[ARCHIVE] Custom Jutsu Submission - II

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Negative Knight

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Re: Custom Jutsu Submission

(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Rank: S
Type: Supplementary/Defensive/Offensive
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if reciprocated trait is harmful)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality or they will focus their chakra into an already existing mist to imbue it with this trait. The mist itself will first absorb and then embody the properties of whatever technique used by the opponent it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually by the user through the use of the Serpent handseal, so not all absorbed techniques have to have their effects reciprocated. Leeched traits which may have originally been harmful to the user's body (e.g. toxins, venom, radiation, etc) no longer pose a threat to him/her, as they're now imbued with the user's chakra. However, stolen abilities need to be activated during the same turn they were absorbed or they will become unusable. Not only that, but not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits (that are compatible with water) can be embodied by mist (e.g. the stickiness of adhesive water, the numbing nature of lightning, the volatility of flammable mud and et cetera). This absorption will only work on techniques A-Rank and below for elements water is neutral to (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other Water Release above A-Rank in the user's same and next turn.
Note: This technique works on KG/CE elements
_____________
-Declined- A mist absorbing techniques is not possible, absorption is a feat of fuuinjutsu, mainly through the usage of seals and kanjis, this is not possible, not to mention it's a bit too much to be able to absorb virtually anything. Also redirection of the absorbed technique, seems like a rip off of Dark Release absorption and release abilities if you ask me.


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

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

♠ Declined ♠
Wow! Nice idea. Need a bit more clarification before approving. Firstly, is this an on/off jutsu? What do you mean by "last three turns?" Is it like a mode or active?
Secondly, what are the nature of the earthquakes? Does it split apart the ground or just shakes it depending on the rank and strength?
(Doton: Otakebi no Kobito) – Earth Release: Roar of the Dwarves
Rank: A
Type: Supplementary/Offensive
Range: Short (Earthquakes can have up to a mid-range area of effect)
Chakra Cost: N/A (+10 chakra cost to earth-based techniques used)
Damage Points: N/A (10-90)
Description: This is the brother technique to Earth Release: Scales of Judgement. The user will focus doton chakra into future earth-based techniques which emerge from the ground (KG/CE variants included e.g. Steel, Crystal, etc) to augment the vibrations generated by their surfacing. The added chakra will serve the purpose of enhancing these vibrational tremors into localized earthquakes (Similar to Earth Release: World Shaking). Logically, the magnitude of these earthquakes is highly dependent on the scale/rank of the technique being used. C-Rank earth-based techniques will produce minor quakes which are equivalent in magnitude to those produced in World Shaking, while the potency of earthquakes produced by large scale S-Ranks (such as Earth Release: Mountain Smash) will be so immense that they will imaginably throw anything and anyone in the vicinity off balance for the duration of the technique's emergence. These quakes will only be "localized" and will only affect anyone within and up to mid-range of the emerging technique. Furthermore, augmenting the vibrations produced by techniques is optional and does not have to be applied to every earth-based technique (which emerges from the earth) used. For the most part, these quakes are merely supplementary and only serve to throw the opponent off balance in order to hinder their attempt at countering the technique in question. However, anyone underground and within the area of effect of the earthquake will sustain a degree of damage. This damage will be proportional to the rank of the emerging technique e.g. a D-Rank will inflict 10 damage points while a Forbidden Rank would inflict 90 damage points. If the rank of the emerging technique is greater than the rank of the technique sustaining their underground travel, the opponent will inevitably be crushed underground. The power of earthquakes produced by A-Rank and below techniques will only result in the shaking of the ground while quakes produced by S-Ranks and above will be potent enough to fracture and split apart the ground. However these fractures and splits will be mostly superficial and not be deep enough to trap the average shinobi. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an earth-based jutsu. This jutsu lasts for three turns and this means its effects can be applied to all earth-based techniques used (which emerge from the earth) within this interval of time.

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

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______________
-Declined- No to the "lasting three turns" part, it's a technique that's used once not a mode, and while it's a nice idea, i wouldn't allow it being used on opponents' techniques, only your own techniques, that means no to the CE parts, remove the activation is instant part, you took a nice idea and pushed it over the edge, keep things reasonable >_> Also, if you are within the radius of the technique (mid range) would it affect you as well? I'm a bit iffy by the mutiple damage part of the technique but i'll let it slide, just restrict it to be used on S-rank and below Earth techniques only.


(Doton: Miraaak's Kataki) – Earth Release: Miraak's Vengeance
Rank: S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: The user will perform three handseals and focus their doton chakra throughout their body before spewing the built chakra as a flimsy earthen-material into a nearby water source at a considerable speed. After plunging into the water source, it will begin absorbing the surrounding moisture to grow in size and become more flexible. The globule will extend countless tentacles outwards (in every direction) as it does this, their size growing exponentially until they reach the surface. While doton constructions are typically rigid and sturdy, these tentacles are flimsy/flexible since they are made of mud. Since the tentacles grow larger the longer they're completely submerged in water, deeper water sources will produce greater sized tentacles whilst more shallow ones will produce ones of smaller magnitude. The tentacles which emerge closer to the user will lift them into the air and form a protective fortress of writhing tendrils, whilst the tentacles around the opponent(s) will seek to impale, entangle and crush their targets to death. The maximum size the tentacles can reach is equivalent to the size of the spikes produced in Earth Release: Destructive Rising Rock Pillars, at which point they'll reach full saturation and become unable to absorb any more water to gorge their size.

Note: Lasts three turns
Note: Can only be used twice per battle
Note: Requires a Water source
Note: Can only be Taught by Negative Knight
Note: While active the user can only use Doton and non elemental abilities and never above S-Rank.


 Approved  Edited.
(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will focus their doton chakra into the earth below to create a subterranean field of sentient tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril has the same dimensions as the spikes produced in Destructive Rising Rock Pillars but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. In terms of attacking the opponent, the tendrils can be used offensively but cannot be used to inflict damage e.g. they can ensnare an opponent and bind them in place but they cannot deal any physical harm onto them. The real special ability of these tendrils is their capability to act as a medium for the use of certain techniques. Attaching at least one tentacle to the user and one onto the opponent can replace the conventional need for the requirement of direct contact, meaning the user can utilize techniques such as the Added/Light Weight techniques on the opponent from a distance. The effects of the technique are carried along by the tendrils and "deposited" on whoever/whatever happens to be in contact with any of the tendrils. This transmission happens at such a speed that its as if the user is in direct contact with the opponent. This technique's use isn't restricted to Earth Release but can be used upon compatible jutsus of other elements or even on non-elemental abilities like the chakra absorption technique (in this case the stolen chakra is then transmitted along the tendrils and returned to the user). If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. The tendrils like other sentient constructions have a mind of their own and can act independently.

Note: Lasts three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
______________
-Pending- Leaving for Scorps.



 Declined  Sentient tendrils? Scale is too big and its too exploitable.
 
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Nathan

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Re: Custom Jutsu Submission

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Kyu Doragon Jutsu: Burakku Orijin Genkaiten | Nine Arts Dragon: Black Origin Threshold
Type: Supplementary
Rank: B-rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user initiates the inner fuuton chakra to release through the pores of the users body. This in turn gives the user the ability to use the Nine Arts Dragon principle and incorporate it into free form taijutsu. While this technique is active, the user is only able to use fuuton based techniques, Nine Arts Dragon techniques, free-form taijutsu and normal taijutsu techniques. The free-form damage is equal to a standard D-rank taijutsu technique. Speed is sightly increased to match the standard of Nine Arts Dragon style as well.
Notes:
- Free-form damage is increased to D-Rank.
- Last for 5 turns.
- Once this technique ends, the user is incapable of using any Nine Arts Dragon techniques for 4 turns.
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon.

✦ Approved ✦
---

(Katon: Takahetsu) - Fire Release: Sanguine Orb
Type: Offensive, Supplementary
Rank: B - A-rank
Range: Short - Long
Chakra: 20 - 30
Damage: 40 - 60
Description: By performing one hand seal the user can form a single orb, compressing it's mass and containing the elemental energies with a sheath of chakra, acting as a buffer against outside forces until the technique is ready to branched into one of it's many forms. The orb floats harmlessly on it's own, though capable of being guided by the user using hand motions in any direction they choose. The Sanguine Orb functions in a special state, the sheath around it's form constantly circulating a stream of chakra around it's compressed body. The circulation acts as a buffer, bouncing Raw Chakra of it's surface and preventing minor debris from activating it prematurely. Alternatively, the Sanguine Orb can be given a much larger form; the normal state of a sphere is just around three feet in circumference; the bigger form is around seven feet in circumference. Deceptive in size, the compressed chakra adding mass, and hiding much more fire then what can be seen or sensed. The more form it's given, the more chakra, fire, and mass that is stored in an individual orb. The number of orbs that the user can form at any given time ranges from 1-7, varying on his total chakra placed in an individual Sanguine Orb and his chakra reserves as a whole. Once the orb reaches its target, it'll explode into a deadly hailstorm of flames. Causing massive damage to the target and the surrounding environment of the intended target. (up to short range from the target); The smaller orbs do C-rank amount of damage since they are split up.
Notes:
- Each handseal is made depending on how many orbs the user would like to create.
- The user has to maintain a chakra input with the orb, if they don't the orb disperses.
- Can only be taught by Nathan.
____________
-Declined- No multiple ranks, only a specific rank, Size follows the same case, i don't approve a technique with multiple sizes, only a specific one, also remove controlling it with handsigns and hand movements, it's sent to a specific target and that's it, it's not a chakra guided missile >_> Also how is this different from the Exploding Flame Shots technique? It's an orb that explodes, this is just a fancier version xD

----

(Fuuton/Suiton: Rikiddo Shuriken No Jutsu) - Wind/Water Release: Liquid Shuriken Technique
Type: Offensive
Rank: B-rank
Range: Short - Long
Chakra: 20
Damage: 40
Description: First, the user will perform a single handseal, from there they will start to gather up their water chakra in their hand, which they will form the chakra into a sphere, then by using shape manipulation to form a large fūma shuriken. Then, the user will add wind chakra to the large fuma shuriken until it starts to glow a bright blue. The water fuma shuriken glowing bright blue will tell the user it is ready to be thrown at the target. This technique has many attributes to help it. First, the wind chakra added to it makes it faster than before and increases its cutting power. The water chakra enables the user to split the large shuriken into many smaller ones to initiate an all-around attack. Alone, the large shuriken can cut clean through trees and keep its appearance and power. The smaller shuriken can into targets as well as create water sources for other Water Release techniques.
Notes:
- Can only be taught by Nathan.
_____________
-Declined- It's not possible to be made this way, once you use the wind chakra after using the water chakra to form it's shape, you lose control of the water formation and it will just fall to the ground, it's not self sustaining, if you use it with a clone/summon with a water/wind affinity, that's another story.
 
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Awkward Linguist

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Re: Custom Jutsu Submission

Water style: Balls of steel
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra:30 [+5 small | +10 medium| +15 large
Damage:60
Description: After performing the Ox hand-seal, with this technique the user is able to divide a water source into many balls. This size (from small to large) depend on the preference of the user and they are able to control these spherical balls with their will. The unique ability of these balls is that if that their density increases directly proportional to a force in the opposite direction. Simply put, they become much stronger if they collide against something that's heading for the opposite direction. If the user wishes, they can combine this water balls to form a defensive wall of water. They are also effective in close and mid range combat in terms of catching the opponent off guard and force them to go defensive.

