[ARCHIVE] Custom Jutsu Submission - II

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Bhil

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Re: Custom Jutsu Submission

Resubmitting:
Resubmitting:


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Summoning Animal:
Mantis Shrimp

Scroll Owner:

Sanji..

Other Users who have signed contract:

N/A

Summoning Boss if existing:

N/A

Other Summoning Animals tied to contract:

Mantis Shrimp Families:


| | |
| | | | | | | | |​

Origin:

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


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

General Description:


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

Summon General Abilities:


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


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


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

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Summoning Animal:
Mantis Shrimp

Scroll Owner:

Wilhelm

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 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. The other and more famous style of the Mantis Shrimp is the art of Smashing. In this style, the users of the have their appendages more club shaped. They use their specialized appendage to smash and crush anything in their sights.

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.



☼ Approved ☼


( Fūton: Torikkurūmu ) - Wind Release: Trick Room
Type: Supplementary
Rank: S
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. Due to it being a giant box of wind chakra, it neutralizes any lighting jutsu up to A-Rank. 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.
Note: Can only be used 2 time per battle.

☼ Declined ☼

You need to go into better detail about what "drops their movement speed tremendously" equates to within our RP. Also, you last sentence seems backwards. If you lower the density of the air, it would be easier to move through.
 
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Cursed Prince

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Re: ±±Custom Jutsu Submission±±

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


☼ Declined ☼

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


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


☼ Declined ☼

No reason for this to be F ranked. Also make it clear the the quills can only be charged with one elemental chakra.
Cards of the Joker | Jōkā no Kādo
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The Cards of the Joker are special weapons needed to use the Reaper of the Cards and are usually kept in holsters. These 52 deck of cards are made from a special metal, the same special metal used in chakra enhanced trench knives, though these cards have sharp edges. Much like the trench knives the cards are able to contain chakra from the user and become the origin of techniques. In this way they can be used for techniques that require shuriken, kunai, or any other projectile weapon. It is used to perform a certain CFS.
~Can only be used by Cursed Prince and those allowed
~Can carry around multiple packs


♠ Approved ♠

Yamārashi Āto: Mure | Porcupine Art: Swarm
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user of this jutsu must hold the porcupine summoning contract. They must swiftly sequence 3 hand seals and do the ritual necessary for summoning (drawing blood) and then slam their hands on the ground/wipe the blood against their summoning tattoo. Doing so will result in the formations of hundreds of Porcupines bursting forth all around the user. The porcupines all created will then begin to shoot out their quills, all aimed in every single direction, 360 around the user. The quills have posses a great strength, they pierce everything around the user. They can be charged with whatever elemental chakra they desire and the quills gain its strengths and weaknesses.
~The user of this jutsu can only use 2 techniques that turn
~The user of this technique cannot perform any porcupine summoning for 5 turns
~Can only be used by Cursed Prince
~Can only be charged with 1 elemental chakra at a time


♠ Declined ♠
Few questions. How long does this assault last and do the porcupines even move from their spot? Why is there like a hundred of these in the first place, seems illogical. Also, how large are the quills, in order to create a better countermeasure.


Water Style: Wet Burst | Suiton: Shitsujun Haretsu
Type: Offensive
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: This is a suiton technique that requires a water source to use. From any point on a water source the user will focus water chakra into that water source and take control of the water. He will then cause the water to burst and expand, a water explosion that is capable of knocking an opponent away and doing great blunt damage. This technique is best used when the opponent is surrounded by water, he can create multiple water explosions that hit from all over, dealing great damage to him.
~Usable only twice
~Can only be taught by Cursed Prince

♠ Declined, do not resubmit ♠
Been done before.
 
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Re: Custom Jutsu Submission

(Nothing was change from the above, so nothing needed to be bold below)

(Doton/Fuuton: Funjin Kachuu) – Earth/Wind Release: Scouring Vortexes
Rank: S
Type: Supplementary/Offensive
Range: Short-Long
Chakra cost: 40
Damage points: N/A (80 damage if the opponent becomes trapped in the worm hole)
Description: The user will release their doton chakra into the ground to cause multiple sections of earth around the opponent to lower themselves in a circular-like shape, in a similar manner to Earth Release: Moving Earth Core. In the same motion, they will then focus their fuuton chakra into each and every one of the lowered sections of earth, before performing a single handseal to trigger a mild vacuum-like effect which will suck any objects/people moving directly over it to be sucked deep into the depths of the hole. Inside the hole, the wind chakra will be spiraling in a clockwise motion in the same manner as a tornado, carrying deposits of rock, dust, dirt and debris which greatly augments the cutting power of the already potent wind formation. Anyone or anything unfortunate enough to be caught inside one of the tornadoes will be skinned alive due to the sheer abrasiveness of the dust-infused wind, making this technique capable of even slicing through solid rock to reach its intended target. More commonly that not, the user will create the wormholes in a secure formation around the opponent to ensure any thrown projectiles or solid constructs they send towards the user will be promptly sucked into one of the wormholes, quickly being incinerated by the raging winds. This makes this technique exceedingly useful in countering techniques such as Earth Release: Stone Golem and Earth Release: Rock Scale Slab, as the moment they move over any one of the user's created wormholes, they will become incapable of escaping the pull of the wind formation. Alternatively, the user can skip the first part of the technique and use this directly on an already lowered section/part of the terrain. The shredding power of each hole is directly proportional to the amount lowered sections of earth created through this technique e.g. One hole = S-Rank, Two holes = A-Rank, Four holes = B-Rank, Eight holes = C-Rank. Similarly, the suction power of each hole is dependent on the number of holes created, with each hole only being capable of "sucking in" and destroying techniques equivalent to their rank. An S-Rank hole would be capable of pulling in an S-Rank technique and destroying it, while a C-Rank technique would only be capable of pulling in (and destroying) a C-Rank Technique. Any and all created wormholes will generate a vertical column of sucking wind which spans mid-range into the air, clearly notifying the opponent that moving over these wormholes will cause them to be forcefully pulled into them.

Note: Lasts three turns
Note: Can only be used twice per battle
Note: Can only be Taught by -Venom-
Note: Can create a maximum of eight wormholes
Note: The numbers of creatable holes must either be: One, Two, Four, Eight.
Note: Sections of earth can only be lowered a maximum of ten meters
Note: Ground directly beneath the opponent cannot be lowered.

☼ Declined ☼

Remove the bit about using it on already created holes. Change the three turns to two.
[Doton/Fuuton: Funjin Kachuu] – Earth/Wind Release: Scouring Vortexes
Rank: S
Type: Supplementary/Offensive
Range: Short-Long
Chakra cost: 40
Damage points: N/A (80 damage if the opponent becomes trapped in the worm hole)
Description: The user will release their doton chakra into the ground to cause multiple sections of earth around the opponent to lower themselves in a circular-like shape, in a similar manner to Earth Release: Moving Earth Core. In the same motion, they will then focus their fuuton chakra into each and every one of the lowered sections of earth, before performing a single handseal to trigger a mild vacuum-like effect which will suck any objects/people moving directly over it to be sucked deep into the depths of the hole. Inside the hole, the wind chakra will be spiraling in a clockwise motion in the same manner as a tornado, carrying deposits of rock, dust, dirt and debris which greatly augments the cutting power of the already potent wind formation. Anyone or anything unfortunate enough to be caught inside one of the tornadoes will be skinned alive due to the sheer abrasiveness of the dust-infused wind, making this technique capable of even slicing through solid rock to reach its intended target. More commonly that not, the user will create the wormholes in a secure formation around the opponent to ensure any thrown projectiles or solid constructs they send towards the user will be promptly sucked into one of the wormholes, quickly being incinerated by the raging winds. This makes this technique exceedingly useful in countering techniques such as Earth Release: Stone Golem and Earth Release: Rock Scale Slab, as the moment they move over any one of the user's created wormholes, they will become incapable of escaping the pull of the wind formation. The shredding power of each hole is directly proportional to the amount lowered sections of earth created through this technique e.g. One hole = S-Rank, Two holes = A-Rank, Four holes = B-Rank, Eight holes = C-Rank. Similarly, the suction power of each hole is dependent on the number of holes created, with each hole only being capable of "sucking in" and destroying techniques equivalent to their rank. An S-Rank hole would be capable of pulling in an S-Rank technique and destroying it, while a C-Rank technique would only be capable of pulling in (and destroying) a C-Rank Technique. Any and all created wormholes will generate a vertical column of sucking wind which spans mid-range into the air, clearly notifying the opponent that moving over these wormholes will cause them to be forcefully pulled into them.

