hz, the user would make it so that the sound heard induces a genjutsu, making all those who's ears it falls on go into a trance like state, as if they have access to their unconscious mind. Their awareness of their body and limbs are lost, they sway lifelessly, the whole situation almost appearing to be a genjutsu in which they were heavily sedated. Their thoughts and actions they want to perform are still processed but their body does not respond to their wishes. The third and final sound wave created ranges from 8 to 13.9 Hz, and is somewhat a cross between the first and second, allowing those it's used on to feel relaxed whilst remaining extremely focused, the body swaying yet they'd retain their ability to move, each movement still having purpose and reason, similar to that of the Drunken Fist jutsu used by Lee. The user produces these different sound waves by focusing on his/her chakra and exhaling, creating the required sound wave whilst doing so. In order to prevent him/herself from getting affected by the same sound waves, the user would simultaneously send chakra into his/her own ears, using the chakra to block out the sound created.
~ Can only be used twice
~ Can only be taught by Erzo
~ Each use lasts 3 turns, unless otherwise disrupted
~ No other sound jutsu within the same turn, nor above S-rank in the next.

♦ Declined, okay now that it's going on the right path, the second set of waves (0.1 - 7.9 Hz) are too OPed. It's a genjutsu that essentially prevents you from breaking it because "thoughts and actions they want to perform are still processed but their body does not respond to their wishes". And the third effect is just Drunken Fist made with sound waves instead of Sake. ♦

(Tairei: Sózó no Okurimono) - Oversoul: Gift of Creation
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them to even rival boss summons in size. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, birds would be capable of flight, moles for digging and aquatic animals for swimming, meanwhile Gorilla shaped animals would possess uncanny brute strength. Hybrids are also creatable through utilisation of this technique, or even legendary creatures. Teddies can also undergo delayed expansion, allowing them to be thrown or launched to a desired spot before in preparation for their expansion.

Note:

- Can only be used 5x
- Cannot be used on consecutive turns
- No Oversoul techniques above S rank for the rest of the turn.
- Up to three creatures can be created per usage - with a maximum combined size of a giant boss summon.
- Lasts for a duration of up to four turns, at which point chakra will fade from them leaving them lifeless. (The user can extend a duration by utilizing this technique again)


 Declined  I don't understand what you want to do with this. Is this simply to make the toys bigger? If so, then how do you control them? Or is this a sort of activation technique where you use it into a normal sized toy, making it grow "activating" it to then control and use as a puppet/ally? If thats the case, it needs a chakra cost per turn to sustain and you need to tweak the description a bit as its not quite clear. Also, max size will not be a boss summon. At best, about 15 meters tall. For more you need more chakra thus more rank. Also, I want it clear that this can only be used in one target at a time.
(Tairei: Sózó no Okurimono) - Oversoul: Gift of Creation
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (-10 per turn)
Damage points: N/A
Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them reach a size of up to 15 meters. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent either by dispatching it through their mouths/noses and bodily pores in general or through bodily movements such as swinging their arms/legs/wings and other limbs in general, depending on the animal, with each of these strings/fillings launches considered to be B-ranked, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, birds would be capable of flight, moles for digging and aquatic animals for swimming, meanwhile Gorilla shaped animals would possess uncanny brute strength. Hybrids are also creatable through utilisation of this technique, or even legendary creatures. Teddies can also undergo delayed expansion, allowing them to be thrown or launched to a desired spot before in preparation for their expansion. Once activated, the animal animated would become sentient, fighting alongside the user as an ally.

Note:

- Can only be used 5x
- Cannot be used on consecutive turns
- Can only be used to bring one toy 'alive' at a time
- No Oversoul techniques above S rank for the rest of the turn.
- Lasts for a duration of up to four turns, at which point chakra will fade from them leaving them lifeless. (The user can extend a duration by utilizing this technique again)
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CFS approved here:

♦ Approved ♦

☼ Leaving both for Chris ☼
 
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Lord of Kaos

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Re: Custom Jutsu Submission

Liger contracted submitted in old CJ thread that has been hidden.

1. ( Kuchiyose: Delphi Ligers ) ♆ Summoning: Delphi Ligers
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Attack points: N/A
Description: A small elite group of Ligers, Delphi Ligers, as they are called, are able to cast illusions unlike most Ligers. Being more Yin aligned, the Delphi ligers utilize this in the form of genjutsus that are released via roaring, taking the place of handseals. These ligers are only able to use Genjutsus up to S rank and only those that are able to be cast remotely (i.e. No genjutsus that work via eye contact, touch, etc). Due to their alignment to Genjutsu, these Summonings are subsequently weaker in basic taijutsu, being able to disperse upon contact with B rank taijutsu and B ranked ninjutsu. These Ligers stand at around the height of the 3 meters tall if on their hind legs as they are able to stand bipedally and wield staffs. They also are known to wear cloaks that hide their faces and body, complete with scrawls across the face area, choosing to work from the "shadows", so to speak. If S ranked genjutsus are utilized by the summoning, the user is left unable to use genjutsu as well that turn and each S ranked usage of a genjutsu reduces the amount of time these Ligers can exist on the field by one ( 1 ) turn.
Note: Can only be used three times, each time summoning one generic Delphi Liger.
Note: Can only use up to S rank genjutsu that the user knows
Note: While the genjutsu utilized are released through roaring, this does not mean all Delphi Ligers are able to use Sound based Genjutsu.
Note: Each liger lasts 4 turns before dispersing.


