[ARCHIVE] Custom Jutsu Submission - II

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Rayder

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Re: Custom Jutsu Submission

Fuuton: Tenkan Sattou|Wind Release: Diversion Gale
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user concentrates his wind chakra into his palm and then suddenly pushes outwards with his hand to send a small condensed ball of wind at the target. The ball travels incredibly fast and once the ball touches the target the condensed wind is released as a powerful blast of wind which the user controls to split into two and moves around the target, leaving the target unharmed, but anything around the targets vicinity is ripped apart or pushed away. This jutsu can be used to protect allies or break apart opponents mobile defenses. If the jutsu comes in to contact with anything else before it reaches its target the ball is released and the blast of wind splits in two around the obstruction and continues towards the target. If it comes into contact with something which completely prevents it from reaching the target, like an earth dome, then the ball releases and the blast of wind would split around the object but this time shredding it apart from both sides while still leaving the opponent inside unharmed.
Note- Can only be used 3 times
Note- Can only be taught by -Danzo-

☼ Declined ☼

That bit seems like it could be a problem. Obviously if it was hit by lets say a fireball, it would be consumed and wouldn't split. Clarify that it only splits and moves around an object if its some sort of physical, solid obstruction.
Fuuton: Tenkan Sattou|Wind Release: Diversion Gale
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user concentrates his wind chakra into his palm and then suddenly pushes outwards with his hand to send a small condensed ball of wind at the target. The ball travels incredibly fast and once the ball touches the target the condensed wind is released as a powerful blast of wind which the user controls to split into two and moves around the target, leaving the target unharmed, but anything around the targets vicinity is ripped apart or pushed away. This jutsu can be used to protect allies or break apart opponents mobile defenses. If the jutsu comes in to contact with any solid physical obstruction before it reaches its target the ball is released and the blast of wind splits in two around the obstruction and continues towards the target. If it comes into contact with something intangible then the technique stops and a simple A-rank blast of wind is released from the ball and it the ball then disperses.If it comes into contact with something which completely prevents it from reaching the target, like an earth dome, then the ball releases and the blast of wind would split around the object but this time shredding it apart from both sides while still leaving the opponent inside unharmed.
Note- Can only be used 3 times
Note- Can only be taught by -Danzo-
_____________
-Declined- The splitting part is a no, and the core technique itself is similar to various wind CJ made, it's like all i see nowadays is a compressed ball of wind that does something z_z


Genjutsu: Bumu Kaojashin| Illusionary Arts: Boom Headshot!
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user performs the Ox-Monkey-Bird hand seals and places their opponent into a delayed genjutsu. Nothing will appear to be altered but the first attack to strike the opponents head will suddenly cause the genjutsu to activate and their head to swell and inflate to triple its size before exploding. The inflating is very quick and the opponents head would have exploded within a few seconds of the inflation starting. Because of the great size that the head will grow to they are paralyzed in reality and once their head explodes in the genjutsu they will faint in reality because of the shock of the sudden explosion. The object that strikes the opponents head must be something directly caused by the user. So for example if I throw a rock at the opponents head and it connects then the genjutsu activates. If I use an earth jutsu to shake the ground and make the opponent fall and they hit their head, the genjutsu will not activate as the opponents head wasn't directly struck by my jutsu.

Note: If the attack kills the opponent then the genjutsu doesn't activate
Note: It can be activated through free form as well
Note: The opponent still suffers the damage from the attack, for example if they are thrown on the floor by a jutsu that has struck their head, the genjutsu will activate and in reality they are paralyzed while still on the ground.
Note: As the genjutsu is delayed the opponent would not realize they are in a genjutsu until it activates, and only bios with sensing would be able to detect the users chakra.
Note: Lasts for two whole turns
Note: Can only be used twice per battle
___________
-Declined- OP, and i don't accept any dormant genjutsu whatsoever.


Katon: Yaketsuku Konchiyuu|Fire Release: Searing Flies
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user creates a disc of fire in front of him, around 30 cm long and wide, and then uses his chakra to create 30 of flies composed of fire from that disc, and the disc then disappears. The user can control them using his chakra and once a fly has touched the opponent it burrows into his skin and then fire emanating from it would burn the part of the body they entered from the inside. Because of their small size several flies would have to enter to produce proper effects.
5 flies enter body at same part= no longer being able to use the entered limb
10 flies entering the body at the same part= the entered limb will burn away
20 flies entering the body at any part= The opponents insides would be too burnt for them to continue fighting and they would faint

Note: Flies last for 4 turns
Note: Can only be used twice per battle
Note: No A rank or higher Fire jutsus can be used in the turn it is activated
____________
-Declined- 2 things are wrong here, Fire techniques aren't used for precision attacks, because they lack precision like lightning and lack the physical capacity to deliver them, unless the technique is very compressed, i don't see this technique proper as a fire technique.


♦ Pending, leaving for someone else ♦
 
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Khallil

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Re: Custom Jutsu Submission

(Mokuton: Ogakuzu no uchiwake) - Wood Release: Sawdust Breakdown
Type: supplementary/offensive
Rank: S
Range: short - long
Chakra: 40
Damage: 80
Description:The user channels their mokuton chakra into a wooden creation and when they perform the tiger handseal, they manipulate the mokuton chakra and cause the wooden creation to dissolve into a cloud of small wooden particles. The user can control and manipulate the sawdust (cloud) with hand gestures, similar to Gaara manipulating his sand. The user can create shapes with the cloud made out of wooden particles and when they perform the Ram handseal the wooden particles will attach to each other and the saw dust cloud will turn into a hard piece of wood again. This could be used to reshape wooden creations. But the user could also simply attack the opponent with the sawdust cloud. The sawdust would attack the opponent just like how Gaara’s sand attacks the opponent. The more wood that has been dissolve, the bigger the sawdust cloud. If the opponent gets caught in the sawdust and the user decides to reform the sawdust back into solid wood, the opponent would be trapped inside the wood and their movements would be restricted. The limitations of the amount of wood that'll be dissolved are set by the chakra put into the technique.
-Can only be taught by Khallil
-User needs to have physical contact with the Wood they use this technique on
-Can only be used twice
-1 turn cooldown
-can't perform any other technique while the user controls the sawdust
-The user can’t maintain the sawdust longer than 2 turns.
-If the opponent is trapped inside the wood for longer than 2 turns, he’ll pass out because of the lack of oxygen and suffocation.


♠ Approved ♠

(Mokuton: Cthulhu no kōru) - Wood Release: The Call of Cthulhu
Type: Supplementary
Rank: S-Rank
Range: Short (Long on reach)
Chakra: 40 (-10 per turn)
Damage: 80
Description: Cthulhu is a mix between a giant human, an octopus, and a dragon, and is depicted as being fifty meters tall, with human-looking arms and legs and huge webbed claws, a pair of rudimentary wings on its back and large dragon-tail. Cthulhu's head is to the entirety of a giant octopus, with twenty 15 meters tall tentacles surrounding its supposed mouth. This frightening monster is completely made out of wood and can be created out of the ground after the user performs the Ram->Snake handseals and slams the ground. Cthulhu is very strong and has his own will, so he can move and act on his own, but he is very obedient to his creator. The user can control the monster by maintaining the snake handseal. The monster has a few special abilities. It can extend his tentacles up to 30 meters and attack or grab the opponent with it. His wings aren’t meant to fly, but they contain countless small openings inside which can release a large amount of pollen that induces sleep when inhaled. When the pollen is released out of the wings, Cthulhu can flap his wings and send the pollen towards the opponent. Cthulhu moves as exactly fast as the Mokujin (wood human) on the ground, it can either move on his legs or legs and arms. Cthulhu can also swim in a big water source.
-Can only be taught by Khallil.
-This technique can only be used once in an event.
-If Cthulhu releases pollen it will count as a jutsu.
-The pollen is visible to the naked eye, and d rank wind is enough to send the pollen back.
-The pollen can affect the user as well.
-This technique can be sustained for 4 turns, but the 4th turn the user has to control Cthulhu or else Cthulhu will start attacking the user as well because of his impatience.
-The user loses 10 chakra points each turn the monster is maintained.

This is what Cthulhu looks like
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♠ Declined ♠
Okay, don't get me wrong. The boardgame is freaking great.
But what in the world? Fifty meters tall? Thirty meter long tentacles? Hell to the no.


☼ Pending - Leaving for Adachi ☼



(Mokuton: Cthulhu no kōru) - Wood Release: The Call of Cthulhu
Type: Supplementary
Rank: S-Rank
Range: Short (Long on reach)
Chakra: 40 (-10 per turn)
Damage: 80
Description: Cthulhu is a mix between a giant human, an octopus, and a dragon, and is depicted as being 27 meters tall, with human-looking arms and legs and huge webbed claws, a pair of rudimentary wings on its back and large dragon-tail. Cthulhu's head is to the entirety of a giant octopus, with fifteen 7meters tall tentacles surrounding its supposed mouth. This frightening monster is completely made out of wood and can be created out of the ground after the user performs the Ram->Snake handseals and slams the ground. Cthulhu is very strong and has his own will, so he can move and act on his own, but he is very obedient to his creator. The user can control the monster by maintaining the snake handseal. The monster has a few special abilities. It can extend his tentacles up to 16 meters and attack or grab the opponent with it. His wings aren’t meant to fly, but they contain countless small openings inside which can release a large amount of pollen that induces sleep when inhaled. When the pollen is released out of the wings, Cthulhu can flap his wings and send the pollen towards the opponent. Cthulhu moves as exactly fast as the Mokujin (wood human) on the ground, it can either move on his legs or legs and arms. Cthulhu can also swim in a big water source.
-Can only be taught by Khallil.
-This technique can only be used once in an event.
-If Cthulhu releases pollen it will count as a jutsu.
-The pollen is visible to the naked eye, and d rank wind is enough to send the pollen back.
-The pollen can affect the user as well.
-This technique can be sustained for 4 turns, but the 4th turn the user has to control Cthulhu or else Cthulhu will start attacking the user as well because of his impatience.
-The user loses 10 chakra points each turn the monster is maintained.

This is what Cthulhu looks like
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♦ Declined, the scale of this is still entirely too large. You're making him able to essentially stand at long away and attack a target. Reduce the length of the tentacles more and almost 30 meters tall....♦
 
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Vegeta

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Re: Custom Jutsu Submission

(Sutoradoru bunkatsu panchi) - Straddle Split punch
Type: Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A very fast, defensive maneuver meant for counter-striking against high attacks (chest and above). The user while being attacked high will spread both legs outwards doing a straddle split, quickly lowering their position while striking with a punch to the lower regain of the body (lower abdomen and below).

~Notes~
-Must be taught by -Vegeta
____________
-Declined- How fast is it exactly?


reference:
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-re-submission-

(Sutoradoru bunkatsu panchi) - Straddle Split punch
Type: Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A very fast, defensive maneuver meant for counter-striking against high attacks (chest and above). The user while being attacked high will spread both legs outwards doing a straddle split, quickly lowering their position while striking with a punch to the lower regain of the body (lower abdomen and below).

~Notes~
-Must be taught by -Vegeta
-Attack happens as fast as the user is capable of moving at the time of use

-reference-
You must be registered for see images

♦ Approved lol♦



(Doton: Saiaku no debaisu) - Earth release: Doomsday device
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 20 (-10 per turn to maintain)
Damage Points: 40
Description: The user begins by performing the Dragon seal and concentrating his Doton chakra towards his hands, allowing it to release thru his four knuckles on one or both hands, forming mountainous-shaped sharp earth knuckles several inches big which can greatly enhance a punches damage, giving it blunt as well as cutting damage

~Notes~
-Must be taught by -Vegeta
-only usable twice a match
-Last 3 turns unless released or destroyed
-Once formed, the user is free to use other techniques as long as chakra is used every turn to maintain, however, using Raiton of C rank and above will end this technique

-reference-
Like this, but Doton
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♦ Declined, just use the canon C rank earth jutsu ♦



(Katon: Kohou) - Fire Release: Law of Old
Rank: S
Type: Offensive/Defensive
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user begins by channeling Katon chakra into their defensive postured front fist, covering it in flames while lowering their stance slightly, dropping their arm and quickly driving it upwards in a jumping uppercut, delivering burning and concussive damage and searing thru flesh. This move is performed similar to Shoryuken, however it uses the front fist not a rear sweeping fist to attack

~Notes~
-Must be taught by -Vegeta
-Because of the damage from Katon on the users fist, no Katon over A rank and no seals the next turn
-Can only be used 3x
-reference-

♦ Declined, essentially the same as Shoryuken as well as other CFS that utilize fire chakra alongside attacks ♦
 
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Luther

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Re: Custom Jutsu Submission

Kara zao:Flail
Type:Weapon
Rank: S
Range: Short-long[If chain is extended]
Chakra Cost: 40
Damage Points:80
Description: A historic and ancient weapon forged in the early Japanese era before the formation and establishment of ninja villages and the shinobi system. It is elegant both in structure and the way it is able to be used. It has a long wooden handle extending well over 15 inches which is connected to two metallic balls surrounded with spikes capable of piercing targets, and this is accomplished by a series of chains which are attached to its wooden body. The flail known for its versatility can be used both in short and long ranges thanks to the chains which extends up to 20 meters allowing the user to quickly grab or get hold of their desired target. The spiked metallic balls attached to the weapon are very large in size and weigh well over 30 kilograms each and are capable of wreaking havoc and devastation on their targets[S rank damage], it can also be used to destroy solid structures such as shirukens or earthen structures like pillars, and however this ability is limited to brank and below. The metallic balls are manually detachable from its wooden body and can be used alone in combat, however their strength is then reduced to that of B rank when done and it cannot be reattached for the duration of the battle.