Note: Lasts two turns
Note: Can only be used twice per battle
Note: Can only be Taught by -Venom-
Note: Can create a maximum of eight wormholes
Note: The numbers of creatable holes must either be: One, Two, Four, Eight.
Note: Sections of earth can only be lowered a maximum of ten meters and logically be created up to ten meters in width
Note: Ground directly beneath the opponent cannot be lowered.

♠ Approved ♠

[Doton/Suiton: Harumagedon Ishuu] – Earth/Water Release: Armageddon Swarm
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: This technique is essentially the daughter technique of 'Earth/Water Release: Tyrannical Aggravation'. The user will release their doton chakra into the ground to cause a swarm of winged beetle-like creatures composed entirely of earth (and coated in adhesive mud) to surface beneath or around their position, each being the same size as an ordinary insect. The user will then focus their suiton chakra into each of the creatures to cause them to secrete a dense layer of adhesive water (Similar to Water Release: Starch Syrup Capture Field) from every point on their miniature bodies, causing the already present layer of adhesive mud to fuse with the sticky water to make for a very dense, viscous and adhesive mixture. As a result the insects become capable of traversing through even the densest and stickiest of mediums e.g. Swamp of the Underworld. This makes them extremely proficient in swimming through similar liquids, with their maneuverability being heightened the denser the medium they are traveling through. On land, these creatures are extremely sluggish, in water or when they are submerged with solid ground, they match the speed of an average aquatic creature, in adhesive mud and liquid metals, their speed is unsurpassed, partly because they aren't hampered by the sheer viscousity of such mediums. One final property granted by the adhesive water/mud-like layer is that the creatures become extremely resistant to burning and heat based elements (due to infusion of water), protecting the hard, rocky interior of the small creatures. Alternatively, these insects can be used whilst the user is submerged in a swamp or they can be spewed directly from the user's mouth as a ride-able wave, meaning the user doesn't have to be in contact with the ground to use this technique. In terms of offensive capabilities, each of the beetles have sharp serrated claws which they can use to assault the opponent with and can also extend small needle-like spiked protrusions of earth from any location on their bodies. In terms of defensive capabilities, the entire swarm of insects can collectively neutralize up to: S-Rank Fire, S-Rank Water, A-Rank Wind, B-Rank Lightning and B-Rank Earth. However, in neutralizing these jutsu, they will all be destroyed in the process. The special ability of these roaches is that they're capable of compacting their sticky bodies together to form various constructs such as a defensive dome around the user. The insects can even attach to the user's body to create a armour of sorts. Coupled with the ability of flight the beetles naturally possess, the user becomes capable of pseudo-flight. The real utility of this techniques lies in the fact that the swarm of beetles is capable of attacking from multiple angles. The beetles can passively merge and move through the earth, fly through the air, swim through water, swamp and even liquid metals.

Note: Creatures last for a maximum of three turns
Note: Can only be used 2x per battle
Note: Can only be taught by -Venom-
Note: Counts as 2 moves from the users 3 per turn limit.
Note: No insect can separate from the swarm to do its own thing
Note:

♠ Approved ♠


[Raition: Bakudo #61] - Lightning Release: Way of Binding #61
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user gathers lightning chakra in the index finger (either one) and points it at their enemy to release a blinding light to blind the user for about 10 seconds. During this time, the user will gather his lightning chakra around his opponent and use shape manipulation to create 6 flat pieces of what seem to be a triangle, and on his command cause those 6 pieces of triangle impale his enemy from all side around in a hexagonal manner.

Notes:
-Due to the lightning chakra being unfocused, it can paralyze the enemy for one turn only.
-Can only be used 4x per fight.
-All 6 'triangles' can impale the enemy simultaneously.
-Illustration of jutus shown here: [ ]
-Can only be taught by Venom

♠ Declined ♠
Byakuya's kido though.
Blinding for ten seconds? Hell no. And if it's supposed to impale the enemy, how does it paralyze him at the same time?
 
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Troi

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Re: Custom Jutsu Submission

(Kuchiyose no Jutsu: Joō Tsutsuji) - Summoning Technique: Queen Azalea
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Queen Azalea is the queen of the ladybug hive and the personal summon of Moxxi. She stands at 20 feet tall and is actually rather slender for a ladybug, only being the width of a semi-truck. Instead of the usual red and black ladybugs usually support, she is all black with dark purple dots and has a very, very evil demeanor. She has very long pincers around where her mouth is. She has the ability to perform B rank and below wind jutsu with the flap of her wings, which counts as a move. Due to her wings being massive and giving the wind jutsu an extra push, no matter the technique, it goes from short to long. She also has the ability to fly, but this also counts as a move and only lasts for three turns and must wait three turns to fly again. She also has a rock-hard shell, making her invulnerable to C rank and below techniques but she is also vulnerable to fire, making her weak to C rank and above fire techniques. In addition to these abilities, she does in fact speak and quite frankly do her and Moxxi have conversations with eachother. Queen A. is quite the trash talker.

Note - Can only be summoned by Moxxi
Note - Can only be pierced by B rank and above techniques and C rank and above fire techniques

Contract approved here [ ]

♠ Approved ♠

(Suiton: Kurāken Shokushu) - Water Release: Kraken's Tentacles
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 0/60
Description: After performing four hand seals, the user exerts water chakra out of his or her back and it takes the form of water tentacles resembling those of the Kraken although on a much lesser scale as they are only a bit bigger than the water whip technique. The user may create up to four of these tentacles which penetrate the ground, and can go underground up to mid range. From here, the tentacles can either turn sharp and come from under the ground and under the opponent, skewering them. Or, the tentacles can keep their original form and come up under the opponent and wrap them up, binding their legs and/or arms so they cannot move or perform hand seals. However, if the user has moved further than mid range with the tentacles active, they will disperse and will have to be activated again. The more tentacles active the slower the technique but more versatile in ability, the less tentacles active, the faster the technique but less versatile in abilities.

Note - If the opponent is binded, as long as the user keeps chakra into this technique, it stays active passively.
Note - Only usable three times per battle
Note - Can only be taught by Moxxi

♠ Declined, do not resubmit ♠
Seen it done before.


Resubmitting:

(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.

(Tsubone no Muchi) - Whip of Authority
Type: Weapon
Rank: S
Range: Short/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 short 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 raiton and jiton chakra into it for more lethal attacks. The chakra can also be implemented upon the shuriken during their departure from the whip, making them more lethal and more useful. The whip also has another button that allows it to extend it's reach to mid range. Although activating this counts as a move/technique.

Note - Can only release 5 shuriken 4 times. After that, it is out of shuriken during that battle.
Note - Can only be given to others by Moxxi.