 Declined  McRazor and others have tried to submit animals who can use normal genjutsu through roars and other stuff and it has always been declined as that would make any genjutsu you know turn into a sound genjutsu for all intents and purposes. Only way for this to work is if you make a set of unique genjutsu that only they can cast, removing their access to normal genjutsu.


2. ( Kuchiyose: Jason ) ♆ Summoning: Jason
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Attack points: N/A
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons, Jason. Jason, when on all fours, is the size of a grown man standing and when Jason stands bipedally, is close to 2 meters taller (standing at a full 3 meters) and proportionately sized also. Jason stands out amongst the Ligers for a few reasons, the most notable being the appearance of his coat of fur, shining a bright gold color, taking on a trait of Lions, from which Ligers are derived. This fur, shining a bright gold, reflects light from it, often making it appear as if Jason has disappeared from the field, making tracking him quite difficult, giving him the a rather useful ability in espionage. Jason is also a noted hand to hand combatant, though not on the same level as Achilles, known for his superior strength. However, Jason is much quicker, moving at speeds similar to Heracles, slightly faster than most Ligers and can use basic taijutsu the user knows up to B rank, though no elemental variations. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. Similar to this line of work, Jason is able to be summoned in the form of a golden cloak of fur, granting the wearer with an ability similar to his own but enhanced; Jason is only able to conceal his appearance, his source of chakra remaining on the field. However, in his cloaked form, this ability increases as he isn't constantly molding chakra while using it, creating the effect of complete concealment but this is still limited. This works by the cloak reflecting light around the user to make it appear as if there isn't any chakra concealed beneath it. However, should the user make any actions that utilize chakra, this concealment is exposed, the user's source of chakra viewable from beneath the cloak. Still, the concealement is less effective, the faster the user is moving (or the liger). The faster you move, the more disturbances flow through the surface of the cloak (or the ligers fur), rippling the light and creating a sort of mirage effect as one moves, becoming clearly visible to other ninjas. Doujutsu users can fully see the liger though they'll have trouble spotting the user if he is cloaked. Sensors are immune to this and can sense the users chakra or the liger's regardless, unless a chakra suppression technique is used.
Note: Can only be summoned once
Note: Lasts 4 Turns
Note: Taijutsu usage count towards the user's three jutsu per turn, as well as using the concealment abilities.


 Approved 


3. ( Magen: Noroi Doujutsu ) - Demonic Illusion: Accursed Eye Technique
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user forms three handseals and casts a genjutsu that distorts the victim's sense of perception and his ability to focus on the environment and surroundings, creating a lapse in his ability to properly react to things. Creating the effect of essentially rapid deterioration of the sight, this technique initially starts as a slight bluriness of objects in motion, creating what appears to be a difficulty to focus. As the fight progresses, this bluriness worsens to the complete inability to focus on any object, creating a visual distortion in objects. As the effect happens over a series of turns, it makes the effects of it seem more realistic, making it difficult to initially determine it is a genjutsu. Due to this perceived visual deterioration, the target's of this have a dulled sense of perception and tracking and reacting time, essentially decreasing 25% for 3 consecutive turns, the last turn making the opponent blind to movements above his own base speed.
Note: Can only be used 2 times.
Note: Lasts 3 Turns
Note: Requires a break of at least 2 turns in between usages.
Note: Is not a Sharingan genjutsu nor requires Sharingan to be performed.


 Approved 
 
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Urda

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Re: Custom Jutsu Submission

( Katon: Mizukane) - Fire Style: Liquid Gold
Type: Attack, Defense, Supplementary
Rank: A
Range: Close (0m ~5m)
Chakra: 30
Damage: 60
Description: Katon: Mizukane is a Ninjutsu which utilize the Fire Element. The ninja channels Chakra into their palm(s) which is simultaneously used to create a source of heat to increase sweat glands and fire. The fire is meld with their sweat glands to produce liquid-fire. The ninja can manipulate the liquid-fire from their palms at close-quarters for offensive - changing its shape into a dagger or a substance that allows them to melt through any object it comes into contact with, or as a defensive - changing its shape into a small shield to block projectiles which melts them on contact. When the liquid-fire touches it target it burns through their skin causing fourth degree burn: extending through entire skin, and into underlying fat, muscle and bone. It can also be used for torturing and interrogation purposes.
Restrictions:
~ Can only be used 4 times per battle
~ Able to melt through B-rank and below Earth techniques.
~ The duration of the technique can be extended, but only lasting 3 turns in which -30 Chakra Points is being subtracted each turn. Once the technique ends, it cannot be used for the remaining of the battle. No techniques are to be performed while the technique remains active. It could defend against C-rank and below Water Style techniques - being able to vaporize water upon contact.