Note: Can only be used /wielded by thunderbolt
Note: Last for only 5 turns
Note: Any moves from the weapon count as a turn in one move.
____________
-Declined- The idea itself is good, and unique from what most people use in CW, but it needs a bit more clarification, like, this is a long range weapon, it can't be used in short range of you that freely, plus extending 20 meters is too much for you to be capable of controlling it easily. anyway i'm fine with the S-rank blunt hit, but it has to be limited to 3 turns per battle, the earth techniques destruction part should be against projectile type techniques, not techniques that come from the ground underneath you, like the Earth spikes and similar techniques.
Limited it to 3times
Removed The earth destruction part
Reduced the range to 15 meters
Added Chakra Restriction.

Kara zao:Flail
Type:Weapon
Rank: S
Range: Short-long[If chain is extended]
Chakra Cost: 40[-10 Per Turn To Maintain]
Damage Points:80
Description: A historic and ancient weapon forged in the early Japanese era before the formation and establishment of ninja villages and the shinobi system. It is elegant both in structure and the way it is able to be used. It has a long wooden handle extending well over 15 inches which is connected to two metallic balls surrounded with spikes capable of piercing targets, and this is accomplished by a series of chains which are attached to its wooden body. The flail known for its versatility can be used both in short and long ranges thanks to the chains which can extend up to a 15 meters allowing the user to quickly grab or get hold of their desired target. The spiked metallic balls attached to the weapon are very large in size and weigh well over 30 kilograms each and are capable of wreaking havoc and devastation on their targets[S rank damage], it can also be used to destroy solid projectile based techniques, however this ability is limited to brank and below. The metallic balls are manually detachable from its wooden body and can be used alone in combat, however their strength is then reduced to that of B rank when done and it cannot be reattached for the duration of the battle.

Note: Can only be used /wielded by thunderbolt
Note: Last for only 5 turns
Note: Any moves from the weapon count as a turn in one move.
Note: The S rank blunt hit can only be used 3 times per battle
___________
-Approved- Edited the projectile techniques defense to "solid" techniques only, not energy based techniques like Fire, Wind and Lightning.


Genjutsu:Nomikon zentai|Illusionary Technique: Swallowed Whole.
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost:30
Damage points:60[Mental Damage]
Descriptions: An illusionary technique created to prey on the feeble and the weak minded. The user of the genjutsu performs the Rat and the Tiger hand seals in quick successions and casts the target under an illusion where he sees himself trapped and slowly being squashed in the belly of a snake after being swallowed whole. The opponent’s body quickly begins to melt and disintegrate as a result of the highly acidic enzymes which are being excreted from the stomach wall of the snakes. In reality the opponent is not psychically harmed but is mentally traumatized after experiencing such horrific and grisly events, should the opponent fail to properly dispel the illusion within one turn of it being active he/she will momentarily lose consciousness for [One Turn] Due to fright.
Note: Can only be taught by thunderbolt
Note: Can only be used two times
__________
-Declined- Reduce the rank to B-rank, also does the opponent "see" himself inside a snake's body being squashed? or does he see a snake that swallows him? if it's the latter, then the paralyzing effect wouldn't be instant, it will take effect after they are swallowed by the snake.


Doton:Tsuchi no toranporin|Earth Release: Earthen Trampoline
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage points: N/A
Descriptions: *A rather cunning and childish technique which was created mainly for the purpose of quick locomotion but serves other purposes as well. The user of the technique performs the boar and tiger hand seals and slams his two hands on the ground releasing chakra into it in the process, and changing the quality of the earth beneath them to become elastic and flexible and act like that of a stretched string.The affected part of the earth only spans around the users location similar to that of an arc and leaves the remaining part of the earth unaffected. This allows the user to quickly execute evasive reactions like jumping and swinging and can be used in an acrobatic manner too to perform summer Sault, flips which can be used in conjunction with simple taijutsu and kenjutsu moves such as drop kicks and frontal and backwards sword slashes. This technique is particularly useful in a taijutsu battle as it grants the user increased momentum due to the propulsion from the ground which in turn helps them to execute their techniques more efficiently. The opponent is capable of Jumping as high as 30 feet in the air with this technique due to the elastic properties the ground possesses,it can also be used to quickly change the users position from short range to long range on the ground, but if done the technique will be nullified as the user is no longer standing on the surface of the earth which had been successfully altered.

Note: Can only be taught by thunderbolt
Note: Can only be used once.
Note: Last for five turns.
___________
-Declined- While it would collide with Scorps' Flip and Roll CJs, changing the earth to a property like this can't be done, this property pertains to Rubber material and similar elements.


♦ Pending, leaving all for Dante ♦
 
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ReXii

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Re: Custom Jutsu Submission

(Hiraishin: Babiron no kogane no mon) Flying Thunder God: The Golden Gates Of Babylon.
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This jutsu can only be used by characters capable of utilizing the flying thunder god technique, namely Minato and Tobirama. The technique itself is used as a variant of the space time barrier, that is used to seal away techniques. However this advanced version is directly tagged to a separate dimension, in which a tremendous amount of weaponry is sealed, akin to a grand scale weapon sealing ability. The user begins this technique by throwing high in to the air above him, a single object marked with the FTG seal, be it a kunai, sword or whatever else. Even a rock is usable for this purpose. Once this object is in flight the user makes four handseals, with each handseal opening a large inverted space time barrier in the sky, clearly visible to the opponent, and from these rifts launch a huge amount of assorted weaponry, many different types of weapons can be launched from here numbering up to 500 from each portal with a grand total of 2000 weapons firing towards the opponent. Each of these weapons is formed of solid steel, and in the case of Minato using this technique all the weapons that descend are already marked with the seal of the flying thunder god, as his fighting style revolves around such usage.
-May only be used twice per battle.
-The user of this technique may not use the space time barrier technique in the same turn.
-May only be used by Minato Namikaze, or Tobirama Senju. Unless further users of FTG are revealed.
- How the technique looks :
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♦ Declined, incredibly OPed and Mathias has this jutsu already, if I'm not mistaken ♦

(Fuuton/Suiton: Chikyū wa norowa reta tame ni naku) Wind/Water Release: The earth weeps for the damned.
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: After doing the required four hand seals, the user of this technique floods water and wind chakra into the ground, they cause the ground to begin to erode away, weakening it and making it unstable. Should any amount of heavy pressure be placed on the ground, more so than the weight of a single ninja who is walking at a brisk pace at most, then the ground will crumble underneath them turning in to a strange combination of quicksand and mud, dragging them under and suffocating them possibly. The benefits of this technique are mainly it's secrecy, with the water and wind chakra not being very visible seemingly entering the ground on an atomic level, only visible to chakra sensors, or Dojutsu users. And the surface of the ground isn't changed merely the underneath of the top layer. Meaning it's not very noticeable at all. This jutsu affects up to a total of 10 meters in front of the user in a cone shape, so ten meters long and around 5 meters wide.
-May only be used twice per battle.
-This jutsu takes some time to initiate due to using two elements, with water being used first then wind.
-May only be used or taught by ReXii

♦ Declined, this can't be done unless you have Y/Y to release water and wind chakra at the same time. ♦

(Fuuton: Kitakaze no tōboe) Fuuton: The North Wind Howls
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60/+10 to Tai
Description: This technique is used as a nintaijutsu strike, following the principles of wind chakra. The user first surrounds his arm with a large quantity of wind chakra that seems to almost wrap around it akin to razor wire. However these "wires" do not harm the user in any way due to strong usages of chakra control to prevent this happening. With the wind wires placed, the user will fire a large torrent of wind whilst punching forwards with either hand, the torrent of wind however in a way similar to hurricane fist is actually released in reverse from his elbow, accelerating the arm by a considerable amount making the attack far faster and stronger, especially when combined with taijutsu attacks. The razor winds are capable of causing two inch cuts on the opponent without factoring the force of the strike.
-May only be used thrice per battle.
-This jutsu can be used as a stand alone attack of the nintaijutsu nature, or be combined with any taijutsu attack the user knows provided it is standard taijutsu and not nintaijutsu. Allowing the technique to become a wind natured attack carrying +10 damage on top of the taijutsu attacks original damage.
-May only be used or taught by ReXii

♦ Declined, this is a nintai jutsu in itself, not combinable with other tai jutsus. And this comes in conflict with approved CFS as well as canon jutsu. ♦
 
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Magic..

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Re: Custom Jutsu Submission

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. While the target is in the genjutsu and has not broken from it, he is not able to percieve any rain techniques used outside the illusion as technically in his own realm, there is no rain. Also in the case which the rain that was via the illusion made to believe had stopped was the target's(through rain tiger at will), he stops percieving things through his rain technique since his senses already interpretes the scenario that rain has stopped.
_____________
-Declined- If this is the case, then this is a complex and continuous genjutsu, no less than A-rank, and requires a minimum of 4 handseals and a duration limit along with a continous chakra cost, plus, i need an outside factor that would make the opponent realize, or at least suspect that he is within an illusion, because the way this is, it is OP if used like that.
Illusionary Art: Rain Stop - Genjutsu: Amekugiri
Rank: A
Type: Sup
Range: Short-Mid
Chakra: 30(-10 chakra per turn)
Damage: 0
Description: A deceptive illusion that deceives the 5 senses. This illusion requires it to be raining then when the illusion is cast, 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 perceive an ambiance that rain is still perhaps falling. The wet environment/terrain as well 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. While the target is in the genjutsu and has not broken from it, he is not able to perceive any rain techniques used outside the illusion as technically in his own realm, there is no rain. Also in the case which the rain that was via the illusion made to believe had stopped was the target's(through rain tiger at will), he stops perceiving things through his rain technique since his senses already interprets the scenario that rain has stopped. Doujutsus like byakugan and 3T sharingan however, can still catch a faint glimps of dropping entity/matter with their eye prowess even though every other senses are very well deceived.
-Requires 4 handseals to perform
-Last 3 turns
-usable 3x per battle with one turn rest inbetween usage.

_____________
-Declined- This is a technique that hides the rain, it doesn't create it, if this is used then you continue with a rain technique, the rain technique would be invisible, and it can't be perceived with any kind of sensing except for chakra sensors and doujutsu, but normal eyes are basically screwed, that's why i said this is OP, one more go and it's DNR.


just added the doujutsu part as i find it hard to put something worthwhile there. though there are many factors. sensors can know very well they are in a genjutsu through their chakra signatures which is a known knowledge of genjutsu detection. for non sensors actualy, trying to create another rain which won't happen would quite tell the victim there is something wrong. All that actually, are easy to figure out. There are many other ways but putting it in the description makes the jutsu lose its savor.

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. The dash however can not be used to avoid incoming techniques other than close quater combats.
-1 turn rest in between usage
____________
-Declined- The colored needs to go, also change that "close quarter combats" with "Taijutsu" technique, i was going to edit it to approve it, but i noticed that whole blinding dash thing.
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.The dash however can not be used to avoid incoming techniques other than Taijutsu.
-1 turn rest in between usage
____________
-Approved-


♦ Pending, leaving both for Dante ♦



Headbutt - HeadBotu
Rank: B
Type: Offense
Range: Short
Chakra: 20
Damage: 40
Desscription: The user stenghten his head by enhancing it with physical energy. This allows him to be able to smash through rocks with it.