Restrictions~
- The user isn't able to move the balls backwards - only forward, left and right.
- The user can only have one size throughout the whole jutsu - meaning that they can all be small/medium/large, but there cannot be a mixture of sizes.
- The user cannot use any fire techniques in that turn.
- It can only be used twice during a fight
- It can be active for only one turn.
- Elemental weakness applies
- Requires a water source
- Can only used by me and those i teach it to

Water style: The hand of Horus
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Having done the Rat-> Bird -> Tiger hand-seals the user is able to create a monumental arm from a water source. This huge, mighty arm is capable of reaching up to mid range from the user and flattening anything come crashing down onto. As for a defensive use, it can be used to backhand projectiles such as large chunks of earth back to the enemy. It it also capable of grabbing objects within a reasonable size e.g it won't be able to grab shurikens/kunais etc. Once it has crushed its target it then reverts back to the water source it was made from.

Restrictions~

- Whilst this Jutsu is active the user can't use the fire element.
- It can be active for two turn maximum
- After it has been used to fulfill one purpose e.g. attack the opponent, it reverts back to its water source.
- Can be used twice during one fight
- Requires a water source
- Can only be used by me and those who i teach it to

✦ Declined, please PLEASE work on formatting ✦
 
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Re: Custom Jutsu Submission

(Kuro Ten to Chi: Tekkai ) – Black Heaven and Earth: Iron Body
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40 (-40 per turn)
Damage Points: N/A
Description: An extremely powerful defensive technique whereby through a surge of chakra through the body accompanied by a powerful exhalation, perhaps through the usage of a Kiai should the user so wish, a user of Black Heaven and Earth will be capable of empowering their body to the utmost limits. Their skin will turn dark black, a dark, solely aesthetic aura will surround them, and their weight will increase drastically. The darkening of skin signifies but one thing - the users skin, tissue and muscles being empowered and effectively hardened through use of Earth Chakra. While in this form, for the most part, the user will remain rock solid, keeping their ground and rarely moving - yet when they do decide to do so it shall be through the use of weighty, slow, tense, powerful, ground shaking steps. This technique, perhaps the most powerful defensive technique of the style, can be sustained for as long as reasonably possible - with only techniques of greater singular burst power being capable of shattering through this ever renewing defense. The downside however, is that to sustain this technique means to utilise no other - as users of this technique must constantly flow and renew the chakra surged throughout their body so as to maintain this insurmountable defence. Ultimately, this technique can defend from multiple Taijutsu based strikes so long as, individually, they are not more powerful than 100 damage points. It can also defend from equal powered earth, water or wind (and similar such elements), and, within reason, fire techniques too. However, any Lightning technique of A rank and above will immediately neutralize against this defence - cancelling the technique and forcing the user from this form, with stronger lightning inflicting the remaining damage directly. Likewise, any singular attack of greater power will override the technique - inflicting damage against the user and disrupting concentration - resulting in the end of the defence. While this technique can defend from multiple onslaughts of equal powered attacks, as aforementioned, while in this form the user will be locked to the technique - preventing use of other Jutsu (The only exception being low-ranking Earth techniques (C-Rank and below)), and will also be incredibly slow - roughly 1/10 of their current speed and thus preventing the effective usage of Taijutsu. Thus, while this defence can make a person virtually invulnerable, it also puts a stasis on their own offense. Users of this form generally adopt a firm, slightly wide legged, abdomen tensed and forearms held parallel to ones abdomen stance when utilizing this technique.

Note:
- Can only be used 4x
- Cannot be utilised on consecutive turns
- Once used twice, the user cannot use Black Heaven and Earth techniques above A rank for the rest of that turn.
- While this technique does defend the user from elemental techniques, it may not shield them from a jutsu secondary or so on effects - i.e Fire will burn the users clothes, sticky water can stick to them and aim to bind them for when they exit this technique, and so on.
- For the most part, a user within this technique is completely and utterly immovable except by their own volition.
- Passive techniques can still be used - i.e walking on water etc, and the user can still sustain techniques utilized prior to this - i.e Modes, or passively sustained earth techniques (I.e Earth armours/Earth techniques that are kept active for so long as the user only utilizes Earth)
- The user can exit this technique in a virtual instant, making it a perfect technique for setting up counter-attacks. They can also still pivot on the spot, done at only slightly slower speeds.

♦ Declined, first what the hell is the first colored? Secondly, the second colored is a no. This is an S ranked jutsu, why would it defend up to 100 damage points? No, damage that is equal to it's power would cancel it, in this case an S rank elemental attack of earth would be able to break through it, and A ranked and higher lightning. Also, why is this even S rank? It would be be A rank at best, but this is essentially just a reworded Hardening jutsu, there is nothing that is fundamentally different enough about it to approve, DNR ♦
(Kuro Ten to Chi: Minami Gekido ) – Black Heaven and Earth: South Rage
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A technique where the user will grab and lower a targets weight, and then, through wonderfully flowing footwork and fluid upper body movement the user will spin the target. The type of spins can vary according to the users wishes, perhaps horizontal, diagonal, or vertical spins, maybe figure eights or simple circles, perhaps those in which the user spins an enemy around their entire body, or perhaps where an enemies motion will be focused around a single limb - creating somewhat of a pin-wheel effect. What is certain however, is that a true victim of this technique will be dragged and spun like a rag-doll, and then, once satisfied, a user will throw them, sending their victim crashing into the ground - or any other nearby structure, increasing an enemies weight as they impact so as to send them crashing through sections of the structure in question. This technique, versatile, powerful and effective, can be seen as an embodiment of the fundamentals of Black Heaven and Earth's throwing techniques - and in essence is merely a highly adaptable basic throwing form, and often times acts as a set up for more advanced techniques. Although, fundamentally, this can be used to disorient enemies and inflict basic to severe damage.

Note:
- Weight increases/decrease can be a maximum of 9x.
- Can only be used 6x
- Once used 3x, must wait three turns before re-use.

♦ Declined, this isn't going to be usable 6 times. 4 at most with at least a full turn in between usage with a weight increase of 5x. Also, whoever you have writing these, tell them to simplify them next time. The description is essentially the same words looped, there was no need to explain each different form of spinning, a simple "multiple ways" would have sufficed. Doing it like it is described just clutters the jutsu for no reason. ♦


(Kuro Ten to Chi: Kita no nami ) – Black Heaven and Earth: Northen Wave
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30 (+10 per turn if sustained)
Damage Points: 60
Description: Through simple chakra flow the user is capable of increasing the weight of their body as they attack. Weight increases can be incredibly localised, such as being focused within a single fist, or spread out, such as being concentrated in an entire, or multiple limbs, or even dynamic in nature; in which case weight may shift to focus at certain points - for instance it may originate within the entirety of the arm, but later focus into the users fist or perhaps a singular finger. Alongside weight increases comes the dynamic hardening of skin - allocated to targeted areas so as to increase offence and resilience. Then, through use of this technique the user will be capable of delivering a single, or multiple empowered strikes of extreme destructive power. Often times weight increases are temporary, occurring at the apex of the motion, however they can be sustained, which often results in said limb coming to rest upon the floor as a result of the weight. As a result of this attacks that focus momentum towards the ground - such as descending punches, axe kicks and the like can be incredibly effective, possibly being sustained so as to pin, and crush an enemy under immense weight. Traditionally, this technique results in an attack being slightly slower - mainly as a result of the strike being wider so as to capitalise on the brute force that this jutsu provides.

Note:
- Weight increases can be a maximum of 9x the users total body weight. (Excluding Clothes/Gear)
- Can only be used 5x
- Two turn cool down between after every two usages.
- This can be chained together with other Taijutsu principles (Logically) so as to add destructive force equating to that of 60 damage points.

♦ Declined, once more, max of 4x usage. Second, I don't even understand what you are going for here. You overcomplicated the description for no reason trying to make it sound realistic. It's an anime based on ninja, stop getting so scientific. >_> Work on the description and resubmit. ♦

link to approval

☼ Pending - Leaving for MU ☼
 
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-Haku Yuki-

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Re: Custom Jutsu Submission

Hyouton: Regice (Ice style Regice)
Type: Offensive
Rank: S
Range: Short-mid
Chakra: 40
Damage: 80
Description: The user will make 2 hand seals (Bird and dog) and will begin focusing his water and wind chakra into any area within mid range. With his water chakra and shape manipulation he'll create a golem shaped figure still unseen. Then with his wind chakra he'll cool down the ice until it reaches ice age levels. Making it so cold that it will freeze every water source it touches. The golem will then take shape five meters in height and width. The ice golem is similar to a shadow clone in that it has it's own mind and moves according to how it see's fit,However the user still can manipulate the golems actions as it's still connected to his chakra. The golem will be able to merge in and out of any ice similar to Haku's ice mirror jutsu and leave at the same speeds aswell ( Counts as a B rank jutsu), can fire an A rank Ice beam made purely of ice chakra ( basically wind and water chakras) and it can explode Either on the users command or its own, this explosion is S ranked and can reach mid range from the spot from the spot it's in. This will leave a creator covered in frost afterwards.
Notes:
-Can only be used four times per battle
-Last's 4 turns
-When it explodes it can't be used again until the turn after said explosion.
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♠ Declined ♠
Dat Regice doe. LOL. Alright, I'm a bit confused about what you mean by cooling down the ice until it reaches ice age levels. Is this down to simply form the golem or does it affect that entire area as well? Also, explain more on its "moving in and out" ability along with the range and aspects of the "ice beam" ability.


Editing old customs:

hyouton shimo hitonomi gekido ) Ice Release: Frost Bite Rage
Type:Supplementary
Rank:S
Range:Self
Chakra Points:50(-10 per turn to keep active)
Damage Points:N/A (+20 damage points to Ice techs and +15 damage points to taijutsu +5 to water +5 to wind)
Description: The user will release a large amount of water and wind chakra around him gathering all the moisture in the air of a 10 meter radios and cover himself in it. This will look like the user skin tone is becoming lighter til it becomes pure Bluish-white, which in turn raises his/her defense due to be covered in ice(Basically able to block shurikens and kunais without special properties). In this form all Ice techs released from the user are 10 damage points stronger and when he touch something, it causes a minor case of frost bite, making taijutsu more effective. the user is also able to make ice jutsu with one hand seal.the user can not be harmed by fire of c rank or below as the ice around him would keep him cold and not inurjied.
Notes:
-Can only be used twice
-Last 3 turns
-No more ice Jutsus above A rank for 2 turns after jutsu ends
-can only use ice jutsu Water jutsu, wind jutsu and taijutsu while in this mode
-User will suffer a -10 to their health after the jutsu deactivates

previously approved here:

Editing old customs

Hyouton jounin on rui (Ice style standing on thin ice)
Rank: C
Type: supplementary
Range: mid-long
Chakra cost: 15
Damage points:
Description: The user will make five hand seals and place his hands on the ice below him. He will then focus his water and wind chakra into the ice and with his chakra he will make the ice as weak and brittle as possible making it easily broken. If either the user or the enemies step on the ice in front of the user it will shatter.
Note: only usable 4X per battle
Note: can be used to weaken other Ice jutsu B rank and below in this case the user does not need to make contact with the jutsu and will instead just transfer his chakra into the ice jutsu he wants to weaken. The ice jutsu will be weakened one rank.