☼ Declined ☼

This isn't within the bounds of fire release, essentially you're creating a new element.


(Dosei) - Saturn
Type: Attack
Range: Mid (0m ~ 10m)
Rank: S
Chakra: 40
Damage: 80
Description: Dosei is a Ninjutsu which defines chakra control as it becomes a dense mass of Chakra at a fix point that expands and explodes. The Chakra forms into a small spherical orb and then sent towards the target at mid-range. It expands in front of the target into a large Chakra ball making it unavoidable. The ninja will pressurize the Chakra and cause it to explode within range of the target and it is capable of destroying anything in contact with it.
Restrictions:
~ Can only used 2 times per battle
~ No S-rank technique(s) in the next turn

Idea of the Jutsu:
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☼ Declined DNR ☼

(Jōka) - Purify
Type: Supplementary
Rank: N/A
Range: Short
Chakra: -
Damage: -
Description: Jōka is a Ninjutsu where the body intensifies causing a huge flow of Chakra to circulate for a shot period of time. The result is the Ninja undergo a slight adrenaline rush. It enhances their motor skills of hand and eye coordination and increase their strength and speed. The body reacts by releasing the Chakra to return to normal.
Restrictions:
~ Can only be utilize 1 time per battle
~ Duration of the technique last 5 turns per battle
~ +10 added to Taijutsu
~ +10 added to Speed
~ -30 subtracted from Chakra Points each turn

☼ Declined DNR ☼

This is basically the gates, as well as several other CJs (one of which is called adrenaline rush).
 
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Zaphkiel

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Re: Custom Jutsu Submission

Crissaegrim
Rank: S
Type: Weapon
Chakra Cost: 40 (+20 for mode activation)
Damage: N/A
Description: Legend has it that Glaciem, the female demon of water and mist sealed herself into a powerful yet thin katana and chose her perfect champion to fight with her. She was a calm and humble spirit being despite being a demon and would give her wielder encouraging comments and even provide company whenever necessary. Igneas on the other hand, was a vile and arrogant demon and eternal nemesis of Glaciem, when he heard news she had sealed herself and was fighting in the physical world he quickly did the same and forged himself into a devastating broadsword to be wielded by brutes and vagabonds. Eventually the two enemies collided in the physical world in the form of swords, the duel was so strong both legendary sabers were shattered and their champions killed. Over the centuries the pieces of each blade were slowly recovered and worshiped for their unique chakra signatures. Using the tip of a famous saber "God Killer" and the remains of the two demon swords, the famous swordsman Alucard forged the Crissaegrim. An extremely lethal weapon, molded from the exquisite alloys of three swords this weapon is also very durable and has the renowned ability to store small amounts of, and emit chakra. From the God Killer, it retains the ability of precision and almost flawless incisions. It is said the victims didn't even realize they're cut, it was a myth though, as victims of the Crissaegrim make sure to scream from the blade's slice. It has the appearance of a Victorian Gothic finish with a katana like curved lower area and an exquisitely crafted hand guard. From Glaciem and Igneas, the elemental swords it inherits the cold, flowing abilities of Suiton and the burning, explosive abilities of Katon capable of melting armor. At the user's desire he can activate the abilities of this sword giving new meaning to absolute terror. It is carried at the user's dominant side.

Image:
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Glaciem Mode
The supplementary mode of Crissaegrim, in this mode the Crissaegrim assumes the look of Suiton and appears to sway and undulate as if made of water but it is actually being surrounded my Suiton chakra constantly, leaving a small, almost instantly evaporating trail of water when swung. Once per turn, the user can use up the surrounding Suiton on the sword to increase its range from short to mid by forming a long, whip like blade made of water that stretches from the Glaciem outwards in an arc when swung. It is in the shape of the Crissaegrim and can deliver a slice equal to a B ranked Suiton technique (20 chakra cost, 40 damage) All Suiton techniques require 15 less chakra (-15) when holding Crissaegrim in this mode. User has access to Glaciem as a sentient companion in this mode.
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Igneas Mode
The offensive mode of Crissaegrim, in this mode the Crissaegrim is instantaneously caught on fire, and continues to do so at no cost to the user unless mode is changed. Each swing of the blade in this mode is hot and can cause mild burns if caught on unprotected skin/flesh. It is capable of heating up traditional metallic alloy armor with each swing until eventually breaking it if 3 or more techniques in this mode successfully lands. The flame surrounding the sword in this mode can be but will re-ignite if in the hands of the wielder. Katon techniques gain a 15 point boost in damage (+15) when holding Crissaegrim in this mode. User has access to Igneas as a sentient companion in this mode.
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Note:
-Can only be wielded by Zaphkiel and those he seem fit
-Mode activation costs a turn, deactivation does not however. Only one mode per turn
-In NW, Glaciem and Igneas can manifest themselves into spectral beings capable of conversation
-The water and fire of the respective modes are an aura, Crissaegrim is not infused with Suiton nor Katon at any time, just merely surrounded by it.