♦ Declined, has been done before, DNR ♦
 
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Summer

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Re: Custom Jutsu Submission

1. Katon/Kemuri Ushirobun'an ( Fire/Smoke Backdraft)
Type:Offensive
Rank:S rank
Range:Short- Long
Chakra:40
Damage:80 [90 when wind is used against it]
Description:
this jutsu can only work with a shadow clone to help perform it. once a shadow clone is made the user sends out a blanket of smoke across the ground starting just in front of the user.[approx to knee height] Then while the user is doing that the clone channels katon into the cloud of smoke forming a layer of fire beneath the blanket of smoke. so the fire is on the ground and the smoke is above the fire diminishing the oxygen the fire can recieve. once the enemy disperses the smoke in any way the fire ignites fiercely and explosively because of being reintroduced to a full oxygen state making the fire grow upwards in a blast like backdraft.
the actual blanket is necessary to hide the fire and also deplete the fire of oxygen to surpise the enemy when they disperse the conjucntion of jutsu. should the enemy use wind to disperse the smoke this jutsu will rank up to forbidden rank in damage adding fuel to the backdraft even more so then just dispersing it.
link to backdraft info for reference of what a backdraft is all about:
- must be used with a clone
- only smoke user's can use this combo
- usable twice per battle, once per turn.
-can only be taught by rojuro.

♦ Declined for many reasons; how is this smoke released? You can't release it via mouth as it's not an element but manipulation of existing smoke and this entire concept is flawed. You say the smoke is above the flames diminishing the oxygen the fire can get...oxygen is everywhere, even on the ground. The fire is already in contact with oxygen, and forming a backdraft that causes fire to explode or increase exponentially has been done before. ♦
smoke bio Love in sig.


2. kyokubi shoton (microscopic crystal )
Type:attack
Rank: A Rank
Range: short- mid
Chakra: 30
Damage: 60
Description: guren upon making two hand signs releases a microscopic like crystal particles infused with chakra from her mouth that resembles a pink like mist. this mist spreads up to mid range and upon being inhaled or coming into contact with water will crystallize liquid instantly and constantly grow by utilizing the infused chakra to leech onto the liquids this jutsu comes into contact with. the user can in no way manipulate the mist like particles to surround things it works the same way as normal mist which also impairs viewing an enemy.

restrictions: only usable twice in battle once per turn.
: lasts for 3 turns or until dispersed.
: can only be used by guren
: can only be taught by roju
: stays on the field for two turns.
: cannot use A rank crystal or above in the same turn or next.
____________
-Declined- OP, if this is used for hiding you only it is okay, but crystallizing liquids inside the opponent's body when inhaled is too much.


♦ Pending, leaving for someone else ♦
 
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Shady Doctor

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Re: Custom Jutsu Submission

( Doton/Fuuton: Kaze no būdo~ū ) - Earth/Wind Release: Wind Voodoo
Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing earth chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large earthen pillars very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars. The pillars rise in a way to surround the target with the target as the epicenter, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities. The more dangerous aspect about each wind senbon is; once they touch an object/person they instantly expand to a spear size thus causing much more damage, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

• Usable twice with 1 turn cool down between uses
• Counts as two moves since using two chakra natures back to back
• The jutsu can be performed at long range, but the radius of the pillars is mid range only, and the wind senbon can't continue out of the radius of the pillars.
✦ Declined, you say these pillars dont act as attack mechanisms, yet they can cause harm. How much damage on their own? And no to the enlarging spears part, and these things wouldnt be confine-able to the range you have (mid as they'd easily span to long range if they form up to long range from you). Also a 2 turn cool down between usages, and no earth or wind above A rank next turn.

(Futon: Jougo)- Wind Release: Funnel
Type: Attack
Rank: A Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user first creates a clone then with that clone both of them gather up Fuuton chakra within their bodies. Once a sufficient amount has been gathered the user and his clone both perform a sequence of 3 hand seals. After doing the hand seals the user or the clone raises their hands to the sky and releases a translucent disk of wind chakra into the air. The disk rotates rapidly and drifts off in whatever the direction the user's hands direct it. Once the desired location is reach the user will clap his hands causing the rotation from the wind disk to "exhale" basically releasing a violent column of rotating wind on whatever it is over top of. While this is happening the clone releases yet another translucent wind disk which travels by ground. Same principles apply it goes in the direction of the clone's hands. Once the disk reaches the desired location the clone claps his hand causing the disk to erupt into a column of rotating wind. When the two disks are below and above each other a funnel effect happens as the two disks rotate opposite each other. Along with the opposite rotations the direction in which the column of air is released are also opposite which would produce a moment of floating in mid air. The bottom disk sends something up and the top sends something down while the two columns shred whatever is in between the two disks.
Note: Both Disks are 5 meters in diameter and can lift up the largest of summonings.
Note: Must have a clone or a summoning that can function like a human
Note: Can only be used 3 times per battle
Note: Can only be taught by Shady Doctor
✦Declined, this isn't lifting "the largest of summonings". And how fast does the target "float" in the air, slowly or rapidly? And this can only be used by clones or humans, summonings cannot form hand seals to perform this. ✦
( Doton/Fuuton: Kaze no būdo~ū ) - Earth/Wind Release: Wind Voodoo
Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing earth chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large earthen pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

• Usable twice with 2 turn cool down between uses
• Counts as two moves since using two chakra natures back to back
• The jutsu can be performed at long range, but the radius of the pillars is mid range only..
No Doton or Fuuton above A-rank next turn.




(Futon: Jougo)- Wind Release: Funnel
Type: Attack
Rank: A Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user first creates a clone then with that clone both of them gather up Fuuton chakra within their bodies. Once a sufficient amount has been gathered the user and his clone both perform a sequence of 3 hand seals. After doing the hand seals the user or the clone raises their hands to the sky and releases a translucent disk of wind chakra 10m into the air. The disk rotates rapidly and drifts off in whatever the direction the user's hands direct it. Once the desired location is reach the user will clap his hands causing the rotation from the wind disk to "exhale" basically releasing a violent column of rotating wind on whatever it is over top of. While this is happening the clone releases yet another translucent wind disk which travels by ground. Same principles apply it goes in the direction of the clone's hands. Once the disk reaches the desired location the clone claps his hand causing the disk to erupt into a column of rotating wind. When the two disks are below and above each other a funnel effect happens as the two disks rotate opposite each other. Along with the opposite rotations the direction in which the column of air is released are also opposite which would produce rapid lifting then floating in mid air. The bottom disk sends something up and the top sends something down while the two columns shred whatever is in between the two disks. When the columns aren't directly above/below each other, they can act alone but with lower degree of affects. The one above will have enough wind power blowing down to pin enemies to the ground and do B-rank cutting damage, while the column below someone would rapidly and violently toss someone upwards while doing B-rank cutting damage.
Note: Both Disks are 5 meters in diameter and can lift up even summons like the human sized toads.
Note: Counts as 2/3 per turn.
Note: Must have a clone or partner (other member) that has learned this jutsu.
Note: Can only be used 3 times per battle
Note: Can only be taught by Shady Doctor

♦ Both Approved ♦



( Fuuton: Koisuru tenshi no soyokaze ) - Wind Release: Breeze of the beloved Angel
Rank: A-Rank
Type: Attack
Range: Short-long
Chakra Cost: 30
Damage Points: 60
Description:
The user starts by simply weaving together 3 hand seals (Monkey - Dragon - Rat) and molding his Fuuton chakra in the air around himself. With that done the user uses his Fuuton chakra to create a 2 1/2 foot tall, translucent Angel floating a meter or so above his head. The child-like angel wears no clothing other than what covers its bottoms, and bares wings far past the size of the angel itself. The Angel's wings span 10 feet from wing to wing and let off a light, cooling breeze with every flap of the wings. Upon creation, the angel simply disappears in thin air; literally becoming nothing but thin air which scatters into the terrain as a breeze exactly like from the flapping of the wings. Now only being able to be tracked by doujutsu users or sensors, the angel stealthily arrives near a designated target, whether it be the opponent himself or something else such as a summoning, stone golem etc etc. As another light breeze slides across the body of the opponent, the angel rematerializes once again. The angel now floating a meter above the target, just like when it was first created, lets off a loud screeching noise similar to Rasenshuriken. This deafening sound is from the spinning build up of wind chakra in the suddenly materialized angel, which in a mere second or so, explodes. The angel explodes in a downward direction; swiftly delivering a blunt blow of spinning wind that mangles the target and anything in a 5m radius. If the target is small enough I.e. a small summon, human etc. The angel can materialize closer to wrap its large wings around the target before exploding.

• Usable 3x per battle
• No wind techniques over S-rank next turn
• Only taught by Shady doctor

♦ Declined, first I think the term you are looking for is cherub, not angel. THe screeching part needs to be go, I don't see any purpose and remove the time (mere second) reference. Seconds and minutes and such become difficult to track and account for in battles. Also, what do you mean in a downward direction, does the explosion occur and the force of it is directly below the cherub? And no wind above A rank next turn ♦
 
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Lili-Chwan

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Re: Custom Jutsu Submission

( Oumu Kuchyiose no Jutsu: Shin'ei no Oumu ) Parrot Summoning Technique: Capoeira Lovebirds

Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Capoeira Lovebirds are part of the Lovebird Clan, parrots with sharp and long fingers, small bodies and a plumage with a multitude of bright colors, but have a very unique skill. The Lovebirds are known as some of the smallest birds in the contract, as Capoeira Lovebirds are no different, their sizes being 1/4th of average Altorio Parrot Size Standard, as described in the contract. But through their inherited skill, they are able to engorge their body and feathers and reach sizes of up to 2 and 3 times bigger than Standard. This change is nearly instant, and can be called upon without any handseal or chakra cost once per turn, to either engorge or revert to the normal size. Parrot Techniques used by the Capoeira Lovebirds pertain to their current size. With one handseal, they are able to retain their size and merely increase or decrease the size of their parrot techniques. When they're in battle, the human summoner is able to do the same with his/her own parrot techniques, but, in this case, it counts as a turn. The size differences are described in the techniques, this does not give an extra damage boost. The Capoeira Lovebirds compose the Macaw Royal Guard, and work directly with the Altorio Royalty to keep the order. They are usually summoned with medieval armor and weaponry.
Capoeira Lovebirds enjoy dancing and playing percussion instruments.

*Can only summon 1 Capoeira Lovebird per technique*
*They stay in battle for 5 turns*
*Can only be used twice per battle*

Reference to size-engorging ( Parrot Summon: Zé Carioca )



 Approved 


Updating Parrot Summoning technique: Carlão
Old Thread
Link:

It's pretty much all reformulated (hence why nothing is bolded)

(Oumu Kuchiyose no Jutsu: Kuchibashi no Oumu ) Parrot Summoning Technique: Bico Parrots

Rank: D-S
Range: N/A
Chakra Cost: 10-40
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Bico Parrots are actually not a species within a Clan, but rather a clan-transversal mutation that some parrots developed. This means that the parrots summoned by this technique can have any size or appearance, but will all have the same skills. Parrots are known for their extraordinarily engineered beak, both in beauty and mechanical strength. The Bico Parrots thus focused their ninjutsu skills on their beaks, allowing them to manipulate them at will. They are able to quickly shoot, at arrow speed, and renew their entire beak, as well as remotely control their flight path and their opening width, through chakra. The beaks can be shot and renewed once per turn ( the new beak appearing right away, but can't be manipulated until the next turn ), and can be manipulated throughout that turn. The strength of a parrot beak, and thus, the strength of the attack, is entirely dependent on size, rather than shape ( as most parrot's beaks are identical ). As such, upon summoning, the user will infuse the adequate amount of chakra to summon bigger or smaller parrots. The average size of an Altorio Parrot, as described in the contract ( Lion - 2 people riding ), is equivalent to the cannon technique ( B rank ). With the D rank starting at roughly 1/9 the standard size, it increases by 3 every rank, up to roughly the size of 9 times the standard, which around half a boss summoning (with rivaling wing-span). Bico Parrots were considered for the Macaw Royal Guard, but were then crossed off because they were more of a pacifist group and prefered to sing, even if lousily. They can use their beaks, claws and swords for Kenjutsu.
When a Bico Parrot is in place, the opponent is able to, through 1 handseal, create a beak on his/her body, and shoot it at arrow speeds, equivalent to a B ranked technique. This requires the user to spend 20 chakra and counts as a move.