Previously approved here:

♠ Both Approved ♠
Resubmitting

Hyouton: Regice (Ice style Regice)
Type: Offensive
Rank: S
Range: Short-mid
Chakra: 40
Damage: 80
Description: The user will make 2 hand seals (Bird and dog) and will begin focusing his water and wind chakra into any area within mid range. With his water chakra and shape manipulation he'll create a golem shaped figure still unseen. Then with his wind chakra he'll cool down the ice until it reaches ice age levels. This is mainly to create the golem as It requires extremely low temperature to begin forming, this does not affect the area around regice. It is so cold that it will freeze every water source it touches. The golem will then take shape five meters in height and width. The ice golem is similar to a shadow clone in that it has it's own mind and moves according to how it see's fit,However the user still can manipulate the golems actions as it's still connected to his chakra. The golem will be able to merge into any ice source as haku can with his ice mirrors being able to enter them and exit them as haku did. It will leave the ice going at the same speed as haku to enter the ice counts as a b rank jutsu but exiting ice does not. it is also possable for the golem to jump out of broken shards of ice of what it merged into just like haku's ice mirrors. ( Counts as a B rank jutsu), can fire an A rank Ice beam made purely of ice chakra This beam can reach long range and is capable of freezeing water jutsu as high as S rank. It can explode Either on the users command or its own, this explosion is S ranked and can reach mid range from the spot it's in. This will leave a creator covered in frost afterwards.
Notes:
-Can only be used four times per battle
-Last's 4 turns
-When it explodes it can't be used again until the turn after said explosion.
You must be registered for see images
_______________
-Declined- It's basically an Ice version of the Great Stone Golem Technique, also how would it act on it's own? it's not a living creature, it's a lifeless Ice that you make and use through your chakra, so if you aren't controlling it with your chakra it's basically a useless piece of Ice, so that means it can't last for 4 turns on it's own and if you use another technique and decide to control this golem then it counts as another usage of this technique, 4 times is too much for an S-rank, no to the Ice beam thing, it's not a summoning >_>
 
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Igneel

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Re: Custom Jutsu Submission

Wind Style:Eruption|Fuuton:Bakuhatsu
Type:Offensive|Defensive
Rank:B
Range:Short-Long
Chakra:20
Damage:40
Description: The user gathers his fuuton chakra and pours it into a porous body, so that the fuuton chakra seeps into the porous substance.With a single seal, the user makes the fuuton chakra expand violently creating a small blast capable of deflecting projectiles of B from their trajectory. The only disadvantage is that, the jutsu can only be used on porous substances. This jutsu cannot be used direct on a human body, even though the skin is porous.
Note:Can only be used on porous substance
Note:Even though the jutsu can be used on porous body,it cannot be used on human bodies.
Note:Can be used 4 times per battle
Note:Can only taught by Igneel
____________
-Declined- What porous body are we talking about? I don't think this is even possible, it's possible with water release, but wind is another story, once the wind is released out of the pours of the body, the body itself is cut into pieces because of the special nature of wind chakra. So why can you only use this technique on porous substances? it doesn't make any sense.


Katon/Fuuton:Houshin Kaze|Wind/Fire Style:Blistering Wind
Type:Offensive
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description:The user channels his katon chakra into the air, heating the air to quite a degree.With a simple hand gesture, the user blows the heated air towards the specified location as a hot breeze. As the hot breeze passes by the opponent, he/she would feel a slight burning sensation leaving residues of the users chakra in the opponent's skin. Immediately after, the users chakra on the opponents skin seeps into his body.The result is that, the chakra will burn the epidermis and part of the dermis layer of skin, resulting in red, blistered and swollen skin.
Note:Can only be used twice per battle
Note:No Katon/Fuuon above S-rank in the same turn
Note:The user is completely unaffected by the breeze
Note:Can only be taught by Igneel
______________
-Declined- First of all, this should count as two moves, second, is the "hot breeze" easily seen, or invisible? also no to the seeping into the body thing, hot air gives superficial outer burns on the skin, depending on it's intensity, also what is the size of this "wave"?


Fūinjutsu: Garō |Sealing Arts:Hungry Wolf
Rank:A
Type:Supplementary
Range:Short-Long
Chakra:30
Damage:N/A
Description:The user takes 3 sealing tags and tosses them forward, performing the confrontation seal. As the user does the seal, his chakra resonates with the seals, summoning a bulk amount water.The volume of water summoned is comparable to that of the Water Style:Water Shock Wave. The user can use this water to perform a water style techniques which has a special edge over normal water style techniques. Water style jutsu's are usually overcome by forcefully breaking apart the water molecules and scattering the water in the process. The water summoned has a unique property to seep through or rather phase through any form of tangible construct. When the water is used to perform a jutsu and it's path is blocked by a tangible construct, the water jutsu would just seep through/phase through and carry on forward as intended by the user. This ability of the water is not always active and can only be activated by fueling the user's chakra into the water, otherwise the water acts like normal water. An obvious drawback is that it can only seep through/phase through a construct once per use.
Note:Can only be used twice per battle
Note:The water is still same as the normal water on all other aspects
Note:Cannot be used to perform Forbidden ranked Suiton Jutsu's
Note:No Fuuinjutsu for the next turn
Note:Can only be taught by Igneel
You must be registered for see images
_____________
-Declined- DNR
 
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Seblax

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Re: ±±Custom Jutsu Submission±±

1-
Summoning Animal: Vultures
Scroll Owner: Asskickulator
Other Users who have signed contract:
Darui..
Hazure/Genryūsai
Necron
ITSU

Summoning Boss if existing:

(Kuchyose No Jutsu: Shoyusura Teiou Hagetaka) - Summoning Technique: Shoyusura The Emperor of the Vultures -


Rank: S
Type: Attack/Defense/Supplementary
Range: Short/Long
Chakra: 40
Damage points: N/A
Description: The user wipes blood on his fan and charges it with a huge amount of chakra. Then he swings it and summons a huge vulture. This creature is the emperor of the Vulture Empire. It has 10 wings and its upper two wings each have three birdclaw "fingers" in the middle of the wing, which are used as front legs. This is done by laying the wings on the ground and use these "fingers" to stand. It's useful for him to go faster on the ground. However in aerial fights this summon is very untrustworthy since it hates to be summoned so much, but ridable. He will punish the user by absorbing 30 chakra points out of him after 4 turns he has been summoned and he will reverse summon itself. If he was somehow defeated before that time, he will take that chakra and disappears. The vulture's speed and power are magnificent, it's only equalled by the highest among all the summoning ninja animals. He can fly at the height of the Ruppell's vultures too and is able to use wind jutsu's which is helpful to create chakra fangs from its "fingers" making it very strong and can cut through even solid substances.

~ Can only last for 4 turns.
~ He takes 30 chakra points when it leaves whenever that is.
~ Can only use up to S-rank wind jutsu's which the owner knows.
~ Must have signed the summoning contract.
~ Can only be summoned once per battle.
~Can not summon any other Vulture after summoning this one.

Approved at:

Other Summoning Animals tied to contract:

Vulture Summoning style: gamisura & Tanukisura, The Royal Knights of The Vulture's Empire. -Hagetaka Kuchiyose no Jutsu: Gamisura oyobi Tanukisura, Ouritsu Kishi no Hagetaka-


Rank: S
Type: Attack/Supplementary/Defensive
Range: Short
Chakra cost: 40 (-30 from the summons)
Damage points: N/A
Description: The user wipes blood on his fan and charges it with a huge amount of chakra. Then he swings it and summons two humanoid vultures. These creature are the royal knights of the Vulture empire. Each one of them has six wings and its upper two wings each have three birdclaw "fingers" in the middle of the wing, which are used in combat. Two arms and two legs, which looks like human's but filled with feathers and has vulture-like fingers. They will punish the user by absorbing 15 chakra points each out of him. The vultures's speed and power are magnificent, it's only equaled by the highest among all the summoning ninja animals. They can fly at the height of the Ruppell's vultures too and are able to use taijutsu's which the user knows up to S rank including these which needs elemental chakra.

~ Can only use up to S-rank taijtusu which the user knows, but cannot use any other kind of techniques.
~ Must have signed the summoning contract.
~ Can only be summoned once per battle.

Link of approval:

Description and Background:

Vultures are medium to large-sized birds that are adapted to a diet of dead animals.Their long, broad wings are efficient for long distance soaring. In the Ninja world, Vulture was the most civilized animals among other ninja animals for they were the first to create an empire that was located in the mountains. Vultures are incredibly hard to befriend for their hard, very unsocial personality. Vultures have many shapes, some have multiple wings, some have fingers on the middle of their wings, some even have tall legs that makes them look like humanoid. Vultures have many characterizes that makes them very special among other summons, like their ridablity of the hot wind, their strong sense of smell, and germs resistance.

PS: summons mentioned above are already approved.

X-Approved-X Get them stated in the custom summons list.


3-
Jade Warp | Tamamayu 玉繭

Rank: S
Type: Weapon; Attack, Defense and Supplementary
Range: Short-Long
Chakra cost: 40
Damage points: -
Description: A unique gauntlet that is composed of several hard metals and wire. The gauntlet's inner layer, the part that is in contact with the skin, is made of special chakra infusible wire that protects the users skin. The wire is also very light but the composition of the metal wires make them incredibly hard but also very malleable. The outer layer of the gauntlet is of a similar structure as the inner layer except much stronger and mainly covers the wires in between the inner and outer layers. The user is able to control the strings as they desire and direct it to anywhere he wishes, manipulating them into different shapes and also able to infuse the wires with raw or elemental chakra increasing their strength and also giving them a variety of different effects. The gauntlet itself doesn't affect the user's arm speed or disturb forming hand signs. When infused with lightning chakra, the wires/gauntlet is able to paralyse the target. When infused with Fire Chakra, the wire/gauntlet is able to cause severe burns on contact. When infused with wind chakra, the wires are able to cut through boulders. When infused with water chakra, the gauntlet are able to absorb moisture from the air.
-All the elemental based abilities mentioned require the usage of the weapon's techniques.*to be submitted*
-Cannot be destroyed.
-The strings are transparent however they can be spotted by the naked eye through their reflection of light.
-Similar to the gauntlet in the picture however the strings of this weapon are transparent.
You must be registered for see images

X-Approved-X Its not limited to a number of turns only because it does not provide any power ups.

Art of the Jade Warp: Immature Fishing | Tamamayu no Jutsu: Chichikusai Gyokaku
Type: Offensive/Supplementary
Rank: C-Rank
Range: Short-Long
Chakra: 15(+5 per target)
Damage: 30
Description: Tamamayu wielder lunch a bundle of strings at a target(or multiple targets which are at the same direction) that the strings would immediately tangle themselves into with their needle sharp ends, sewing their ends with that target which them is tightly bend by the gauntlet. With this technique, the user is capable of dragging the enemy to himself or pull himself toward a targeted body in respect of the physics laws.
-Can only be used through Tamamayu.
-have great chakra control.
-Can only be used thrice per battle.
____________
-Declined- Where exactly is the strings going to sew themselves in the opponent's body? theirs legs? chest? or will it just wrap around their whole body? also does it have a size limit or can it be used on all sizes, like for example, can you use this technique against a summon as big as Gamabunta? Also keep in mind that the opponent can pull you to himself using the strings, it's not only you that can do it >_>


Art of the Jade Warp: Handmade With Love | Tamamayu no Jutsu: Tesei Motte Aikou
Type: Offensive/Supplementary/Defensive
Rank: C-Rank
Range: Short
Chakra: 15
Damage: 30
Description: Tamamayu's wielder sews a body as large as five square meters of chakra-infused-fabric(since the weapon's wires are chakra infused). It's condensation, characteristics and shape depends on the user's wish. It can be a pillar made of fabrics, a large fan, a spike, a wall, a boulder or any shape desired within the limited weight really fast. This technique depend on Tamamayu's abilities of generating large amount of strings and manipulating of their movement at will.
-Can only be used through Tamamayu.
-Must have great chakra control.
-Can only be used thrice per battle.
___________
-Declined- You have to limit what you are capable of performing with this, i won't allow you to make virtually anything using a single technique, remove the very fast part, and what do you mean by the characteristics of the strings will be made to your will? what kind of different characteristics can it have? it's just strings controlled through chakra.