☼ Declined ☼

The two modes have both been done to death with CW's.



(Kenjutsu/Fuuton: Katto no arashi) -Sword Style/Wind Release: Storm of Cuts
Rank: B
Type: Defensive/Offensive
Range: Short
Chakra Cost: 20
Damage: 40
Description: The user positions himself , then after forming a one handed hand sign he forms a slight whirlwind around him using his Fuuton chakra he throws his sword counter clockwise, allowing it to ride the currents it spins rapidly while revolving around the user 6-8 times. During these revolutions the sword is granted immense Fuuton aided cutting power, capable of slicing Doton techniques B ranked and below clean in two, after which the user will simply snatch it from the air. The sword itself moves so fast it is capable of repelling thrown weapons and up to medium sized objects. It can't be tracked by normal eye and the user may appear to 'repel' objects within 5 feet of the his position. During the jutsu the user has no access to the sword but can freely move around allowing the vortex to follow keeping the user in the eye at all times. The user is free to mold chakra can also perform this while airborne as he falls.

Gif:
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Note:
-Can only be taught by Zaphkiel
-Can only be done 4x per match

☼ Approved ☼

Changed the word "seen" to "tracked".



Summoning Animal: The Jaguon (Jaglion)
Scroll Owner: Zaphkiel
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: The jaguon is the cross between a male Jaguar and a Lioness as the name suggests. The first accounts of this melanistic animal was recorded on April 9, 2006 when two jaglions were born at Bear Creek Wildlife Sanctuary, Barrie, Ontario, Canada. Jahzara (female) and Tsunami (male) were the result of an totally unintended mating between a black jaguar called Diablo and a lioness called Lola, which had been inseparable. Tsunami is spotted, but Jahzara is a melanistic jaglion due to inheriting the jaguar's dominant melanism gene. It was not previously known how the jaguar's dominant would interact with lion coloration genes.
Being of the Panthera genus the Jaguon is capable of mating with all the other subspecies of the said genus having shared a common ancestor. This spans from the classic Lion to the Tigon. Powerful and majestic creatures whether natural or not they have a keen sense of hunting and an abnormal muscle stamina limit, much unlike both their parents. The Jaguons weigh as much as 210 kg (roughly matching a tigress or lioness) and just like its father they are capable of biting down with 2,000 lbf (910 kgf). This is twice the strength of a lion and the second strongest of all mammals after the spotted hyena; this strength adaptation allows the jaguon to pierce turtle shells. With this incredible bite, keen sense, and perfect agility the Jaguon would make the perfect animal to have as a companion on certain shinobi missions even better in battle


Pictures:
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And here is a picture of the famous "Jahzara":
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Summoning tattoo would like:
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☼ Declined ☼

I know hybrids have been approved in the past, but I think we have enough Jaguars, Lions, Tigers, Leopards, Tiglons, Ligers, Leopons, etc. running around. There are plenty of other cats out there other than the typical big ones.
 
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-Broly-

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Re: Custom Jutsu Submission

Combining this summon with another as I intended to do originally. Changed her name to Tillian.

Kuchiyose: Hahanarudaichi Summoning: Mother Earth
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Mother Earth is Father Time's wife and is equally as old. Having to have the trickery of a woman to stand up against the wisdom of her husband, she of course learned and studied Genjutsu for many many years. Thus she is able to use any genjutsu the user knows up to A rank. Mother Earth also has a telepathic connection with her summoner and any cardinal on the field. She is a brown cardinal as small as the Ma toad and sits on her summoners shoulder, channeling chakra into her feet so that she does not fall of even when the user moves at high speeds, the chakra is just to her feet and will not break the user out of a genjutsu. Mother Earth is able to trigger these genjutsus by releasing a high pitched call.

-Stays on the field for 4 turns and can only be summoned once
-Can only be taught by -Broly-

X-Approved-X
Kuchiyose:Tillian Pearson to Kurt TravisSummoning: Tillian Pearson and Kurt Travis
Type:Summoning
Rank:S
Range:Short
Chakra:40
Damage:N/A (+15 to Taijutsu)
Description: Tillian Pearson and Kurt Travis are 2 red cardinals the size of Ma and Pa that are the best of friends. When the user claps his hands they are summoned and appear on the user's shoulders. Both of them focus chakra onto their feet to be able to stay on the user's shoulders no matter what speed he moves.