♠ Approved ♠
 
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Ciberr

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Re: Custom Jutsu Submission

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

The User does the Ram -> Tiger -> Boar hand seals and traps the opponent in a genjutsu. When trapped in the genjutsu If the opponent take a step, more than 1 feet around him he will see an illusion like a Pit hole starts to form below the position where his feet is. The Pit hole size grows up to 3 feet in radius and 20 feet in depth.the time taken for the pit hole to form completely is 1 second.The formed Pit hole has earthy features as the Pit hole is mostly like a Hole in the ground that grows to a big size.The Pithole will be formed on what ever place the opponent lands his feet upon. By this the opponent will lose balance.
Note:
*Can only be used when the opponent is on a earthen terrain. i.e Cannot be used when the opponent is on water.
*Can only be taught be Ciberr.
*see 0:55 to 1:00
[video=youtube;4Nh0SgWo5G8]http://www.youtube.com/watch?v=4Nh0SgWo5G8[/video]

☼ Pending - Leaving for Scorpsy ☼

Bijustu: Acidic Senjigusuri Justu | Tailed Beast Skill: Acidic Infusion Technique
Type: Supplementary
Rank: A
Range: N/A
Chakra: + 20 per water justu used
Damage: N/A
Description: Utakata with the help of Saiken will give all of his suiton techniques over the next 5 turns acidic properties. The acidic properties grant suiton justu's used by Utakata of all kind +30 in damage, but the boost isn't relevant when said justu is combating Fire, Wind, lightning or other matter based elements. It only affects physical elements and other ninja. Concerning elements where suiton is normally weak or on even terms with(Like water or earth), the acidic properties will overcome the weakness or evenness of the water and allow the water to be on even terms or stronger terms with the opposing element. For example, normally an A rank water justu would be overcome by an A rank earth attack but due to the acid's melting like properties the water will be on even terms so the justu will cancel each other out instead of the water being defeated and another example being A rank water vs A rank water would cancel out, instead Utakata's water will continue on. In other terms it boosts water techniques one rank when the water justu is facing a physical element.

-Usable 3 times per battle
-Cannot be stacked with itself
-Can be used without enabling a transformation form
-Bubble release justu are also affected by this
-Only usable by Utakata

☼ Declined ☼

Can't let you remove the element's elemental weakness like that. Since acid burns slowly through things, keep the elemental weaknesses but say something along the lines of "earth of equal rank will eventually (after 1 turn) be corroded by water techniques infused with this acid" Also, +20 seems a bit much, especially if paired with your bijuu transformations. Tone it down to +10.
Bijustu: Acidic Senjigusuri Justu | Tailed Beast Skill: Acidic Infusion Technique
Type: Supplementary
Rank: A
Range: N/A
Chakra: + 20 per water justu used
Damage: N/A
Description: Utakata with the help of Saiken will give all of his suiton techniques over the next 5 turns acidic properties. The acidic properties grant suiton justu's used by Utakata of all kind +10 in damage, but the boost isn't relevant when said justu is combating Fire, Wind, lightning or other matter based elements. It only affects physical elements and other ninja. Concerning elements where suiton is normally weak or on even terms with(Like water or earth), the acidic properties will somewhat overcome the weakness or evenness of the water and cause the opposing attack to be rendered useless after a turn. For example, normally an A rank water justu would be overcome by an A rank earth attack but due to the acid's melting like properties the water will be on somewhat even terms and result in the opposing justu being crumbled down after a turn. In special cases like a physical element justu(Earth, crystal, etc) traveling long range while being effected by acid, said justu will crumble before reaching short range. Short-Medium ranges still go by the one turn implication. Should another ninja be affected by acidic water, the acid within the water will act quickly as expected and deal damage accordingly.

-Usable 3 times per battle
-Cannot be stacked with itself
-Can be used without enabling a transformation form
-Bubble release justu are also affected by this
-Only usable by Utakata
✦ Declined, 5 turns for an A rank? Nah, 3 at the most and "water of all kind" isn't going to fly either, this allows you to potentially combine this with rain or CE to reach OPed bonuses. "Deal damage accordingly" needs to be defined as it can lead to potential issues later on in fights and Typhon said +10, not 20. Edit it to 10 ✦
 
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Detective L

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Re: Custom Jutsu Submission

(Katon: Seisan no ōbu) | Fire Release: Orb of Reckoning
Type: Offensive
Rank: A/S rank
Range: Short
Chakra: 30/40
Damage: 60/80
Description: The user starts by forming the necessary two hand seals, and focusing an immense amount of Fire based chakra, and condensing it into an orb. This orb of Fire is created anywhere short range of the user. This orb of Fire has special properties, basically acting as a magnet to incoming Fire techniques of lower rank and within reason (size). This orb basically leeches the Fire from the opponent’s technique, taking it as its own. After consuming a maximum of two techniques, the orb can be caused to explode towards the opponent in the form of a condensed arrow that explodes on impact. The power of the arrow depends on the amount of techniques absorbed (1 technique of lower rank = A rank, 2 techniques of lower rank = S rank)

-Can only be taught by -L-
-Can only be used up to two times a fight
-Cannot use above A rank Fire techniques in the same turn

♠ Declined ♠
You put short rank, but how does the arrow work then? And you can release this before absorbing two techniques correct?
Also, make absorbing and releasing the arrow a move turn.


( Raiton: Seitekina kumo ) | Lightning Release: Static Spiders
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user starts by forming a single hand seal, and manipulating his Lightning based chakra. This Lightning can be fired towards the opponent in the form of a beam that bounces along the ground towards the opponent, like a wave, from the hand of the user. What makes this technique different, is the fact that after this, the user will form a condensed form of Lightning in the form of small spiders, up to 10, with another hand seal. These spiders are capable of forming within a mere second, and deliver a numbing shock on their own. They are about the size of a hockey puck. They are also capable of combining to form a larger spider that explodes, in a large electrical explosion. To combine the spiders, one would have to focus onto the spiders again.

-Can only be used by -L-
-Can only be used four times a fight

♠ Declined ♠
Dafuq? I'm like reading two jutsus in one. So, the idea of this is that, once the wave of Lightning nears the opponent, it turns into ten spiders. Can these spiders do anything else or are just shaped for show? Also, since you say that you can also create a large spider. Can this be done straight off or can you only form the ten spiders first?


( Suiton: Dāku• u~ōtāzu ) | Water Release: The Dark Waters
Type: Supplementary
Rank: A rank
Range: Short – Mid range
Chakra: 30
Damage: N/A
Description: The user starts by forming three hand seals, and then manipulating Water within reach (short to mid range). The user will then insert his chakra into the water source, and cause this Water to turn into a dark, black flammable oil. This happens quite fast, and can easily be set ablaze with any fire based jutsu. This technique can be used to change the properties of Water, within reason, basically only allowing the user to change a water source of small size into the dark flammable oil. When used in a large water source, only a small patch will be changed.

-Can only be taught by -L-
-Can only be used twice a fight
-Requires mastery of Water to be used

♠ Approved ♠
 
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-Albel-

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Re: Custom Jutsu Submission

(Katon: Fiery Yajuu) Fire Release: Fiery Beasts
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: By forming the Tiger seal the user will begin channeling a large amount of katon chakra throughout his entire body as well as into the blade of his sword. As the katon chakra is being channeled throughout the body and weapon, the user will charge towards his opponent and while doing so will release the katon chakra that he has been channeling throughout his body into the form of a large fiery lion's head that races towards his target. The lion's head has enough force behind it when released that when the victim is hit, they are sent flying backwards with severe burns all over the side that was hit. Now as the target is sent flying by the impact, the user will then stab the blade of his sword into the ground and release the katon chakra that was channeled into it from earlier into the ground underneath his opponent. This will cause another large fiery lion's head to erupt from beneath the ground and the target, hitting him again with enough force to send him flying upwards into the air while leaving the side that was hit covered in severe burns.
~ Can only be taught by Albel
~ Can only be used thrice

Watch 1:37-1:40 to see what it looks like. Instead of the fire pillars in the second part of the move just imagine another lions head.


♠ Approved ♠
 
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Leathercandle

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Re: Custom Jutsu Submission

(Suiton : Kasumi-me) Water Style : Blurred Eyes
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra: 15
Damage: 0
Description: The user does two hand seals and then looks their opponent in their eyes. The water which would normally be generated for tears starts flowing out in massive amounts, badly blurring the vision of the target. Trying to wipe their eyes to rid their eyes of the water has no effect.