Vulture Summoning: Stitchsura | Hagetaka Kuchiyose no Jutsu: Stitchsura
Type: Summoning(Offensive/Defensive/Supplementary)
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user wipes blood on his fan and charges it with chakra. Then he swings it and summons an almost normal sized vulture. Stitchsura is a dark blue meter-long-vulture with four wings which support birdlclaws in the middle of each and two small arm like bird claws and are two meters long each. With his odd figure and properties, Stitchsura was accused of being a mutant or an alien which led for his isolation among other vultures within the empire. Stitchsura is kind to his friends and has a freaky, unappealing nature to strangers. He support an unordinary figure and the ability to flip his head 280 degrees. Stitchsura's main use in battles is that he would grab tightly to the summoner from their back and carry and fly with them in a speed equal to their rank midair. Stitchsura could also watch the summoners back while flying together but has no ninja abilities but can move swiftly and silently and use it's claws to climb walls and roofs. Stitchsura and his summoner have a special way of communicating with voices and signs which can be useful to share intel.
-Can only be summoned once per battle.
-Must have signed the vulture summoning contract.
-Summoning lasts for five turns maximum.
______________
-Declined- describe the communication part a bit more, also what do you mean by "can move silently"? >_> Weird that it has "arms" longer than it's own body but okay ._.
 
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Tsuki

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Re: Custom Jutsu Submission

(Futon: Supuringu Hoppā) - Wind Release: Spring Hopper
Type: Supplementary
Rank: C-Rank
Range: Short
Chakra: 15 (+5 per turn to sustain)
Damage: N/A
Descriptin: The user focuses wind chakra around their legs and makes it coil around their legs, allowing the chakra to take the shape of two separate spiraling spring metals (one for each leg). The springs would be compressed so that when they are released (extended), they'll allow the user to make a quick evasive maneuver to their desired direction, pushing him/her with great force for a maximum of 5 meters. This could also be used while airborne as long as there is a solid to use for pushing themselves (for example boulders in the air). The user can also utilize them to bounce their way through an obstacle of two walls or other solid objects between or around themselves (as long as the distance between those two objects isn't more than 5 meters). This technique, while in use, allows the user to evade projectile-type techniques smaller in size compared to that of an average shinobi's body size. Spring Hopper does not increase the user's running speed and cannot be used while running because Spring Hopper requires the user to jump with both feet in order to keep themselves balanced. He/she can, however, continuously bounce across the terrain, for example moving in a zig-zag manner if they wish to go forward. Continuously using the springs allows the user to achieve speed that is significantly faster, this speed being between that of an average shinobi's running speed and that of someone with leg weights once they remove the weights. This would however make them more vulnerable compared to running as the user can only be propelled in a straight direction, making it easy for opponents to predict the trajectory and counterattack. While active but not in use, the user keeps the springs compressed, having them prepared for next time they wish to use them.

Note: Lasts for three turns
Note: Two turns cooldown between usage
_____________
-Declined- Similar techniques exist.


(Jutsu no Tsuiseki) - Jutsu Tracking
Type: Supplementary
Rank: C-Rank
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user releases a blue-colored sphere of non-focused chakra from their body which expands up to mid-range radius around themselves. Anything the sphere passes through and has a chakra system will have some of the user's chakra induced into their chakra system while also letting the user's chakra flow in harmony with said target's chakra inside their chakra system, without disrupting its circulation. So this makes it seems as if the user's chakra actually belongs to the target. Having the user's chakra spread inside a target's entire chakra system allows the user to recognize/notice when chakra is being sent outside the body to perform a technique and what trajectory this technique is taking. This is possible because as the target releases their chakra in the form of a technique there will be a tiny bit of chakra belonging to the user inside of the target's technique which allows the user to keep track of his own chakra inside of his/her opponent's technique. Chakra induced inside an opponent is well spread so that it would last for several turns before it wears off.

Note: Thrice per battle
Note: Lasts for 3 turns
Note: Classified as Ninjutsu
____________
-Declined- DNR, i'm not making you a chakra sensor >_> If you want chakra sensing, just make a Sensor biography.


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

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

☼ Approved with added note ☼


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

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

☼ Declined DNR ☼


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

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

☼ Declined ☼

Pick either the mid-range explosion or the suction, but not both.
-Resubmiting (chose suction effect and removed the mid-range explosion)-

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

Note: 3 times per battle
Note: One turn of cooldown between usage
Note: Must be at mid/long range in order to use
_____________
-Declined- How would the suction effect be created? it's two drills with a pointy end, there wouldn't be any suction from those, if they were tornadoes it would be a different story, a suction is a massive spiraling amount of air blowing backwards, pulling anything close to it into the air, but if it blows forwards there wouldn't be a suction effect, also remove the great speed and all that, how big is each drill? also remove the difficulty of being noticed through normal eye sight, be reasonable, it's rapid spiraling column of air, it should be easily seen.
 
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Magic..

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Re: Custom Jutsu Submission

Screwdriver Flip: Skurudaraiba Furipu
Rank: C
Type: Sup
Range: Short-Mid
Chakra: 0
Damage: 0
Description: A very basic but calm movement that allows the user to rotate his body with a sweet taste and relaxed flair immediately he takes off into the air. This is done in a fluid and flowing manner with the user able to freely flex his entire body into a spining motion and still able to perceive his surrounding. A typical example, is a user is able to acquire a feat where he uses the spining motion to manouvre himself between several projectile bullets flying at him in one fell rotating swoop. The screwdriver can be done in every direction(to the left, right, front or backward) reaching a maximum jump height of 10m from the ground and a displacement distance upto 10meters max.
______________
-Declined- Similar to Scorps's Flip technique, also how would you be able to maneuver away from fireball and projectiles while being mid air ._.


Illusionary Art: Rain Stop - Genjutsu: Amekugiri
Rank: C
Type: Sup
Range: Short-Mid
Chakra: 15
Damage: 0
Description: A deceptive illusion that decieves the 5 senses. This illusion requires it to be raining then when the illusion is casted, it is done so that the victims suddenly see the rain subsides and finally stops like how a normal rain would. The target would not hear sounds prior to rain again nor feel rain touching him in the illusion. While also their sense of smell and taste is not able to percieve an ambience that rain is still perhaps falling. The wet environment/terrain aswell mimics the illusion, blending with its foul play thus the target also sees the ground or things that has become wet not getting more wet depicting no more water is adding up to it. Outside the illusion, rain is still falling.
___________
-Declined- Needs a bit more clarification, like for example, if you used a rain style technique after this genjutsu, would the genjutsu cause the opponent not to be able to perceive it? mainly, the sound and shadow of the technique if it attacks him from above.


Water Style: Sticky Image - Suiton: Nebanebasuru Zo
Rank: B
Type: Sup
Range: Short
Chakra: 20
Damage: 0
Description: The user knead his suiton chakra throughout his entire body and creates a perfect image dummy of himself made of sticky water while quickly moving away from his current position in a swift dash(5meters from his original position). The user can do this while running and create the dummy behind himself for distraction and to buy some time for himself. The dummy can't move but is created and stay at the point of creation and any physical contact with him would immediately trap the target in its adhesive gelatinous body thus restraining their movement. In the case the user is already moving while he uses this, the distance he'll move depends on his intended destination unlike if the user uses this while he's just standing in a position which he's is only able to make a blinding dash in any direction 5meters away.
-1 turn rest inbetween usage
_____________
-Declined- So can you use this "dash" to avoid incoming techniques? if so, then i won't approve it.
 
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Re: Custom Jutsu Submission

(Doton : Bosatsu no momote) – Earth Style : 100 hand of Bodhisattva
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: After 5 years of training to develop his earth technique. With hard training, effort and praying every day for 5 years, the user did 1000 punches a day, and it took 18 hours to finish 1000 punches on his first day. After two years, when he completed the 1000 punches, the sun had not yet set. And after 5 years hard training, the user completed 1000 punches in less than one hour and more time to pray. Because of this hard training every days and takes 5 years to completed it, his punch become more solid and able to deliver punches with fast speed as the user normal speed, also able to shape manipulation by takes form of a gigantic statue of Guanyin, a Bodhisattva that is associated with compassion as Veneration by East Asia Buddhism, it emerge from behind, beneath the user’s ground. When activated, the user emits a gigantic multi-armed of Bodhisattva with reach heights of 10 meters and the multi armed able to reach up to mid range and this can be done by using his earth chakra continuously injected into the statue. In order to attack using the statue of Bodhisattva, the user must first prays by clasping his hands together in a fluid motion. After that, the arms on the Bodhisattva strike down upon their targets in conjunction with the user own hand motions.

Note:
- No S-Rank earth jutsu can be done when this jutsu activated with the exception of earth jutsu which associated with this jutsu.
- The hand of bodhisattva speed are the same as normal speed of the user.
- Drain -20 Chakra every turn
- Last for 4 turns and auto vanished.
- Can only be activated twice every battle and recharging for one turn each use
- After 2 times usage, the user can no longer use S-Rank Earth Jutsu and S-Rank Ninjutsu for the rest of the battle.

☼ Declined ☼

Give a specific number of arms in the description. Given the name I assume there are 100 arms, but it could also just be for naming purposes, so it needs to be clarified in the description. For the bolded, does that mean you can use the statue to attack without additional techniques? If so it needs to be described better. How many arms can be used at a time? What rank are these attacks? How many times can it be used? How often can it be used? Does it take up a slot in your turn (it should)? Etc.


(Bosatsu no momote : ichi no te) – 100 Hand of Bodhisattva: first hand
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: By activating and using “100 hand of Bodhisattva” The user using his dominant hand to performs a chopping motion and the Bodhisattva mimics it, striking his opponent with a chop motion and crush the opponent body.

(Bosatsu no momote: ni no te) - 100 Hand of Bodhisattva: second hand
Rank: B
Type: Offensive
Range: Mid
Chakra cost: 20
Damage points: 40
Description: By activating and using “100 hand of Bodhisattva” The user performs a clapping motion using his both hands and then the Bodhisattva copies it, attacking the opponent with a clap. Closing and smashing the opponent inside it’s palm.

☼ Declined ☼

Parent jutsu declined.
Resubmitting

(Doton : Bosatsu no momote) – Earth Style : 100 hand of Bodhisattva
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: After 5 years of training to develop his earth technique. With hard training, effort and praying every day for 5 years, the user did 1000 punches a day, and it took 18 hours to finish 1000 punches on his first day. After two years, when he completed the 1000 punches, the sun had not yet set. And after 5 years hard training, the user completed 1000 punches in less than one hour and more time to pray. Because of this hard training every days and takes 5 years to completed it, his punch become more solid and able to deliver punches with fast speed as the user normal speed, also able to shape manipulation by performing 4 serial hand seal then takes form of a gigantic statue of Guanyin, a Bodhisattva that is associated with compassion as Veneration by East Asia Buddhism, it emerge from behind, beneath the user’s ground. When activated, the user emits a gigantic multi-armed of Bodhisattva with reach heights of 10 meters and the multi armed able to reach up to mid range and this can be done by using his earth chakra continuously injected into the statue. Given the name 100 hands of bodhisattva were only the impression of the speed seems like it has so many arms, but the actual amount of its arms are only 10 arms on each side (left and right). In order to attack using the statue of Bodhisattva, the user must first prays by clasping his hands together in a fluid motion, then perform sequence of hand seals in accodance with the user’s will. After that, the arms on the Bodhisattva strike down upon their targets in conjunction with the user own hand motions. But it has a limitation of use that the user only be able to use 8 arms at max for each moves.