Kurt is the greatest taijutsu master in all of the land of cardinals and has undergone extensive training with the user in his own taijutsu training. Due to this, Kurt is pefectly in synch with all of the user's body movements and is able to move and think in conjunction with the user's tai. When the user attempts to land a blow on an object Kurt will surround the user's limbs with a precise burst of chakra, strengthening the power of the blow. As Kurt is simply channeling chakra to strengthen the user's blows, this act is passive.

Tillian Pearson is known as one of the greatest singers in the land of cardinals. His melodies have been known to be able to put other being sunder spells. His calls let him use any genjutsu the user knows up to A rank. He also has a telepathic connection with her summoner and any cardinal on the field. He is able to trigger these genjutsus by releasing a high pitched call.
-Can be summoned 2 times per battle
-Stay on the field for 5 turns
-Can only be taught by Broly
-Genjutsu counts as a move

☼ Declined ☼

Keep them separate.



(Doton/Raiton: Jonī· Kureigu ) Earth/Lighting Release: Jonny Craig
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage:(+20 to taijutsu)
In what can be seen as a combination of "(Doton: Domu) – Earth Release: Earth Spear Technique" and "(Doton/Raiton: Denki Iwabashira) - Earth/Lightning Release: Electric Rock Pillar", the user will clap his hands and form an extremely hard earthen armor over himself or any armor the user has on. The earthen armor will fit rather tightly over the user, similar to "Doton: Domu" and give the user a good defense simply by itself. However, when met with any sort of physical contact or subjected to a large amount of force, the armor will release a focused electric charge in all directions from the area on the armor that triggered the release . This will not hinder the user's mobility in the slightest and the Lightning bolts have a max range of short. While this armor is on the user can only use Ninjutsu, Genjutsu, Taijutsu, Earth, Lightning, and CE/KG's relating to such elements. Due to the original armor and the resulting electric charge from physical contact, the user gains +20 to all taijutsu actions.
-1 turn cooldown once deactivated
-Can be used 4 times per battle
-Lasts 3 turns

☼ Declined ☼

The lightning would end up destroying the armor. Why not just make it so small earth spikes erupt? Also, +20 is too much, especially for something that can be used for 12 turns per battle (as well as in conjunction to these other two you're submitting for a total of +50 >.>).



Kuchiyose: Appugurēdo Summoning: The Upgrade
Type: Summoning
Rank: B
Range: Short
Chakra: 20
[B]Damage:[/B] N/A (+10 to Taijutsu)
Description:The user will clap his hands, summoning an armor made completely of extremely sharp cardinal beaks over his body. The armor looks like a layered spiked suit and the beaks are of various shapes and sizes, interlocking throughout the suit so as to create the most efficient armor. The user is able to summon the beaks in any spot on his body he wishes. This could be just his right arm, both his arms, from his feet to his torso, or even having a full body suit. When an enemy makes contact with the beaks it will be as if he were stabbed with many sharp knives, increasing the damage to the user's taijutsu. The beaks are naturally very strong and resilient, able to block damage from up to B rank taijutsu and C rank ninjutsu. While sharp and resilient, the beaks are relatively lightweight and thus arent very taxing on the user's speed.
Suits appearance
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-Lasts 4 turns after which the beaks fall away.
-Can only be used twice per battle.




☼ Approved with a couple of edits ☼
 
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Tsuki

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Re: Custom Jutsu Submission

(Futon: Mukyū Shunkō) - Wind Release: Tireless Flash War Cry
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Long (made at short range)
Chakra: 40 (+5 per turn to sustain)
Damage: N/A (80 when/if used offensively)
Description: The user after performing 3 hanseals infuses the air surrounding them with wind chakra and manipulates it to encircle the user's body multiple times. This makes the pressurized chakra-infused air revolve around the user like a vortex, allowing them to maintain it for several turns once activated. The technique takes the form of wind currents and is concentrated around the user's arms, lifting them up, allowing the user to be airborne while also allowing them to move freely in mid air. The user has enough control to release the chakra-infused air surrounding them as a directed blast that can cause considerable damage to the surrounding area. This technique can also be used to block a devastating lightning attack and dissipate it, and block other elemental/physical attacks as well as push them back by using the energy of the technique as a barrier (following elemental strengths and weaknesses). The pressurized chakra-infused air can be focused onto specific areas of the user's body, making the protection exceedingly more concentrated. However when focusing them onto specific areas, the user cannot achieve flight.