-Can only be taught by Leathercandle
-Has no effect on users who had Dojutsu active when the jutsu was used and who are at least B rank in water, because the chakra of their eyes overtakes the chakra used to generate the water, making it stop. (Activating Dojutsu if they are B rank in water or above also breaks the jutsu).
-The vision of the target is blurred for 3 turns, excluding the turn used to use this jutsu.
-Only usable twice per battle

♠ Declined, do not resubmit ♠
Um, no. This is like OHKO for people who are lower than B-Rank and also, you can't just control the water in an opponent, if ninjas could do that, everyone would be dead.
 
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Yuse

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Re: Custom Jutsu Submission

(Suiton:Mizu akuma heddo torappu o kamu) - Water Release: "biting water demon heads trap"
Type:Supplementary/offensive
Rank: C
Range: Short-mid-long
Chakra: 15
Damage:30
Description: The user makes three hand seals and focuses their suiton chakra into the water by pressing their hand on the water source their enemy is standing on using the chakra underneath their enemy to form the water into 4 normal human sized heads made of suiton chakra and water that pop out underneath the enemy the user can then control the heads to bite the enemy with sharp chakra enhanced teeth /taking hold of the enemies feet and legs holding down the enemy for one turn this jutsu can be used from any range as long as the user knows where the enemy is on the body of water
Note- Enemy must be on a body of water to use(lake,pond,river.ocean,ect)
Note - the enemy is only held down for 1 turn
Note-Can only be used 3 times
Note - Can only be thought by Kakashi of the Leaf Anbu


(Ninjutsu:Ketsueki no kyōka kaori) Ninja Arts: "enhanced scent of blood"
Type:Supplementary
Rank: C
Range: Short-mid-long
Chakra: 20
Damage:N/a
Description: The user infuses his own blood with chakra to greatly increase the scent particles of his blood he then wipes the blood on the enemy through use of fists weapons or even just spraying at him after that the user focuses his chakra to his nose and sniffs out his scent enhanced blood allowing him to track/find his hidden opponent
Note- Jutsu can be used three times a battle (and must wait three turns after every use to use it again)
Note - the scent lasts on the opponent for 3 turns every use
Note-Can not be washed off for immediate result to get the jutsu off you must burn the skin where the blood was
Note-to get the blood you can wound yourself or carry a vile of your own blood in a ninja pouch
Note - Can only be thought by Kakashi of the Leaf Anbu


Summoning Animal: Silverback Gorilla
Scroll Owner: Kakashi of the Leaf Anbu
Other users who have signed this contract:
Summoning Boss if existing: none yet
Other summoning animals tied to contract: none yet
Description and Behaviour:
A silverback gorilla is the mature, experienced male leader of a group of mountain gorillas in the wild. Named for the silver saddles across his back, the silverback is responsible for the safety of his group. A group of gorillas, also called a “troop,” can contain from 5 to 30 gorillas. The silverback decides where the troop travels, where it forages for food, where it will rest and where it will sleep at night.Silverbacks are very large. When they stand upright, they are from 5.5 to 6 feet tall and weigh as much as 350 pounds. Females typically are no taller than 5 feet and weigh as much as 200 pounds. The silverback's ears look small for its head. Males have a large bony crest on the tops of their skulls and back, which helps support their jaw muscles and teeth. The bony crest gives their heads a conical shape. Females have the same crest as well, but it is not as pronounced as it is in males. Silverbacks also are very hairy; they are the hairiest of all gorilla species. Their hair is long and thick, and helps to insulate them at high elevations. Their arms are shorter than the arms of lowland gorillas, and their legs are short in comparison to their arms. Silverbacks get their silver saddle at around 12 years old. Younger males who don't yet have the silver saddle are called "blackbacks."Despite their formidable size and strength, mountain gorillas are quite gentle and even shy. They are very social animals, but within their own tight-knit, nomadic troops. They show each other affection, often hugging and playing with each other, much like humans do. Also like humans, mountain gorillas laugh and even throw things when they get angry. Although they typically are peaceful, younger males from other troops may challenge a silverback. To ward off unwanted gorillas, the silverback will beat his chest with cupped hands, scream and bare his teeth, and charge at the intruder. Silverbacks also may break off branches from a tree and shake them at intruding gorillas.

♠ All Declined ♠
Please, for the love of Kakashi's Ichi Ichi books, learn to format.
 
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Zaphkiel

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Re: Custom Jutsu Submission

Summoning Animal: (Metasepia pfefferi) Pfeffer's Flamboyant Cuttlefish
Scroll Owner: Dkdangkong
Other users who have signed this contract: Zaphkiel
Summoning Boss if existing: N/A
Other summoning animals tied to contract: All other 120 variants of the Sepiida || Cephalopoda phylum.
Description and Behaviour:

Pfeffer's flamboyant cuttlefish, Metasepia pfefferi, are truly amazing animals and well named. A favorite of underwater photographers and videographers, flamboyant cuttlefishes display stunning changing colors and patterns and actually "walk" along the bottom of the sea (the only one known to do so). M. pfefferi has a maximum mantle (the part behind the head) length of 6-8external link cm with 3 pairs of flap-like fleshy papillae (fleshy nipple-like protuberances) and a V-shaped ventral (underside) fleshy ridge. These cuttlefishes also have large violet oblique V-shaped patches on both sides of their dorsal (topside) mantle. Papillae are also present over their eyes. The papillae are used for camouflage to break up the outline of the cuttlefish.
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Like squid, these cuttlefish have two tentacles inside their arms used for capturing prey whose ends are called tentacle clubs which have flat surfaces with 5-6 suckers, 3-4 of which are relatively "enormous" and located in the center of the clubs. Their fins are yellow and their arms are purplish with margins of yellow. Pfeffer's flamboyant cuttlefish undergoes incredible color changes possible due to three types of structures contained within its skin, called chromatophores, leucophores and iridophores, which are small structures filled with colored ink which can be rapidly expanded and contracted to communicate or are used as camouflage within its habitat. These structures allow the cuttlefish to rapidly reflect a myriad of colors and change the textures of their skin (see this for an example).
Cuttlefish (Sepiida) are in an Order of mollusks that possess an internal shell called the cuttlebone. The cuttlebone is made of calcium carbonate and is used by these mollusks to control their buoyancy. The cuttlebone is divided into many tiny chambers in which the cuttlefish can rapidly fill or empty of gas, depending on its buoyancy needs. They are in the Class Cephalopoda which is the group that contains cuttlefish, octopuses, squid and the chambered nautilus.

Summoning Abilities:
  • Cuttlefish summons can range from the size of a small blue ringed octopus to the size of Pien's Chameleon summoning.
    [*] With their amazing color and texture changing skin as demonstrated they are capable of subtle camouflage hiding from naked eye but still susceptible to sensors and Doujutsu users.
  • Having ink squirting abilities the Pfeffer's Flamboyant Cuttlefish can squirt up to three jets of ink when instructed by the summoner which are truly at potential when underwater. On land can be used to slick the ground or obscure vision and movement.
    [*] As with the actual animal, the cuttlefish summonings have peculiar W shaped eyes which diffuse bright light so effectively they have slight sight in light deprived areas.
  • Requires a water source to summon
Got permission from original owner

♠ Declined ♠
First bolded: Hell no. Make a way for them to be detected without being a Dojutsu/Sensor.
Second bolded: Emphasize. Not sure what you mean.


--
Resubmitting:
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.