*Can only summon 1 Bico Parrot per technique*
*D to A-Rank summons can stay in battle for 4 turns*
*S Rank version can only be summoned once per battle*
*S Rank version can only stay for 3 turns*
*Technique can only be used 3 times per battle, once every 3 turns*


 Approved 


Updating Parrot Summoning technique: Piu Piu

Old Thread
Link:

It's pretty much all reformulated (hence why nothing is bolded)

(Oumu Kuchiyose no Jutsu: Jibo no Oumu ) Parrot Summoning Technique: Redentor Kakapos

Rank: D-S
Range: N/A
Chakra Cost: 10-40
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Redentor Kakapos are part of the Kakapo Clan, heavy and flightless parrots with finely blotched plumaged, a facial disk and short legs, but have a very unique skill. Redentor Kakapo developed a very strong Earth Affinity, which they allied with their dense and heavy body, to create a powerful shield, making them defensive summons, rather than offensive, in an inherited skill similar to Earth Style: Added Weight series or Earth Style: Earth Spear. In essence, their body can be considered am actively regenerating Earth Spear, in terms of what level of ninjutsu it can withstand, including elemental nature. In essence, imagining the B rank Earth Spear, it can overpower neutral elements up to C rank and B water, but only D ranked lightning. Techniques that would equal the Earth Spear would be neutralized at the cost of the technique, meaning the parrot would withstand the attack but be forced to vanish. Techniques that would overpower the Earth Spear will kill the parrot and carry on. The strength of a parrot, and thus, the strength of the defense, is entirely dependent on size. As such, upon summoning, the user will infuse the adequate amount of chakra to summon bigger or smaller kakapos. The average size of an Altorio Parrot, as described in the contract ( Lion - 2 people riding ), is equivalent to the cannon technique ( B rank ), and is half the average size of a standard Kakapo Parrot, which are larger. With the D rank starting at roughly 1/9 the standard Kakapo size, it increases by 3 every rank, up to roughly the size of 9 times the kakapo standard, which around a boss summoning. Due to their strength, Egg Droping and Feather Techniques are given a +10 boost in damage, which is shared by the summoner while they're in battle.
Redentor Kakapos are very warm and loving parrots, and are very cheerful and happy. They can't move very well, but love to dance either way.

*Can only summon 1 Redentor Kakapo per technique*
*They stay in battle for 4 turns*
*S Rank version can only be summoned once per battle*
*S Rank version can only stay for 2 turns*
*Can only use Earth Techniques up to the previous rank*
*Can only be used twice per battle, once every 3 turns*

♦ Pending, leaving for someone else ♦


 Approved 
 
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Lord of Kaos

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Re: Custom Jutsu Submission

3. ( Amatsumikaboshi ) - August Star of Heaven
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 10-50 (40 for Katon chakra)
Damage: 20-90 (+40 for Katon chakra)
Description: Based on similar principles of the (Uchihagaeshi) Uchiha's Return technique, the user wields his Gunbai Uchiwa and channels chakra through it and the chain normally attached to it to increase the original technique's reach as well as making it more effective through Katon chakra. As the enemy releases an energy based attack, the user channels chakra through the gunbai and chain as he launches the gunbai towards the attack with the blink of an eye. As the gunbai travels, upon making contact with the attack, the user causes the gunbai to bloack and absorb the attack, nullifying it's effects. Madara then tugs and the chain, allowing the gunbai to move in a wave and release the absorbed chakra in a burst of raw chakra. Should an attack with corporeal form be released towards the user, the user is able to then send S ranked Katon based chakra to his gunbai to cause the gunbai to instead absorb that chakra instead and forcibly release a burst of raw chakra from the gunbai in the direction of the attack, or alternative source should the user wave the chain, and subsequently the gunbai, in a different manner. Due to the powerful burst of raw chakra from the gunbai however, the chain attached allows the force from the impact to travel back to the user, causing damage to the arm that launched the gunbai.
Note: Follows same restrictions of the Uchiha's Return jutsu.
Note: Can only be used by Madara Uchiha or Obito Uchiha bios.
Note: Arm used in conjunction to the chain is left injured, making arm based taijutsu with said arm more difficult and less fluid and stiffer, making intricate and fast taijutsu movements impossible for two turns as well as A ranked taijutsu and above as well.
Note: Katon jutsus above A rank are not able to be used the next turn.


 Declined  I don't understand what its supposed to do that the original technique can't and I don't understand why you need to flail it at the technique you wish to intercept. Its weird. Also, it needs limited usage. If you wish, contact me.
1.. ( Amatsumikaboshi ) - August Star of Heaven
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 10-50
Damage: 20-90
Description: Based on similar principles of the (Uchihagaeshi) Uchiha's Return technique, Madara noticed that the main weaknesses of the jutsu were it's limited range and it's inability to affect solid attacks of the earth and water nature. Deciding to create a ranged variant of it that utilized it's own chakra as a fueling source, Madara discovered a way around this problem while simultaneously making it more powerful. Madara wields his Gunbai Uchiwa and channels Katon chakra through it to intercept a corporeal based attack. Used similarly to the original jutsu, the user is able to now launch the gunbai in order to have it intercept an energy based attack before it can reach the user's short range confines. This method allows the user to use the Uchiwa Gunbai in a ranged variant, no longer having to physically intercept the attack. However, should an attack with corporeal form (i.e. a "solid" attack, such as an earthen based attack or water based or any other solid matter) be released towards the user, while normally being unable to affect these elements, the user instead channels his own chakra (S ranked Katon) into the gunbai, allowing it to fuel the attack instead. This allows the user to remotely activate the gunbai's ability of forceful repulsion and allows the user the ability to combat corporeal attacks. However, since the user has to fuel the technique himself, it will not work in the same exact method as the Uchihagaeshi. For jutsus that are close or slightly larger to the size of the gunbai, the release of the chakra causes the object to burst through the center, causing the rest of the jutsu to either dissipate or to shatter on contact. For attacks significantly larger, it causes the attack to suffer from a direct hit through the middle, causing situational damage (i.e. the S rank earth golem if hit in the head would have a destroyed head and likely unable to continue it's usage while an attack aimed at the Wood Buddha would only cause damage to one or few of the hands). By utilizing it as a throw and then releasing the raw burst of chakra, the recoil of the release would cause damage to the user's arm, traveling through the chain itself to cause a shockwave of pain.
Note: If S ranked or Forbidden ranked chakra is channeled through the gunbai, via absorption of an S or Forbidden ranked energy based attack of the enemy, this jutsu can only be used 2 times.
Note: If the S ranked Katon variant is utilized, the jutsu can only be used 2 times.
Note: Can only be used 3 times at most (following above rules of usage as well).

Note: Can only be used by Madara Uchiha or Obito Uchiha bios.
Note: Arm used in conjunction to the chain is left injured, making arm based taijutsu with said arm more difficult and less fluid and stiffer, making intricate and fast taijutsu movements impossible for two turns as well as A ranked taijutsu and above as well.
Note: Katon jutsus above A rank are not able to be used the next turn.
Note: Gunbai related jutsus cannot be used the next turn


 Approved 


2. ( Ame-no-Uzume-no-Mikoto ) - Whirling Heavenly Woman
Type: Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The User starts by channeling chakra to his gunbai, causing the Tomoe located on the gunbai to begin to swirl, triggering a powerful genjutsu to form. As the tomoe swirls, the opponent sees the tomoe's spinning rapidly as the user seemingly then forms a handseal, creating a clone of a stunning beautiful woman, wearing traditional Shinto robes and resembling Kaguya Ōtsutsuki (minus the third eye), who is manifested at the enemy's line of sight, their eyes lining up. What is unique about this, however, is that the woman appears to have the 3T Sharingan in her eyes. Due to the woman's height, she is aligned with the enemy's line of sight, causing them to look into her eyes, making them believe they have been trapped within a binding Sharingan genjutsu, their surroundings becoming inverted similar to Tsukiyomi. As the woman's eyes look onto the target's, she begins to expand in size, similar to how Madara began to expand before stabilizing into Kaguya Ōtsutsuki. As the woman expands to the size the user wants (with a max size of 10 meters), the woman's eyes begin to glow slightly and spiral as she points her hand outwards, releasing what appears to be a large wave of dark flames similar to Amaterasu being unleashed towards the target, splitting before they reach the target, and setting the terrain ablaze, causing the target to feel heat stroke and after two turns, passing out from fatigue and mental stress.
Note: Can only be used twice.
Note: Requires a break of at least 2 turns between usages
Note: Cannot use genjutsus above S rank the next turn.
Note: Can only be performed via a gunbai with chain.
Note: Does not require the Sharingan to be performed.


 Approved 


3. ( Jurōjin ) - Jurōjin
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: N/A (+200 chakra points to the user)
Attack points: N/A
Description: Based on similar aspects as Samehada's Chakra absorption and replenishing abilities as well as Madara's trademark "Uchiha Return" jutsu, this user uses his gunbai as a medium and intercepts an incoming attack and absorbs it, nullifying it's effects. However, this jutsu differs from the Uchihagaeshi jutsu due to it's special ability; after chakra has been absorbed, the user is able to channel chakra into his gunbai and absorb this chakra, using it as a means to replenish his own chakra source. This can only be done after the user has first absorbed chakra via his gunbai, allowing him to use this stored potential as energy for himself. Much in regards to how Samehada acts, this transfer of chakra takes little to no time but the user himself cannot be performing any jutsu while his gunbai regenerates the user's chakra source. While powerful, this jutsu has drawbacks that make using it risky. As the gunbai regenerates the user, he is left unable to use chakra during that time.
Note: Can only be used once
Note: Requires a break of at least 2 turns in between usages
Note: Cannot use gunbai based jutsu next turn
Note: Requires Gunbai Uchiwa to be performed.
Note: Counts as a move of the user.
Note: The user must use the Uchihagaeshi before using this ability, intercepting an attack of at least A-Rank strength, then, instead of releasing it, use this ability to absorb the chakra into himself.


 Approved 
 
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Re: Custom Jutsu Submission

(Juinjutsu | Kuro Yarisupea) - Cursed Seal Technique: Dark Spear
Rank: A
Type: Offensive
Range: Short/Long
Chakra: 30
Damage: 60
Description: While in Cursed Mark level 1/2, a dark vortex swirls around the user and Dark Spear materializes in his hands by condensing the chakra into a spear, emitting a tremendous amount of dark aura. The spear is rather long, and much for the users liking, it has enough solidity to parry as an actual spear, along with it's cutting and slashing properties which make it a formidable weapon for the user. Aside from cqc, it can be stabbed into the ground causing a group of smaller copies (up to 4) to materialize up to mid range to impale targets (B rank). Alternatively, as a final measure the user can throw the spear itself, creating a large explosion upon impact, expanding short range around the location (S rank). This though, needs a great deal of chakra, thus unable to perform anything above A-Rank for two turns afterwards.
(Lasts three turns)
(Cannot mold techniques higher than A rank while using)
(Can only be used twice per battle if the user hasn't yet used Level 2)
(Materializing smaller scaled spears at distance counts as a jutsu when used)
(Throwing the Spear can only be done once, and will stop this technique afterwards)
(This technique is neutral to elemental techniques)
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_____________
-Declined- Using pure CM chakra for techniques is not allowed CM=SM chakra in a less controlled way, so this kind of technique is not allowed to be made. CM only boosts the strength of your elemental/normal techniques and Taijutsu, as a pure chakra it can't be controlled, the reason i suspected you using this technique with CM chakra other than the name, is the note "neutral to elemental techniques", only if pure chakra involves a rapid rotation or advanced form it can't compete with elemental chakra, also materializing "spears" out of thin air only using chakra is not possible, and that explosion part is completely out of the question. You can pm me if you are not satisfied z_z


(Watatsumi Chame Kuchiyose: Sutoraika Fuzen) Sea Urchin Summoning: Farbauti Jgel
Type: Supplementary
Rank: S
Range: Short (Summoned)
Chakra: 40
Damage: N/A
Description: Associated with the nickname of "cruel striker", Jgel of Farbauti is a known through out the Pool of Bloody Lotus as the swayer of the winds. A Sea Urchin revolving around the size of Gamariki, being only slightly larger than your average adult. He has a special affinity towards the wind element, and has over time developed two advanced techniques through his spines to manipulate the wind around him. It is capable of acting like an automatic wind vacuum, through the activation of its many tipped spines and body pores, it creates a virtual sucking body that absorbs wind techniques partially when within range, effectively cutting strong wind techniques in half and otherwise absorbing entirely wind techniques of lower rank (B and below). This technique spans out 10 meters omnidirectionally from his body, and affects nothing, not even humans, only wind techniques, this includes wind techniques used by the user, however, decreasing their strength by one rank only (regardless of rank). He can otherwise instead of pulling, this time expel wind through its spines, the wind will passively collect around him and be increased in density; this will make movement slower than their actual speed, this is done to combat fast moving opponents which threaten Jgel himself or his allies. Efficiently cutting their speed in half, this spans out 5 meters in every direction around Jgel's spherical body. Jgel is one of the sea urchins that can remain more time outside water than any other, because of this, it doesn't require a water source while it's in the field, however it can't last as much as it would in a water source. Lastly, he can use wind jutsu that don't require handseals very rapidly, using movement based wind jutsu to move around in the air rapidly (with the correct jutsu) and it can like most urchins, harden its body and spines into a steel density to defend against impact forces and otherwise low ranked earth jutsu (C).