Note:
- No S-Rank earth jutsu can be done when this jutsu activated with the exception of earth jutsu which associated with this jutsu.
- The power and level attack will be perform separately.
- Including one of 3 the users moves but continously activated and Last for 4 turns then auto vanished.
- The hand of bodhisattva speed are the same as normal speed of the user.
- Drain -20 Chakra every turn
- Can only be activates once
- The user will not be able to use S-Rank Earth Jutsu and S-Rank Ninjutsu for the following turn after it vanished.

This is the statue look like.
You must be registered for see images

(Bosatsu no momote : ichi no te) – 100 Hand of Bodhisattva: first hand
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: By activating and using “100 hand of Bodhisattva” The user will perform a single hand seal then using his dominant hand to performs a chopping motion and the Bodhisattva mimics it, striking his opponent with a chop motion and crush the opponent body.

(Bosatsu no momote: ni no te) - 100 Hand of Bodhisattva: second hand
Rank: B
Type: Offensive
Range: Mid
Chakra cost: 20
Damage points: 40
Description: By activating and using “100 hand of Bodhisattva” The user performs a pair of hand seal then a clapping motion using his both hands and then the Bodhisattva copies it, attacking the opponent with a clap. Closing and smashing the opponent inside it’s palm.

✦ Declined, this is merely a rip of the canon Buddha technique by Hashirama, DNR ✦
 
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Wesobi

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Re: ±±Custom Jutsu Submission±±

Fuuin Genkotsu:Kasan-ki no Kiyome | Sealing Fist: Purification of the Adder
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage Point: N/a
Description: Purification is a full body seal that requires extensive preparation to be performed. The seal activates on will and the seal’s marks cover the entire body around all of the user’s tenketsu.

The user of the technique retains his natural control over the chakra system. But this particular seal is like a command over-ride, secondary chakra control system and a firewall which lets the user control what chakra enters or exits the user’s body.

By opening and closing the tenketsu and manipulating the chakra inflow and outflow, the seal could be used to counter act against techniques that corrupts and manipulates the users chakra, techniques that leech chakra and techniques that invades the chakra system. Due to the nature of the technique, any foreign chakra forces cannot harm the user via the chakra network and techniques as strong as tsukiyomi or kotoamatsukami could be broken through.
Note: Usable 4 times per conflict.
____________
-Declined-
Bit too much... it'd have to be a forbidden sealing and in consequence affect your health as well to be approvable, and you can't have that so..

Fuuin Genkotsu: Hantā no kari | Sealing Fist: Hunt of the Hunter
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: /
Description: A Sealing Fist technique, while simple in theory, requires excellent timing and chakra control to perform. This technique, like most fuuin taijutsu techniques is based on a seal that is placed on the user his body (lefthand pectoralis major). The seal, unlike other seals has a peculiar ability. When the user activates, it detects chakras that act like shrouds or elemental armors around the opponent. The chakra of those armors or shrouds are then absorbed and redirected around the user himself, causing the opponent to lose it and the opponent to use it. The seal detects the chakra by using the user his own natural chakra flow as a medium.
Note: Can only be taught by Wesobi
Note: The absorbed shroud/armor that is absorbed lasts for 2 turn.
Note: Due to the massive intake of chakra, and the redirection of it, the user can not use above A-rank during the same turn (with the exception of the absorbed armor/shroud, should it be S-rank or F-rank).
Note: Can not use fuuintaijutsu during the next 3 turns
____________
-Declined-
DNR, come on...

Fuuin Genkotsu: Ryū no ki no kurutta chi | Sealing Fist: Crazed Blood of the Dragon
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After taking a basic fighting stance that the user feels comfortable with, he assaults the opponent with a series of kicks or punches, anywhere on the opponent's body or from which he defends from up to 8 successive blows made by the user. With each kick or punch, upon contact, he places a special seal on the opponent (up to 4 seals of the 8 blows, but the user can choose which hit creates a seal). This seal uses the opponent's chakra as a source for its power. After placing the seals, they begin to siphon chakra from the opponent on to themselves. The user then does 1 hand seal and triggers the release of the seals. These seals cause the chakra to "blast open" (explode) as its released, causing enormous harm to the user's body (each one of the 4 seals is B-Rank). The user can also use a simplified version on any kind of solid matter, buy instead punches the matter 1 time, and uses the his own chakra to blast it away. He must be careful though as such an explosion might also harm him.
Note: Can only be taught by Wesobi
Note: Can only be used thrice
Note: Each seal alone has the power of a B-rank raw chakra blast. One of these is enough to harm the opponent gravely.
Note: When using the "1-seal" version, the seal has the power of an S-rank seal. This can not be used on humans though.
Note: Can not use any other fuuinjutsu or fuuintaijutsu in the same turn.
Note: Can only use up to S-rank in the same turn.
____________
-Approved-
Fuuinjutsu:Kasan-ki no Kiyome | Sealing Arts: Purification of the Adder
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage Point: N/a
Description: Purification is a full body seal that requires extensive preparation to be performed. The seal activates on will and the seal’s marks cover the entire body around all of the user’s tenketsu.

The user of the technique retains his natural control over the chakra system. But this particular seal is like a command over-ride, secondary chakra control system and a firewall. The secondary chakra shroud forms around the user. If it feels another source of chakra trying to enter the user his primary chakra source, it stops it from entering.

By opening and closing the tenketsu and manipulating the chakra inflow and outflow, the seal could be used to counter act against techniques that corrupts and manipulates the users chakra and techniques that invades the chakra system. Due to the nature of the technique, any foreign chakra forces cannot harm the user via the chakra network and techniques as strong as tsukiyomi or kotoamatsukami could be broken through.
Can only be used twice
If the user were to be hit by a technique such as tsukiyomi or kotamatsukami the system malfunctions completely due to the heavy strain of this technique. This does however mean that the techniques are negated.
Due to the malfunction once this technique wears of, the user is mentally strained, resulting in all his genjutsu techniques to have one lower rank for the rest of the battle.

Note: Probably a bit stretched as it has to be a forbidden rank, but I changed it from CFS to a CJ. Worth a shot anyways :)


 Declined  I don't understand what its supposed to be or how its supposed to work or what its supposed to achieve. Description isn't very clear. Can you rewrite it and resubmit? Try making it a bit more streamlined and simple.


Ototon Genjutsu : Saphira | Sound Illusionary Arts: Saphira
Rank: S
Type: Offensive
Range: Short-long
chakra: 40
Damage: 80
Description: A genjutsu unique to Eragon, which is enabled by sound. Eragon yells out the name of his beloved dragon. By doing so, he creates a genjutsu that makes the user believe that Saphira rises from the last location they saw her. The illusionary dragon then attacks the opponent, albeit by spewing fire at him, or going head on towards him. The user can completely control the genjutsu, but it isn’t evident to do so. The user makes the opponent feel heat, lets him see the friction in the air caused by the heat, and what not. Because of this, the liveliness of this jutsu is very high, and it is very hard to notice for the opponent that he is in a genjutsu.
Notes:
Can only be used by Wesobi
Can only be used once
No genjutsu for the next 2 turns
Can only use 1 other jutsu in the same turn, due to the amount of chakra needed to make this jutsu realistic.
_________________________
-Pending- Leaving for Scorps



 Approved 
 
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The Mockingjay

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Re: ±±Custom Jutsu Submission±±

(Koton: Ato Waikyoku Honomeku) – Steel Release: A Torturous Glimmer
Rank: A
Type: Offensive/Supplementary
Range: N/A
Chakra cost: 30 upon activation (+10 for every Steel Jutsu thereafter)
Damage points: N/A
Description: This technique is a passive ability that can be activated by users of Steel Release with a string of three handseals, once activated it will give every steel jutsu that the user creates an outer layer made up of thousands of outward facing threads of razor wire, making even an flat wall of steel sharp to touch. This ability comes at the added cost of ten chakra per Steel Release technique used.
- Techniques can be created without this effect, but that must be stated.
- Once activated, this effect will remain active indefinitely.
- Activation counts as one of the users three moves that turn.
_____________
-Declined- It's a nice technique and all, but needs a time limit and a usage limit, i can't allow it to be activated indefinitely. Also can it be used on every rank? if so then the limit is up to S-rank, and the higher the rank, the more chakra it will cost, for A-rank (+20) chakra, S-rank (+30) chakra cost.
 
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Yashin

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Re: Custom Jutsu Submission

Since this Cw requires surgery it was agreed that Scorps is the one who needs to check it

(Gisei) Sacrifice
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: (Node 1: 30 | Node 2 : 45 | Node 3 : 60)
Damage: ( N1 : 60 | N2: 80 | N3: 100)
Description: This weapon requires the full replacement of the user's right shoulder. This means that the users shoulder is completely removed via surgery and replaced with a functioning mechanical, chakra fuelled, arm; hence the weapons name.The arm is powered through chakra with a multitude of wires acting as chakra nodes, fuelling and feeding the arms joints which allow it to move freely. Normally, The weapon has no more strength than that of a normal, muscled arm and in turn has no extra boost to strength and only having slightly more durability than that of a real arm due to the metals needing to be flexible to simulate a real arm, resulting in the use fo weaker metals. The power of the arm comes into play when the user channels a large boost of chakra through the chakra node wires, which power the arm, and is absorbed by the major joints through receiver rods and used to power the arm up adding a certain amount of power,however long use of this is near impossible and would cause the fragile chakra node wires to break rendering the arm useless.

Node 1:
The user channels a bantam amount of chakra into Gisei which is then collected and absorbed by the first chakra receiver situated in the palm of the users hand. The chakra is then equally distributed into the chakra nodes around his arm and boosts the strength of arm for one turn allowing a powerful punch to be delivered. If the punch is successfully received by an enemy, It deals 60 damage and uses up 30 chakra. After this is used tiny flaps open up on the arm and release a build up of heat that occurs in the hand, giving the user a slight feeling of pain and rendering the arm weaker for 1 turn.

Node 2:
The user channels a moderately large amount of chakra into Gisei which is split, collected and absorbed by both the first, and second chaka receivers situated in the palm of the users hand and the Antecubital fossa (Crook of the elbow). The large amount of chakra is then split and fed into the chakra nodes and greatly boosts the strength of his arm for a single turn and greatly increases his punch power. If the punch hits the opponent successfully, it deals 80 damage and uses up 45 chakra. After the strength boost has finished, flaps of metal open up around the arm and release a build up of heat which causes great discomfort for the user and renders Gisei incapable of fast or complicated movements and void of lifting anything heavy, being only capable of just performing handseals

Node 3
:
This is the highest amount of power Gisei is able to produce without breaking. The user channels and incredibly large amount of chakra into Gisei which is split equally, collected and then absorbed by all three of the chakra receivers situated in the palm of the user's hand, the Antecubital fossa (crook of the elbow) and shoulder. The incredibly large amount of chakra is split and fed into all of the chakra nodes which and thread inside Gisei and boosts the user strength to the maximum possible power able to produce for a single turn. If the punch is landed, It deals 100 damage to the opponent and uses up 60 chakra. The punch is amazingly powerful and able to cleanly shatter metal, deliver deadly force and lift the heaviest of objects but at an equally powerful price. After the power boost has finished, flaps of metal open on the arm and release a large build up of hot steam which causes extreme pain to the user equal to having to the pain of having an arm cut off. The pain is vastly unbearable and renders the arm completely unusable for 2 turns, and Gisei's various power boosts unable for the remainder of the match.

