[ARCHIVE] Custom Jutsu Submission - II

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Osmon

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Re: Custom Jutsu Submission

(Fuuton: Yoake no avil) - Wind Release: Anvil of the Dawn
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user focuses their fuuton chakra in their hand and condenses it so that it takes the form of a small war hammer. With the creation of the hammer a great mass of wind is formed about 5 meters above the opponent. The hammer can break apart small objects and jutsus, following elemental strengths and weaknesses, but because of its small size it isn't able to impede anything wide spread. The user then drops, slams, throws; anything that means the hammer will be touching the ground. .On the hammers descent towards the ground the wind also begins to head down towards the opponent. The mass of wind is shaped almost like a large cushion and it is 5 meters long and wide. Synchronizing with the second the hammer touches the ground the cushion of wind slams down onto the opponent at the same time, crushing him as the wind its composed of is incredibly dense.
Note: Wind techniques above S-rank cannot be used in same turn as its use.
Note: Can only be used twice per battle
Note: Can only be taught by Osmon

☼ Declined ☼

Is the hammer S-ranked, or is the mass of wind S-ranked? As of now it seems like both are. To what extent can the hammer be used offensive/defensively?
(Fuuton: Yoake no avil) - Wind Release: Anvil of the Dawn
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user focuses their fuuton chakra in their hand and condenses it so that it takes the form of a small war hammer. With the creation of the hammer a great mass of wind is formed about 5 meters above the opponent. The hammer can break apart small objects and jutsus, following elemental strengths and weaknesses, but because of its small size it isn't able to impede anything wide spread. The user then drops, slams, throws; anything that means the hammer will be touching the ground. On the hammers descent towards the ground the wind also begins to head down towards the opponent. The mass of wind is shaped almost like a large cushion and it is 5 meters long and wide. Synchronizing with the second the hammer touches the ground the cushion of wind slams down onto the opponent at the same time, crushing him as the wind its composed of is incredibly dense.
Note: Wind techniques above S-rank cannot be used in same turn as its use.
Note: The mass of wind is A-ranked and so is the hammer. The hammer cannot be used to directly harm the opponent but it can break apart anything that is smaller than a human. (Following elemental strengths and weaknesses of course)
Note: Can only be used twice per battle
Note: Can only be taught by Osmon

♠ Declined ♠
I'm really confused about this jutsu. So you say a hammer forms in your hand, but so does a wind above the opponent? And what of the hammer itself? How large is it? So is this supposed to work like Earth Release: Dropping Lid? Because I'm confused as to how it is logically linked to the "mass of Wind" that forms above your opponent. You can't just drop the hammer to the ground and have that mass of Wind come down at the same time. That makes absolutely no sense.


(Doton/Katon: Bāningu ga futtō) - Earth/Fire Release: Burning Boils
Type: Offensive
Rank: S
Range: Short-Long (Made anywhere, with short attack reach)
Chakra: 40
Damage: 80
Description: The user focuses his earth chakra, at a point on a surface, and gathers it to make it form a large boil of mud. The boil itself is just a semi-sphere stuck to whatever surface it was created on. The boil is about a meter in length and because of it being composed of mud it can stick to many different surfaces. Once the boil is made the user then concentrates his katon chakra inside the boil and condenses it so that on the users command the boil suddenly bursts open, splattering the mud around its short-range and then the fire jumps outwards as well, burning everything around the boils short range too. The boil itself can be made anywhere, within reason, but its effects only reach short range around it.
Note: No Doton above S-rank in the same turn
Note: Can only be used twice
Note: This technique cannot be used directly on the opponent, nor any clones that he creates, because of the difficulty of having two chakra natures formed on a human. However it can still be used directly on summons or any other objects that the opponent gives sentience to through his chakra, excluding clones.
Note: Can only be taught by Osmon

☼ Declined ☼

Saying it can be made anywhere within reason needs to be clarified, within reason may be different depending on who is reading this, which can lead to arguments. I also suggest you just change it to very hot mud upon releasing it, and drop the rank down to A.
(Doton/Katon: Bāningu ga futtō) - Earth/Fire Release: Burning Boils
Type: Offensive
Rank: A
Range: Short-Long (Made anywhere, with short attack reach)
Chakra: 40
Damage: 80
Description: The user focuses his earth chakra, at a point on a surface, and gathers it to make it form a large boil of mud. The boil itself is just a semi-sphere stuck to whatever surface it was created on. The boil is about a meter in length and because of it being composed of mud it can stick to many different surfaces. Once the boil is made the user then concentrates his katon chakra and channels it through the boil and so that the boil begins to heat up and within seconds the boil explodes from the heat. When the boil suddenly bursts open, boiling hot mud is splattered around the boils short-range. The boil itself can be made anywhere, as long as the mud can stick to that surface, but its effects only reach short range around it.
Note: No Doton above S-rank in the same turn
Note: Can only be used twice
Note: This technique cannot be used directly on the opponent's clones or summons.
Note: Can only be taught by Osmon

♠ Approved ♠
Doesn't make sense to have it be able to be used on summons.


(Raiton: Reiyādorasshu) - Lightning Release: Layered Rush
Type: Offensive
Rank: A
Range: Short
Chakra: 30(-5)
Damage: 60
Description: The user creates a layer of electricity over his body and it surrounds him from head to toe. The layer is very thin reaching only a few centimeters away from the users skin. The layer then begins to peel off the user, and once fully peeled off it now resembles an outline of the user made off electricity. The outline instantly rushes towards whatever the user directs it to with his chakra, and its speed is incredible because of it being made solely of lightning. The outline movements look like running, but because of the nature of lightning, it is merely moving forward without taking steps. It runs in a straight line to any place that the user chooses, within 10 meters of the user. Once it reaches its destination the outline dissipates. Contact with a person, which isnt the user, would lead to the opponent being paralyzed and slightly burnt because of the lightning. It is especially good at breaking through earthen contructs and barriers as it would be able to run straight through, breaking the earth apart in the process.
Note: It can only be used twice per battle and it lasts 2 turns
Note: The user needs to constantly fuel the layer with chakra
Note: Needs to wait 2 turns to use it again
Note: Can only be taught by Osmon

♠ Declined, do not resubmit ♠
Seen variants.
 
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Venom

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Re: Custom Jutsu Submission

[Doton: Chika Shoutaku Doragon] – Earth Release: Subterranean Marsh Dragon
Rank: S
Type: Supplementary/Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing a sequence of three handseals, the user will focus their doton chakra into the ground beneath the opponent's feet, to cause for the formation of an underground reservoir of mud. With a final handseal, the user will create cracks and fractures on the solid layer of rock concealing the newly formed swamp, to expose the underlying marsh. The instant the first fractures begin to permeate, the uppermost layer of the adhesive swamp seeps through and quickly binds the opponent's feet in place, firmly rooting them to the section of rock they're on top of. As the cracks in the ground grow, the thin layer of rock the opponent is positioned on begins to break off into small platforms of drifting stone. The created swamp is similar in composition to Earth Release: Swamp of the Underworld, but much larger in magnitude as well as possessing a much thicker, denser quality to it, allowing for the platforms of rock to easily float upon its surface. Without hesitation, the user will stomp their leg on the ground to initiate the final stage of the technique. By pouring in a larger abundance of chakra into the swamp, the user will materialize a large crocodile-like dragon made purely of swamp directly beneath the rocky platform the opponent is positioned on, utilizing the beast to swallow them whole in its upward ascent before plunging back into the depths of the sticky marsh.

Note: Can only be used once per battle
Note: Can only be Taught by -Venom-
Note: No other S-Rank or above Doton in the user's next turn
Note: Requires both parties to be standing upon solid ground within the logical limitations of allowing the creation of an underground swamp

♠ Approved ♠
Well written, by the way. Don't misuse it. <_<'


[Raiton: Taiyou Senshu] – Lightning Release: Auriel's Bow
Rank: A
Type: Supplementary/Offensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their raiton chakra into both of their open palms before bringing them together to generate a bow and quiver constructed purely of lightning. The bow itself is near-solid in its composition (Similar to Lightning Release: Plasma Ball), allowing it to be wielded and used in the same way as an ordinary weapon. On creation, the bow is already drawn and has four identical arrows placed in the quiver for the user to shoot at the slightest whim by ceasing their hold on the drawn quiver. After being fired, each individual arrow can be split into ten smaller arrows, totaling a daunting rain of fourty miniature arrows. Shortly after colliding with something, each arrow will "explode" into a maelstrom of bright light and unfocused electricity (similar to that of Chidori Nagashi), not doing this immediately but with a few seconds delay. This allows the technique to negate the doton chakra within earthen structures from a distance as the arrow will first dig its spear head into the target technique, before discharging into the section of earth and neutralizing the chakra within it. The intensity of the light produced in this technique is equivalent to that of a flash bomb and the burst unfocused electricity of a single arrow has a five meter radial reach. However, much like Nagashi if the arrow is in contact with an object/person at the time it "erupts", the unfocused burst will be capable of traveling a much farther distance (mid-range reach) inside of the medium. If the user so chooses, he can detonate any amount of the fired arrows prematurely to gain a tactical advantage (blinding the opponent). Alternatively, the user can fire the arrows with a thin and barely visible thread of lightning attached to the end of the shot projectiles, in order to manipulate their flight path/trajectory mid-air and allow for more unexpected offensives. Naturally, this technique can be used to negate chakras other than doton e.g. Crystal, Wood, Steel, Bones and etc, as long as they're solid in composition and possess a weakness to Lightning. Anyone or anything caught within an unfocused burst of electricity will suffer from slight numbness and sluggish movements for two turns. The speed of the arrows is barely visible to the naked eye, making them appear as pale blue fast-moving blurs rather than defined shapes.

Note: Can only be used three times per battle
Note: Can only be Taught by -Venom
Note: Follows Elemental Strengths and Weaknesses
Note: Power of the technique is equally divided between the number of arrows created.

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♠ Declined, do not resubmit ♠
That Skyrim reference, ahaha. But sorry, no, generally anything that has to do with a bow goes straight underneath Mathias' CFS.
 
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Rayder

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Re: Custom Jutsu Submission

(Raiton: No kōdo) – Lightning Release: Lux's Luminosity
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user concentrates their raiton chakra and then channels it through a weapon. The weapon can be anything; sword, kunai, shuriken, explosive tag etc. The raiton chakra is incredibly concentrated and the user utilizies his chakra control to keep the erratic nature of the lightning in check, so that no crackling or sparks come flying off the weapon. The only sign that there is any difference with the weapon is that it glows a pulsing blue because of the lightning flowing through it. At the users command the raiton chakra will begin to emanate from the weapon, increasing the weapons brightness as the lightning is steadily released from it. This makes the weapon release a blinding flash of light and it continues to give out this dazzling light for about half a dozen seconds but the user can end it early if he wants to. The blinding light has no effect on the user as the raiton is his own chakra.

Note: This can be used on large amounts of small weapons, like a bunch of shuriken or kunai but they must all be imbued at the same time and the technique must be repeated to use the jutsu on another batch of them.
Note: Any large weapons must have this jutsu repeated to be used on again.
Note: Cannot be used on a CW
Note: Can only be used thrice
Note: No lightning techs over S-rank in the same turn
Note: Two turns must be waited after each use before using it again

♠ Declined ♠
Double rainbow? What could it mean?! (Subtle Lux reference. Man, the Lux Lich Bane days...) Anyways, issues with this. First of all, it makes sense for it to go through a regular weapon, but explosive tags and smaller weapons? That doesn't work at all. They can't channel or focus such a sheer amount of Lightning chakra. Also, I'm confused as to the point of this technique. Does it do damage? Does it simply blind? Why is it even S-Rank?