*Wind absorption is active for three turns after activated, unless Jgel uses another wind technique in which case this technique ends. It can only absorb either fully or partially, 4 techniques in total.
*Releasing wind to slow targets can only be done twice and can held it up for 3 turns. Otherwise, it ends when it uses another wind jutsu.
*It cannot use both 'absorption wind' and 'slow speed wind' at the same time or in the same turn, likewise it can't use other wind jutsu while either of the former are active.
*His two unique techniques count as 1 jutsu each time either is used, likewise any wind jutsu it uses counts towards the user's jutsu count.
*It remains on the field 4 turns.
*Can only be summoned once per battle.

♠ Declined ♠
If you say you can use both use Wind absorption and also release Wind twice, both of them lasting three turns, then what's the point of having them being able to be used twice in between Wind jutsus? I'm not allowing it to last that long. And if it's pulling in Wind jutsu and chakra with its spine, all of it needs to go somewhere eventually. Lastly, if you're slowing down opponent by making the air around your summon dense, it should also affect yourself if you're in range.


CSC:

✦ Pending, leaving for someone else ✦
(Watatsumi Chame Kuchiyose: Sutoraika Fuzen) Sea Urchin Summoning: Jgel of Farbauti
Type: Supplementary
Rank: S
Range: Short (Summoned)
Chakra: 40
Damage: N/A
Description: Associated with the nickname of "cruel striker", Jgel of Farbauti is a known through out the Pool of Bloody Lotus as the swayer of the winds. A Sea Urchin revolving around the size of Gamariki, being only slightly larger than your average adult. He has a special affinity towards the wind element, and has over time developed two advanced techniques through his spines to manipulate the wind around him. It is capable of acting like an automatic wind vacuum, through the activation of its many tipped spines and body pores, it creates a virtual sucking body that absorbs wind techniques partially when within range, effectively cutting strong wind techniques in half and otherwise absorbing entirely wind techniques of lower rank (B and below). This technique spans out 10 meters omnidirectionally from his body, and affects nothing, not even humans, only wind techniques - this includes wind techniques used by the user, however decreasing their strength by one rank only (regardless of rank). The absorbed wind must be released back inside a wind technique of it's own, increasing it's strength by 25%, this must be done atleast once after 2 wind absorbtions. Otherwise he can't absorb any other wind, as he is filled. He can otherwise instead of attracting, expel wind through its spines, the wind will passively collect around him and be increased in density. This will make movement slower than their actual speed, done to combat fast moving opponents which threaten Jgel himself or his allies. Efficiently cutting their speed in half, this spans out 5 meters in every direction, effecting the user aswell. Thogh once it detects another body aside from the user, it concentrates in one direction only which Jgel will pinpoint target; meaning it will purposely effect the wind around it's target only, aslong as it's within 5 meters. Jgel is one of the sea urchins that can remain more time outside water than any other, because of this, it doesn't require a water source while it's in the field, however it can't last as much as it would in a water source. Lastly, he can use wind jutsu that don't require handseals very rapidly, using movement based wind jutsu to move around in the air rapidly (with the correct jutsu) and it can like most urchins, harden its body and spines into a steel density to defend against impact forces and otherwise low ranked earth jutsu (C).

*Wind absorption is active for two turns after activated, unless Jgel uses another wind technique in which case this technique ends. It can only absorb either fully or partially, 4 techniques in total.
*The summon understands english and japanese, however it cannot speak it itself. It comunicates when alerting the user by shaking his spines abnormally.
*Releasing wind to slow targets can only be done twice and can held it up for 2 turns. Otherwise, it ends when it uses another wind jutsu.
*It cannot use both 'absorption wind' and 'slow speed wind' at the same time or in the same turn, likewise it can't use other wind jutsu while either of the former are active.
*His two unique techniques count as 1 jutsu each time either is used, and so do any other wind jutsu it uses.
*It remains on the field 4 turns.
*Can only be summoned once per battle.
____________
-Declined- Too many abilities which makes it a bit OP, first the wind absorption part, while i'm fine with it, it has to be limited more, like affects only short ranged around him (5) meters not 10 meters, also that release part, i won't accept more than +10 damage boost for a wind technique, not %25, the speed decrease part, it has been done before with a wind CJ that is approved so that needs to go, i don't see any other problems.


CSC:

(Chame: Sebone Purodakushon) - Urchin Arts: Spine Production
Type: Defence/Attack
Rank: A
Range: Short (self)
Chakra: 30
Damage: 60
Description: Through the history of Sea Urchins it has been known that they can manipulate the growth, and length of their spines, even to increase their density. It is through this technique, that they can achieve with, allowing them to manipulate the length and thickness of said spines. The user is able to sprout sea urchin-like spines from their body. The user can grow these crimson red spines at an extremely rapid rate so they can stab an opponent even as they are growing. And with the ability to increase their density, they can be used even further to stop strikes from the opponent. For an extra chakra leech (-10) the user is able to poison the tip of the spines they grow, allowing for the effect of numbness and blurred vision to the targets with each strike, additionally causing more pain in the targeted area. The length available depends on the size of the user, a Sea Urchin the size of Gamatatsu can expend it's spines up to twice it's size, while a human can only grow them as large as an arm's length.

*Can only be used x3 per battle.
*Must have signed the Sea Urchin contract.
*Technique can be used by both humans & urchins.
*If poison tipped, effects last 1 turn, unless constant contact is maintained, increasing the duration.
____________
-Declined- While this would be fine for summons to use, i won't allow it being used by the summoner, it would fall under the "hybrid" category which is not allowed, not to mention it would collide with Kaguya techniques, also is the poison released from the tip is a natural ability of sea urchins or is it custom made?


♦ Pending, leaving for someone else z.z ♦
 
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Crutch Kaguya

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Re: Custom Jutsu Submission

(Futon: Idai Ido-Fu Koa) Wind Release: Great Moving Wind Core
Type: Offense/Defense/Supplementary
Rank: S
Range: All ranges
Chakra cost: 40
Damage: 80 or (+10 to wind technique if used supplementary)
Description: This technique requires the user to perform one hand seal to create a square paper-thin sheet of intense-rotating wind along any plane and move it along or rotate it about any axis the user desires. The sheet of wind can be as large as fifty by fifty meters, but the user can create more applicably sized sheets for appropriate targets. The technique for example can be used to create a flat horizontal sheet of wind underneath the opponent's feet. The sheet of wind is incredibly thin and usually transparent and it itself cannot be detected without the use of eye or sensing techniques. The opponent can however detect the visible changes in the wind currents around the sheet of wind and easily determine where it is. The wind core can be controlled by the user to rise straight up into the air launching the opponent into the air, or be moved on the surface of the ground to move to opponent to a different location, or can be rotated along a flat surface to confuse opponents, or even rotated vertically to create artificial inclines or declines to throw an opponent's aim off target. The technique is powerful enough to effect powerful summons. The sheet of wind is capable of moving at incredible speeds. The key point with this technique is that once created it can only be utilized along one plane and can either only be moved along one axis or rotated along one axis. As such, the user cannot change the purpose for which the technique was created after it has already been used. The user can also use the wind core to create a platform in the air that the user can temporarily stand on and control. The technique can also be used offensively to release a thin sheet of wind toward the opponent, or defensively to create a wall of wind in front of the user. If the wind core is used supplementary instead of attacking the opponent, it can be used as a source for another wind technique, and boosts the power of that technique. For example, the user can create a wind wall some distance away from the user, and use the sheet to release wind that normally requires the user to exhale wind.
~This technique can only be used three times per battle, and each usage lasts two turns. The technique can be destroyed, transformed into another wind technique, or cancelled by the user before the full two turns. As long as this technique is active, the user cannot use techniques of other elements expect the wind element and elements that are made up of the wind element. The user is allowed to use techniques of other elements on the same turn as this technique if the user cancels the technique immediately after it achieves its purpose. The user is unable to use fire techniques above A-rank on turns this technique is active. The user must wait one turn from when this technique ends before this technique can be used again.

♦ Declined, this is essentially a more powerful version of -Naruto Uzumaki-'s Great Wind Return jutsu, DNR ♦
 
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Re: Custom Jutsu Submission

(Katon Fuuin Ninpou: Merlin no Enkei) - Fire Sealing Art: Merlin's Circle
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short
Chakra Cost: 40 (+20 per turn to maintain)
Damage Points: N/A (+10 to Fire Release Techniques)
Description:
After performing a string of 3 handseals, the user stomps their leg onto the ground as they raise both of their hand upwards, using fire release chakra, a circle of fiery flames enveloping short range of the user will erupt across the ground with several circles inside of it and the user at it's epicenter, these circles contain sealing kanjis made through a compressed fire that runs across the circles shaping the ground into these kanji letters which act as a medium for this technique's effect, the circle absorbs fire release technique up to S-rank once they make contact with it, storing it in a Kanji sealing formula, another Kanji sealing formula utilizes the power of the sealed fire technique to boost the user's own fire techniques when utilized, through using the absorbed fire as pure energy to raise the heat of the fire technique used by the user drastically, essentially adding +10 damage points to the fire techniques used by the user. The technique can absorb either an S-ranked Fire technique of the opponent or the user himself upon the user's will, given that the technique comes in contact with the circle of fire or made from within it. The fire techniques amplified by this technique will have a deep glowing red color, The user is capable of absorbing a fire technique that comes in contact with the circle of flames through activating the sealing kanji within the circle, however, if he didn't activate it, the fire is not absorbed, and in turn he can counter the fire technique through normal means.
Note: Can only be used once per battle.
Note: Lasts 4 turns once activated.
Note: Activation of the technique costs a move, while absorbing a fire technique costs another move of the user's turns.
Note: The damage boost does not apply unless a fire technique is absorbed, with a minimum of B-rank.
Note: The user's fire techniques that's amplified by the heat will cost +20 more chakra points than it originally requires.
Note: The user can use all of the flames absorbed to boost a fire technique of his own with +20 bonus damage points, but doing so will deactivate the technique.
Note: Each fire technique absorbed costs an additional move of the user's moves allowed per turn.
Note: The sealing portion of the technique counts as an A-rank sealing technique.
Note: No Fire technique above S-rank for 3 turns after the deactivation of the technique.


 Declined  I cannot approve this considering your other fire buff techniques. You can stack it all up and it quickly can, in my quick math, lead to techniques that have +60 to +100 damage if we consider all the buffs, including your CW. I cannot approve this. It is also highly overpowered. It can work on S-Ranks.

(Senpō: Dai Sennin Honō) - Sage Art: Flame of The Great Sage
Type: Supplementary
Rank: A-Rank
Range: N/A
Chakra Cost: 30 (+20 to every fire technique used)
Damage Points: N/A
Description:
By utilizing the aspects of natural energy, using more natural chakra when performing fire techniques than fire chakra, the user adds a solidity aspect to fire release techniques, giving simple fire streams and fire projectiles the ability to crush solid objects such as rocks and earthen objects. This is possible by utilizing the physical aspect of natural energy, having it form a "layer" of natural energy around the released fire technique, and making fire techniques more compressed and capable of inflicting crushing and burning damage at the same time, however, the fire techniques' characteristics remains the same, with an additional +20 chakra cost per utilized fire technique. Fire techniques that require handseals are added with an extra handseal for applying more natural energy to the fire technique, excluding fire techniques that require no handseals to be performed. Due to the addition of natural energy, the Fire techniques used no longer has a weakness to Water Release techniques, but in turn, Wind Release technique are no longer inferior to Fire techniques, all acting as an equal in terms of power, and the user loses the bonus added damage to secondary elemental affinities through Sage Mode, excluding bonus damage added to his main affinity and Taijutsu.
Note: Can only be used once per battle.
Note: Lasts as long Sage Mode remains active, max of 4 turns, but cuts Sage mode's duration by 2 turns when activated.
Note: Must have Sage Mode active.
Note: After deactivation, no fire techniques can be used for 5 turns.