Restrictions
- Effects of all the Node's only last as long as stated
- Can only use one Node at a time
- After using Node 1 or 2 user must wait 2 turns to use again.
- Requires surgery (Scorps has agreed)
- Cant use any other CW
- Only useable by Yashin

☼ Pending ☼

I feel like this is too similar to Asura Path, which seems more like a special ability than simply modifications to the body. Not sure if this is acceptable for a CW, so I'll leave it for Scorps or another more experienced checker.



 Declined  DNR.
 
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-Cobalt-

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Re: Custom Jutsu Submission

Ototon: Oto no Mizu | Sound Release: Sound of Water
Type: Defensive/Supplementary
Rank: D-S rank
Range: Short- Long
Chakra: 10-40
Damage: N/A
Description: This technique is used to fend of water techniques using Sound Release. By creating a low frequency sound wave of 24Hz the user produces a so called "sine wave" which has the ability to disrupt water and make it lose it's form and turn into mere drops of water. The user is able to do the same by using this chakra enhanced wave. The user can disrupt water techniques from D-S rank by using this technique, stopping them as they travel and are being formed and turning them simply into drops that merely drop onto the ground. The rank of the technique depends on the rank of the water technique and an equally strong "Sound of Water" needs to be used for a same ranked water technique.
Note: Must know Sound Release.
Note: Must be taught by -Cobalt-.
Note: The rank of the technique depends on the rank of water technique being fought against.
Note: If an S-rank technique is being defended against, after disrupting the water technique this cannot be used for 2 turns.


 Declined  Collides with existing Sound Techniques that revolve around the same principle. DNR


Mokuton Genjutsu: Sobou Moku | Wood Release Illussion: Hard Wood
Type: Offensive/Supplementary
Rank: A-rank
Range: Short- Mid
Chakra: 30
Damage: 60
Description: A wood release genjutsu which can be triggered after using a Mokuton jutsu. After performing a half tiger hand seal and after having used a mokuton jutsu which was seen by the opponent, the user triggers a paralyzing genjutsu onto the target. The moment they see the wood and the hand seal has been done, the victim will hear wood creaking as they are turned into wood starting from the inside out. Their organs start hardening turning into wood as the wood takes over all of their body leaving them a wooden dummy at the end of the illusion. In reality they are paralyzed during the duration of the genjutsu and are unable to move inside and out of the illusion reducing their ways of breaking the genjutsu. The entire process lasts three seconds.
Note: Must have a Wood bio.
Note: Must be taught by -Cobalt-.
Note: Cannot be used twice in two consecutive turns.


 Declined  First things first: this isn't a wood genjutsu as it uses no wood kg in its performance. You use this after you used a wood technique, not with one or through one. Its a simple genjutsu. Also, this is a B-rank at best if you don't restrict its use. And you'll need 3 handseals for something like this and remove the 3 second reference. Time is measured in turns and moves, not seconds and minutes in our RP.


Fuuton: Ryuu Kokyuu | Wind Release: Dragon's Breath
Type: Supplementary/ Defensive
Rank: A-rank
Range: Short- Long
Chakra: 30 (-5 to sustain each turn)
Damage: N/A
Description: A simple technique where the user after two hand seals releases a breath of wind from his mouth which he can use to coat certain objects (for example wood techniques or even himself) in order to prevent lightning from being able to strike the intended targets. This is merely a defensive technique but can only be sustained for a limited period of time unless cancelled.
Note: Usable thrice per battle.
Note: Lasts for 5 turns unless cancelled.
Note: Mainly used to coat objects or persons that don't want to be hit by lightning.
______________
-Pending- Leaving for Scorps



 Declined  How can you coat something like that? I mean, this will be useless unless you can manage to do it at the same time as you create the wood. I mean, the technique which is to be coated >_> And its not a new concept. Specially the application to coat random objects though a wood exclusive application remains almost unexplored. And such a coating cannot logically be sustained for so long.
 
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Luther

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Re: Custom Jutsu Submission

Genjutsu: Ketsueki īguru| Illusionary Technique: Blood Eagle
Type: Offensive
Rank:S
Range: Short-Mid
Chakra Cost: 40
Damage points:80[Mental Damage]
Descriptions: Blood Eagle was an atrocious and gruesome method of execution practiced several years ago to punish traitors and ninjas who had defected from their village of origin.This technique works using the same principle of the blood eagle and mimics the events through the illusion. The user of the jutsu performs the Dog> Tiger> Ram hand seals in quick successions and casts his opponent under a horrific illusion where he sees himself being bound to a wooden table and his ribs being sawed open from his vertebral column by a masked man. The victims ribs are broken in the process and are shaped to resemble the wings of an eagle which are stained and soaked in blood. In reality the user is not physically harmed but is traumatized after experiencing such gruesome and frantic events.
Note:Must be taught by thunderbolt.
Note: Can only be used Once.

☼ Declined ☼

Pretty basic illusion, not sure why it would be S-ranked. Seems very generic too, bordering on DNR.


Raiton:Denki isu|Lightning Release: The Electric Chair
Type: Offensive
Rank:S
Range: Short-Mid
Chakra Cost: 40
Damage points:80
Description: This technique was created mainly for the purpose of execution and is one of the most populous means in which hardened criminals are killed. The user of the technique performs the Rat>Dog>Tiger hand-seals in quick successions and slams his two hands on the ground bringing forth a chair made out of earth which traps and bind the target tightly to it, the chair is 6 feet in height and has a breadth of over several inches capable of accommodating different types of body-sizes and shapes. The chair erupts directly under the opponents location and binds him tightly to its body due to its earthen straps located at the top and bottom of the chair which is used to bind the targets ankle and torso tightly leaving little to no room for the opponent to escape or flee. As the chair locks the target in a violent current of lightning is released throughout the whole chair which shocks the target upon contact.
Note: No Lightning above A rank the next turn.
Note: Can only be used twice in a battle.
Note: Can only be taught by thunderbolt.

☼ Declined DNR ☼

This has been done before.



(Raitoningu sutairu): Ran'ningu osuushi: Lightning style: Running bulls
Ranks:S
Type: Offensive
Range: Short-Mid
Chakra:40
Damage points:80
Description: This jutsu entails much in the concept of shape manipulation, the user does it by concentrating on his ration chakra over a period of time building it up in massive amount he then releases the chakra which he got from concentration into the floor and emit the electricity through it its runs and races through the opponents and seemingly takes the shape of several racing bull going towards the opponents which when they impact emit their electricity from them

Note: Can be used twice a battle
Note; Must wait three turns to use again
Note: No A rank Lightning or above the following turn
Approved

Approval Link:
Update

Updating old version was confusing.
Added Hand-seals.
Reworded It more clearly.
Specified the number of bulls

(Raiton)Buruzu no jikkō|Lightning style: Running bulls
Ranks:S
Type: Offensive
Range: Short-Long
Chakra:40
Damage points:80
Description: This jutsu entails much in the concept of shape manipulation and chakra manipulation. The user of this jutsu performs the Dog and tiger hand-seals and slams his two hands on the ground bringing forth twenty racing bulls made out of lightning which erupts from the ground and Races towards the opponents direction and on contact transfer their lightning charge to the targets body shocking them in the process.
Note: Can be used twice a battle
Note: No S rank Lightning or above the following turn


☼ Update Approved ☼

Removed the bit about controlling them.
 
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Avonomemi

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Re: Custom Jutsu Submission

(Raiton: Denshi ingurirīsu) Lightning Technique: Electron Release
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 60 [-5 per turn]
Damage: 120
Description: The user wave four hand seal then knead raiton chakra and slam their palm to the ground, they drive raiton chakra into the ground and summon numerous lightning poles of height 11ft and 15 - 20 meters apart to arise covering a wide range of the battlefield. The user then turn themselves to lightning and fuse with one of the poles, the user would be able to move through one pole to another in static form, while in static form the user would be unable to perform a hit until they solidify. The solidification may be partial or full.
Note: While in static form the user would move as fast as an actual electric flow.
Note: These technique reduce the time taken to perform other lightning based technique due to the presence of abundant raiton.
Note: The opponent can not take control of the pillars even if they know how to perform this technique, if the user get defeated the poles lose their lightning property but still remain in the terrain.
Note: while this technique is active, the user is not affected by B - rank and below lightning release.
Note: the poles are able to withstand upto C rank techniques and would cost the user 10 chakra to reform if broken.
Restriction:
- The user must have complete lightning training with a sensei and have it as their specialty.
- The user can only perform lightning and fire based techniques while this technique is active.
- The pillar stays as long as the user have chakra to maintain it.

☼ Declined ☼
Wrong Chakra/Damage Info
(Raiton: Denshi ingurirīsu) Lightning Technique: Electron Release
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user wave four hand seal then knead raiton chakra and slam their palm to the ground, they drive raiton chakra into the ground and summon numerous lightning poles of height 11ft and 15 - 20 meters apart to arise covering a wide range of the battlefield. The user then turn themselves to lightning and fuse with one of the poles, the user would be able to move through one pole to another in static form, while in static form the user would be unable to perform a hit until they solidify. The solidification may be partial or full.
Note: While in static form the user would move as fast as an actual electric flow.
Note: These technique reduce the time taken to perform other lightning based technique due to the presence of abundant raiton.
Note: The opponent can not take control of the pillars even if they know how to perform this technique, if the user get defeated the poles lose their lightning property but still remain in the terrain.
Note: while this technique is active, the user is not affected by B - rank and below lightning release.
Note: the poles are able to withstand up to C rank techniques and would cost the user 10 chakra to reform if broken.
Restriction:
- The user must have complete lightning training with a sensei and have it as their specialty.
- The user can only perform lightning and fire based techniques while this technique is active.
- The pillar stays as long as the user have chakra to maintain it.

☼ Declined ☼

Why does this do damage to the opponent? If the poles are 15-20 meters apart, there won't be many around. The notes are a mess and seemingly random. Why can you only use fire and lightning? Why are you treating this like a mode? No reforming destroyed poles. Reword the immunity to lightning so that B-rank and below lightning is simply pulled towards the poles instead of their intended target. You can't move as fast as electricity, way too fast, tone it down a lot.


(Burakkusukōpion no kuzure) Crumbling Black Scorpion
Type: Offensive
Rank: C
Range: Short - Mid
Chakra: 15
Damage: 30
Description: The user starts off with a punch to the opponent's nose breaking their windpipe then a powerful double/single palm forward thrust to the opponent's diaphragm pushing the opponent backward up to mid range, as the opponent move backward the user knead their suiton chakra into the ground and cause a wall of water with sharp water spikes just about the opponent's height to rise up from the ground behind the opponent at mid range, due to the opponent moving backward they would smash into the water spikes and receive some major damages.
Note: Must have gotten to C - rank in Tai jutsu and Suiton training.
Note: Must remain in contact with the ground.
Note: The wall of water with spikes is at C - rank power.
Note: The water spikes would be horizontally placed and about 50mm-70mm in length.

☼ Declined ☼

Again, your notes are a mess. No need to say they need C-rank training, as that's inferred by this being a C-rank technique. Same thing with saying the wall of water is C-rank as well. The windpipe is in the throat, not the nose. In my opinion this will end up being a waste of a CJ slot, if you can make contact with your opponent you probably want to do something a little more powerful, though you of course are free to resubmit it.