Suiton: Kuroku natta Doshaburi|Water Release: Blackened Downpour
Type: Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: N/A
Description: The user will send their suiton chakra into the air, creating a pale blue portal above their opponent. The portal is almost transparent and is made 10 meters above the opponent and is 10 meters wide. The portal begins releasing droplets of oil down onto the area below it and these hundreds of droplets would soak the opponent and leave the terrain around them soaked in oil. The droplets cover a 10 meter radius around the opponent. Similar to the cannon Black Clouds technique however the main difference between this technique and that technique is that this one soaks a large part of the environment consistently for a turn while the Black Clouds technique just pours a momentary drizzle onto the opponent. The technique would leave the opponent covered in oil thus any fire techniques which are released from their body would only burn themselves and the large pools of oil under and around them would mean any fire techniques the user uses wouldn't even have to reach the opponent, only needing to reach the oil, to attack them. The oil is infused with the users chakra so cannot be manipulated by the opponent. The portal remains open for just a turn and once that turn is done the portal closes but the area remains filled with oil and the opponent remains drenched in it too. The best way to counter this jutsu is by destroying the portal itself as merely pushing the oil away from you would only provide a momentary relief, as the downpour is constant for the whole turn and would simply fill up the area again in that time.

Note: Can only be used twice
Note: No water techniques above S-rank while its active
Note: Can only be taught by Danzo

✦ Declined, too similar to existing canons and customs. And no to this portal stuff as well..I've seen enough of them and I'm not approving any more portal based jutsu. ✦
Suiton: Kuroku natta Doshaburi|Water Release: Blackened Downpour
Type: Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: N/A
Description: The user will send their suiton chakra into the air, creating a cloud above their opponent. The cloud is very dark and is made 10 meters above the opponent and is 10 meters wide. The cloud begins releasing droplets of oil down onto the area below it. However these droplets are very large and each one is filled with oil. The droplets are capable of leaving bruises and sores where they strike and cracking the ground when they fall. The droplets explode when they come into contact with something and they splatter the area in oil. Only a few dozen droplets are released from the cloud and these droplets would soak the opponent and leave the terrain around them soaked in oil. The droplets cover a 10 meter radius around the opponent. Similar to the cannon Black Clouds technique however the main difference between this technique and that technique is that this one soaks a large part of the environment consistently for a turn while the Black Clouds technique just pours a momentary drizzle onto the opponent. The technique would leave the opponent covered in oil thus any fire techniques which are released from their body would only burn themselves and the large pools of oil under and around them would mean any fire techniques the user uses wouldn't even have to reach the opponent, only needing to reach the oil, to attack them. The oil is infused with the users chakra so cannot be manipulated by the opponent. The cloud remains for just a turn and once that turn is done the portal closes but the area remains filled with oil and the opponent remains drenched in it too. The best way to counter this jutsu is by destroying the cloud iself as merely pushing the oil away from you would only provide a momentary relief, as the downpour is constant for the whole turn and would simply fill up the area again in that time.

Note: Can only be used twice
Note: No water techniques above S-rank while its active
Note: Can only be taught by Danzo

♠ Declined, do not resubmit ♠
I literally read just another jutsu not long ago that spoke of using oil clouds and then setting them on fire. And this almost falls underneath Rain techniques.
 
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Kirikoe

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Re: Custom Jutsu Submission

(Fuuton: Tentai-fū no yari o kaitensaseru) Wind Release: Rotating celestial wind spear
Rank: A-Rank
Type: Offensive
Range: Short - Long (When thrown)
Chakra: 30
Damage: 60
Desciption: The user after performing a single handseal concentrates his wind chakra just above the palm of his hand, making his wind rotate violently and condensing it the user creates a very long and solid spear above his palm about 7 feet long and 4 inches thick, the spear would take shape starting from the middle and would proceed to extend rotating outwards as it forms until finally completing the spear, the spiraling of the wind will get thinner and thinner as it reaches both ends of the spear eventually crafting both ends into a sharp rotating points. The creation of the spear is quite a fast process, and once complete, extends up to short range when utilizing it as a weapon.

The spear itself would be very much like a drill due to its rotational current, thus greatly increasing its speed and piercing abilities. Once thrown, the spear gives off a devastating cutting wind aura when it lands, which tears up anything around it within a meter. The aura is equal to a B-rank wind jutsu.

- Can be used a total of 2 times
- No S rank wind techs or above the next turn
- User has to wait 2 turns between each use

♠ Approved ♠
I made edits.
 
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Gobi Gobletsson

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Re: Custom Jutsu Submission

(Kuchiyose no Jutsu: Chocobo) - Summoning Technique: Chocobo
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Chocobo is a basilisk the size of a good sized stallion, with four-toed feet, scaled legs and large webbed wings, and a scaled neck long neck. It carries a long and sharp beak, and beautiful crest head. At every joint, the back side of the legs and the chest, feathers emerge in dull yet calm colours. Running down from head to tail, webbed spikes emit. On the back inbetween the wings of the beastie, a saddle is desgined for the summoner to sit in, along with riding harness. Chocobo is fast and verstile, capable of both high speeds running and flight. With its inheriented ability, it's able to spread a venemous poison, however unlike its other family members, Chocobo is capable of unleashing a plume of poison from the pores of each webbed wing. Inhalation of the poison would kick in after two turns, making the affected, incapable of using their maximum power thus restricting affected targets to two jutsus per turn for the rest of the battle. Explusion of venom however can only be used thrice a battle, and stays on the field for two turns(C-rank). While Chocobo carries a poison, its main feat lies in his swiftness, quick on feet and in air(x1.5 its owner), easily able to out-maneuvering incoming techniques and projectiles either through quick dashes, or heavy flaps of its large wings. Of course, using this ability would count towards the 3 turns per move. Chocobo stays 5 turns unless dispersed. Chocobo's scales have proven resistent against Taijutsu, being unharmed from A-rank and below, whilst facing Ninjutsu(Elemental or not), they have been shown durable enough to deflect B-rank and below.
~ Visual presentation
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✦ Declined, 4 turns at the most. Also, the speeed, is that in relation to the user's base speed, or current speed when summoned? Needs to be clarified ✦



(Hachimon/Baikingusutairu: Mirenia no Sleipnir no Jigen Chāji) - Eight Gate/Viking Style: Sleipnir's Dimensional Charge of Millenia

Rank: S
Range: Short - Long
Type: Supplementary/Offensive/Defensive
Chakra: N/A
Damage: 8o
Description: Mirenia no Slipnir no Juigen Chaji is also known as the Time Traveller who comes and passes, a technique which is bestowed only to the mightiest Taijutsu users, such as practitioners of the Hachimon no Tonkou. Through the activation of the Gate of Wonder, also known as the Seventh Gate, the user will utlilize the speed and overall prowess gained, and execute a deceptive downward haymaker punch, while the punch itself is near invisble to the naked eye, by augmentating the limb in use, the target will but see a simple haymaker being made, while in reality the user have already executed and performed Eight in a total, in conjuction with the first. Despite the simplicity in this, it carries high compexity in its desired result. With the tremendous power put in use anywhere on the field pressurized winds are cast, dictated outwards and then in downards direction following the Haymakers' traces.
The speed and the highly compressed air are so extreme that when combined and comes as an aerial attack the space within the immediate vicnity is disorted forming slightly invisible air cylinders, which exceed the speed of sound effectively creating several sonic-booms that explode outwards in a shock-wave like effect following the cylinders. In a total eight of these are released each, equivelant to an A-rank Technique. The power released upon impact is strong enough to break the structure of the Earth into bits, essentially affecting and producing an omni-directional crater up till mid range from where the cylinder struck the ground. leveling every organism that was standing near the vicinity of the attack.
~Must be EIGM to perform.
~Can be used twice per battle.
~Due to the immense stress placed on the users body, he is not able to perform techniques above S-rank on the same and the following turn.
~The Muscles in the users arm will rip after 2 uses, and as such he the arm will be limp the rest of the battle (e.g. moving it, punching, hand signs, and any Taijutsu that involves the use of the specified arm will be more difficult) unless he is healed.
~Need to be an EIGM to use and have at least the 7th gate open

✦ Declined, this is too much to be an S rank, it'd be an F rank and as such, can only be used once, meaning you would need to redo your restrictions. Also, the part where it says the 8 attacks qould be equivalent to an A rank technique is off; if this was an S rank, it'd be equivalent to an S rank attack. Also, regarding the crater, is an enemy is not directly hit by this but is within mid range, what happens to them? How much damage does this wave/crater create if hit by it? ✦
(Kuchiyose no Jutsu: Chocobo) - Summoning Technique: Chocobo
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Chocobo is a basilisk the size of a good sized stallion, with four-toed feet, scaled legs and large webbed wings, and a scaled neck long neck. It carries a long and sharp beak, and beautiful crest head. At every joint, the back side of the legs and the chest, feathers emerge in dull yet calm colours. Running down from head to tail, webbed spikes emit. On the back in between the wings of the beastie, a saddle is designed for the summoner to sit in, along with riding harness. Chocobo is fast and versatile, capable of both high speeds running and flight. With its inherited ability, it's able to spread a venomous poison, however unlike its other family members, Chocobo is capable of unleashing a plume of poison from the pores of each webbed wing. Inhalation of the poison would kick in after two turns, making the affected, incapable of using their maximum power thus restricting affected targets to two jutsus per turn for the rest of the battle. Explusion of venom however can only be used thrice a battle, and stays on the field for two turns(C-rank). While Chocobo carries a poison, its main feat lies in his swiftness, quick on feet and in air(x1.5 the average Kage ranked ninja's base speed on land and twice as fast as the average kage ranked ninja while flying[/B]), easily able to out-maneuvering incoming techniques and projectiles either through quick dashes, or heavy flaps of its large wings. Of course, using this ability would count towards the 3 turns per move. Chocobo stays 4 turns unless dispersed. Chocobo's scales have proven resistent against Taijutsu, being unharmed from A-rank and below, whilst facing Ninjutsu(Elemental or not), they have been shown durable enough to deflect B-rank and below.
~ Visual presentation
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♠ Pending, leaving for another mod ♠
I ride my chocobos hard. And feed it stuff. (Too much FFXIV.)

✦ Approved ✦
 
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Tsuki

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Re: Custom Jutsu Submission

(Katon: Hi no Kimagure) - Fire Release: Whim of Fire
Type: Supplementary/Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50
Damage: 90 (20 to user)
Description: The user releases fire chakra from all of their 361 tenketsu in a surge which then proceeds to exit the body in a burst. Once the chakra is exposed to the outside, it will quickly expand outwardly (short range radius), taking the form of flame rays, as it progressively gains nature form properties. If confronted with a wind technique from the very beginning of its release (meaning at short range vicinity), Whim of Fire will simply overpower the wind technique, and continue expanding outwardly, rendering said wind technique useless. The amount of chakra released in a burst from the user would be highly concentrated in large quantities, so much so that it’ll create a flash of chakra that causes temporary blindness to dojutsu and sensory users’ chakra perception for said turn. Finally, the rays of flames, once formed, are launched by the user in the form of successive beams toward his/her desired target(s). Those rays of fire can be directed to attack enemy target(s) from different angles, as in, they can have spiraling/arch-like trajectory.

Note: Once per battle
Note: No fire technique the same turn
Note: No fire technique above A-Rank the following 2 turns
Note: Due to chakra exhaustion, can only perform one other jutsu during same turn

♠ Declined ♠
I'm having a hard time seeing exactly how this is F-Ranked. As far as I can read, it just sounds like concentrated fire being released in all directions, nothing too special. <_<



(Illustration of technique when released: )


(Suiton: Secchakuzai Joushou Tama) - Water Release: Adhesive Rising Spheres
Type: Supplememtary/Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs 3 hand seals as they send their suiton based chakra to a water source, spreading their chakra in it. They then control their chakra to blend with the water forming countless spheres of water which then turns into a sticky, adhesive liquid in a similar manner as Water Style: Starch Syrup Capture Field. Those spheres of adhesive water begin to rise from below the water source's surface each sphere large enough to imprison an average sized shinobi's arm or leg inside of it by overwhelming it. They rise up towards the sky up to mid range from the water source's surface. That is only the case for those spheres which did not get attached to something larger than themselves. As they rise up, more and more spheres begin to stick with eachother as they turn into larger spheres which then becomes heavier. Once the maximum height is reached, all the adhesive liquid spheres which have overwhelmed something will compress themselves slightly crushing whatever's inside of them as they then fall back to the water source. This technique, from its beginnig, will partially incapacitate targets who gets in contact with the adhesive liquid spheres because of the spheres overwhelming different parts (normally limbs) of their body. When multiple sphere overwhelms parts of the same target's body they then fuse with eachother to finally engulf the target entirely.