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 aggravates the holder's Suiton chakra into the arm holding the sword, allowing tendrils of Suiton to weave and circulate around the arm from the shoulder to the wrist. Whenever the Crissaegrim is swung in this mode it leaves a small, almost instantly evaporating trail of water behind. Once per turn, the user can use up the surrounding Suiton on his arm to increase its range by allowing the surrounding Suiton to hold the blade like his own arm and swing it with the use of a hand gesture, like a water whip holding the Crissaegrim. The range increases from short to mid and can deliver a slice equal to a B ranked Suiton technique (20 chakra cost, 40 damage). It can also be used to latch on to a surface within mid range to pull the user to an object or pull an object to the user using the Crissaegrim as the anchor. Having Suiton chakra dominant in the user's body in this mode all Suiton techniques require 15 less chakra (-15).
~ User has to wait a full turn to recover Suiton arm shroud
~ User has telepathic access to Glaciem as a consultant in this mode
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Igneas Mode
The offensive mode of Crissaegrim, it induces the user's Katon chakra to have dominance over the other 4. In this mode the user's arm which is wielding the Crissaegrim is instantaneously surrounded in fire. 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. Katon techniques gain a 15 point boost in damage (+15) when holding Crissaegrim in this mode.
~ Katon arm shroud can be doused by Suiton techniques which nullifies its armor breaking and burning effects, but not its Katon influence on the user. Requires a turn to re-ignite.
~ User has telepathic access to Igneas as a consultant in this mode
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Note:
-Can only be wielded by Zaphkiel and those he seem fit
-Mode activation costs a move, deactivation does not however. Only one mode per turn
-In NW, Glaciem and Igneas can manifest themselves into spectral beings capable of conversation
-The respective arm shrouds of each mode serve no offensive/defensive/supplementary purpose and are purely cosmetic unless ability is used.

♠ Pending, leaving for another mod ♠
✦ Declined, Typhon declined them for a reason, DNR. ✦
--

(Raiton: Endā no gēmu)- Lightning Release: Ender's Game
Rank: B
Type: Defensive/Offensive
Range: Short
Chakra cost: 20
Damage: 40
Description: The user fires a normal bolt of Raiton chakra into the sky inducing slight storm clouds. This initial bolt of lightning then becomes charged using the clouds as an incubator. Then, in the same or next turn the user 'calls' the lightning strike to his position with a simple hand seal. The return strike has a full 5 meter radius in a 360 range of the epicenter, the user. It may appear to engulf the user but in fact it is various tendrils of Raiton raining down in a cage like manner leaving the user and center unscathed for approximately 8 seconds straight. The 'bars' are so close together it looks like a single bolt had hit. If caught in the walls the opponent would experience intense lightning damage and pain leaving the muscles in spastic intervals throughout the turn afflicted.
Notes:
- Can only be taught by Zaph
- Cannot perform any other Raiton techniques during the turn initialized
- Can only be used 3x per match

♠ Approved ♠
You know how long 10 seconds is during battle? Nice idea.
 
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Littlefinger.

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Re: Custom Jutsu Submission

Bōfūu no Bakuhatsu | Rainstorm Explosion
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: Upon discovering his affinity for the intriguing rain element, Littlefinger. began seeking ways to perfect his usage of it. He began studying the intricacies of it, learning what is and what isn't, what ought to be and what oughtn't to be. During his recent course of study he accidentally created a special rain technique which would aid him in battle. He realized that by forming the Horse ~ Dog handseals and concentrating large amounts of chakra in raindrops just as they are being condensed in the clouds, he could build up pressure in their individual cohesive bonds thus causing them to vibrate forcefully. Therefore, on coming in contact with any object, the raindrops explode violently, dealing severe damage.
#Requires .
#Lasts 2 turns upon activation.
#Usable 3 times per battle.
#Teachable by Littlefinger.

♠ Declined ♠
Too OP right now. Take off the activation rate, give me a bit more of an idea on how the explosions work - about how large or small? Also, if you were standing in this rain, wouldn't it affect you as well?
Bōfūu no Bakuhatsu | Rainstorm Explosion
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: Upon discovering his affinity for the intriguing rain element, Littlefinger. began seeking ways to perfect his usage of it. He began studying the intricacies of it, learning what is and what isn't, what ought to be and what oughtn't to be. During his recent course of study he accidentally created a special rain technique which would aid him in battle. He realized that by forming the Horse ~ Dog handseals and concentrating large amounts of chakra in raindrops just as they are being condensed, he could build up pressure in their individual cohesive bonds thus causing them to vibrate forcefully. Therefore, on coming in contact with any object, the raindrops explode violently, dealing severe damage. The impact force of the explosion of these raindrops can be likened to massive blows dealt on the impact areas. The impacts are blunt and are capable of dealing only blunt damage meaning they affect muscles, bones, internal organs, etc as well as having a concussive effect when they hit the head. If the user is somehow caught in this, they too have to defend from it although the possibility of this happening is low as the technique takes effect mid-long range from the user, not short. The strength of the rainfall affects how strong the effects of this technique will be; stronger rainfalls like rainstorms means stronger effects while weaker rainfalls like drizzles means weaker effects.
#Requires .
#Usable 3 times per battle.
#Teachable by Littlefinger.

♠ Declined ♠
Close to approval. Need to straighten a few more things out though. Is this a stand alone technique or this used with another Rain technique? And if so, how long does this "mode" last? And if it's "blunt" damage, how exactly would it affect internal organs?
 
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-Yard-

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Re: Custom Jutsu Submission

CW:

(Fuuton: Nunchaku kajou taihou) Wind release: Nunchaku Spiral Cannon
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user spins their Nunchaku at high speeds while releasing wind chakra through them. While spinning, they will release a strong current of wind that travels from the Nunchaku to around the opponent, making a tunnel/cannon of spinning wind that extends outwards from the nunchaku to around the opponent. The wind when it gets into short range of the opponent will sweep them off their feet as it surrounds them, knocking them off the ground and sending them spiraling away by 10 meters if in short range, and 5 meters if in mid range. The user can use their free hand to throw paper bombs and ninja tools into the currents as well.

- Can only be used by -Yard-
- Can be used two times but must wait one turn before using again.
- Can only be used when wielding the intercepting nunchucks.

♠ Declined ♠
You set it at A-Rank, but asides from just the Wind sweeping the opponent off their feet, does it also damage them in some way or just serve to "carry" them a certain distance?


(Fuuton: Nunchaku's Omomi) Wind release: Nunchaku's Emphases
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: (+15 to the fire technique)
Description: The user after launching a projectile like fire technique of B rank or above can quickly spin their nunchaku in the direction of said jutsu, releasing a current of wind giving the fire extra power. Due to not requiring handseals and the Nunchaku being as fast as they are, this can be preferred over most other wind release techniques to quickly empower a fire technique.

- Can only be used by -Yard-
- Can only be used once per turn.
- Can only be used when wielding the intercepting nunchucks
- Can be used 5x per battle.

♠ Approved ♠

Setsuju Nunchaku: Tajū-do | Intercepting Nunchaku: Multiplicity
Type: Supplementary
Rank: B
Range: Short
Chakra: 25
Damage: N/A
Description: The user throws their Nunchaku into the air or bites it, holding it between their teeth, then does the tiger handseal and creates a copy of Setsuju Nunchaku, the Intercepting Nunchaku. The Nunchaku can be moved at the same speed as the real Nunchaku. This allows the user to strike and defend faster as they now have two Nunchaku and the Nunchaku's speed relies entirely on Taijutsu and the way Nunchaku work in the real world. The Nunchaku aren't as durable as the real Nunchaku though and due to that they can only defend from C rank projectile like attacks and B rank taijutsu.

- Can create one copy per use.
- Can be used twice per battle.
- No more than one copy can be on the field at any given time.

♠ Pending, leaving for Kurisu ♠
✦ Approved, edit bits. ✦
 
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Penguin

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Re: Custom Jutsu Submission

Katon: Pengin no Inferuno - Fire Style: Penguin's Inferno
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After forming the dog, dragon, and bird hand seals, the user molds katon chakra and channels it into both of their hands. Once channeled into their hands, the user connects the bottom of their palms and releases the katon chakra, and by using shape manipulation, results in two extremely condensed penguin shaped balls of katon that violently swirl in circles while going forward. The balls of katon swirl in the same direction but always are a meter away from each other, leaving a meter opening in the attack, or so it would seem. The meter space in between the balls of katon is actually super heated air from the two katon balls which would severely burn someone if they were caught in the middle of it.

Note: No Katon over A-rank during the turn this us used
Note: Can only be used thrice per battle
Note: Can only be taught by Penguin.