Note: Lasts for 3 turns
Note: Can only be used twice
Note: Once used offensively, the jutsu ends
Note: The user is vulnerable to Fire based techniques
Note: No wind techniques above A rank while the jutsu is active
Note: Two turns cooldown in order to use again after this jutsu ends
Note: No wind techniques above A rank the following turn this jutsu ends
Note: No fire or lightning techniques that originate from the body while active.

☼ Approved with added note ☼


(Futon: Eawaiyā o shūshuku) - Wind Release: Constricting Air Wires
Type: Supplementary/Offensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: By performing a single handseal, the user infuses wind chakra in the air around an opponent at 1 meter distance away from them, compressing some of the chakra-infused wind into forming several very thin yet strong wires made of compressed wind chakra. These wires will be easily noticeable upon creation because of their clear light-blue color. Once they are made, the wires will be manipulated to sew some of the target's body parts. This can be used to sew an opponent to the ground or a solid object (such as a large rock or a tree) or even sew an opponent's body parts with eachother such as fingers, disabling the target from separating their fingers. The amount of wires made are enough to sew a shinobi's arms with something, so it is not possible to sew a target's entire body.

Note: Usable 3 times per battle
Note: Remains on a target's body for a maximum of 3 turns
Note: Must wait one turn once jutsu ends/gets countered in order to use again

☼ Declined DNR ☼


(Futon: Kussaku tatsumaki) - Wind Release: Drilling Tornadoes
Type: Offensive
Rank: A-Rank
Range: Mid-Long
Chakra: 30
Damage: 60
Description: By performing the horse → snake handseals while infusing futon chakra in the air at mid range distance from the target's right and left side, the user creates two large drills made of compressed chakra-infused wind which are facing/pointing toward an opponent, one on each side. They are difficult to notice with the naked eye but their sound would make them easier to locate. Those two drills will approach the opponent at great speed while spinning, attempting to pierce them from both sides. Once both drills land on a target or collide with eachother, they create a blast of slicing winds at mid-range radius from where they collided. If the opponent attempts to evade this technique through air (as in, jumping or flying away) there will be a slight suction effect caused by the 2 air drills which prevents the opponent from going too far away, making it not much effective to evade by going airborne .

Note: 3 times per battle
Note: One turn of cooldown between usage
Note: Must be at mid/long range in order to use

☼ Declined ☼

Pick either the mid-range explosion or the suction, but not both.
 
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Troi

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Re: Custom Jutsu Submission

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

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

.

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


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

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

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

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

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

☼ Approved ☼

.

Summoning Animal: Ladybugs
Scroll Owner: Moxxi
Other Users who have signed contract: None
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: Ladybugs are a type of insect that are black with red shells and black dots on their shell, round in shape and also capable of flying. Most ladybugs seem to favor wind release, granting them the ability to perform wind jutsu. Depending on the size of the summon, the ladybug can range in size from a pebble to a truck. They are smart, have great endurance and are beautiful creatures. As they have a typical affinity for wind, they are also typically weak to fire. Their shells serve as very enduring armor as well.

☼ Approved ☼

Edited the word "natural" to "typical". In that sentence natural would have suggested that all ladybugs can use wind. Remember if you want one of them to be capable of using wind, it needs to be stated in the actual summon.


New Submission

(Tsubone no Muchi) - Whip of Authority
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The Whip of Authority is a metal, thin and very flexible whip capable of reaching up to mid range. It has very tiny compartments all along the whip part itself which holsters 20 minuscule, razor-sharp shuriken. These shuriken can be released with a click of a button on the handle and releases in a set of 5. The whip is capable of channeling wind, lightning, fire, water and jiton chakra into it for more lethal attacks (which do not add to range). The chakra can also be implemented upon the shuriken during their departure from the whip, making them more lethal and useful.

Note - Can only release 5 shuriken 4 times. After that, it is out of shuriken during that battle.
Note - Can only be wielded by Moxxi's bios.


☼ Declined ☼

As it is now, you can use your S-ranked whip with elements infused freefrom up to mid-range. That needs to change. I'll allow it to reach up to short range, and then using a special ability it can extend to mid. It can't be infused with all the elements either. Pick 2 of the 5, and keep jiton.
 