Note: Usable twice per battle
Note: Requires a large water source (lake, river, ocean, etc)
Note: No water techniques in the same turn, no water techniques above S-Rank for 3 turns
Note: For the technique to carry on and happen, the user needs to keep focusing on it otherwise it will end mid way


 Approved 
- Update (also changed jutsu name) -

(Suiton: Rankā Uteki) - Water Release: Rancorous Rain Drops
Type: Supplememtary/Offensive
Rank: S-Rank/A-Rank
Range: Short-Long
Chakra: 40/30 (+10 if jutsu lasts for another turn)
Damage: 80/60
Description: The user performs 3 hand seals as they send their suiton based chakra to a water source, spreading it in the area they wish to affect. They then control their chakra to blend with the water forming many compressed spheres of water, each sphere similar to that of Water Release: Gushing Water Imprisonment (in shape, not size). They are made one above another (underneath the water source) and are spread across the water source according to how the user wishes. If the water source happened to not be a particularly large one, then the entire water source will be used in order to perform the technique. The jutsu would however, in that case, be of A-Rank power due to lack of water. Each sphere, while being formed, receives the properties of a sticky, adhesive liquid similarly to Water Style: Starch Syrup Capture Field. Because of that, the spheres won't loose their form even if the user stops concentrating/channeling chakra onto them. Those spheres of adhesive water are immediately, after having been made, sent in a burst to elevate at great speed (trackable with normal eyes) out of the water source and towards the sky. Each sphere is large enough to imprison an average sized shinobi's limb by overwhelming it. They reach up to mid range height from the water source's surface. That is only the case for those spheres which did not get attached to or overwhelmed by something larger than themselves. As they're launched up, more and more spheres begin to stick with eachother as they turn into larger spheres which then becomes heavier. The user can then perform an additional tiger hand seal, causing all the adhesive liquid spheres which have overwhelmed something to compress themselves, crushing whatever's inside of them as they then fall down. This technique, from its beginning, will partially incapacitate targets who gets in contact with the adhesive liquid spheres because of the spheres overwhelming different parts (normally limbs) of their body. When multiple spheres overwhelm different bodyparts of the same target they then fuse with eachother to finally engulf the target entirely. The adhesive spheres remain on the terrain for a certain duration without the user's need to keep channeling chakra onto them because they are adhesive enough to keep their form, even if for a limited period of time. These spheres will take two complete turns in order to fall back to surface again.

Note: Usable twice per battle
Note: Requires a water source
Note: Will be S-Rank in a large water source, A-Rank in average-sized ones
Note: No water techniques in the same turn, no water techniques above S-Rank for 3 turns
Note: Spheres remain until the user decides to compress them or for a maximum of 2 turns
Note: Compressing the spheres doesn't count as a move if done in the same turn but will count if compressed in another turn

♠ Declined ♠
I really don't see a reason for this update. It kind of just made it more powerful, not unique, which is not the point of an update.
 
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-Albel-

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Re: Custom Jutsu Submission

(Metion: Doragon Otakebi) Dark Release: Dragon's Roar
Type: Defensive/Offensive
Rank: S-Rank
Range: Short(Defensive), Short-Long(Offensive)
Chakra: 40
Damage: 80
Description: The user will begin releasing a large amount of dark chakra from the markings on both palms to where it surrounds the user in the form of a purple transparent barrier that is the shape of a dragon's head. The barrier follows similar principles to Dark Release: Inhaling Maw, which allows it to be able to absorb S-rank Raw Chakra, Fire, Wind, and Lightning, as well as B-rank Water jutsus within reason. Has no effect on Earth jutsus at all. When the barrier is hit by one of those and absorbs the physical and spiritual properties of said jutsu the barrier will then begin to turn light blue in color and will shoot off towards the opponent as a blue flaming dragon's head. The dragon's head shoots off with enough force that if contact is made not only will the opponent suffer from serious burns but also intense internal damage such as ruptured organs and broken bones. The user is able to move freely around the battle field as the barrier will follow, keeping the user at the center of it.
- Can only be taught by Albel
- Can only be used twice and must wait two turns after the barrier has vanished before using it again
- The barrier lasts for 2 turns until hit or the user decides to remove it
- While active the user may only use A-rank and below Dark jutsus as well as the elements that make up the KG: Fire and Lightning
- As this technique both absorbs the technique and then releases it, takes up two jutsu slots per turn

♠ Approved ♠
Interesting. Made edits pertaining to the Dark Canon release.


(Metion: Giji Oni Uyuko) Dark Release: Pseudo Demon Wings
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40(-10 per turn)
Damage: 80
Description: After having absorbed the spiritual and physical properties of a jutsu the user will release dark chakra from the markings on both of his palms, to where the dark chakra moves towards his back in the form of large demonic wings with four medium sized purple orbs(basketball sized) of dark chakra located on the inside of the wings. Two orbs on each wing. The user then using his hands in a swinging motion will have all the orbs or one at each time shoot out from the wings and towards his target(s), where he will by using his hand or hands depending on how many he releases at once(one hand for one orb or both hands for more than one) be able to control the flight path of the orb(s). Upon impact, the orbs have enough force behind them to brake bones and knocking the opponent backwards as the orb(s) erupt into a maelstrom of violent flames that reach up to short range, but have S-Rank power..
- Can only be taught by Albel
- Must have absorbed a jutsu before hand through the regular or advance version of Inhaling Maw
- Can only be used twice and must wait four turns before using again
- The wings do not give the ability of flight
- While in use the user can not use any other dark jutsus
- The wings stay active till all four orbs have been released but at the cost of the some of the users chakra each turn they remain

What it looks like:
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♠ Approved ♠

(Suiton: Hisan Mizu Suzume) Water Style: Flying Water Sparrows
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40(+20 when used with a lightning jutsu in conjunction)
Description: Through the use of a nearby water source or by sending water chakra into the air around the user, the user will form a single hand seal and form five dense water orbs anywhere around him within short range. As they appear, the user will change the shapes into five water sparrows with extremely sharp beaks where the sparrows will begin to spin around rapidly, and with a single swaying motion of the user's hand the spinning water sparrows will shoot off towards their target(s). The spinning of the sparrows increase their speed and piercing strength of their beaks to allow them to pierce right through their targets with precise accuracy. If the user uses a lightning jutsu in conjunction with the water sparrows he will be able to increase their power as well as giving them a paralyzing ability to where the area that is pierce becomes completely numbed.
- Can only be taught by Albel
- Can not be used in consecutive turns

♠ Declined ♠
Need a few clarifications. Do all five of these focus one target or can they split? Also, about how large?
 
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Littlefinger.

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Re: Custom Jutsu Submission

Kuchiyose no Jutsu: Tichūba | Summoning Technique: Tituba
Rank: A
Type:Supplementary
Range:Short
Chakra Cost: 30
Damage Points: N/A
Description: Tituba is a female spider of the mouse spider species. She is black in colour with distinctively bulbous head and jaw regions. Her carapace is smooth and shiny, with her eyes spread across the front of the carapace, not closely grouped. This gives her a wide semi-spherical vision that keeps her front and sides in sight at all times. However, like all spiders Tituba is vibration-sensitive and is able to detect the quietest movements and air flow as well as sense, taste and smell others with the hairs on her body. Her spinnerets are shorter than that of regular spiders and her last segment domed and button-like. Tituba is large enough to carry two people on her back and is capable of walking on solid surfaces even upside down, climbing easily up difficult surfaces such as trees, is capable of producing a sticky Web from its abdomen (like a normal spider) but also spit it from glands near its mouth, which adds to the venom it can deliver through bites. She has large hard fangs which can cause deep painful bites. The bite symptoms start early, beginning with tingling around the mouth, twitching of the tongue, profuse salivating, watery eyes with drooping eyelids and double vision, sweating and muscle spasms. Hypertension and an elevated heartbeat occur resulting in respiratory distress which may be very severe and potentially lethal. The venom/poison of Tituba's bite is B-rank. She is a fierce fighter in battle, not afraid to go all-out even against enemies she knows she has little or no chance against. “Better to die fighting, than to die running.” and “Better to die pugnacious, than to die a quitter.”, are two of her most used quotes. She is able to use all spider techniques and Earth up to A-rank. In relation to the natural ability of mouse spiders to burrow into the ground, Tituba is capable of concealing itself and navigating underground, even if it's under the effects of an A-Rank technique. On entering into the ground, Tituba may leave a few webs that extend outwards like the Spider Web Area technique, alerting her of approaching opponents and also help with surface navigation while travelling through the ground. Tituba is unaffected by attacks B-rank and below and is a fast-mover. At anytime, she can release can quickly release an egg sac full of spiderlings roughly the size of a small dog which is used to produce the Rain of Spiders technique. In her case, the web spun by her spiderlings are A-rank in strength and the sac contains 30 spiderlings. These spiderlings like their mother are capable of burrowing into the ground and resurfacing at will and can also bite targets and inject their venom, albeit a milder one than Tituba's. Their bite spots become very itchy within seconds of the bite, distracting the target as the venom induces paralysis.
#Stays four turns once summoned.
#Tituba can only be summoned by Littlefinger. and those he deems fit (i.e those he teaches).
#Can only be summoned once and only by bios that have signed the Spider Contract.

♠ Declined ♠
Need a few things clarified. First of all, you say her bite is B-Rank, but can have potentially lethal effects. Please emphasize on this aspect during a fight. Clarify her speed, and also, put a limit on her various abilities.


Kumo no āto: Irakusa | Spider Art: Stinging Nettles
Rank: A
Type: Offensive | Defensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Irakusa is a technique that stems from a special ability that allows spiders to defend themselves at the moment of danger. The spider briskly rubs their hind legs against the opisthosoma (abdomen) throwing the urticating bristles in the direction of the enemy. The cloud of small bristles on contact with the target's skin will get into the mucous membrane of the target and cause edema (severe cutaneous swelling on contact areas), which can be fatal. These bristles also cause allergic skin reactions which manifest as inflammation, painful rashes and itching, and have been likened to sharp shards of fiberglass. After kicking urticating bristles, the spider will have a bald spot on its abdominal region but the urticating hairs grow back under 1 turn, allowing the spider to use it again.
#Usable by all spider summons.
#Require Littlefinger.'s permission to use this with your spider summons.
#Usable twice per battle.



♠ Declined ♠
Uhh, a long range insta-kill that is hard to detect or counter...? <_<'
 
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Imperfect

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Re: Custom Jutsu Submission

(Shirahadori) Blade Grasp
Type: Defensive
Rank: B-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description: Shirahadori is a basic Taijutsu technique based off of a traditional practice called "Shinken Shirahadori", otherwise known as "Live Blade Catching". The user pays great attention to the opponent's stance and the way they are holding their blade, and as the opponent starts to swing their blade, the user will pay attention to the enemies hand movements, as they reveal exactly where they wish to cut. Once the enemy starts their attack, the user will deftly list their hand('s) up and "catch" the blade. If the user is specialized in Basic Taijutsu they will have enough physical strength to only require one hand to catch the blade (for instance, by grabbing the blade between their fingers and thumb), otherwise they must use both hands (catching the blade between their palms), examples of both are given below. This technique can only be used against a normal, physical sword, even if they are enhanced in some way. For example, if used on a Blade enhanced with (Kusanagi no Tsurugi: Chidorigatana) - Grass Cutter Sword: One Thousand Birds Katana, the user can stop the blade, but they will still feel the numbing effects of being in contact with the blade, while a sword created from an actual element, like with (Raiton: Inazuma ken Fudou) - Lightning Release: Lightning Blades Levitation, will not be affected by this technique, as even though the swords have a physical form for cutting, they lack the same tangibility as a normal sword.