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♠ Approved ♠
Is that from the new Super Smash? :|





Suiton: Pengin no Ase - Water Style: Sweat of the Penguin
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user starts channeling their suiton chakra all over their body to activate the two million and six hundred thousand sweat glands inside them. This causes the body to cool down rapidly as sweat starts coming up from the pores in the user's skin, forming a coat of sweat around the user. The coat is no more than an inch away from the body and no more than an inch thick. The sweat is also slicker than snot, due to the sweat being combined with the opposite type of chakra found in viscous suiton attacks. This would allow most taijutsu attacks to simply glance off the body if the user angled their body the right way. The last ability of the sweat is its pungent stench, causing most people that have heightened senses with their nose to pass out from the sheer stench. Even if one doesn't have excellent smell, the stench will cause regular people's eyes to tear from the stinky smell, much like an onion would cause a person to cry. While the user is in this form, his suiton attacks become amplified a bit while his katon attacks degrade due to all the excess moisture around him and his body heat not being very low. The sweat stays around for four turns unless it is blown away by a decent sized fuuton attack or evaporated by a good sized katon attack, and does not require constant chakra to keep up.

Note: Suiton attacks get a +20 boost
Note: Katon attacks get a -20 drop
Note: No suiton over A-rank for two turns after this jutsu is over
Note: Almost any taijutsu that requires contact with the user uses has no affect on the enemy and vice versa
Note: Can only be used twice per battle
Note: Can only be taught by Penguin.

♠ Declined ♠
Wtf? Just reading that part about bad smelling sweat reminds me of crowded buses full of fat, white people. <_< Jk.
And that being said, no, that's not gonna work out. People aren't just gonna pass out cause you forgot to take a bath for several days since you were too busy fapping to your endless amount of Tobirama "art" books. Lower the active count or make it usable only once per battle. And while I understand the logic behind Taijutsu techniques sliding off your skin, it won't work for every type of Taijutsu, especially those with EIG or stronger techniques. Make it freeform Taijutsu.





Suiton: Kyūketsuki no Pengin - Water Release: The Vampiric Penguin
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30 (-80 per turn to the opponent)
Damage: 60
Description: The user starts gathering their suiton chakra, then channels said chakra into water touching the opponent's skin. Once the suiton chakra is inserted into the water, the water touching the opponent latches onto them via tiny water hooks which damage the opponent a significant deal. As the water latches on the opponent, the water starts draining the opponent's chakra such as Suiton: Uramiame no Jutsu - Water Release: Grudge Rain Technique drains chakra. As the water starts absorbing chakra, it gets bigger and denser. After a turn of absorbing chakra, the water gets so heavy the opponent cannot stand and they collapse to the ground, continuing to get sucked dry of chakra. This technique is self sustaining after the hooks latch into the opponent.

Note: Cannot use above A-rank suiton while this jutsu is being used
Note: Takes two turns for the technique to immobilize the opponent
Note: Can only be used thrice per battle
Note: Can only be taught by Penguin.

♠ Declined ♠
First off, the whole description of getting this jutsu to work in your first paragraph is confusing as hell. "The user starts gathering their suiton chakra, then channels said chakra into water touching the opponent's skin. Once the suiton chakra is inserted into the water..." So, do you mean that as soon as you touch your opponent's skin, you leave a mark that then begins to absorb their chakra? So, if it were to happen, it'll grow much like a bubble? Where's the Penguin part of this? Shouldn't it be growing into the shape of a penguin? <_<
Also, why is this long range?
 
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Drackos

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Re: Custom Jutsu Submission

(Kinkou Subeta) - Balance Sword
Type: Weapon
Rank: B-Rank
Range: Short-Long
Chakra: 10-20
Damage: N/A

Description: Haschwalth's Balance Sword when released will allow him to defend himself by mirroring incoming offensive techniques. When released the sword will produce a technique of the five basic elemental transformations of equal rank and opposite transformation; effectively cancelling out the incoming attack. This weapon does not require hand seals to be used.
Note: Can only be used against techniques up to B-Rank within the five basic elemental transformations.
Note: Can only be used once every three turns.
Note: Can only be used by Drackos




Picture:
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Inspiration:

As an avid fan of Bleach I had wanted to create a unique weapon for my Jugram Haschwalth bio. Haschwalth's Sternritter letter is "B" which represents balance. I took the idea of Ukitake's shikai which will reflect any energy attack and used that in a balancing concept.

♠ Pending, leaving for another mod ♠

-Declined- Similar to The Water Release: Water Mirror Technique in the core ability, DNR
 
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Souji

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Re: Custom Jutsu Submission

(Katon: Hanabira o nenshō) | Fire Release: Burning Petals
Type: Offensive/Defensive
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will clap their hands together and then create a thin ring of fire around them, with a one meter radius from the center where the user stands, to the edge of the circle. From this ring, golden flames will erupt upward, surrounding the user. The golden color of the flames is purely cosmetic with no added effects. Upon applying shape manipulation, the golden flames will take the shape of eight flower petals that point upward, looking like a closed bulb that can even defend against basic projectiles or lower ranked jutsus, within the reasoning of elemental interactions and free-form rules. These petals will then quickly “flop” downward, creating an area-of-effect attack on the ground, incinerating whatever comes into contact with it. As a visual representation, when looking at this jutsu’s performance from the top, it looks very similar to a flower head blooming outward. Each petal is capable of reaching up to mid-range, and in eight separate directions around the user, allowing for a one-time attack. In a variation of this technique, the petals can also be controlled individually: for example, some petals can remain defensively upward, or attacking outward. This requires focus from the user, but they can start and stop the technique at will.

- Lasts for a maximum of three turns if controlled, or until the user decides to stop using the technique
- Can only be used twice per battle
- Can only be taught by Souji
- No A-rank Katon or above for the next turn, the turn right after the jutsu is deactivated

♠ Declined ♠
Yeah, no, this doesn't work that well as a supplementary mode. It does two things as a single-time usage - first to defend, and then come down as an attack, it shouldn't be able to do anymore than that. And if it's destroyed by a water technique upon defending, it shouldn't be able to continue its attack phase.
 
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Kuroh

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Re: Custom Jutsu Submission

(Doton: Haidora no taitō) - Earth Release: Rise of Hydra
Type: Offensive / Supplementary
Rank: B-S
Range: Short - Mid (within the mud)
Chakra: 40
Damage: 80
Description: Using pre existing mud, which is great in size, The user will send his chakra into it to form a dragon. This dragon is great in size, reaching up to 7 meters in length if mud source is as great as it is upon performance (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld which is of A rank. If the user were to form a dragon from mud source which size is similar to one after performance of (Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop, it's size would be up to 5 meters. This dragon is going to stay on battlefield as long as there is a mud source for it to be regenerated. The dragon's movement is pretty smooth and it can go through denser and or thicker earth as long as part of it in connection with the mud source. That being said, as soon as part of the dragon has been destroyed, within moments it will be restored as long as the dragon itself is in touch with mud source. If the dragon were to leave the source, it can be active on the ground as long as it has not been destroyed. The Dragon can be dispersed into a larger number of smaller dragons which tasks is to completely cover the opponent in mud while at the same time making damage because of blunt damage which is made as they stumble upon the enemy. The dragon can be used for defense following elemental weaknesses and strengths as well as a source for performance of other techniques that require mud. It can be used to attack opponent, and making blunt damage by hitting them. If the source of mud is of A rank or S rank, keeping in mind that source is of same size as it is formed upon performance of Swamp of the underworld Dragon which is formed will be of S rank (it's length would be either six or seven meters). If the source is of B rank, the Dragon will be of A rank and it's length would be up to 5 meters. If the mud source is of C or D rank, it's length would be up to 3 meters.

Note: Can only be used twice (2) per battle.
Note: Can only be taught by Kuroh
Note: For the technique to be performed, one needs mud on the battlefield.
Note: To regenerate the dragon using the mud source, the user will lose 10 chakra.