 Approved 

(Senpō: Kyōran no Ryūjin) - Sage Art: Dragon God's Fury
Type: Offensive
Rank: C-S-Rank
Range: Short/Long
Chakra Cost: 15-40
Damage Points: 30-80
Description:
After performing the (Horse → Dragon → Bird → Tiger) Handseals, the user stomps with their leg onto the ground as he sends a massive amount of fire chakra into the earth in specific locations throughout the battlefield, once that is done, the earth cracks as a large amount of ash rises out of the ground through those cracks, guided by the user's chakra, this ash is hot enough to inflict 3rd degree burns on contact, through the application of nature energy and using it's solidity aspect, the user compresses natural energy within the formation(s) of the ash, causing enough vibration through the natural energy to set the ash a blaze, bursting into a cloud of flames and incinerating anything that comes in contact with it and setting them on fire. The size of the released ash is as much as the user fuels chakra into the technique, varying from a small amount of ash equivalent to the "Fire Release: Great Fireball Technique" to a large amount capable of completely enveloping a large sized summoning creature half the size of Gamabunta, the rank and power of the technique depends on the amount of ash released and must be stated when using the technique.
Note: Can only be used 4 times per battle.
Note: No Fire techniques above S-rank for the same and next turn.
Note: If this technique is used with S-rank power, it cuts Sage Mode's duration by 1 turn each usage.
Note: Must have Sage Mode active.


 Declined  DNR. Collides with existing techniques.
 
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OG Smoove

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Re: Custom Jutsu Submission

[Bakuton: Suishin] Blast Release: Propulsion
Type: Offensive/Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A (+30 if followed by a taijutsu attack)
Description: By manipulating their Blast Release chakra and concentrating it to their feet, the user can release that explosive chakra to take advantage of the powerful force that pushes against the ground to push themselves in any direction they desire if they position their feet right. The blast is directionally downwards, so the user's feet are safe from any kind of damage from this technique. The blast can take the user as far as long range, and if followed by a swift taijutsu attack (freeform or official), the attack will be given an increase in damage due to the speed the user is traveling at.
Note: Can only be used by Smoove and those he teaches.
____________
-Declined- Similar to the chakra propulsion boots that is used by Rinnegan users.

[Bakuton: Jirai] Blast Release: Landmine
Type: Offensive/Supplementary
Rank: C-A
Range: Short-Long
Chakra: 15-30
Damage: 30-60
Description: The user will first pool some of their Blast Release chakra within the ground, and manipulate that chakra to go to the desired location. Once it reaches that location, the user will compact the chakra into the shape of a cylinder. On the surface will show one of the sides of the cylinder which will be a circle. This is because the compact chakra will glow an orange hue to show that it's about to explode. Lastly, the cylinder shaped chakra will be directionally released upwards to finalize the explosion. Now depending on which rank the user chooses, the size and potency of the explosion will differ. C Rank; the circle will have a 6 inch diameter making it very unnoticable to the target if placed directly under their shoe/sandal. Though the damage of the explosion will be minimal at best (bruised foot), the abrupt explosion will be enough to cause the target to lose their balance and fall down. B Rank; the size of the circle can't be any smaller than short range (5m), or bigger than mid range (10m). If caught in the explosion, the target will not die (will kill them depending on the state of their body), but it will badly bruise them to the point of them not being able to perform taijutsu maneuvers, or react to certain techniques that requires them to react with quick precision. A Rank; the size of the circle can't be smaller than long range, and can't be larger than 15m in diameters. The potency of the explosion is capable of causing major terrain damage which will result in pebbles of rocks to shower around the area that are not large enough to deal damage, but can be disruptive if you're trying to weave hand seals.
Note: After the chakra is compacted into a cylinder, the technique acts on its own and takes 2 seconds to detonate.
Note: The shower of rocks last for 2 turns, and prevents anybody from using techniques that requires more than 1 hand seals.
Note: C Rank; unlimited usage, B Rank; 5 usages, A Rank; 3 usages.
Note: Can only be used by Smoove and those he teaches.
____________
-Declined- There is a very similar Earth technique that's approved long ago, made by either Alucard or Mugiwara i can't remember who made it, but i can show you the technique if you want.


♦ Pending, leaving for someone else ♦
 
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Re: Custom Jutsu Submission

(Fuuton: Erumesu no suteppu) | Wind Release: Hermes’s Step
Type: Offensive/Supplementary
Rank: C-rank
Range: Short-Mid
Chakra: 15
Damage: 30
Description: By pooling Fuuton chakra at their feet, the user creates something akin to air bubbles on their soles. This enhances the user’s mobility and allows them to easily maneuver quickly by “sliding” across the terrain of the battlefield. As a visual reference, it appears very similar to how a hovercraft glides over land, or a rollerblader/skater. When the user stops using this technique, the excess Fuuton chakra is channeled from the user’s feet to their hands and released as a C-rank blast of wind that can reach up to mid-range. This technique requires high levels of chakra control, and thus can only be used a limited number of times. Because of the principles of this technique, it cannot be used when the user does not have a solid footing.

- Can only be used thrice per battle
- Can only be taught by Souji
- Cannot be used without a solid footing; as such, it also cannot be used in mid-air

♦ Pending, leaving for someone else. Almost sure this has been done before....♦

_____________
-Declined- While the concept could be slightly different, it is too similar to Zero Kelvin's Flying wind god technique.
 
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Re: ±±Custom Jutsu Submission±±

Sakugen | Reduction
Type: Weapon
Rank: S-rank
Range: Short - Long (Only if the chain is used.)
Chakra: 40 (+30 for every beam of chakra used.)
Damage: 60 (+20 for every beam of chakra used -5 when the user absorbs raw chakra)
Description:
A blade of the finest quality forged by Castiel and named for its raw chakra stealing abilities. It is exquisite in both form and use, a dual edged blade that mimicked the shape of a roaring flame, a hilt of obsidian, and a long chain hidden within the hilt which would only respond to his chakra. This blade was developed to steal the raw chakra from opponent with every connecting attack, and store them within, making it a “living” but not sentient blade. He crafted it of Crusentu, a metal darker than night and near indestructible. Due to its large size it is worn on Castiel's back and when swung it can deal both slashing damage and blunt bashing damage. With each swing that connects with the opponent chakra is taken and absorbed by the sword. Once raw chakra has been absorbed into the blade it may be used to produce beam of energy that can cut through steel and fly off the blade with each slash, increase the cutting power of the blade, or provide Castiel with chakra. Within the hilt of Sakugen is a chain that can be used to extend the range of the swings and enables Sakugen to be used as a projectile weapon that may be retrieved. The chain has a limit of extending to a distance of twenty meters, and is able to retract at a speed of half a second per meter, meaning it takes ten seconds to retract Sakugen after the chain has been extended to the maximum length which creates a large window from an opponent to counterattack.
Restrictions & notes:
- Using Sakugen and it's absorbing raw chakra both count as 1 of the 3 moves
- Sakugen is on Castiel's back at all times.
- Sakugen can't absorb anything but raw chakra.
- Can only use the absorbing raw chakra from opponent(s) ability three times per-match.
- User takes five damage when absorbing opponent(s) raw chakra.
- Chain only extends to 20 meters and takes 10 seconds to retract the chain/sword.
- Can only be wielded by Nathan and his Castiel bio.
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X-Approved-X
Will be dropping if approved:

Nakunaku Uuman, Namidame Esupuri | Crying Woman, Teary Spirit
Type: Weapon
Rank: S-rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: The headstock of the sitar consists of three large, light blue spikes with blue bases. The neck of the sitar is blue with light blue, concave edges, and three yellow, pointed machine heads are visible on the left side of the weapon. Several yellow frets line the fretboard. Despite not being a weapon in design, Crying Woman, Teary Spirit is a superb supplementary tool in which it's master can channel, direct, and augment the nature of his Genjutsu and sound release, Taking the dedication and skill to play the strings; ample effort is required to let the power of Crying Woman, Teary Spirit loose on the battlefield. While in the hands of Nathan on the battlefield, one would describe the sounds made from the sky coloured Sitar to be reminiscent of a sorrowful and angry spirit. Howling out in pain as each note is voiced, shrieking in agony when certain tones are made. Even stated by onlookers to be the equivalent of the cry of the damned. Leading to many tales that the weapon itself is the physical form of a twisted soul, once a beautiful and talented musician, now in cased and held captive to forever play it's agonizing cacophony.

To those within the Village Hidden in Sound, the Sitar is looked upon as a graceful, but dangerous symbol. The power of Sound given form, and the tool of destruction on those who oppose the rise of the village.

Crying Woman, Teary Spirit's abilities while vastly different from each other, have capabilities beyond that of a simple tool; like a sword or scroll. The Sitar is capable of distorting and shaping sound waves to it's desire. As any instrument, songs can be played and music made; but they are more violent in nature. Nathan applies his own mental control over the way the sound is formed and channelled.

Sound Application (Offensive)

By playing a series of chords and rifts, Crying Woman, Teary Spirit will channel the power that Nathan wishes to use through willpower and sound waves. A single string strummed would cause the sound energy to channel through it's masters body, to the area around it. Which in turn bring about the abilities and techniques. Aside from the spells that Crying Woman, Teary Spirit is able to cast, Nathan can reinforce the sound emitted, causing sound frequencies to vibrate at levels out of reach of a regular instrument. Causing earth to shake at low channels, and even damaging internal organs at it's highest intervals.

Genjutsu ability

(Offensive) By playing a series of unorthodox chords and rifts, Crying Woman, Teary Spirit will active a sound illusion, this illusion releases "music" into the atmosphere. This "music", however, is no where near pleasing and causes excruciating ear-pain along side paralysis. The pain can get to the point where vomiting occurs, or where one simply passes out. Many have gone mad listening to this Genjutsu's horrid melodies.

(Supplementary) Another sound genjutsu, by playing a single chord it will active an illusion that will make the intended target think the user is performing a mad solo on his sitar, and is put in awe on how amazing the user is and is playing skills. The actual genjutsu has no effects of struggling or immobilization, it just makes the user look mega cool.

Illustration:
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Notes & restrictions:
- As well as being a special type of weapon, the Sitar can also be used as a normal blade, and can withstand against a basic sword fight. This being said the user will run the risk of damaging the chords, thus meaning the abilities cannot be used.
- The user of this Sitar can only use one ability per-turn.
- Each of the abilities can only be used three times per-match.
- Being sound abilities the reach of said abilities is long ranged.
- Must have sound release complete to wield this weapon.
- Can only be wielded by Nathan, and of those he allows.
♦ Declined, this would clash with both Roku's Music Arts as well as ZK's Melody Arts, more so the first which often uses lyres that case Sound jutsus via strumming the chords. ♦
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(Ototon: Shūen no Merodī) Sound Release: Melody of Demise
Type: Offensive
Rank: S-rank
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Requiring the intended target to be submerged in water, or within one of the uses water techniques. The user will place his hand on the surface of the water/water technique, standing on its crest while he generates a large compressed ball containing many different sound waves before thrusting the ball into the crest of the water. The waves intensify due to their travelling through water and usual when one is trapped within water it's hard to move thus making this technique hard to avoid. When each soundwave hits it damages the victims while "singing a haunting melody", slowly killing them due to internal and external injuries. The sound itself is not what does the damage, but the impact of the soundwaves themselves. Due to the situational nature of the technique it is considered to be a rather powerful technique.
Notes:
- Target much be submerged in water.
- Can only be used twice per-match with a waiting period of two turns before reuse.
- Can only be taught by Nathan.