Note: Can only be used 4 times per battle.
Note: Can only be taught by x iiiMPerFeCT.

One Handed Shirahadori
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Two Handed Shirahadori
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♠ Pending, leaving for another mod ♠
✦ Declined, I can't approved this. Too OPed as you can use this virtually against any taijutsu/kenjutsu attack. ✦
 
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Khallil

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Re: Custom Jutsu Submission

(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....♦
(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 it is a few meters smaller than the wood human, 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 ten tentacles surrounding its supposed mouth, which reach his chest. 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 same length as the distance between his mouth and his knees 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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You must be registered for see images

♠ Approved ♠

(Mokuton: Suiei no Ki) - Wood Release: Swimming Wood
Type: Offensive/Defensive/Supplementary
Rank: A-Rank
Range: Short - reach)
Chakra: 30(Mokuton: Cthulhu no kōru) - Wood Release: The Call of Cthulhu
Damage: 60
Description: This jutsu is similar to the Greater Wood Technique, but the wood structures can only be created out of the water.
-Can only be taught by Khallil
-This can only be used 3 times in a battle

♠ Declined, do not resubmit ♠
Regular Wood techniques can do this and it's not always logical for Wood structures to be created on water only.


(Mokuton: Mokuzai no Asashin) - Wood Release: The Assassin of the Wood
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 50 (-15 per turn)
Damage: 90 (-100 to user upon activating, -30 each turn)
Description: The user performs the Snake>Tiger hand seals and creates a (black) wooden armour, covering the body. This armour gives the user agility-based powers and is specialized for assassinating. The armour is made out of many segments, and those segments make special small movements and vibrations when the user is moving, so he's making no sound. Not just that, the armor is also made so that the user's speed increases to Lee's 2nd Gate speed and he's being able to jump almost 2 times as high as usual. The user has also a small, thin wooden sword. The sword can turn into 4 vines which can extend up to 2 meters. The user can also shoot wooden senbons out of his belt, these are as strong normal senbons. The armour has a special chakra structure so it can easily blend with any wooden structure, so by channeling chakra, the user can blend through i.e. a tree upon contact.
-Can only be taught by Khallil
-Can only be used once in a battle
-Lasts for a maximum of 3 turns.
-The user could try to maintain this jutsu for 4 turns (by performing the Snake?Tiger hands eals when it's about to deactivate), but he will die afterwards.
-This technique is a forbidden jutsu, because the armour has a special chakra structure to be able to make the small vibrations, move faster, blend with trees, but it uses the chakra of the user of the whole surface of the body.
-Due to huge chakra strain, the user will lose 100 damage points upon activating it and he will lose 40 damage points every turn it's maintained.
-The user can only use wood, water and earth elemental jutsus while this technique is activated.
-The user will lose 15 chakra points every turn this jutsu is maintained.
-The user can't blend longer than 3 seconds with a wooden structure.
-When the sword is destroyed, it cant be reformed.
-The user can shoot a maximum of 3 senbons at a time, and it has a 5 seconds cool down.
-The 3rd turn of maintaining the jutsu, the user's speed will decrease to Lee's 1st Gate speed and he'll be able to jump 1.5 times as usual.
What the armour looks like
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♠ Declined, do not resubmit ♠
Uhhh, yeah. <_<' No one will approve a technique that allows you to move up to EIG speeds.
 
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Cursed Prince

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Re: Custom Jutsu Submission




Kādo no Shinigami: Kādo no Hontō no Jakku | Reaper of the Cards: True Jack of the Cards
Type: Offensive
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: This is one of the core abilities of the style and requires very precise chakra control. By channeling chakra into a card of the user's desire, the user can manifest the chakra into the form of the upper body of a large Joker-like entity the originates from the card, giving it a flying ability. With just the upper body of the joker, it is easily 6 feet tall. The joker wields a larger version of the scythe the user wields. Once it is formed it will swing or stab an opponent with it's scythe. Being a technique used for assassination it is quite stealthy, seemingly using the Silent Homicide Technique when it attacks and moves at a speed matching the user. This is able to be used on up to 2 cards, the power between each would be split. It has a short range reach when it attacks.
~Can only be used 5 times per battle
~Must know the Reaper of the Cards
~Can only be used once in the same turn

✦ Declined, flying? No, your CFS doesn't allow flying like joker entities. Also, the moving at the user's speed is something that can be abused, and makes little sense in correlation to the abilities of your style. You use chakra enhanced cards that materialize figures from them for attacking purposes. This doesn't boost their general speed at all ✦
Kādo no Shinigami: Kādo no Hontō no Jakku | Reaper of the Cards: True Jack of the Cards
Type: Offensive
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: This is one of the core abilities of the style and requires very precise chakra control. By channeling chakra into a card of the user's desire, the user can manifest the chakra into the form of the upper body of a large Joker-like entity the originates from the card. With just the upper body of the joker, it is easily 6 feet tall. The joker wields a larger version of the scythe the user wields. Once it is formed it will swing or stab an opponent with it's scythe. Being a technique used for assassination it is quite stealthy, seemingly using the Silent Homicide Technique when it attacks and moves quickly. This is able to be used on up to 2 cards, the power between each would be split. It has a short range reach when it attacks.
~Can only be used 5 times per battle
~Must know the Reaper of the Cards
~Can only be used once in the same turn

✦ Approved ✦
 
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Drāgy

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Re: Custom Jutsu Submission

Updating:

Suiton/Katon: Nenshō-sei Serenāde | Water/Fire Release: The Combustive Serenade
Rank: S
Type: Offensive
Range: Short/Medium/Long
Chakra: 40
Damage: 80
Description: The user will perform two handseals, charging water chakra through dust, sand or other earthen materials located on the ground, erupting exactly four gargantuan swans around the target, in four different locations, North, East, South and West. In essence, each swan will be equal to B rank and composed out of sticky water, having very dense, viscous and adhesive quality similar to that of Water Release: Starch Syrup Capture Field, but likewise the solid substance of earth. After the creation of the swans, the user will magnificently smash them against his target with great force. Alternatively, the user can anytime cause them to explode outwards by charging fire chakra on the swans. Upon explosion, they are going to release a very large quantity of hot, sticky swamp. It will be hot enough to inflict serious skin damage upon contact with the target that will suffer serious injuries, which are classified as second degree burns. In essence, the user can likewise control the movement of the swans with the need for hand gestures.
*No water or fire release techniques above S-Rank in the same turn*
*Requires a break of two turns in between usage*
*Can only be used thrice per battle*

*Only Drāgy can teach this*

☼ Declined ☼

What's the purpose of the earthen materiel and substance? It seems like you're trying to make this tri-elemental without actually saying its three elements.

Doton/Katon: Nenshō-sei Serenāde | Earth/Fire Release: The Combustive Serenade
Rank: S
Type: Offensive
Range: Short/Medium/Long
Chakra: 40
Damage: 80
Description: The user will perform two handseals, charging earth chakra through an earthen material located on the ground, erupting exactly four gargantuan swans around the target, in four different locations, North, East, South and West. Furthermore each swan will be equal to B rank and composed out of sticky mud, having very dense, viscous and adhesive qualities, similar to those of Earth Style: Swamp of the Underworld, but likewise the solid substance of earth. After the creation of the swans the user can agilely smash them against his target with great force. Alternatively, the user can anytime cause them to explode outwards by charging fire chakra on the swans. Upon explosion, they are going to release a very large quantity of hot, sticky swamp. It will be hot enough to inflict serious skin damage upon contact with the target, leaving the person in pernicious pain as well as suffering serious injuries, which are classified as second degree burns. In essence, the user can likewise control the movement of the swans with the need for hand gestures.
*No earth or fire release techniques above S-Rank in the same turn*
*Requires a break of two turns in between usage*
*Can only be used thrice per battle*
*Only Drāgy can teach this*

♠ Pending, leaving for another mod ♠
✦ Declined, how big is the explosion collectively? 5 meters? Mid range? Also, this is a dual element attack and thus requires 2 jutsu slots per turn. ✦
 
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Re: Custom Jutsu Submission

Suiton: gyaku uteki| Water release: reversed raindrops
Rank: A-rank
Type: offensive
Range: mid- long
Chakra: 30
Damage: 60
Description: The user makes two handseals and then flow his or her chakra into the ground beneath the target(usually up to seven meters around and beneath the target).After the chakra gets beneath the target, the user shapes and nature manipulate the chakra into countless water needles that erupts from the ground and go upwards reaching up to thirty meters.The needles pierce anything in their range(following elemental strengths and weaknesses).The needles then turn into normal drops of water and fall back to the ground.
Note: can only be used twice
Note: requires one turn cool down
Note: can also be done on a water source
Note: can only be taught by shino500

♠ Pending, leaving for another mod ♠
✦ Declined, has been done before. ✦
---
Suiton: kami no hogo| water release: God's protection
Rank: F-rank
Type: supplementary
Range: short from user(attacks gets up to mid range)
Chakra: 50(To summon) -15 per turn
Damage: -20 to user,40 to target for each landed attack
Description: The user cuts their left palm to let their blood drop in a water source.The user then makes four handseals while releasing their suiton chakra into the water source,the user will then shape manipulate the water to form a water human(same thing as wood human but made of water and carries a shield and cane made of water).The water human can attack a target with the cane which is seven meters long and equivalent to an s-rank water technique.The water human's shield is also equivalent to an s-rank water defense.Before the Water human turns back to a normal body of water,the user can choose to make it shoot spikes from the shield.
Note: can only be used once
Note: lasts for four turns
Note: user cannot perform any technique while this is active
Note: after the water human ends,the user can not perform techniques that requires more than four handseals for the next four turns
Note: making the water human shoots the spikes ends the technique
----

♠ Declined, do not resubmit ♠
Uhh, no. This is way too reminiscent of a summoning technique, and you can just use a clone in this instance...
 
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Adachi

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Re: Custom Jutsu Submission

Here goes...

I'm sorry for how long it took. Life, midterms, insufferable people...yes. Vengeance has been delivered today. I was only...one month and two days late. Only.

Again, remaining techniques will be checked as soon as Chris is sober again. You folks know the deal - it's open for a new cycle of three techniques per user for one week counting from today or until the new marker is posted. So one cycle is one week, but one week is not necessarily a cycle. Read the markers to be sure you're not bypassing the rules and take note that you may only post between markers. Post your technique, edit it until the time limit is over and then pray to DKD (I kid) and your nearest coffee store. By the way, Starbuck's is a rip-off, if you haven't realized by this point. So are most places. Moral of the story: Buy your own aeropress and make your own dang coffee.

Anyways, it's nearly 5 a.m. here. And I'm tired as always (surprise, surprise!). Have at it, the lot of you crazy...you know what, I can't even...
 
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Naruto.