(Ninjutsu: Hatchi Kuujo no Fenikkusu ) - Ninja Arts: 8th Avail of the Elemental Phoenix
Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: N/A (80 - Offensive use)
Description: The user gathers their elemental chakra (element of their choosing) around their body and releases it in a surge of chakra throughout that gathers into their shoulders, released in the nature of whichever element they chose. Then manipulating them into a pair of wings composed of the element chosen by the creator. Each the size of a human adult. While the wings do not enable flight or any air hovering ability whatsoever, their main purpose is for the user to grasp control over them and close both in front of themselves, a wing overlapping the other. Stopping any immediate danger that may be upon the user. Thus, providing a defense against ninjutsu (elemental or otherwise). After successfully defending from the technique posing threat to the user, through the cast of 1 hand seal the user manipulates the remaining elemental substance of each wing to shoot forward at the opponent. In the shape of a phoenix each wing, the damage and other attributes of said pair of phoenix vary according to the element used. Each wing has a strength of A rank, as such, when used as a defense it provides an S rank defense. In which case, should it block an S rank technique (of an element strong against the the wing's element (like fire against wind wings) ), each wing would remain as a weak A rank. The size of these phoenix depends on how much strength they have left, C strength gives the phoenix the size of a human head, while A rank provides a length of an adult human. From them on, the rest of the rank's sizes can be guessed through logic. Each element has it's own handseal through which the remains of the defense are forged into a pair of phoenix.

Fire: When fire wings are forged from the burst through the user's back. They are capable of stopping wind techniques hurled torwards the user. Of equal rank or lower, and can afterwards be turned into a pair of flaming phoenix, which upon impact with the target, will spread around them and engulf them in flames being put out only until the victim is dead, unless countered rapidly. The fire phoenix are activated with the Tiger handseal.
Earth: The earth wings which grow from the user's back have a much thicker structure and are generally slower on the move compared to the other elements. With the potential of stopping water oriented techniques, and like other elements, being turned into a phoenix each wing. Upon impact with the set target, the phoenix stab into their victims with their sharp beak, and also blow the target backwards several meters through impact force alone. The Earth phoenixs are created with the Dragon handseal.
Wind: Like the other elements, releasing wind chakra through the user's back also creates a pair of wind forged wings. Equal in size to the owner, these wings are much faster on the draw and can stop potential lightning threat launched at the user. Then with the remaining wind, the user can through the use of the handseal, shoot each wing in the shape of phoenix. These are the fastest of the elemental phoenix, and although easy to see, they move at a speed which the naked eye can hardly track. At contact with the foe, these phoenix use their slicing winds to shred the target's flesh apart. The Wind phoenix are created through the user of the Sheep handseal.
Water: Much diferent from the other elements. When the water wings are surged from the user's back, they are quick to move however drip small amounts of water drops on the ground due to the highly concentrated shape. These however, provide a defense for fire techniques, and afterwards can be shot in the form of a phoenix each wing; using the remaining water in the wings. Upon collision with the target, instead of causing an vital damage, the phoenix cling onto the body and soak it in a sticky substance, gradually slowing their movement, and if not gotten rid of quick, suffocating the victim (as the substance would seep into their nose and mouth). The water phoenix are created through the user of the Rabbit seal.
*Can only be used x3 per battle*
*Wings remain on the user for two turns*
*Must wait a 2 turn cooldown prior using again*
*After defensive use, if the wings aren't turned into phoenix, they instantly disperse/fall to the ground*
*The defenssive aspect can be skipped, simply shooting the elemental phoenix(s) forward.*
*Using another technique which effects the user's body aspects such as Earth Release: Hardening Technique, this technique deactivates.*
*The user cannot use any other S rank techniques of the element from which the wings are made of aslong as this technique is active*

☼ Declined DNR ☼

We have enough elemental wings floating about.
 
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Howard

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Re: Custom Jutsu Submission

(Hakka Soudoushou) - Double Pulsating Palms
Type: Attack
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: This is a move that uses the palms to transfer momentum and chakra from the fighter to the opponent in one fierce action normally yielding incredible force. It is based upon the principles of explosive techniques such as the One Inch Punch allowing the user to build up a massive amount of force simply by using their own body and their chakra. The user begins the attack by extending his arms rapidly while moving them in a counter clock-wise motion creating a quick rotating blow aimed for the abdomen or mid section of the opponent. As he does this he releases visible chakra from his fists or palms to increase the force beyond what he would normally be able to do.
When the chakra hits the opponent it causes immediate damage such as cracking of the sternum fracturing of the ribs as well as blunt force trauma to the internal organs and is usually conveyed through the solar plexus with the purpose of stunning and knocking the opponent off their guard. Due to the way it is transferred the force can also cause the diaphragm to enter a paralyzed state making breathing regularly nearly impossible for the next few seconds (5-6 seconds depending) allowing the user to attack further in the window of time he creates. However the manipulation of the chakra produces a drilling effect almost like a horizontal geyser shooting out a powerful explosive rotational force, enough to send an opponent flying backwards and causing significant internal damage like tearing and bruising of vital organs such as the lungs, heart and liver almost crippling the opponent. Used in mid-range there is no immediate damage caused by the release of chakra therefor the opponent is only thrown back with enough force to send him flying (five meters), it can still cause significant damage but it's simply exterior damage like lacerations and bruising not deep internal damage. While in short range the user can even target the vagus nerve which sends shocking pain throughout the body as the nerve itself travels throughout the body.
Notes:
-Can only be used thrice per battle once per turn
-Cannot use any other taijutsu the turn this is used

Appearance: [ ]

☼ Declined DNR ☼

This is too much like a Hyuuga technique.


(Sono Hachigatsuaida) The August Celestial
Type: Defense/Offense
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This jutsu is the principles of the fighting in their purest form. It incorporates an overly aggressive nature and focuses heavily on the readiness to counter and attack. It revolves around the ability to imbue the intangible chakra natures and basic chakra into strikes and blows augmenting the force of each hit. This technique deals with damaging the opponent through the augmentation of free form taijutsu as well as basic and advanced strong fist taijutsu. It focuses on four classes of attack each with their own strong and weak points and each with a application.

Niuzao; The Black Ox: This set revolves around all the basic movements kicks, punches, palm strikes, knees and elbows. It uses basic chakra to increase the damage through the release of visible chakra with punches and kicks that allow for increased damage driving pain deeper allowing the user to attack certain nerves (such as the vagus nerve) through sheer force. It tends to favor strong strikes intensified by chakra usage through the release of basic chakra with the hits. This is the slowest of the four means of attacking and is easiest to counter by someone with more speed.
Yu'lon; The Jade Serpent: This set of movements relies heavily on kicks and free-flowing leg based taijutsu movements. It revolves around imbuing wind in various strikes to dull or sharpen kicks increasing their force as well as their sharp properties. It is very similar in regards to Muay Thai where the user focuses on kicks, knee strikes and elbows using the strongest parts of the body to create sharp or dull damage to the opponent. It tends to favor fast dull or sharp strikes to cause as much damage as possible in as little times as possible.
Chi-Ji; The Red Crane: This set revolves around the use of quick precise movements with the arms and legs. It usually deals with palm strikes, punches, blocks and some low kicks favoring cumulative damage over all else, some hits will not be as hard as possible but will stack up over time. It borrows this from styles like Wing Chun allowing the user to block and counter dealing cumulative damage to the opponent over time. It revolves around the use of katon chakra to cause moderate to severe burns accompanied with most palm strikes, punches, blocks or low kicks. The burns tend to be 2nd-3rd degree but at times can be as severe as fourth degree burns these kind of burns only come into play after extended periods of contact.
Xuen; The White Tiger: This set revolves around the use of lightning to numb the opponent. It mainly deals with locks, throws and grapples allowing the user to send pulses of lightning through the opponent numbing him in ways that allow for further damage without his or her knowledge. It borrows most of it's movements from Han Mu Do and Karate dealing with quick blocks that turn into brutal throws, locks and grapples. The numbing effect lasts one turn and doesn't stop the opponent from moving it only removes the pain of the attack momentarily to allow for further damage to be dealt.

Notes
-The user can pull off multiple attacks with one use but can't create more then four combo moves
-Can only be twice per turn with one nature being used per usage
-When used in combination with basic Strong Fist Taijutsu that doesn't use chakra the damage from this technique is negated and instead the Strong Fist jutsu gains +20 damage

☼ Declined DNR ☼

This isn't really a technique, much closer to being a CFS than a CJ.
 
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Gutsy

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Re: Custom Jutsu Submission

(Genjutsu: Roki no Hensō) Illusionary Arts: Loki's Disguise
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: This is a quite simple illusion, not meant to harm the opponent in any way, whatsoever. This illusion is used to disguise different objects such as a kunai, shuriken, Fuma shuriken, smokebombs, flashbombs etc. This illusion may also disguise multiple objects. The way the illusion works is, that the practitioner will place the opponent under the illusion, whereas whenever the practitioner may throw a kunai, as an example, the opponent may see a shuriken, flashbomb or even just a senbon coming at them instead of a kunai. The illusion may also be used to disguise objects that a person may be wearing, such as a ring, necklace, bracelet etc. This illusion may also change the appearance of clothing and larger weaponry such as swords, to simply disguise the practitioner from his target.
Note:
- May be performed twice per battle

☼ Declined ☼

Needs a trigger, and its too general. Way too much can be done with this.


(Doton: Senpuku Chikei) Earth Release: Holed Terrain
Rank: A
Type: Defensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: Another defensive technique specifically made to protect the practitioner from water based techniques. The practitioner will perform the Snake hand seal, while then releasing their chakra into the ground, letting it cover the ground from the practitioner and all the way into mid-range from him. From there the earth will be manipulated to the extent, where the earth be made into a field filled with holes that are no more than 30 centimeters in diameter and 2 - 3 meters deep. These holes are made in the hundreds and cover the area around the practitioner of up to mid-range, in a circular manner. There are not even 5 centimeters in between each hole. This makes it difficult for a person to come near the practitioner to enter a Taijutsu fight. Yet the defensive purpose for this technique is to not directly counter an incoming water or fluid based technique, but to stop it in its tracks. This being said, as an example, if the opponent performs the Water Encampment technique, the large quantity of water that would rush towards the practitioner would lose moment, strength and speed as it would come into contact with the holes. This is done through the water will be interrupted in its path as the water would be forced into the holes and the wave like motion towards the practitioner would stop as the wave would come crashing down leaving the water useless. Furthermore this can also make underground water techniques useless, as a water technique meant to rise from the ground beneath the practitioner would be incapable of doing so as the large and many holes would interrupt such plans. And furthermore if done while the opponent is in range running towards the practitioner, he may trip in one of the holes and break his leg etc.
Note:
- This technique may only be performed twice per battle


☼ Declined ☼

I just don't see this working. Draining the field of water perhaps. But stopping an incoming technique? The water is being manipulated by chakra so it wouldn't just fall into the holes, it would just keep moving.
 