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_____________
-Declined- First of all, no multiple ranks on techniques, just a specific rank is required, also no regeneration from the mud, and you have to give a distinct size to the dragon of mud, also no to the colored portion, keep in mind that once you use the technique, if you use another technique, you have to use this one again to control the dragon of mud, because if you use the chakra maintaining the dragon for another technique, it will become a useless piece of mud. Also it's a dragon shaped and all, but can it fly? basically the whole description needs to be re-worked and defined.
 
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Joker

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Re: Custom Jutsu Submission

(Kōtei no chōsen) | Emperor's Gauntlet
Type: Weapon
Rank: S-Rank
Range: Short-long
Damage: N/A
Chakra: 40
Description: The Gauntlet is a long indestructable arm like-cast that extends all the way to the user's shoulder. In the palm of where the hand would be, there's a medium-sized hole about the size of of an under-grown orange. Using it as a medium, they can channel their chakra within and release an A-Ranked wave of unfocused chakra that takes the form of a cone. Anyone caught in this cone is electrocuted and briefly stunned

Gear first
The user raises the glove into a desired direction, and holds it their for a moment, charging their chakra into it. After doing so, the user releases it, creating an a-ranked field of unfocused electricity in a cone shope up to long-range in front of them. Anyone caught in this cone of electricity will be electrocuted and briefly stunned. After using this ability, the weapon must take two full turns to recharge. Can only be used thrice per battle.

Gear second
The defensive gear, it allows the user to create a shield of condensed chakra either only infront of them, with a small circular shield extending two meters in all directions; or a shield that covers the whole body in a dome fashion. In the air, it's a complete sphere like a mobile hamster home, while on the ground it's split in half, only able to cover the user and one other teammate. All this is done by three other holes along the side of the weapon.

Gear third
When activating Gear Third, the user is able to pick one of two options. In the first option, the user fires a single short but powerful blast of chakra from the palm of the gauntlet. This blast of chakra can be used to launch the user up to a mid-range in the air. In the second option, the user releases a continuous stream of chakra from the palm of their hand, allowing them to push themselves into the air. This option will move the user at a slow speed than the first, but because the stream is continous, they will be able to change their direction midair. The user will not be able to perform other jutsu while performing the second option. Finally, there's a hole right on top of the knuckles. The user can blast small amounts of chakra from those holes to increase the force and impact of their punches.

Note: Can only be used by me, and those who I allow
Note: After using the third gear, the weapon'll take two turns to recharge
Note: The shield has no elemental affinity, just raw condensed chakra, therefore it has no elemental weakness and can be destroyed by them all equally
Note: The shield can block a single S-Rank technique before needing a turn to recharge.
Note: The shield is transparent, also while in the shield, the user cannot fire techniques put (referring to the sphere one)
Note: Can be removed

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✦ Declined, CW that shoot bursts of chakra, elemental or not, aren't allowed and that seems to be the basis of this CW. ✦
 
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Frozenstein

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Re: Custom Jutsu Submission

(Fuuton/Katon: Musei Zetsumei) - Wind/Fire Release: Silent Death
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs a set of 3 hand seals and release his wind chakra into the air at a designated position. When the chakra is in position, the user uses his wind chakra and his great chakra control to draw out atmospheric hydrogen from the air and compress it into smaller/bigger spheres of hydrogen. These spheres may vary in size, from a fist to a beach ball, but cannot move from their location, just float there until used, destroyed or dilute in the air. As the spheres are made, the user releases a small amount of fire chakra into these spheres and snap his fingers, flickering the fire chakra and igniting the spheres, resulting in the spheres explode where they are. While unused, the hydrogen spheres can't be seen by the naked eyes, but dojutsu users and chakra sensors may notice the spheres.
- while the technique is short-long ranged, the spheres can only be made short range from each other
- any fire/lightning tech can ignite the spheres if they get in contact, be it the user's or the opponent's
- technique only lasts for 2 turns before the hydrogen dilutes in the air
- can only be used 2 times per battle
- can only be taught by Frozenstein
✦ Declined, concept has been done before. Only real diff is you add fire chakra to it, DNR ✦

(Raiton: Chinou Soujuu) - Lightning Release: Brain Control
Type: Supplementary
Rank: S-rank
Range: Short
Chakra: 40
Damage: -
Description: Chinou Soujuu is a high level lightning technique designed to allow the user to fight with genjutsu users on par. The execution of the technique is rather hard, while the basic principle is a bit similar to how the Raikage's lightning armor connects his eyes with his brain. However this technique instead of the eyes, only afffects the brain's electrical network. First the user gathers his lightning chakra into his brain and carefully infuse his brain's electrical network with it and strengthen it, while making sure he doesn't hurt himself mentally. As it's done and a way stronger electrical network is established, when his opponent tries to use a lowered rank genjutsu on him, it will get broken right away. This happens because when the genjutsu sends the information into the user's brain via his senses and the foreign chakra reaches this strengthened network, the lightning chakra simply overpowers the foreign chakra and convert the information back to normal. With this the tech creates a passive shield against lower ranked genjutsus, but higher ones are still work. In order to deal with them, when the user realises he is under a higher ranked genjutsu (S/A-rank), he forcefully sends a wave of lightning through his brain's electrical network, inflicting pain and overpowering the foreign chakra at the same time.
- breaking S/A-ranked genjutsu counts as a move from the user
- the user becomes immune to B-rank or lower genjutsus
- can only last for 3 turns or until deactivated or broken by a full body surge
- can only be used 2 times per battle
- can only be taught by Frozenstein

✦ Declined, this is just a localized Chidori Nagashi without the paralysis traits. Nor would this work as described, to break a genjutsu you need either a foreign source of chakra entering you or for you to use a full body surge. By storing chakra only in your brain, you still would be at risk of being caught in a genjutsu as the chakra is localized to a single place and wouldn't rid the body of the foreign chakra. DNR ✦
 
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Kerrah

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Re: Custom Jutsu Submission

(Hachimon: Odori no Shiro Tora) - Eight Gates: Dance of the White Tiger
Rank: S
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage: 80
Description: A form of Taijutsu that is deceptive to the naked eye and the untrained, but extremely powerful in it's nature. Through activation of the sixth gate - The Gate of View; the users physical prowess is pushed to the limits, allowing him to move at extremely fast speeds. With immense training, this speed can be used to augment the user's limbs, so that they may be utilized in an offensive way untraceable by the opponent. Being short ranged from the opponent, the user will release a barrage of attacks (could range from both upper and lower body, including but not restricted to: Palm thrusts, uppercuts, simple jabs, knuckle punch, high kick, low kick, sweeping kick etc.) The main ability of this barrage of attacks is the speed applied into each limb, the user's limbs will move at such excessive speeds that not even the highest ranking Doujutsu can trace their movements, albeit the user's main body (head, chest, stomach) will thus move slower than the rest and is easily identifiable. Hence, the gestures produced by the user's limbs will appear as simple afterimages to the opponent, acting as a decoy since the action the opponent is observing has already occurred. As the barrage continues onwards, the after-images will replicate the entire user's body and his former positioning before the most current attack. Leading on for that afterimage to act as a decoy whilst the next is attack coming from in from another angle. And essentially creating a chain of events where the opponent's eyes are tricked by the speed of the user's limbs, creating more and more afterimages of previous positioning whilst continuously firing in more damage inducing hits.
~Can only be used once per battle and only by EIGM.
~Due to the excessive speed applied to augment the user's limbs, both his feet and hands will undergo severe pressure after usage, disabling him to perform hand signs for the next turn.
~No techniques above that of S-rank in the same turn.
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✦ Declined ✦ Incredibly OPed. The 6th Gate grants a x6 speed multiplier, while EMS, being the doujutsu with the highest reaction time, grants a x5 reaction speed. Even though by rules, this outmatches EMS' reaction levels, your wording alludes to even with additional multipliers used (i.e. chakra sensing, etc), the enemy would still be unable to see these attacks. Also, I believe I've seen a few jutsus that allow the user to move at speeds where they produce a tangible afterimage that does damage. Only difference here is you use EIG with it. This also will make taijutsu above B rank unusable for 3 turns afterwards due to the massive pressure exerted from the speed of moving your arms.
(Hachimon: Odori no Shiro Tora) - Eight Gates: Dance of the White Tiger
Rank: S
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage: 80
Description: A form of Taijutsu that is deceptive to the naked eye and the untrained, but extremely powerful in it's nature. Through activation of the sixth gate - The Gate of View; the users physical prowess is pushed to the limits, allowing him to move at extremely fast speeds. With immense training, this speed can be used to augment the user's limbs, so that they may be utilized in an offensive way by producing afterimages. Being short ranged from the opponent, the user will release a barrage of attacks (could range from both upper and lower body, including but not restricted to: Palm thrusts, uppercuts, simple jabs, knuckle punch, high kick, low kick, sweeping kick etc.) The main ability of this barrage of attacks is the speed applied into each limb, the user's limbs will move at excessive speeds allowed by the activation of the sixth gate. Hence, the gestures produced by the user's limbs will appear as simple afterimages to the opponent, acting as a decoy since the action the opponent is observing has already occurred. As the barrage continues onwards, there is a cycle of produced afterimages correspondent to the user's limbs . Leading on for each afterimage to act as a decoy whilst the next is attack coming from in from another angle. Essentially creating a chain of events where the opponent's eyes are tricked by the speed of the user's limbs, creating more and more afterimages of previous positioning whilst continuously firing in more damage inducing hits.
~Can only be used once per battle and only by EIGM.
~Due to the excessive speed applied to augment the user's limbs, both his feet and hands will undergo severe pressure after usage, disabling taijutsu above B-rank for the following 3 turns.
~No techniques above that of S-rank in the same turn.
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✦ Approved ✦
 