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Re: Custom Jutsu Submission

-Removed the water bit-

(Mokuton: Uragiri umare) | Wood Release: Born Treacherous
Rank: S
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 40(+30 for using the roots offensively)
Damage Points: N/A(60 for using the roots offensively)
Description: With a single handseal, using his ability to manipulate the roots, the user manipulatates the roots underground to spread out throughout the ground, to hold the earth firmly. The roots actually form a network underground and also extend above the ground, forming a jungle-floor like terrain. The roots hold the ground so tight, making it impossible to move, and as such prevents both the user and the opponent to use any techniques that alter/move the ground (upto S rank) like creating the S ranked Golem, creating spikes, raising the ground etc.. However, techniques like the swamp of the underworld that change the physical properties of the soil will still be possible, as long as they follow the laws of physics. With a single handseal, the user can manipulate the roots above the ground to attack the opponents like using a whip. The roots are all atleast 15 meters in length, (with the power of A rank, consuming 30 chakra and dealing 60 damage; counts as a move) but with varying thickness.
Notes:
- The user can, if he wishes, create the roots in such a way that it does not hold up the earth, allowing both him and the opponent to perform techniques that involve earth.
- Can only be used once per battle with a two turn cooldown.
- No wood jutsus above S rank in the same or next turn.
- No earth jutsus above S rank in the same or next turn.
- Can only be taught by Nāruto.

☼ Approved with some edits ☼
Updating:
-removed some words and added some-

(Mokuton: Uragiri umare) | Wood Release: Born Treacherous
Rank: S
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 40(+30 for using the roots offensively)
Damage Points: N/A(60 for using the roots offensively)
Description: With a single handseal, using his ability to manipulate the roots, the user manipulatates the roots underground to spread out throughout the ground, to hold the earth firmly. The roots actually form a network underground and also extend above the ground, forming a jungle floor like terrain. The roots hold the ground so tight, making it impossible to move, and as such prevents the opponent to use any techniques that alter/move the ground (upto S rank) like creating the S ranked Golem, creating spikes, raising the ground etc.. However, techniques like the swamp of the underworld that change the physical properties of the soil will still be possible, as long as they follow the laws of physics. With a single handseal, the user can manipulate the roots above the ground to attack the opponents like using a whip. The roots are all atleast 15 meters in length, (with the power of A rank, consuming 30 chakra and dealing 60 damage; counts as a move) but with varying thickness. Also, the user can re-grow roots if partially destroyed from the remnants of roots, 2 times per battle, counting as a move.
Notes:
- The user can, if he wishes, create the roots in such a way that it does not hold up the earth, allowing both him and the opponent to perform techniques that involve earth.
- Can only be used twice per battle with a two turn cooldown.
- No wood jutsus above S rank in the same or next turn.
- No earth jutsus above S rank in the same or next turn.
- Can only be taught by Nāruto.

☼ Declined ☼

Leave it as is.


New submission:

(Katon: Hai Uzubakuhatsu) - Fire Release: Ash Vortex Explosion
Rank: A
Type: Offensive
Range: Short-Long(Short range of the opponent)
Chakra Cost: 30
Damage Points: 60
Description: A variant of Asuma's Ash Pile Burning. Following the same procedure as that technique, the user weaves the Tiger->Ram handseals and claps his hands, sending his Fire chakra to the atmosphere, materializing a dense cloud of superheated ash, which is shaped like a vortex, about 2 meters in height. Even the slightest contact with the ash can burn the opponent severely, inflicting 3rd degree burns and contact with the eyes renders the opponent blind. Similar to the technique, the ash vortex stays in the atmosphere for one turn. After forming the vortex, the user makes a hand gesture, after which it reforms into a thousand needle like structures which pierce the opponent, inflicting blunt force damage, although the main use of the ash needles are to inflict burns on almost every point of the body. Otherwise, after weaving 2 handseals, the user can make the ash vortex explode, creating a giant explosion which kills the opponent instantly, and if the user is in short range of it, it can kill him too.
Notes:
- Can be used thrice per battle.
- The user needs to know Ash Pile Burning to perform this.
- Needs a two turn cooldown between usages.
- No A rank or above Fire techniques the next turn.
- Can only be taught by Nāruto.
☼ Declined ☼

Are you smoking a cigarette and then converting that smoke into ash and releasing it into the sky to form the cloud, or are you just using fire chakra to materialize a cloud in the sky? If its the second one, change it to the first. Also if the cloud of ash is in the sky, why does exploding it do anything to the opponent? And remove the bit about killing them "instantly".
-Removed the part about killing them instantly and the explosion part, added some points and changed the technique name-

(Katon: Haino Kumono Shi) - Fire Release: Ash Cloud Death
Rank: A
Type: Offensive
Range: Short-Long(Short range of the opponent)
Chakra Cost: 30
Damage Points: 60
Description: A variant of Asuma's Ash Pile Burning. Following the same procedure as that technique, the user weaves a single handseal and converts the smoke of his cigarette into superheated ash and spews it out in the form of a circular cloud which surrounds the opponent, being 4 meters in width and 2 meters in height. Even the slightest contact with the ash can burn the opponent severely, inflicting 3rd degree burns. Similar to it's canon counterpart, the ash cloud stays in the atmosphere for one turn. After forming the cloud, the user makes a hand gesture, after which it reforms into a thousand needle like structures which pierce the opponent, although the primary use of the ash needles are to inflict major burns on almost every point of the body with pinpoint precision.
Notes:
- Can be used thrice per battle.
- The user needs to know Ash Pile Burning to perform this.
- Needs a two turn cooldown between usages.
- No A rank or above Fire techniques the next turn.
- Can only be taught by Nāruto.

☼ Approved ☼

Just removed the part where you called it "blunt force" damage, because its not. Blunt force is something like punching, but the needles here are piercing. No need to describe what type of damage it is, as its self-explanatory.

New submission:

(Higure) | Nightfall
Type:
Weapon
Rank:
S
Range:
Short
Chakra Cost:
40(-10 per turn to maintain it)
Damage Points:
N/A
Description:
A legendary sword named after the time of the day Madara died, this weapon was forged by Hashirama using his unique Mokuton KG. It was made of special Valyrian steel and special Wood and took him several months to make it. Thus the resultant was a longsword that was indestructible. It was created for utilizing Water, Earth and Wood Releases. Although, it could react to other elements. It is said that this special weapon was used by Hashirama to fight several wars and the weapon was revered as a sacred object itself, the wielder being the God Of Shinobi himself. Entire mountains of Earth were laid to waste with a single slash.

Abilities:

→Indestructible

Earth Release: Channeling Earth chakra through the sword would give it a brownish appearance and make it heavier by 2 times, however Hashirama bios wouldn't feel any weight change. Earth jutsus would gain a passive boost of +10 and the sword itself could be used a medium to sprout Earth jutsus. Stabbing it to the ground would shatter the Earth mid range from it and cut through it tearing it apart. The force alone would produce shockwaves through the ground and hinder enemies off balance. Pointing it toward the ground whilst channeling Earth chakra would form several thick spikes of Earth at once, which can be launched as projectiles toward the enemy, about 5 of them. All would strike at once, equaling A-Rank power and would shatter through Earth jutsus of B-Rank. Additionally, the user could simply use his sword to split Earth jutsus upto B-Rank.

Water Release: Channeling Water chakra through the sword would give it a blueish hue and a massive torrent of Water would be released from it, flooding entire battlefields, forming an ocean worth of Water. This could be used as a large water source for other Water techniques and would drown the opponent upon contact. The torrent is A-Ranked in strength and can overpower any B-Rank or below Water techniques. Water techniques gain a passive boost of +10. Similarly, the user could 'cut' through Water jutsus upto B-Rank and split them in exactly half.

Wood Release: Channeling Wood chakra through the sword would give it a greenish tint. The most powerful of all abilities, the user could use the sword to cut through Earth jutsus upto A-Rank. Also, the user could utilize the A-Ranked, Greater Wood technique with the sword as a medium, the technique gaining a +10 damage. Plus, the user could point the sword forward and absorb any Water jutsu upto A-Rank, Water being a natural weakness to Wood. Additionally, the sword can be wielded by the Wood Human oni(The S-Ranked technique) and could be used to level entire mountains with a sweep.

Notes:
→ Can only be taught by Nāruto
→ All the above mentioned techniques can be used twice per battle with a break of two turns in between with the exception of Wood Human wielding the sword, which can be used only once per battle.
→ The Mokuton abilities can only be used by a Hashirama bio.
→ Each technique counts as a single move.

Looks like this(for width and height reference):

You must be registered for see images

☼ Declined ☼

Entire mountains destroyed with a single slash? I know its hyperbole, but without the disclaimer along the lines of "Some say it can bla bla bla" that clearly shows its just hearsay, it makes it sound like you're adding that as an ability. Remove all the +10 damage parts. Why don't Hashirama bios feel the weight change? Even if he's using his chakra enhanced strength he would feel a weight change and be less agile with it than when normal weight. The stabbing it into the ground ability should have a rank and usage limit.

Was going to go through it and make suggestions, but you just have way too much here both in terms of number of abilities and strength of abilities.

DNR
 
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Re: Custom Jutsu Submission

(Raiton: Tōru no tondemonai ōra) | Lightening Release: Outrageous Aura of Thor
Rank: S
Type: Defend/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: It is a common knowledge that water is a huge collection of electric dipoles. By using polarities of charge, we can create an influence on it by making it move away or come near to the charge. Understanding this concept, lead to the development of this jutsu that would help the user to deflect the incoming water jutsus so as to avoid damage.
Attraction: The user concentrates a lot of raiton chakra in his body/ parts of the body. By manipulating his chakra, he concentrates a single polar charge around his body. This charge will force the electric dipoles in the water to align themselves and be attracted to the user's charge. This will help the user to attract water molecules from big sources of water, or from the mist or air in general and stick to his body. The amount of water that sticks to the body directly depends on the user's control and the amount of water present in the source.
Repulsion: Similar to attraction, the user will concentrate single polarity around his body. As and when a body of water comes closer to the user, he instantly changes the polarity so that the water is thrown away from the user's body. To deflect an incoming water of any rank, the user requires a polar charge of similar rank.
Combination: With precise chakra control, the user can constantly keep changing the polarity every millisecond to push and pull the molecules of water and in essence control the flow of water so as to meet his needs. This method requires the user to constantly feed in chakra as long as he controls the target water body by constantly changing the polarities, and so he cannot use anything except taijutsu during that phase.
Note:
+ This electric energy in itself does not cause any damage. Neither does it add damage when combined with other elements.
+ This jutsu can be performed on opponent's water jutsus
+ Cannot perform Raiton of above S rank in the same turn.
+ Can only be used twice.
+ Can only be taught by Azráel






☼ Approved ☼
Updating



(Raiton: Tōru no tondemonai ōra) | Lightning Release: Outrageous Aura of Thor
Rank: S
Type: Defend/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: It is a common knowledge that water is a huge collection of electric dipoles. By using polarities of charge, we can create an influence on it by making it move away or come near to the charge. Understanding this concept, lead to the development of this jutsu that would help the user to deflect the incoming water jutsus so as to avoid damage.

Attraction: The user concentrates a lot of raiton chakra in his body/ parts of the body. By manipulating his chakra, he concentrates a single polar charge around his body. This charge will force the electric dipoles in the water to align themselves and be attracted to the user's charge. This will help the user to attract water molecules from big sources of water, or from the mist or air in general and stick to his body. The amount of water that sticks to the body directly depends on the user's control and the amount of water present in the source.
Repulsion: Similar to attraction, the user will concentrate single polarity around his body. As and when a body of water comes closer to the user, he instantly changes the polarity so that the water is thrown away from the user's body. To deflect an incoming water of any rank, the user requires a polar charge of similar rank.
Combination: With precise chakra control, the user can constantly keep changing the polarity every millisecond to push and pull the molecules of water and in essence control the flow of water so as to meet his needs. This method requires the user to constantly feed in chakra as long as he controls the target water body by constantly changing the polarities, and so he cannot use anything except taijutsu during that phase.

Further research also showed that manipulating entities that are soaked in water (like paper, cloth, ropes etc.) is also possible. This is done by manipulating the water molecules present in them the way the user wants and thereby indirectly controlling the entity. For example, a cloth can be pushed or pulled, if the user soaks the cloth in water.
Note:
+ This electric energy in itself does not cause any damage. Neither does it add damage when combined with other elements.
+ This jutsu can be performed on opponent's water jutsus.
+ Cannot perform Raiton of above S rank in the same turn.
+ Can only be used twice per battle/thrice in an event.
+ Can only be taught by Azráel

☼ Declined ☼

Leave it as is.