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Howard

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Re: Custom Jutsu Submission

Updating

(Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80 (La Muerta) (+10 to punching techs excluding La Mueta)
Description: This weapon is mainly for defensive and offensive purposes in Short Range combat such as close range taijutsu. It's a set of multi-plated arm guards that run up the side of the wielder's arms leaving no visible skin. They are both form fitting thus able to block thrown objects such as Kunai and Shuriken quite easily but if they are connected to an Explosive tag of some sort the user must still deal with that as the Guard won't block the explosion or flash. The guards surround the wielder's arms and are made of two special types of metal both are quite malleable and versatile the metals have a special property; the metals are able absorb the wielder's chakra directly from his chakra reserves without his permission or consent storing it then infusing their punches with the chakra much to the same extent Sakura and Tsunade do but the user won't have to focus on the chakra level like Sakura and Tsunade, the Arm Guards do it for the wielder maintaining chakra flow from the user to the Guards. The punches are enough to crack bones and bruise and batter the body. The stored chakra can also be focused into one massive punch deemed "La Muerte" in which the chakra gathers at the finger tips and infuses into the wielder's punch/hand the chakra in no way forms a blast but absorbs into the part of the arm guard that covers the fingers and then into the user's hand. The punch is not so much driven by muscle power but by the chakra that is infused into the punch it can be accomplished with either fist. The user must make contact with the opponent however for the punch to effect the opponent if done so the punch is enough to shatter bones and bruise and bash internal organs. La Muerte is easily able to break multiple ribs in one shot and bruise and bash internal organs such as the lungs, heart, and stomach depending on where the punch lands if used properly this can make breathing much harder and put excess pressure on the internal organs making quick movements painful and in some cases almost impossible. La Muerte is comparable to an A rank attack as that is how much chakra is focused into the punch. The Arm Guard can also be used defensively to block Basic Taijutsu attacks up to B rank but can only be done 3 times per battle. La Muerte kind of resembles Jugo's CM punches in a way as well as Tsunade and Sakura's chakra infused punches. The blades on the guard are sharp enough to easily cut flesh and defend against sword strikes as well as kunai and other bladed weapons. They are both insulated and therefor make very bad conductors they can be imbued with a chakra nature however much like that of a sword or a kunai.

Finally the user can fully consent to the guards' absorption of his chakra, and instead of fighting against it let it devour vast amounts of chakra this lets the guards morph and twist taking over the user's body. The guard will extend taking over the user's upper body and shattering his mental state. At this point the user will grow mad with power unable to properly control himself relying completely on instinct. The guards begin to force chakra back into the user's body increasing his strength slightly (+5 to Taijutsu) and allowing him defense against most sword strikes and most taijutsu aimed at the upper body. This only lasts for 3 turns and after the user is completely exhausted unable to perform hand seals or use ninjutsu at all.

Notes:
-La Muerte counts as a jutsu and can only be used 3 times never in the same turn
-Punches while wielding this weapon can easily break bones
-Blocking of Taijutsu attacks counts as a jutsu as only a jutsu can block a jutsu
-Can only be wielded by Howard
-The guards can be activated only once during the battle and deactivated once during the battle
-Can only be activated for a span of 6 turns another 3 turns are added if the user then consents to the chakra absorption process. This can only be used once.
-The user will not be able to use hand seals or Ninjutsu for 3 turns after the deactivation of the final chakra absorbsion process and will lose 15 damage points to taijutsu (-15) and 15 damage points to Ninjutsu (-15) leaving him excessively vulnerable.


Right
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Final
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______________
±± Update Approved ±±
Don't go too far with the strength boost and this sort of insulating abilities or "most Taijutsu or Sword attacks". Since you didn't rank it, it only stands for freeform. And the insulating abilities, again since you didn't rank it, won't amount to anything against lightning techniques.
(Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80 (La Muerta) (+10 to punching techs excluding La Mueta)
Description: This weapon is mainly for defensive and offensive purposes in Short Range combat such as close range taijutsu. It's a set of multi-plated arm guards that run up the side of the wielder's arms leaving no visible skin. They are both form fitting thus able to block thrown objects such as Kunai and Shuriken quite easily but if they are connected to an Explosive tag of some sort the user must still deal with that as the Guard won't block the explosion or flash. The guards surround the wielder's arms and are made of two special types of metal both are quite malleable and versatile the metals have a special property; the metals are able absorb the wielder's chakra directly from his chakra reserves without his permission or consent storing it then infusing their punches with the chakra much to the same extent Sakura and Tsunade do but the user won't have to focus on the chakra level like Sakura and Tsunade, the Arm Guards do it for the wielder maintaining chakra flow from the user to the Guards. The punches are enough to crack bones and bruise and batter the body. The stored chakra can also be focused into one massive punch deemed "La Muerte" in which the chakra gathers at the finger tips and infuses into the wielder's punch/hand the chakra in no way forms a blast but absorbs into the part of the arm guard that covers the fingers and then into the user's hand. The punch is not so much driven by muscle power but by the chakra that is infused into the punch it can be accomplished with either fist. The user must make contact with the opponent however for the punch to effect the opponent if done so the punch is enough to shatter bones and bruise and bash internal organs. La Muerte is easily able to break multiple ribs in one shot and bruise and bash internal organs such as the lungs, heart, and stomach depending on where the punch lands if used properly this can make breathing much harder and put excess pressure on the internal organs making quick movements painful and in some cases almost impossible. La Muerte is comparable to an A rank attack as that is how much chakra is focused into the punch. The Arm Guard can also be used defensively to block Basic Taijutsu attacks up to B rank but can only be done 3 times per battle. La Muerte kind of resembles Jugo's CM punches in a way as well as Tsunade and Sakura's chakra infused punches. The blades on the guard are sharp enough to easily cut flesh and defend against sword strikes as well as kunai and other bladed weapons. They are both insulated and therefor make very bad conductors they can be imbued with a chakra nature however much like that of a sword or a kunai.