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Pekoms

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Re: Custom Jutsu Submission

Resubmitting the following, which was approved .
Henge: Adamantin Bisentō | Transformation: Adamantine Bisentō
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30 (-10 per turn transformed)
Damage: N/A
Description: Katen transforms into a bisentō (7' 0") which is characterized by the hardness of diamond and its at-will extensibility. The weapon is named the Adamantine Bisentō and it is Koumei's "weapon of choice". When Katen is transformed into the Adamantine Bisentō , it is possible for him to have his ears, eyes, and mouth appear anywhere along its length. A highly sophisticated weapon, its at-will transformation-based attack and defense go beyond the scope of proficiency, to attain immense fluidity and great lethality. The main method of offense consists of the wielder making powerful slashes and stabs that take advantage of its ability to extend. The hardness of diamond also translates into destructive power, so very few things can withstand its mighty strikes. A more subtle, yet no less potent, ability is to periodically drain additional chakra from the wielder and accumulate it along the edge of the blade, with less frequent usage increasing its fiery power considerably upon direct contact.

Note: This technique may only be used by Katen of the monkeys, and he may not use other techniques during it.
Note: It can extend as far and as quickly as Enma can whilst he is transformed into the Adamantine Staff.
Note: Entire turns in which Katen maintains this form will not count towards the turns he can stay on the field.
Note: Each turn, the user can willfully allow the bisentō to drain 10 chakra, which can build up to 30, whereby its power is on par with an A-Rank technique. Each time the blade makes direct contact with an object, the power is reset.
1 turn = D-Rank; 2 turns = B-Rank; 3 turns = A-Rank. At B/A-Rank, the attack will count as a move.


 Declined  Some issues. The whole chakra absorption ability thingie is really not clear. You need to make it simpler and more on point. Also, how long can this extend to? What can it endure? Rest seems ok.
Henge: Adamantin Bisentō | Transformation: Adamantine Bisentō
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30 (-10 per turn transformed)
Damage: N/A
Description: Amon transforms into a bisentō (7' 0") which is characterized by the hardness of diamond and its at-will extensibility. When Amon is transformed into the Adamantine Bisentō , it is possible for him to have his ears, eyes, and mouth appear anywhere along its length. A highly sophisticated weapon, its at-will transformation-based attack and defense go beyond the scope of proficiency, to attain immense fluidity and great lethality. In addition, the bisentō can generate intense flames that manifest in a few ways dependent on if it is swung/thrown/thrusted. If the wielder swings the bisentō with both hands, they may release a large, violent twister of flames towards their desired target. Should the user throw the bisentō, point-first into the ground, they may instead release a great torrent of fire and heat able to sweep the surrounding area. Lastly, if the wielder thrusts the bisentō forwards, a very narrow beam of fire capable of piercing bodies/structures may be released.
Note: This technique may only be used by Amon of the monkeys, and he may not use other techniques during it.
Note: The Adamantine Bisentō can extend as far as the Adamantine Staff and cannot be destroyed, though trapping the weapon or casting it into dangerous substances will force Amon to reverse-summon home.
Note: Entire turns in which Amon maintains this form will not count towards the turns he can stay on the field.
Note: The twister of flames released with a swing is of A-Rank. It counts as a move.
Note: The torrent of flames released when thrown is of B-Rank. It counts as a move.
Note: The narrow beam of flames via thrusts are of A-Rank. Each counts as a move.

Changes in bold.
I've removed the confusing bit involving chakra draining bolded in the quote (original) and opted for simpler fire attacks.


 Pending  At your request




New technique, and intended to be my CW.

Terpsichora | Puppet Master's Serenity
Type: Weapon/Supplementary
Rank: S
Range: Short
Chakra: 40 (-15 per post-initial turn)
Damage: N/A (-5 to the user per turn)
Description: From a now forgotten epoch, several Uzumaki clan members conspired to make a tool allowing them to temporarily transcend their physical limitations for combat purposes. In order to accomplish this feat, they captured Dantalion of the monkeys, and sealed the entirety of his chakra within an adamantine mask. Having bound all of Dantalion's chakra to the mask, the clan members' plan came to fruition when they confirmed his consciousness/memories had seemingly been transferred too. With an additional chakra source (mask-wearer), his form could temporarily be stabilized out of pure chakra and he could assist in combat by applying the chakra threads he'd been known to use in life. This mask was eventually discovered by Koumei Ren.

The moment the user dons the adamantine mask, their chakra will trigger the initiation of the technique. A portion of their chakra, as well as all of Dantalion's chakra, will be swiftly released behind the mask-wearer and assume the enlarged form of Dantalion's upper body. This entity possesses all of the monkey's memories and though incorporeal, it may apply chakra threads to the mask-wearer's body. Essentially becoming a living marionette, with Dantalion's assistance, the mask-wearer may temporarily transcend their physical limitations to achieve greatly enhanced flexibility, speed, and levitation/flying demonstrated by manipulated combat puppets.

Note: Only Koumei Ren (Pekoms) or a puppeteer granted permission by Koumei may use this.
Note: The mask may only be used once in a fight, regardless of if the technique ended early.
Note: Through usage of this item, the mask-wielder may move faster than he normally can (being able to easily outmatch even a Sage who has complete mastery over Taijutsu).
Note: This technique may remain in use for up to 4 turns, with taijutsu being enhanced (+10).
Note: Dantalion is incorporeal and barely perceivable to anyone who lacks dōjutsu or refined chakra sensing, though still noticeable, specially for spiritual aware ninjas such as those who master Yin Release or are of the Yamanaka clan or similar other spiritual inclined abilities.
Note: Dantalion will always be positioned behind the mask-wearer and a few feet above them too.[/CENTER]
Note: Once the technique has ended (prematurely or not), the mask-wearer will be unable to use taijutsu techniques beyond C-Rank for the duration of the fight. Their base speed will also suffer a reduction of 2 levels.
Note: This technique may end whenever the mask-wearer decides within 4 turns. Other situations where the technique will immediately end include: removal/sealing of the mask or a powerful chakra draining technique.


 Approved 
 
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