(Suiton: Minikui ōrudokamereon no ninshiki) | Water Release: Perception Of An Ugly Old Chameleon
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Inspired by how the Senseis used a paper and asked their students to channel their chakra so as to assess a Shinobi's elemental affinity, this jutsu uses the same concept to know what elemental chakra the shinobi is molding, the knowledge which he could use as an advantage in the battlefield. The user begins by channeling his chakra into the water molecules present as moisture in the battlefield around his opponent. These water molecules gain similar properties to that of these special papers used by Senseis; in a sense that they change their color when the opponent moulds chakra of a particular element. So for example when the opponent moulds his Lightening chakra, the opponent will have a yellowish shroud around him. When he moulds his Wind chakra, he will have a greenish shroud around him etc. For customs elements or KGs, the opponent will have a mixture of those colours. For example when the opponent moulds his wood chakra, he will have a shroud of bluish brown that represents Water and Earth. The water molecules themselves cause no damage whatsoever and stay as long as the weather conditions allow it.
Note:
Can be used 4 times
Can only be taught by Azráel

☼ Declined DNR ☼








(Kage no Sentō: Akuma no fujiyū āmuzu) | Shadow Combat: Crippled Arms of a Demon
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: This is one of the basic abilities that the practioners of Shadow Combat learn when they are introduced to the fighting style. A text book ability that it is, it involves using the user's shadow to shape manipulate it to form huge grey-black demonic hands that emerge from the user's body. The user channels his shadow chakra throught his body before releasing it from the sides of his body and back, to create huge arms that extends from the body. The arms are larger than normal human hands (twice their size) and are located two on the user's either sides and four on his back. The arms being composed of shadow chakra, are made quite strong; in a sense that they have similar properties of strength like "Earth Spear Technique" enabling them an upper hand in close range combat. Using a technique to pierce or destroy the arms would be quite difficult, and would require techniques of higher ranks (following elemental strength and weakness). The hands are all webbed, allowing the user to swim in water at very high speeds. The user can easily compete the fastest mammals in water, thanks to these additional limbs. The user can also spread out these webs when in air, allowing the user to glide in air for some time (2 turns) before landing back to safety. Each hand can easily cover up the user's half body, protecting him against the opponent's techniques. An extention of this jutsu is that, once the user has created the arms, the user can form a single handseal (30 chakra; 60 damage) to release hundreds of tendrils from these hands that can be used to bind the opponents in place, grab and throw them or simply pierce their body.
Note:
Arms last for 3 turns.
Can only be used thrice.
Can only be taught to Shadow Combat Students

☼ Leaving for Madara ☼

✦ Declined, I don't see how this would work with water to allow increased speed in water. In addition to this, gliding is also a no and why would it require a higher rank to destroy them? That's illogical and no to the tendrils part as well, and as an A rank jutsu divided by 4 arms, each one would only be able to block up to a C rank jutsu, and 2 a B ranked one. 2 turns max as well, otherwise this creates potentially a chain of 12 turns of usage. ✦
 
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Re: Custom Jutsu Submission



Oto Suishin: Hanpatsu-ryoku | Sound Propulsion: Repulsion
Type: Defensive/Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: N/A
Description: Following the principle of ejecting the high pressure soundwaves from his body, the user can use them to slow down his own movement as well as prevent and slow down an opponents strike. By ejecting the soundwaves from his fist, for example, while moving it towards the opponent the user can slow down and stop the movement of his hand. Depending on the situation on the battlefield this can come as a very useful technique for situations when something doesn't go as planned and allows the user to assert the situation and act accordingly. This technique is aimed to be used for close quarters combat and it is aimed to be used against opponent's physical attacks, including those with various weapons. However, the user can also use this technique to stop weapons that the opponent throws as projectiles (kunai, shuriken, etc.) from inflicting wounds but it has to follow logic, i.e the user has to expel the soundwaves from his torso if he wants to create the cushion and stop kunai or shuriken aimed at it. Same goes for limbs and other body parts. Following this principle, the user can also slow down and stop an opponents strike by ejecting the high pressure soundwaves which present themselves as an obstacle in this situation. Due to the high pressure buildup that acts as a cushion the opponent would need more force to overcome and overpower it. This application is, as already explained, very useful in hand to hand combat because it gives the user the chance to exploit the situation, e.g. suddenly stopping his opponent's punch, and quickly change his tactics as he sees fit, e.g. grabbing the opponent's arm and proceeding to punch him in the stomach, etc.
Note: Can only be used 3 times per battle
Note: Can only be used by Sound Propulsion students

✦ Declined, you still didnt address my initial issue; what types of attacks would overcome this? Would equal rank, higher rank, elemental attacks strong to Sound, etc overcome it? Would attacks faster than you work? What about other same ranked Sound tai/kenjutsus? You need to clarify that part ✦


Oto Suishin: Hanpatsu-ryoku | Sound Propulsion: Repulsion
Type: Defensive/Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: N/A
Description: Following the principle of ejecting the high pressure soundwaves from his body, the user can use them to slow down his own movement as well as prevent and slow down an opponents strike. By ejecting the soundwaves from his fist, for example, while moving it towards the opponent the user can slow down and stop the movement of his hand. Depending on the situation on the battlefield this can come as a very useful technique for situations when something doesn't go as planned and allows the user to assert the situation and act accordingly. This technique is aimed to be used for close quarters combat and it is aimed to be used against opponent's physical attacks, including those with various weapons. However, the user can also use this technique to stop weapons that the opponent throws as projectiles (kunai, shuriken, etc.) from inflicting wounds but it has to follow logic, i.e the user has to expel the soundwaves from his torso if he wants to create the cushion and stop kunai or shuriken aimed at it. Same goes for limbs and other body parts. Following this principle, the user can also slow down and stop an opponents strike by ejecting the high pressure soundwaves which present themselves as an obstacle in this situation. Due to the high pressure buildup that acts as a cushion the opponent would need more force to overcome and overpower it. This application is, as already explained, very useful in hand to hand combat because it gives the user the chance to exploit the situation, e.g. suddenly stopping his opponent's punch, and quickly change his tactics as he sees fit, e.g. grabbing the opponent's arm and proceeding to punch him in the stomach, etc. This technique follows the elemental interactions of the sound element, meaning that elemental attacks strong to sound would easily overcome the cushion even at the same rank. Obviously, elemental attacks weak to sound, at the same rank, would need to double the effort to overcome the cushion. Regular taijutsu and kenjutsu are considered neutral to sound in this regard and to overcome the cushion, they would just need to be one rank stronger. As usual for close quarters combat, reaction speed is very important and if the user can't react to an attack, it means that he can't create the cushion in time to protect himself. Slower enemies would be at a greater disadvantage.
Note: Can only be used 4 times per battle
Note: Can only be used by Sound Propulsion students

✦ Approved ✦

Oto Suishin: Karada no Ugoki | Sound Propulsion: Movement of Body
Type: Defensive/Supplementary
Rank: C rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: Movement of Body is a simple technique that uses the Sound Propulsion mechanic to its fullest extent. By ejecting the compressed soundwaves from his whole body in a specified direction, the user can propulse himself for a greater distance than with the regular Sound Propulsion techniques. Larger propulsions are possible by sacrificing the ability to induce illusions and they allow the user to cover distances up to mid range with ease. Basically, up to 10m away from the propulsion point. This happens very quickly and the propulsion speed is roughly 2,5 times greater than his running speed. The drawback of the technique is the fact that the user can't change his direction once he starts a propulsion.
Note: Can only be used 5 times per battle
Note: Can only be used by Sound Propulsion students

✦ Declined, the original is C rank with only 4 usages. This is a more advanced variant with the same rank and even more usages. Raise the rank and reduce the amount of usages as well as a cooldown period in between usages. ✦

Oto Suishin: Yugan Rojikku | Sound Propulsion: Awry Logic
Type: Offensive/Defensive/Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: 40
Description: Awry Logic follows the basic principles of Sound Propulsion. It has the task to propulse the users limbs or body in a specified direction upon use. However, it also capitalizes on its secondary ability, to induce illusions. Instead of simply leaving a trail behind a successful propulsion, this illusion is a bit advanced. Once the propulsion is performed and the target is captured within the illusion, he would see the propulsion go in the opposite direction, giving the user a perfect opportunity to finish off the opponent with ease. The purpose of the inverted propulsion is to confuse the opponent and it lasts until the actual propulsion is finished. This means that upon finishing the propulsion, the illusion would dissipate and the opponent would suddenly see the user on a different location adding even more to the confusion effect.
Note: Can only be used 3 times per battle with a one turn cooldown period in between usages
Note: Can only be used by Sound Propulsion students

✦ Approved ✦
☼ Leaving for another Mod ☼
 
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Re: Custom Jutsu Submission

(Fuuton: Zettai Pērudopperugengā)- Wind Release | Absolute Pale Doppelganger
Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 40
Damage: 80
Description: After forming the Snake -> Ram hand seals the user will cause an A ranked replica of himself made of wind to dart from his body in a linear fashion in a direction, once released he cannot change course of this jutsu. This replica reaches up to short ranged with a level 7 base speed(Kage level shinobi) and delivering sheer blunt force trauma to the opponent by mowing them down as a very strong gust of wind that can result in broken bones, abrasions, and even concussions., similar to its parent jutsu (Fuuton: Aojiroi Dopperugengā)- Wind Release: Pale Doppelganger. However, this replica is connected to the user via a nearly invisible tether of Fuuton chakra which the user will send a portion of his Fuuton chakra through. This pulse of chakra is A ranked and can either cause the replica to explode prematurely with an S ranked omnidirectional explosion (A+A) reaching up to mid ranged of its origin or it can cause another A ranked replica to sprout from the initial replica which will simply fade away and attack a dodging opponent or sudden obstacle with a now S ranked blunt force effect, once the second replica sprouts from the first however the previous replica can no longer explode as it will cease to exist and neither can the second. This means, the user has the option to explode his replica or produce another he does not have access to both sides of this jutsu at once. This second replica still moves in a linear fashion which cannot be redirected and can extend the jutsu another 5 meters at a level 7 speed also, making it mid ranged.

Note:
- Can only be taught by Elyon
- Cannot mold any other element than Wind while Doppelganger(s) are connected via Fuuton tether
- Can only be done 2x

✦ Declined, direct references to the speed chart like this aren't really allowed either. And you need another restriction to this as well, just restricting usage to twice isn't enough to cut it. ✦
(Fuuton: Zettai Pērudopperugengā)- Wind Release | Absolute Pale Doppelganger
Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 40
Damage: 80
Description: After forming the Snake -> Ram hand seals the user will cause an A ranked replica of himself made of wind to dart from his body in a linear fashion in a direction, once released he cannot change course of this jutsu. This replica reaches up to short ranged moving 25% faster than the user's base speed and delivering sheer blunt force trauma to the opponent by mowing them down as a very strong gust of wind that can result in broken bones, abrasions, and even concussions, similar to its parent jutsu (Fuuton: Aojiroi Dopperugengā)- Wind Release: Pale Doppelganger. However, this replica is connected to the user via a nearly invisible tether of Fuuton chakra which the user will send a portion of his Fuuton chakra through. This pulse of chakra is A ranked and can either cause the replica to explode prematurely with an S ranked omnidirectional explosion (A+A) reaching up to mid ranged of its origin or it can cause another A ranked replica to sprout from the initial replica which will simply fade away and attack a dodging opponent or sudden obstacle with a now S ranked blunt force effect, once the second replica sprouts from the first however the previous replica can no longer explode as it will cease to exist and neither can the second. This means, the user has the option to explode his replica or produce another he does not have access to both sides of this jutsu at once. This second replica still moves in a linear fashion which cannot be redirected and can extend the jutsu another 5 meters at base speed +25% also, making it mid ranged.