♦ Declined, this can essentially be done via canon Sound Jutsu, many of them are increased in Water ♦
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Yūgana Ken: Buuto wo Houki Shimasu | Graceful Fist: Relinquishing the Boot
Type: Offensive, Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: A corresponding combo similar to the other combos displayed by the fighting style. The user will take a basic stance and channel fuuton chakra towards each of their hands increasing its cutting proficiency and accuracy. The user will squat low or try to position his body in a way where he is level with the opponents legs. The user will thrusts both their hands towards the wound of the opponents thigh, this wound is located right on the hip flexor of the opponent and severe the wound. After severing these wounds, the opponent will begin to shake starting from their feet and feel slight pain. In quick succession the user will lower their hands and thrusts both hands at the same time once again towards another wound located on the thigh, that is located right in front of the quadriceps. After this the user will be unable to stay on both feet, they will likely fall over due to the fact they will not be able to stand properly because of the severed wounds on legs. The opponent of course would not be able to even move around with their legs whatsoever, the blood spilling will not kill the opponent neither though but it will inflict sharp, pinch like pain.
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used three times per-match
- Must wait one turn before using this technique again

♦ Declined, you mention wounds, but where do these wounds initially come from? You mention attacking these wounds before you even start. I also dont get parts of it; how do you sever wounds? I mean, wounds are injuries in which the skin is cut, torn or punctured. How do you cut a cut? .-. ♦
 
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Uzumaki Naruta

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Re: Custom Jutsu Submission

Bio: (In case my bio update is approved)
Scorch Training:
Custom Weapon "(Sanpo Kenjū) - Three-Step Sword" approval link:

You don't need to keep linking your bio and training, I think at this point we're aware that you can use Scorch. xD
Linking just in case :p


(Shakuton: Netsu wa tonikaku watashi o ki ni shinai koto ga) - Scorch Release: The Heat Never Bothered Me Anyway!
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user releases shakuton chakra from her entire body as it pours out from the body it acts as an intense heat wave accompanied by a moderate blast of scorch flames. These flames have enough force to throw back multiple enemies creating a force that can knock them back off their feet throwing them back five to ten meters. The intense heat wave is enough to create 2nd-3rd degree burns while also having varying effects to the body such as those accompanied with most uses of scorch. It'll leave any opponent who is struck weakened considerably their muscles devoid of moisture achy and painful. Every muscle will feel as if it is tensed up making movement harder while also halving the speed at which the opponent can move.
The wave of scorch flames happens rather quickly and extends out in all directions reaching up to five meters all around the user evaporating any natural water in that area while also evaporating up to S rank water rather easily since it hold a two rank strength.
Notes:
-Can be used four times once per turn
-Cannot be used again on the next turn (1 turn cd)

☼ Declined ☼

2nd and 3rd degree burns are too much for a technique like this. Needs a turn limit for how long the opponent's movements are restricted.
(Shakuton: Netsu wa tonikaku watashi o ki ni shinai koto ga) - Scorch Release: The Heat Never Bothered Me Anyway!
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user releases shakuton chakra from her entire body as it pours out from the body it acts as an intense heat wave accompanied by a moderate blast of scorch flames. These flames have enough force to throw back multiple enemies creating a force that can knock them back off their feet throwing them back five to ten meters. The intense heat wave is enough to create 2nd degree burns while also having varying effects to the body such as those accompanied with most uses of scorch. It'll leave any opponent who is struck weakened considerably their muscles devoid of moisture achy and painful. Every muscle will feel as if it is tensed up making movement harder while also halving the speed at which the opponent can move.
The wave of scorch flames happens rather quickly and extends out in all directions reaching up to five meters all around the user evaporating any natural water in that area while also evaporating up to S rank water rather easily since it hold a two rank strength.
Notes:
-Can be used four times once per turn
-Cannot be used again on the next turn (1 turn cd)
- Movement speed halved for 2 turns
(Removed 3rd degree burn. Tho in my opinion, as a Scorch technique 3rd degree burn is not much)


♦ Approved. Though the remark in your note was not needed and I almost declined it on the Blue Rule. Keep those comments to yourself next time ♦

(Shakuton: Senureigoto) - Scorch Release: Roasting Misery
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels scorch chakra into their fists or feet while attacking the opponent with taijutsu as they hit the opponent or strike towards the opponent they release the scorch chakra in the form of dense torrents, pulses and streams which are extremely hot in nature and have the ability to evaporate moisture in both the atmosphere and the opponent's body. This is incorporated into free-form taijutsu and taijutsu that doesn't require chakra usage and can be used to extend the reach of a strike out to 5 meters, however instead of dealing blunt force trauma like a normal punch or kick the scorch flames pass through the opponent much like the cannon uses. This can create immediate damage to their body. By channeling the scorch flames through the opponent through the use of taijutsu as well as movements of the arms and legs the user can achieve similar repercussions to the cannon technique Extremely Steaming Murder in a more localized manner. They can attack vital organs forcing them into a dehydrated and fatigued state simply by knowing where in the body they are located and striking that area with punches or kicks reinforced and augmented by the scorch.
This can in turn slow the opponent down drastically leaving them in a very weakened and vulnerable state. The body relies heavily on water to maintain healthy functions among it's various systems. Severe dehydration can cause negative changes in health such as decreased cardiovascular efficiency, renal impairment, and fatigue. Like the canon technique the effects are highly noticeable leaving the parts of the body struck very desiccated and wrinkled. It also causes fatigue and muscle tightness as well as loss of rationality and a state of euphoria as well as weakness, dizziness, confusion the inability to sweat and almost a numb feeling in the areas that were directly struck. The jutsu itself is to be used with free-form taijutsu or taijutsu that doesn't require chakra usage to augment the damage through the use of the dense torrents, pulses and streams of scorch flames. The torrents, pulses and streams are only released with the user punches, kicks or attacks with some form of taijutsu.
Notes:
-Can be used five times a battle and once per turn
-Can be used to create four torrents, pulses or streams uses because the opponent is coming into direct contact with the scorch flames thus the reactions are almost immediate. It can also cause severe to nearly fatal damage if properly and skillfully directed.
(Removed the last note)

♠ Declined ♠
Okay, I'm a bit confused right now. Firstly, you said this is incorporated with freeform Taijutsu, but at the same time, you can also create torrents, pulses, or streams with it. So wouldn't the freeform Taijutsu in a post, given the amount of strikes, eat away at this jutsu?
I really think you should just make this a supplementary active. It's really confusing to pinpoint and use properly in battle the way it is at the moment.
(Shakuton: Senureigoto) - Scorch Release: Roasting Misery
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels scorch chakra into their fists or feet while attacking the opponent with taijutsu as they hit the opponent or strike towards the opponent they release the scorch chakra in the form of dense torrents, pulses and streams which are extremely hot in nature and have the ability to evaporate moisture in both the atmosphere and the opponent's body. This is incorporated into free-form taijutsu and taijutsu that doesn't require chakra usage and can be used to extend the reach of a strike out to 5 meters, however instead of dealing blunt force trauma like a normal punch or kick the scorch flames pass through the opponent much like the cannon uses. This can create immediate damage to their body. By channeling the scorch flames through the opponent through the use of taijutsu as well as movements of the arms and legs the user can achieve similar repercussions to the cannon technique Extremely Steaming Murder in a more localized manner. They can attack vital organs forcing them into a dehydrated and fatigued state simply by knowing where in the body they are located and striking that area with punches or kicks reinforced and augmented by the scorch.
This can in turn slow the opponent down drastically leaving them in a very weakened and vulnerable state. The body relies heavily on water to maintain healthy functions among it's various systems. Severe dehydration can cause negative changes in health such as decreased cardiovascular efficiency, renal impairment, and fatigue. Like the canon technique the effects are highly noticeable leaving the parts of the body struck very desiccated and wrinkled. It also causes fatigue and muscle tightness as well as loss of rationality and a state of euphoria as well as weakness, dizziness, confusion the inability to sweat and almost a numb feeling in the areas that were directly struck. The jutsu itself is to be used with free-form taijutsu or taijutsu that doesn't require chakra usage to augment the damage through the use of the dense torrents, pulses and streams of scorch flames. The torrents, pulses and streams are only released with the user punches, kicks or attacks with some form of taijutsu.
Notes:
-Can be used five times a battle and once per turn
-Can be used to create four torrents, pulses or streams uses because the opponent is coming into direct contact with the scorch flames thus the reactions are almost immediate. It can also cause severe to nearly fatal damage if properly and skillfully directed.

♦ Pending, leaving for someone else ♦

____________
-Declined- Scorch Release can't be used to release "pulses", it doesn't have the physical capacity to do so, and the effects of this technique is quite drastic, you need to tone it down a lot, and extending the range of Taijutsu techniques is a no, that needs to be removed, needs a duration limit and reduce the amount of uses in a battle to twice, with a maximum of 3 turns for each usage.
 
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Korra.

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Re: Custom Jutsu Submission

CFS approved Here

(Sishen Liandao Yishu: Shi no Final Idō ) Reaper Scythe Arts: Death's Final Move
Rank: S
Type: Attack
Range: Short - Mid
Chakra Cost: 40
Damage Points: 60
Description: The user will start off by taking two scythes that are attach to him by chains and throw them in a X manner at the opponent. Once the scythes hit the opponent the user will control the scythes using the chains and have the scythes move around the opponent and wraps them around in the chain while the scythe go into the ground binding and pinning the opponent down. The user will than take out a scroll and have a barrage of scythes launch at the opponent while the user will run at fast speed striking the opponent at fast speeds (Lee without weights) with each scythe at comes out. The user will end it by clapping there hands and summoning a giant scythe (size of a tree) and ahve it come down on the opponent crushing them.
Note: Must know Reaper Scythe Arts
Note: Usable 2 a match
Note: No Reaper Scythe Arts the next turn.
♦ Declined, first no to the increased speed. Second, I'm a bit confused about how the colored works. Once a scythe generally hits someone, it usually pierces them, and if it's dislodged in their body, then how does it wrap around them? ♦

Bio with Rain

☼ Pending - Leaving for MU ☼

(Ameton/Raiton: Ame no Megami to Inazuma no Kami no Shukufuku ) Rain Release/Lightning Release: Rain Goddess and Lightning God Blessing
Rank: S
Type: Attack
Range: Short - Mid
Chakra Cost: 40
Damage Points: 60
Description: The user after having a clone or an ally already with them will start off by doing the Dragon sign and cause the clouds to come down to the field and forming around the opponent. The user's clone or ally will then channel their lightning chakra into the rain drops in the clouds that start causing the rain drops to have numbing effects with things they touch. The user will than focus on where the opponent is causing the rain drops to attach to the opponent making their body get covered in rain drops all over their body and attaching them to the ground as the rain shocks them and numbs them. The clone/ally will than do the Tiger sign and have the clouds shoot 5 bolts of lightning at the opponent while the user will do the Ram sign and cause the rain drops to explode at the same time the lightning hits the opponent resulting in a watery/electricity explosion.
Note: Usabe 2 a match with a 2 turn cool down
Note: Cant use Rain or Lightning about A rank the next turn
Note: Must already be raining
Note: Must be taught by Korra.

☼ Declined ☼

The use of clouds is too close to Akiza's Cloud CE.


Viperfish Contract approved here

(Kuchiyose no Jutsu: Hikari) - Summoning Technique: Light
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: Light is a deadly viperfish due to being know as the stealthiest viperfish in the Dark Ocean. Light is a 3/4 of the size of Red Gyarados and is blue. His body is covered in hard scales that gives him protection from B rank jutsus that are relative to water's strengths and weaknesses. He is able to dive deeply into the water without having problems being able to adjust to water pressure easily. His bites from his fangs are powerful enough to break through any B-rank defense that the opponent may use on themselves. He is also able to power through the water at fast speeds and can overcome A-rank and below water jutsus that affect the water underwater. He is unique since he is able to use up to S-rank lightning with great speed due to him having a lightning affinity. Light has two unique abilities in which he can use. The first one is like normal viperfish he is able to produce a blinding bright light using his photophore (light producing organ). his second ability is he is able to make his body appear transparent by reflecting light off his scales making him look invisible in the water allowing him to sneak up on opponents to strike. Sensors and Doujutsus users will still be able to find him.
Note: Must have signed the Viperfish Summoning
Note: Can only be summoned once
Note: Stays on the field for 4 turns
Note: Light using lightning jutsus or his bites counts as one of the user's turn.
Note: Has to be summoned in the water and if not he has one turn to get into water before being desummoned.
Note: The light or transparent ability counts as a move and cant be used in the same turn as each other.
Looks like:
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☼ Declined ☼

Don't use another one of your summons as a reference for its size, use either meters or give a comparison to a cannon snake (since it has a similar body type).
Resubmitting

(Ameton/Raiton: Ame no Megami to Inazuma no Kami no Shukufuku ) Rain Release/Lightning Release: Rain Goddess and Lightning God Blessing
Rank: S
Type: Attack
Range: Short - Mid
Chakra Cost: 40
Damage Points: 60
Description: The user after having a clone or an ally already with them will start off by doing (Kadou Boufuu no Jutsu) - Vortex Storm Technique. The user's clone or ally will then channel their lightning chakra into the rain drops in the clouds that start causing the rain drops to have numbing effects with things they touch. The user will than focus on where the opponent is causing the rain drops to attach to the opponent making their body get covered in rain drops all over their body and attaching them to the ground as the rain shocks them and numbs them. The clone/ally will than do the Tiger sign and have the clouds shoot 5 bolts of lightning at the opponent while the user will do the Ram sign and cause the rain drops to explode at the same time the lightning hits the opponent resulting in a watery/electricity explosion.
Note: Usabe 2 a match with a 2 turn cool down
Note: Cant use Rain or Lightning about A rank the next turn
Note: Must already be raining
Note: Must be taught by Korra.