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Re: ±±Custom Jutsu Submission±±



Shīhōsu Kuchiyose no Jutsu: Guraukasu | Seahorse Summoning Technique: Glaucus
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Glaucus is a robust and human sized seahorse that is known for helping fishermen and sailors when caught within storms. He is yellowish in color an cheerfully looking, giving away the friendly aura. He likes the presence of humans and he is always there to help them. It is his natural instinct to do so. His scales are matching the color of the rest of his body and he has two fins that are capable of swinging quickly, just below its neck. He has a sort of spiky mane on his back and deep blue and cleverly eyes. Glaucus is the main enemy of Kingdra because Kingdra is the one causing those devastating storms for its own amusement. Being in countless battles with Kingdra, Glaucus developed a resistance to storms and is able to survive stormy environments effortlessly. It is the only seahorse with an innate chakra enhanced shield, capable of surviving techniques up to A rank, however, due to the shield being innate, Glaucus doesn't have the ability to use the Seahorse Arts: Enhanced Chakra Shield technique. Being a very good friend with humans, Glaucus doesn't have a killing instinct and never uses its abilities in offensive purposes. It focused on its own survival and helping those in need. Using its snout for chakra manipulation, Glaucus can rapidly expand its water source up to short range, thus serving as a protective barrier for itself and the user. Due to its quite advanced chakra and shape manipulation, Glaucus can form the water shield as a solid structure capable of withstanding A rank techniques within a very brief moment. Defense is of essence and sometimes few seconds can be the difference between life and death. This is the reason why Glaucus pushes its focus to the maximum when in unfavorable situations and always turns out as the heroic savior.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Water shield can only be used twice per battle but can be maintained for 2 turns
Note: Glaucus can stay on the field for 4 turns
Note: Can only be summoned once

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‡ Declined ‡ No permanent damage resistance please give it a defined quantity of times the summon can take hits. Also, please define the stormy conditions the summon can cope with, as that part is vague and can be abused.

Shīhōsu Kuchiyose no Jutsu: Kaosu | Seahorse Summoning Technique: Chaos
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Chaos is described as the small figure that everyone would bully around, yet it has immense power that rare have witnessed. Chaos is a very dark and unpleasant looking seahorse. Just by its looks it causes enemies to run out of fear. It has a much longer tail than any other seahorse, which it uses in various ways. It is dark green in color and has a spiky mane that is connected with what seems to be swimming skin. Chaos got its name from its ability to turn water into nothingness, void (metaphorically of course). What the ability in reality represents is creating a very strong suction effect within its water source, so powerful that it would act as a water magnet, pulling all water on the battlefield into its own water source and expanding it for its own advantage. Unfortunately, the suction effect has it's limitations. It can only suck up water sources/techniques up to A rank and it can only be used twice per battle, every second turn. Despite its size, Chaos is a formidable and bulky seahorse. It's slightly smaller than an average human but its curled tail is very long. It uses it to keep hold of the ground when performing the suction technique but it can also use it for grabbing and binding opponents within short range. It's said that explosives are kept in small packages and Chaos is a real example of the nonexistent proportionate relation between size and strength.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Water suction can only be used twice per battle with a 1 turn cooldown
Note: Chaos can stay on the field for 4 turns
Note: Can only be summoned once

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‡ Declined ‡ define the water suction ability better. Give it a range, a volume of water it can move and most importantly be consistent with the usage limit as your jutsu has 2 conflicting statements on this limit.

Shīhōsu Kuchiyose no Jutsu: Aiorosu | Seahorse Summoning Technique: Aeolus
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Aeolus is the personification of wind. The wind master and creator of disaster. Although appearing to be calm in nature, Aeolus is very explosive in nature and can become very angry. This is usually the state when his powers are pushed to the maximum and when he can utilize them in the best possible way. Aeolus is a fairly strong looking seahorse. It's barely above the average size of a human and with a majestic, almost godlike appearance. It is an orange seahorse with various discolorations along its body. Its scales are clearly visible and distinguishable and its belly is much darker than the rest of its body. The majestic and godlike appearance is caused by the big and gentle eyes and the very complex and differently shaped fins along its back. Being the best wind user amongst the seahorses, Aeolus uses its snout to create strong undercurrents with the signature clicks that the seahorses use. The click rapidly exits the snout, creating a bubble within the water source. All that's left for Aeolus is to blow it away, out of the source and the bubble is set free. The bubble has to be expelled quickly out of the water source, before the surrounding pressure makes the bubble collapse upon itself. Using this technique, Aeolus also has the ability to rapidly expel a massive amount of small bubbles that hinder the opponents vision and help the user prepare a covert attack. The strength of the ability altogether is A rank and depending on the amount of bubbles, their individual strength decreases. The other most effective way of using the bubbles is trapping the opponent, but the process is on the slow side and usually takes a few seconds to reach its designated target. Aeolus infuses every bubble with chakra to make sure that he can control their path and make sure they reach their targets and not simply drift off under the influence of the wind currents.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Bubbles can only be used twice per battle with a 1 turn cooldown
Note: Aeolus can stay on the field for 4 turns
Note: Can only be summoned once

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‡ Declined ‡ The properties of these bubbles are not defined. Are they explosive and deal damage? purely distractions? you state they can be used to trap opponents but how? to what degree do they imprison someone and how do they do so?


Shīhōsu Kuchiyose no Jutsu: Guraukasu | Seahorse Summoning Technique: Glaucus
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Glaucus is a robust and human sized seahorse that is known for helping fishermen and sailors when caught within storms. He is yellowish in color an cheerfully looking, giving away the friendly aura. He likes the presence of humans and he is always there to help them. It is his natural instinct to do so. His scales are matching the color of the rest of his body and he has two fins that are capable of swinging quickly, just below its neck. He has a sort of spiky mane on his back and deep blue and cleverly eyes. Glaucus is the main enemy of Kingdra because Kingdra is the one causing those devastating storms for its own amusement. Being in countless battles with Kingdra, Glaucus developed a resistance to storms and is able to survive stormy environments due to the innate chakra enhanced shield. It is the only seahorse with an innate chakra enhanced shield, capable of surviving two techniques up to A rank (or one S rank technique), however, due to the shield being innate, Glaucus doesn't have the ability to use the Seahorse Arts: Enhanced Chakra Shield technique. Being a very good friend with humans, Glaucus doesn't have a killing instinct and never uses its abilities in offensive purposes. It focused on its own survival and helping those in need. Using its snout for chakra manipulation, Glaucus can rapidly expand its water source up to short range, thus serving as a protective barrier for itself and the user. Due to its quite advanced chakra and shape manipulation, Glaucus can form the water shield as a solid structure capable of withstanding A rank techniques within a very brief moment. Defense is of essence and sometimes few seconds can be the difference between life and death. This is the reason why Glaucus pushes its focus to the maximum when in unfavorable situations and always turns out as the heroic savior.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Water shield (both on itself and the summoner) can only be used twice per battle but can be maintained for 2 turns. It also counts as a move usage.
Note: Glaucus can stay on the field for 4 turns
Note: Can only be summoned once

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♠ Approved ♠

Shīhōsu Kuchiyose no Jutsu: Kaosu | Seahorse Summoning Technique: Chaos
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Chaos is described as the small figure that everyone would bully around, yet it has immense power that rare have witnessed. Chaos is a very dark and unpleasant looking seahorse. Just by its looks it causes enemies to run out of fear. It has a much longer tail than any other seahorse, which it uses in various ways. It is dark green in color and has a spiky mane that is connected with what seems to be swimming skin. Chaos got its name from its ability to turn water into nothingness, void (metaphorically of course). What the ability in reality represents is creating a very strong suction effect within its water source, so powerful that it would act as a water magnet, pulling all water within medium range on the battlefield into its own water source and expanding it for the same amount of water as its own advantage. Unfortunately, the suction effect has its limitations. It can only suck up water sources/techniques up to A rank and it can only be used twice per battle, with a 1 turn cooldown. Despite its size, Chaos is a formidable and bulky seahorse. It's slightly smaller than an average human but its curled tail is very long. It uses it to keep hold of the ground when performing the suction technique but it can also use it for grabbing and binding opponents within short range. It's said that explosives are kept in small packages and Chaos is a real example of the nonexistent proportionate relation between size and strength.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Water suction can only be used twice per battle with a 1 turn cooldown
Note: Chaos can stay on the field for 4 turns
Note: Can only be summoned once

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♠ Declined ♠
Yeah, is that a killing intent with the bolded? Either remove or clarify it. Now, I'm a bit confused about the nature of "suctioning" technique. I understand that the seahorse gathers all the water, but when it expels it, does it come out forcefully and at the same rank as the water sucked in?Purely supplementary or as an attack?


Shīhōsu Kuchiyose no Jutsu: Aiorosu | Seahorse Summoning Technique: Aeolus
Type: Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Aeolus is the personification of wind. The wind master and creator of disaster. Although appearing to be calm in nature, Aeolus is very explosive in nature and can become very angry. This is usually the state when his powers are pushed to the maximum and when he can utilize them in the best possible way. Aeolus is a fairly strong looking seahorse. It's barely above the average size of a human and with a majestic, almost godlike appearance. It is an orange seahorse with various discolorations along its body. Its scales are clearly visible and distinguishable and its belly is much darker than the rest of its body. The majestic and godlike appearance is caused by the big and gentle eyes and the very complex and differently shaped fins along its back. Being the best wind user amongst the seahorses, Aeolus uses its snout to create strong undercurrents with the signature clicks that the seahorses use. The click rapidly exits the snout, creating a bubble within the water source. All that's left for Aeolus is to blow it away, out of the source and the bubble is set free. The bubble has to be expelled quickly out of the water source, before the surrounding pressure makes the bubble collapse upon itself. Using this technique, Aeolus also has the ability to rapidly expel a massive amount of small bubbles that hinder the opponents vision and help the user prepare a covert attack. When used in rapid succession the bubbles don't pose a threat to the opponent purely by themselves but serve as a distraction. The strength of the ability altogether is A rank and depending on the amount of bubbles, their individual strength decreases (ranked for defensive scaling purposes). The other most effective way of using the bubbles is trapping the opponent, but the process is on the slow side and usually takes a few seconds to reach its designated target. Aeolus infuses every bubble with chakra to make sure that he can control their path and make sure they reach their targets and not simply drift off under the influence of the wind currents. Once the bubble reaches its target it wraps around the opponent and instead of popping, due to the chakra coating, it maintains its form making it seem as if the opponent passed through one side of the bubble. Once in there, the opponent has to comply with the strengths and weaknesses of the water element in order to destroy the bubble and free himself. The bubble doesn't physically constrain the opponent but it prevents him from escaping from within the bubble before destroying it and one of the main purposes for the bubble is helping the user to further manipulate the bubble as a regular water source.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Bubbles can only be used twice per battle with a 1 turn cooldown
Note: Aeolus can stay on the field for 4 turns
Note: Can only be summoned once

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♠ Declined ♠
Okay, several issues here. First one, you need to state the bubbles require an underwater source. Also, at the bolded, you say the clicks create a strong undercurrent but also create the bubble (which is the main purpose) - does that undercurrent serve any purpose as of itself? Also, I'm super confused about the two abilities of the bubbles. First you say that IF you release the bubbles in quick succession, it won't do damage, but you don't say anything about what releasing a single bubble does. Then for the other ability, so to speak, does the same thing apply when releasing a single in comparison to a lot of bubbles in quick succession?
 
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Re: Custom Jutsu Submission

Raiton:Raiha|Lightning release:lightning blade
Type:Supplementary
Rank:S-rank
Range:Short-Mid
Chakra: 40
Damage:80
Description:The user makes one hand seal and thrust their hand forward releasing their chakra which they shape and nature manipulate it into a blade of lightning(5 meters long,and 1 meter wide) the blade of lightning goes towards the target and impale them and also shock them.
note:can only be used twice
note:can only be thaught by me
---
Katon:Kasai no tatsumaki|Fire release:fire tornado
Type:offensive
Rank:A-rank
Range:short to mid
Chakra:30
Damage:60
Description:The user points their sword at the targer and make a horizontal slash while releasing their katon chakra and nature and shape manipulating it into two vortex of flames which rotates towards the target(the vortex are one meter wide,five meters tall and two meters apart from eachother) on getting to the target,the vortex consumes and burns the target(s) into ash.
Note:can only be done twice
Note: each vortex is b rank,and both vortex cannot meet since they travel parellel to each other....


☼ Both Declined - Similar to Existing Techniques ☼
 
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