Note:
- Can only be taught by Elyon
- Cannot mold any other element than Wind while Doppelganger(s) are connected via Fuuton tether
- Can only be done 2x
- No Fuuton techniques higher than A ranked next turn

✦ Approved ✦

(Jishalu Ninpou: Haikō midare)- Magnetic Ninja Art: Orientation Disorder
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra cost: 30
Damage: N/A
Description: Similar to the Jiton canon tech "Demonic Illusions", the user will interfere with the electromagnetic fields of the opponent's mind and how it perceives the Earth's magnetic fields causing him to be unable to orient himself. That is, he will not be able to distinguish left from right, up from down, and even distance properly. This doesn't only affect judgement of his own movements but how he judges the movements of others, for example a kunai could be coming to his right but his brain will fool him it is coming from the left leaving him to either attack the left or block, leaving him open to attack. During the turn it lasts the opponent will suffer a minor headache.
Note:
- Can only be taught by Elyon
- Can only be done once a turn

✦ Declined, needs a usage limit ✦

(Raiton: Sandābōn)- Lightning Release: Thunderborne
Type: Supplementary/Offensive
Rank: Forbidden
Range: Short-Long
Chakra cost: 40
Damage: 80(-20 to user)
Description: After honing his Raiton chakra from his source the user will form the Seal of Confrontation while riling the said chakra. The ground around his feet will crackle as immense of amounts of lightning is emanated from his body, this lightning will form into one big lightning beast that rises into the air then bombards the ground 6 meters from his position (omnidirectional). The second the beast hits the ground the user will dart to that said position disappearing as a blur and reappearing inside this the beast delivering a horizontal slash with his sword or weapon to the opponent through the beast's swiping claws. That means, the same time that the creature swings to maim the opponent will be the same time the user swings his sword delivering blade and lightning damage. The beast will rebound from the ground, arc again and hit another 6 meters from the user, he will perform the same movements using the noise and light to mask his high speed movement and perform a vertical strike to the opponent through the beast's second swipe. Finally the beast will conclude its journey a final 6 meters from the user where, for his final strike, the user will stretch his hand forward from the beast's gaping mouth, grab the opponent, and pull him in to be chomped by the beast. The massive amounts of lightning can cause paralysis on contact to the opponent hence being hit by at least one attack from this technique will render them paralyzed and incapable of the defending the other 2 strikes. The beast's arching and collapsing happens at lightning speeds and the user may appear to be the lightning itself. After the technique however, his Raiton converting abilities will be hindered and he won't be able to mold techniques above B ranked for the next turn, after which he can't mold above A for the other turn, so and so forth until he is able to mold Forbidden ranked Raiton techniques 4 turns later. In addition, the sudden burst of speed on movement places a great strain on the user's muscles namely the legs and lower abdomen area leaving him exhausted at the end of the jutsu.
You must be registered for see images
Note:
- Can only be taught by Elyon
- Can only be done twice a match
- As stated, full mastery returns 4 turns later
- Cannot mold any other chakra than Raiton during turn initialized

✦ Declined, has been done before, just not this creature specifically. ✦
 
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Nathan

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Re: Custom Jutsu Submission



Kyu Doragon Jutsu: Kinji Kasokudo Kohai | Nine Arts Dragon: Forbidden Acceleration Devastation
Rank: Forbidden
Type: Offensive
Range: Short – Long
Chakra: 50
Damage: 90 (-20 to the user)
Description: The user applies the dangerous aspects of the Nine Arts Dragon and builds up an incredibly high amount of fuuton chakra throughout their entire body. After using the basic application of the Nine Arts Dragon to propel the user high into mid-air they user will then release this technique to come crashing down upon their target. Before releasing it the user will position themselves to target their opponent and then release this incredible amount of chakra. They will, in a sudden and uncontrollable burst of wind, become a missile to come crashing down on their opponent in a single linear direction. They will fly down in the blink of an eye. Upon coming within range of the ground they will release a huge amount of fuuton chakra. The fuuton chakra serves two purposes. The first is to slightly cushion their descent. If they were to strike the ground at the speeds they gained from releasing the intense amount of chakra in the sky the user would surely die. The second is that the fuuton chakra released will rip the ground below them apart creating a large crater that spans up to the end of short range and is about two meters deep. The user does not have to release the second burst of wind if they use this to directly strike their opponent. The damage done by a direct hit is incredibly high and can make for a very fatal attack and happens incredibly fast. The user however will suffer from the effects of the attack regardless of how they use it. They will suffer slight damage from the amount of chakra they suddenly released while also damage on their body from the debris created from the destruction of the ground if used in such a manner. This, unlike other Nine Arts Dragon, does not operate on a stable level. As such while they are spiralling down on their target the user can only stop by using Nine Arts Dragon: Whisper Origin Thrust in the opposite direction.
Notes:
- Can only be used once per battle.
- The user cannot use any Nine Arts Dragon techniques for 2 turns.
- The user cannot use any fuuton techniques above A-Rank for 2 turns.
- The user cannot use any B-rank techniques for 2 turns.
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon

✦ Declined, "in the blink of an eye" is too much and it's also inconsistent; if the only way to stop and slow down is by using Whisper Origin Thrust, then the mention near the middle of Fuuton chakra to cushion his fall is invalid. ✦
----------------

This is the only proof of the contact. I believe it was approved in one of the older cj threads.



Training proof: [ ]
Taking ownership proof: [ ]

(Kuchiyose no Jutsu: Toothless) – Summoning Technique: Toothless
Rank: S
Type: Summoning
Range: Short
Chakra: 40
Damage: N/A
Description: Toothless is young among the Griffin population. Yet his young age does not hinder his abilities in combat nor his personality or intelligence. Toothless is an intelligent Griffin capable of easily communicating with his summoner and his fellow Griffins. He boats a friendly personality with his dry humour, teasing, and playfulness. In his home Toothless is very popular with his friends and children. All appreciate his playful behaviour. In heated combat however Toothless allows his intelligence to take over and put him into a calm and collected state. Toothless boasts a large size with a wingspan of 8.5 meters. His feathers are nearly all black allowing him to easily blend in with dark surroundings such as caves and the night sky. In flight, he is incredibly graceful and can fly as fast as any Griffin regardless of size. As a mature Griffin Toothless is highly capable of manipulating his chakra like any other living being. Toothless is noted for his unique saliva and its properties when he infuses his chakra into it. His saliva offers both offensive and supplementary purposes to the summoner allowing them to access either of its abilities depending on the situation. The first use is the usage of the saliva as a powerful adhesive. Normally, water can take on a glue like state. However, this takes that to the next level. The adhesive properties of Toothless’s saliva make it almost an instant glue (similar to Water Style: Starch Syrup Capture Field but slightly different) when it connects with the target. The glue is incredibly powerful and makes it nearly impossible to break without the use of a high ranked external technique. In this state his saliva also has a burning property to it. While the glue hardens quickly it will also burn the target causing 2nd degree burns on contact causing immense pain. Toothless’s saliva can also take on a supplementary use as well allowing him to heal his summoner when he covers the summoner’s wounds in the saliva. The saliva is not an accurate or precise heal. It will simply stop the bleeding of where it lands. It cannot repair severed limbs or anything of that degree. Simply it can stop any immediate danger and allow the summoner to fight on longer. Toothless’s final ability is one that allows him to change the colour of his black feathers to anything he wishes allowing him a potent camouflage which takes advantage of his surroundings. This is incredibly versatile and makes it so anyone outside of short range of Toothless makes it impossible to see him without the use of dojutsu or sensory.
Notes:
- Can only be summoned once.
- Will remain on the field for a maximum of four turns.
- Toothless’s saliva ability counts as two different abilities – an offensive burning glue or a supplementary healing technique. Both are S-Rank techniques. Both techniques have a mid-range reach. Each technique can be used twice.
- The camouflage technique is an A-Rank technique. Lasts for two turns unless he uses another one of his abilities.
- Each one of Toothless abilities count as a move.
- Must have signed the Griffin contract.
But with fur:
You must be registered for see images

☼ Declined ☼

The adhesive ability of the saliva needs work. You say its stronger than standard sticky water techniques, but leave it vaguely defined as "nearly impossible to break without the use of a high ranked external technique". Is the burning from the saliva caused by heat, or is it more acidic/digestive? Add that the saliva will only stop surface wounds, any cuts that go deeper such as affecting internal organs will not be plugged up.
This is the only proof of the contact. I believe it was approved in one of the older cj threads.



Training proof: [ ]
Taking ownership proof: [ ]

(Kuchiyose no Jutsu: Hanuke) – Summoning Technique: Toothless
Rank: S
Type: Summoning
Range: Short
Chakra: 40
Damage: N/A
Description: Toothless is young among the Griffin population. Yet his young age does not hinder his abilities in combat nor his personality or intelligence. Toothless is an intelligent Griffin capable of easily communicating with his summoner and his fellow Griffins. He boats a friendly personality with his dry humour, teasing, and playfulness. In his home Toothless is very popular with his friends and children. All appreciate his playful behaviour. In heated combat however Toothless allows his intelligence to take over and put him into a calm and collected state. Toothless boasts a large size with a wingspan of 8.5 meters. His feathers are nearly all black allowing him to easily blend in with dark surroundings such as caves and the night sky. In flight, he is incredibly graceful and can fly as fast as any Griffin regardless of size. As a mature Griffin Toothless is highly capable of manipulating his chakra like any other living being. Toothless is noted for his unique saliva and its properties when he infuses his chakra into it. His saliva offers both offensive and supplementary purposes to the summoner allowing them to access either of its abilities depending on the situation. The first use is the usage of the saliva as a powerful adhesive. Normally, water can take on a glue like state. However, this takes that to the next level. The adhesive properties of Toothless’s saliva make it almost an instant glue (similar to Water Style: Starch Syrup Capture Field but slightly different) when it connects with the target. The glue is incredibly powerful and makes it nearly impossible to break without the use of a high ranked external technique (S-rank raw chakra based technique, or A-rank elemental technique). In this state his saliva also has a burning property to it, this burning is due to the acidic like nature of the saliva. While the glue hardens quickly it will also burn the target causing 2nd degree burns on contact causing immense pain. Toothless’ saliva can also take on a supplementary use as well allowing him to heal his summoner when he covers the summoner’s wounds in the saliva. The saliva is not an accurate or precise heal. It will simply stop the bleeding of surface wounds, anything deeper than that the saliva will have no effect on. It cannot repair severed limbs or anything of that degree. Simply it can stop any immediate danger and allow the summoner to fight on longer. Toothless’s final ability is one that allows him to change the colour of his black feathers to anything he wishes allowing him a potent camouflage which takes advantage of his surroundings. This is incredibly versatile and makes it so anyone outside of short range of Toothless makes it impossible to see him without the use of dojutsu or sensory.
Notes:
- Can only be summoned once.
- Will remain on the field for a maximum of four turns.
- Toothless’s saliva ability counts as two different abilities – an offensive burning glue or a supplementary healing technique. Both are S-Rank techniques. Both techniques have a mid-range reach. Each technique can be used twice.
- The camouflage technique is an A-Rank technique. Lasts for two turns unless he uses another one of his abilities.
- Each one of Toothless abilities count as a move.
- Must have signed the Griffin contract.
But with fur:
You must be registered for see images

✦ Declined, Acidic saliva is an ability of Katsuya and other slugs, and as such only they are allowed it. Maybe a saliva similar to that of a Komoda Dragon would work ✦

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

(Futon/Ototon: Chū Ketsuretsu) - Wind/Sound Release: Air Rupture
Type: Offensive
Rank: A-rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: By using (these sonic winds is down by either collecting up wind or sound chakra, one used after another), the user can control the ratio between air pressure and sound waves, causing air molecules to vibrate at proportional magnitude of the ratio. This allows him to create and control supersonic air currents. It also allows him to transmit and control sound within the atmosphere. By increasing the air ratio to 100% (and reducing sound to 0%) he can fire off highly condensed blunt blasts of air capable of shattering rocks and deflecting weapons. Reversely, by increasing the sound ratio to 100%, he can generate ultrasonic waves that cannot be heard by an average person. At sufficient levels, the airwaves produces a blast overpressure, or high-energy-impulse noise, which is the sharp instantaneous rise in ambient atmospheric pressure, enough to cause critical or even lethal effects. By firing, powerful shock waves that can blow the flesh off the opponents, rupturing internal organs and shatter bones.
Notes:
- Can only be used three times per-match.
- No sound or wind in the same turn.
- Can only be taught by Nathan.