Finally the user can fully consent to the guards' absorption of his chakra, and instead of fighting against it let it devour vast amounts of chakra this lets the guards morph and twist taking over the user's body. The guard will extend taking over the user's upper body and shattering his mental state. At this point the user will grow mad with power unable to properly control himself relying completely on instinct. The guards begin to force chakra back into the user's body increasing his strength slightly (+5 to Taijutsu) and allowing him defense against most sword strikes and most taijutsu aimed at the upper body. This only lasts for 3 turns and after the user is completely exhausted unable to perform hand seals or use ninjutsu at all.

Notes:
-The guards are indestructible but this doesn't stop force from traveling through them and hitting/damaging the user
-La Muerte counts as a jutsu and can only be used 3 times never in the same turn
-Punches while wielding this weapon can easily break bones
-Blocking of Taijutsu attacks counts as a jutsu as only a jutsu can block a jutsu
-Can only be wielded by Howard
-The guards can be activated only once during the battle and deactivated once during the battle
-Can only be activated for a span of 6 turns another 3 turns are added if the user then consents to the chakra absorption process. This can only be used once.
-The user will not be able to use hand seals or Ninjutsu for 3 turns after the deactivation of the final chakra absorbsion process and will lose 15 damage points to taijutsu (-15) and 15 damage points to Ninjutsu (-15) leaving him excessively vulnerable.


 Approved 


(Sono Houkou) El Directo
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user gathers a large mass of chakra at the top of The Red Right Hand and then releases it while charging the chakra looks somewhat like the flaming exhaust from a car engine. Once released it makes it's way down the arm guard and instead of combining with the user's fist like La Muerta it is sent out as a blast of compressed Chakra. The Chakra blast explodes out on contact to any surface and is strong enough to demolish large walls. The chakra can be compressed down to the size of a basket ball when compressed it has more force and can easily throw the opponent back while breaking bones and rupturing internal organs. As it is just raw chakra the blast can be nullified with Elemental Jutsu one rank lower(A-Rank Elemental Ninjutsu that is formed into large blasts comparable in size to the raw Chaka blast or walls made of elements) or over powered by Elemental Ninjutsu of the same rank(S-Rank Elemental Ninjutsu that is formed into large blasts comparable in size to the raw Chakra blast or walls). This jutsu's power comes into play when used in Short Range making a devastating punch from The Red Right Hand much stronger. If the blast makes contact with the chest it can crush the opponent's ribs making movement almost impossible due to the pressure put on the internal organs.
Notes:
-Can be overpowered by Elemental Jutsu of the same rank
-Can be taken out by A rank Elemental Jutsu
-Must be wielding The Red Right hand and it must be active
-Cannot be used in the same turn as La Muerta
-Can only be performed 3 times and never in the same turn
-After the third use the Guard is deactivated(Even if the 6 turn limit isn't up)

(Sono Houkou) El Directo
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user gathers a large mass of refined chakra at the top of The Red Right Hand from the and then releases it while charging the chakra looks somewhat like the flaming exhaust from a car engine. Once released it makes it's way down the arm guard and instead of combining with the user's fist like La Muerta it is sent out as a blast of refined chakra. At this point that user can either compress the chakra significantly allowing it to hold much more force or can leave it as is to create a fair sized blast of chakra akin to (Senninka: Chakra Bakuhastu) - Sage Transformation: Chakra Blast. If compressed the refined chakra explodes out on contact to any surface and is strong enough to demolish large walls. and earthen jutsu S rank and below. The chakra can be compressed down to the size of a basket ball when compressed it has much more force and can easily throw the opponent back while breaking bones and rupturing internal organs. As it is refined and molded chakra the blast it is on par with elemental ninjutsu. This jutsu's power comes into play when used in Short Range making a devastating punch from The Red Right Hand much stronger. If the blast makes contact with the chest it can crush the opponent's ribs making movement almost impossible due to the pressure put on the internal organs.
Notes:
-Must be wielding The Red Right hand and it must be active
-Cannot be used in the same turn as La Muerta
-Can only be performed 3 times and never in the same turn
-After the third use the Guard is deactivated (Even if the turn limit isn't up)

Appearance: [ ] [ ]


☼ Leaving for Scorps ☼


 Declined  No on the = to same rank elemental techniques. Earth? Ok, I get the gist... but nothing more.
 
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