The jutsu for the clouds already exist in the jutsu list so Im just gonna go by using it

♦ Declined, has been done before, only difference is here you use a clone to do it instead of yourself. ♦

(Kuchiyose no Jutsu: Hikari) - Summoning Technique: Light
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: Light is a deadly viperfish due to being know as the stealthiest viperfish in the Dark Ocean. Light is 70 meters long and is blue. His body is covered in hard scales that gives him protection from B rank jutsus that are relative to water's strengths and weaknesses. He is able to dive deeply into the water without having problems being able to adjust to water pressure easily. His bites from his fangs are powerful enough to break through any B-rank defense that the opponent may use on themselves. He is also able to power through the water at fast speeds and can overcome A-rank and below water jutsus that affect the water underwater. He is unique since he is able to use up to S-rank lightning with great speed due to him having a lightning affinity. Light has two unique abilities in which he can use. The first one is like normal viperfish he is able to produce a blinding bright light using his photophore (light producing organ). his second ability is he is able to make his body appear transparent by reflecting light off his scales making him look invisible in the water allowing him to sneak up on opponents to strike. Sensors and Doujutsus users will still be able to find him.
Note: Must have signed the Viperfish Summoning
Note: Can only be summoned once
Note: Stays on the field for 4 turns
Note: Light using lightning jutsus or his bites counts as one of the user's turn.
Note: Has to be summoned in the water and if not he has one turn to get into water before being desummoned.
Note: The light or transparent ability counts as a move and cant be used in the same turn as each other.
Looks like:
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♦ Declined, okay look at the colored. Too many effects. I count 5 or 6 of them, reduce to 3. ♦
 
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Deviation

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Re: Custom Jutsu Submission



(Kuchiyose no Jutsu - Naffi Ahiru) Summoning - Naffy the Duck
Type: Attack/Defend
Rank: A-rank
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user will summon Naffy, the son of Luffy, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Unlike most ducks, Naffy has no elemental affinity but rather excels in Kenjutsu and Taijutsu. Naffy is 5"11 in height, wears a grey kimono and carries an Iai sword with him that clips on to his left side when not in use and dons a samurai hairstyle. Though Naffy is unable to fly, he is agile (Sannin-Rank speed) and very perceptive about his surroundings and opponents, able to differentiate between a skilled opponent or an amateur. He is able to use B-rank Kenjutsu and Taijutsu that the user knows. Due to his extensive samurai training, Naffy's Kenjutsu receives a bonus (+10 damage points) when performing a user/summon combo. Naffy's demeanor is stoic and focused, which allows him to maintain his composure during difficult battles. Out of all the summons, Naffy is the only one who requires a little explanation from the user as he can quickly assess a situation and act accordingly.
♦ Note: can only be used once per battle.
♦ Note: can only stay in play for a total of 5 turns.
♦ Note: must have signed the Duck Contract.
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♠ Declined ♠
First off, four turns, not five turns. And what do you mean by user/summon combo? Does the user also get the bonus damage? Would prefer an example as I'm seeing more summons being created like this recently.
(Kuchiyose no Jutsu - Naffi Ahiru) Summoning - Naffy the Duck
Type: Summoning
Rank: A
Range: N/A
Chakra cost: 30
Damage points: N/A
Description: The user will summon Naffy, the son of Luffy, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Unlike most ducks, Naffy has no elemental affinity but rather excels in Kenjutsu and Taijutsu. Naffy is 5"11 in height, wears a grey kimono and carries an Iai sword with him that clips on to his left side when not in use and dons a samurai hairstyle. Though Naffy is unable to fly, he is agile (Sannin-Rank speed) and very perceptive about his surroundings and opponents, able to differentiate between a skilled opponent or an amateur. He is able to use B-rank Kenjutsu and Taijutsu that the user knows. Naffy's demeanor is stoic and focused, which allows him to maintain his composure during difficult battles. Out of all the summons, Naffy is the only one who requires a little explanation from the user as he can quickly assess a situation and act accordingly.
♦ Note: can only be used once per battle.
♦ Note: can only stay in play for a total of 4 turns.
♦ Note: must have signed the Duck Contract.
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I removed the part about bonus damage as after reading it, it made no sense to me. Reduced the 5 turn limit to 4 like you requested. I also changed the damage to N/A. I don't know how I missed that. It's a summoning not a technique. xD

♦ Approved ♦


(Hōōtenku) Rising Phoenix
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: Using a strong, yet precise, amount of chakra, the user channels it to his sword as it is sheathed and in its scabbard. As he unsheathes it, a red chakra glow can be seen emanating from the blade. The user dashes towards the target and performs an upward, crimson-hued slash towards the targets abdomen, sending them flying upwards. Whilst the target is in the air, the user performs five crimson-like crescent waves of chakra at the target sending him flying higher and higher. As the waves come in contact with the target they explode upon contact. The user sheaths his sword back into its scabbard quickly after sending the last chakra slash, ending the technique.
Note: Can only be taught by Deviation

♦ Declined, has been done before, only difference here is the chakra is crimson colored and not normal chakra ♦

 
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Zaphkiel

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Re: Custom Jutsu Submission

Resubmitting, edited the bolded along with some minor details.

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

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

Summoning Abilities:
  • Cuttlefish summons can range from the size of a small blue ringed octopus to the size of Pien's Chameleon summoning.
    [*] With their amazing color and texture changing skin as demonstrated they are capable of subtle camouflage hiding from naked eye. However, if doused with liquid or a bright light from a Raiton technique hits it or goes near it the opponent will be able to clearly see the outline of the creature, it is also still susceptible to sensors and Doujutsu users.
  • Having ink squirting abilities the Pfeffer's Flamboyant Cuttlefish can squirt up to three jets of ink along with allowing the user to utilize the ink clone technique when instructed which are truly at potential when underwater. On land can be used to slick the ground or obscure vision and movement.
    [*] As with the actual animal, the cuttlefish summonings have peculiar W shaped eyes which diffuse bright light allowing the summon to see in severely bright conditions. And these same eyes also rely on the tiniest of light sources to see in the darkest of areas. Much like many other nocturnal animals, nature's own night vision.
  • Requires a water source to summon
Got permission from original owner

♠ Declined ♠
Still very iffy about this summoning contract being "seen". First off, exactly how large are these creatures? And since you say that it requires a water source to summon, is it summoned inside liquid? This would make your statement of "soused by liquid" viable.


(Doton: Tsuchi Jiten)- Earth Release: Earth Rotation
Type: Supplementary
Rank: C
Range: Mid-Long
Chakra cost: 15
Damage: N/A
Description: The user channels his Doton chakra throughout his feet then stomp it on the ground and make a twisting motion. Upon doing so he sends a torrent of chakra through the ground under his opponent which then cuts a disk 7 meters in diameter. This disk then rotates either 180 degrees or 90 degrees depending on the user's choice. The formation and rotating of this disk happens simultaneously and can be used to target either both feet or one foot or even an immobile object on the field providing it can fit within the 7 meter diameter.
Notes:
-Can only be taught by Zaph
-Can only be done once a turn

♠ Declined ♠
This can be abused fairly easily. Make it a higher rank, add some restrictions. Also, how does this disk function? Does it simply aim to throw the opponent off balance or does it spin around in a lethal manner, given that it forms slightly above the ground?
Resubmitting these two ._.



(Doton: Tsuchi Jiten)- Earth Release: Earth Rotation
Type: Supplementary
Rank: B
Range: Mid-Long
Chakra cost: 20
Damage: N/A
Description: The user channels his Doton chakra throughout his feet then stomp it on the ground and make a twisting motion. Upon doing so he sends a torrent of chakra through the ground under his opponent which then cuts a disk 7 meters in diameter. This disk then rotates either 180 degrees, 90 degrees, or a full 360 degrees depending on the user's choice. The disk spins so fast and accurate opponent(s) affected opponents even in the middle of a hand seals can be interrupted by twisting their whole or partial body with the spinning motion of the disk, this just brings them really off balance and momentarily disoriented. This move can also be much more serious with the potential to break limbs by spinning them in ways they shouldn't (such as a leg being spun 360 degrees). It doesn't form above the ground it self but rather it is the ground merely spinning beneath the target's foot. The formation and rotating of this disk happens simultaneously and can be used to target either both feet or one foot or even an immobile object on the field providing it can fit within the 7 meter diameter.
Notes:
-Can only be taught by Zaph
-Can only be done once a turn
-Can only be done 4x per match



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

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

Summoning Abilities:
  • Cuttlefish summons can range from the size of a small blue ringed octopus to the size of Pien's Chameleon summoning. (This was already there. Stated their size ranges from initial submission)
  • With their amazing color and texture changing skin as demonstrated they are capable of subtle camouflage hiding from naked eye. They can still be fathomed however by barrier techniques, sensory, and can be seen by Doujutsu users. While 'hidden', because of it's slimy mollusk body it will emit a slight shine and takes no less than the average Chuunin ninja to see it. This shine is similar to jewelry or any shiny object reflecting sunlight because of it's wet skin. Aside from that the opponent can still perceive this almost perfect camouflage by shaking the earth beneath the summon which would cause it to lose concentration and it's cloaking. One can also remove the water source the summon is in or attack the water source with a sufficient jutsu such as a Raiton type which would cause the summon to lose it's camouflage as well. In essence, attacking the summon or the area it resides.
  • Having ink squirting abilities the Pfeffer's Flamboyant Cuttlefish can squirt up to three jets of ink along with allowing the user to utilize the ink clone technique when instructed which are truly at potential when underwater. On land can be used to slick the ground or obscure vision and movement.
    [*] As with the actual animal, the cuttlefish summonings have peculiar W shaped eyes which diffuse bright light allowing the summon to see in severely bright conditions. And these same eyes also rely on the tiniest of light sources to see in the darkest of areas. Much like many other nocturnal animals, nature's own night vision.
  • Requires a water source to summon, meaning it can either be summoned in a water source and stay inside, or summoned from a water source and come onto dry land.
Got permission from original owner



♦ Declined, he already owns the contract, these would just be summonings he can summon, DNR ♦

( ブラックブレード | Burakkuburēdo)- The Black Blade
Type: Weapon
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage: N/A
Description: The 'Black Blade' was a legendary saber forged from a mysterious material known as black metal. This material is very peculiar with the ability to bend under heat while keeping it's near indestructible anatomy. Tales have it, a ground of scholar monks had found the material and deduced it was a gift from a higher being. The blade itself is a thin katana ranging 23 inches. Normally it would be 23 and a half but the blade was made accurately straight with no traditional curve at the tip. This would allow for more robust swings rather than graceful ones.

How the blade looks:
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The blade has the uncanny ability to tap into the user's emotional chakra influence, able to tell when he is angry, sad, perplexed, etc and act accordingly:

(Zettai-tekina bōgyo)- Absolute Defense: When the user is cornered, weakened or feeling defeated. The blade will cause him to release an S rank pulse of unmolded and unfocused chakra from his body up to short range. This burst of chakra covers a 360 degree range of the user and is powerful enough to interrupt physical attacks of the same rank or lower (free form movements, Taijutsu, and Kenjutsu) and can disarm a caught opponent of any weapon(s) he has of the same rank by blowing it from his grasp. The shock wave of chakra however lacks formity to actually neutralize or overpower elemental ninjutsu.
-Can only be done 3x
-Once a turn

(Zettai ofensu)- Absolute Offense: Whenever the user feels the power of the black blade surge through him to perform a devastating bone slice at the opponent up to mid ranged. This attack begins by the user having the Black Blade sheathed, then, in the blink of an eye he user will dash forward while releasing a eerie cloud of black mist in his wake. This strike is S ranked in power and happens incredibly fast, being able to slice the hands of a shinobi in the middle of a string of hand seals. The mist serves as a distraction and cover for the elaborate attack.
-Once a turn
-Can only be done 4x

(Gurimubīingu)- The Grim Being: The user will focus his chakra into the blade. Causing it's dark colors to ride up his sword arm in an elaborate string of tribal designs up to his shoulder, it also removes his clothing over that arm in the process through sheer power. With these black markings in his arm the user would have turned that arm into the same extremely hard material of the sword. Allowing him to parry and defend from attacks the sword could already defend from. This will also allow the user to coat his entire arm and blade in chakra whether unmolded or molded such as the 1000 Birds Katana technique with the same effects.
-Lasts 4 turns
-Can only be done twice
-Requires a turn cooldown

Note:
-Each of the three abilities cost a move
-Can only be wielded by Zaph and those he seems fit

♦ Declined, Absolute Defense has been done countless times, ABsolute Offense is a rip of Iado, and Grim Being is a fusable sword, something that isn't allowed anymore. ♦
 
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