✦ Declined, this is too similar to Azrael's Turn Up The Volume Sound jutsu ✦
 
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Never

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Re: Custom Jutsu Submission

Resubmitting All
Custom Summoning Contract :

(Kuchiyose : Norowareta chikyū) - Summoning : Cursed Earth
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description:
The user makes 2 hand seals and swipes blood across their barnacle tattoo, they build up a large amount of water in their mouth and shoot it out as a harmless torrent of D-Rank water which would have a group of barnacles that would hit an Earth Technique where they will attach to it and using their own chakra corrupt it, directing it at their will towards another direction - this works on Earth Techniques up to A-Rank. When the barnacles have finished with the earth technique they can move by extending their their appendages and use them to move across the ground strong enough to hold up their shells and body so they can essentially walk - to speed up their travel they will jump across the ground and will be only a little slower than the average shinobi this way, since they're very small they'd be hard to spot.

Not all Earth Techniques can be corrupted of course, the Earth has to be solid and not in the form of mud or anything that can't be traveled through. If the Earth technique is latched to the ground and can be manipulated to move, the Barnacles can prevent the Earth from growing any further if it hasn't fully developed (Like preventing a Cage to fully form or spikes from impaling someone).

These Barnacles are of the Thoracica "Acorn" kind and have a Calcite Shell so they cannot be killed or removed by simple blades, the opponent can't even cut off the section of clothing they are latched onto as they are actually pressed up against their skin through the clothing using chakra. C-Rank or below elemental ninjutsu cannot break through the shells bar lightning, which is only D-Rank. Earth does not harm the Barnacles because they must latch onto them to use their corruption technique, unless the technique is aimed specifically at them then they can withstand C-Rank Earth Techniques - Earth in the Form of Mud however does no harm as it isn't dense enough to smash through the Calcite shell.

- Can only be taught by LonelyAssassin
- Earth Corruption Technique Costs a Move And can only be used three times
- Must have signed the Barnacle Summoning Contract
- These Barnacles can only be summoned once
- They stay on the field for four turns

♠ Declined ♠
I'm super confused. What exactly is this corruption? You use a D-Rank water AND summon them, and then what do they do? You're literally pulling off three moves at once.


(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Body of the Thoracica
Type: Offensive/Defensive
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description:
All "Thoracica" Type Barnacles can use this, manipulating their shells so that the essentially grow and they become spiked like many needles are protruding from them and this just makes their body more dangerous so they cannot be touched by enemy hands. They can then manipulate to form ninja tools or weapons; small tools like Kunai and Shuriken can be made in threes, whereas large tools like swords and spears come in singles - since these shells can only be manipulated to an extent, once the form is taken it cannot be changed and the barnacle usually creates these tools for the user but they can launch them (small tools like Kunai, Senbon, Shuriken) towards enemies at short range as well if need be. The Shell can stand up to all elements up to C-Rank except from lightning which it can only withstand up to D-Rank as it can easily pierce and shatter it.

- Can only be used by Thoracica Type Barnacles and not contract signers.
- Must have signed Barnacle Summon Contract
- Can only be taught by LonelyAssassin

♠ Declined ♠
Hold on. If these barnacles gets spikes all over them, how the hell are you going to throw them? And wtf? Becoming swords is really pushing it, I'm still confused as to how these work. How are they even supposed to act as tools when they're technically summons?
Resubmitting Two
Custom Summoning Contract :

(Kuchiyose : Norowareta chikyū) - Summoning : Cursed Earth
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description:
The user makes 2 hand seals and swipes blood across their barnacle tattoo, they build up a large amount of water in their mouth and shoot it out as a small harmless torrent of water (it's basically cosmetic) which would have a group of barnacles that would hit an Earth Technique where they will attach to it and using their own chakra corrupt it, directing it at their will towards another direction - this works on Earth Techniques up to A-Rank (this is their Earth Corruption Technique). When the barnacles have finished with the earth technique they can move by extending their appendages and use them to move across the ground strong enough to hold up their shells and body so they can essentially walk - to speed up their travel they will jump across the ground and will be only a little slower than the average shinobi this way, since they're very small they'd be hard to spot.

Not all Earth Techniques can be corrupted of course, the Earth has to be solid and not in the form of mud or anything that can't be traveled through. If the Earth technique is latched to the ground and can be manipulated to move, the Barnacles can prevent the Earth from growing any further if it hasn't fully developed (Like preventing a Cage to fully form or spikes from impaling someone).

These Barnacles are of the Thoracica "Acorn" kind and have a Calcite Shell so they cannot be killed or removed by simple blades, the opponent can't even cut off the section of clothing they are latched onto as they are actually pressed up against their skin through the clothing using chakra. C-Rank or below elemental ninjutsu cannot break through the shells bar lightning, which is only D-Rank. Earth does not harm the Barnacles because they must latch onto them to use their corruption technique, unless the technique is aimed specifically at them then they can withstand C-Rank Earth Techniques - Earth in the Form of Mud however does no harm as it isn't dense enough to smash through the Calcite shell.

- Can only be taught by LonelyAssassin
- Earth Corruption Technique Costs a Move and so summoning it then having them corrupt a jutsu costs two moves.
- Earth Corruption Technique can only be used three times
- Must have signed the Barnacle Summoning Contract
- These Barnacles can only be summoned once
- They stay on the field for four turns

♠ Declined ♠
Close, but you still need to clarify some things for me. You say these barnacles "corrupt" the earth, but what exactly does that mean? As far as I'm concerned, the only hints of how this "corruption" works is that one, you can somehow change the direction of the earth jutsu and two, stop it from expanding? Also, what happens after this move is over? Are there guidelines as to how many barnacles can be summoned as well as their size?


(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Body of the Thoracica
Type: Offensive/Defensive
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description:
All "Thoracica" Type Barnacles can use this, manipulating their shells so that the essentially grow and they become spiked like many needles are protruding from them and this just makes their body more dangerous so they cannot be touched by enemy hands. They can then manipulate to form ninja tools or weapons; small tools like Kunai and Shuriken can be made in singles, Senbon can only be made in threes - since these shells can only be manipulated to an extent, once the form is taken it cannot be changed and they cannot create large tools like swords etc. The barnacle usually creates these tools for the user but they can launch them towards enemies at short range as well if need be. The Launched Shell Tool can stand up to all elements up to C-Rank except from lightning which it can only withstand up to D-Rank as it can easily pierce and shatter it.

- Can only be used by Thoracica Type Barnacles and not contract signers or other barnacles without shell.
- Tools aren't spiked when created
- Must have signed Barnacle Summon Contract
- Can only be taught by LonelyAssassin

♠ Approved ♠

New Submissions :

(Kuchiyose : Barnakunai) - Summoning : Barnakunai
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
By biting the thumb and wiping blood on the Barnacle Summoning Tattoo the user will then grap onto a weapon/tool like a kunai or sword, though this can be any kind of weapon from dagger to spears/hammers. A Bunch of Acorn barnacle types will be summoned all over the weapon stuck to it like they would to rock making it impossible for them to detach, because the barnacles are summoned all over the weapon it reduces their standard sharpness if they're blades etc making them more of a baton weapon; but this also depends on the different abilities as one type of Barnakunai can be summoned at a time.


The Octopus
This is the Water Affinity Version of the Barnakunai, where the summons attached to the blade cover it in a sticky water liquid which when hit against usually the opponent, but this can work against other weapons too, they will stick to the blade; this allows for you to disarm the opponent or catch oncoming tools, if stuck against the body or limbs of the opponent the user can pull at them creating openings or pulling them in a direction they didn't expect to go. The Barnakunai can also be thrown and when it is the Barnacles on it expand the water slightly, so much so that little water tendrils seem to be coming off the blade; these tendrils can extend up to 5 meters and stick onto a surface which allows the barnacles to change direction of the thrown weapon if they want to, they can also attach onto the opponent usually onto their limb so that it yanks them in their direction creating openings.

The Driller
This is the Wind Affinity Version of the Barnakunai. The Barnacles attached to the blade create sharp spinning current around it so that it essentially turns the weapon into a a drill that can be stabbed or slashed into the enemy causing great damage and can easily maim the body. When the weapon is thrown the Spinning Wind around it expands and becomes a large Drill of Wind that can turn in direction making it harder for the opponent to dodge - the drill can only turn slightly do can't do a whole 180 degree turn, more like 90 maximum. Any Thrown Tools within 5 meter vicinity of the Drilling Tornado are sucked into it.

The Smoker
This is the Fire Affinity Version of the Barnakunai. The Barnacles attached to the blade emit a constant flames around the blade, making it a flaming sword that causes 2nd Degree burns on contact and can set clothing alight, burning them further. When thrown the Barnacles spew burning ash much like the "Ash Pile Burning" technique, this ash is extremely hot and will cause third degree burns on contact, the Barnacles can ignite the ash if the user wills them too causing a violent explosion.

The Saber
This is the Lightning Affinity Version of the Barnakunai. The Barnacles attached to the Blade create a layer of concentrated lightning around the weapon which allows the user to give the weapon a longer blade, giving it the ability to become the size of the average claymore - the blade being 1 meter long; but still retain the weight of the original weapon. When Thrown the Barnacles when out of range of the user create a 5 meter radius field of electricity around the weapon that being the epicenter, and when anything comes into contact with the field it gets shocked and burned, tools caught in the field become electrified and go straight through.

The Stoner
This is the Earth Affinity Version of the Barnakunai. The Barnacles Gather rock from around the area, if there aren't any in the vicinity they will create it from mud and it will form a solid rock surface around the blade which will essentially become an average sword length spike with making little spikes protruding from the sides. When thrown the Barnacles gather rocks from around the area and it forms into a large dragon's head that will slam into the opponent, the Barnacles can manipulate it to follow the opponent.



- Note : When a Barnakunai is summoned it does NOT gain all these abilities, only one element can be chosen for each summoning
- When summoned onto a Weapon, the close combat use activates automatically. The user can deactivate coating if he wills the barnacles too, but then it will cost one of the three jutsu used in a turn to activate this time.
- The Thrown Use Costs a Move.
- One of Each Element Can Only be summoned at a Time
- The Close Combat Coatings are B-Ranked and follow Elemental Strengths and Weaknesses, When thrown they become A-Ranked.
- Can only be two 'Barnakunai' Active on the field at a time
- Can only be used 4 Times overall, each element can only be used twice.
- Last for 4 turns on the field, Each Barnakunai usually disperse after they have been thrown and used the thrown version of their element.

✦ Pending, leaving for Adachi ✦

♠ Pending, leaving for another mod ♠
Yeah, I'm not even sure this is possible. Gonna link this to someone else.


Declined. A summon in itself can only have 1 elemental affinity. I know it says several but the fact is that this would circumvent the rules. If you choose which one you summon before, as you want to incorporate it into your tactic, or you want to use it as a counter, it means that you would summon a different one depending on the situation, thus it is more than one summon. If you summon it and it can take on any element, it means that it has more than one element. You also can't summon multiple summons with one jutsu. I'll leave this on "declined" instead of "DNR" so you can adjust where needed.
 
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