[ARCHIVE] Custom Jutsu Submission - II

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-Albel-

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Re: Custom Jutsu Submission

(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?
Resubmitting:


(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 that are double the size of normal sparrows, so 12.5 inches or 1.5ft in length 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. With being able to create more than just one of then the user can have them split off to attack multiple people at once if he or she so wishes to do so. 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

✦ Approved ✦



New submissions:

(Nōshi ryūshi) - Dead Brain Particles
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user scratches deep into their nostril, collecting a large amount of sticky snot which they proceed to play with using their thumb and index finger, turning the snot into a small "snot-ball". In the meantime they would have induced a highly concentrated amount of non-elemental chakra into it. Nothing out of the ordinary would be noticeable to anyone except for dojutsu and sensory users who would obviously notice the chakra being inserted into it. The user then flicks the snot-ball toward his intended target which right before it reaches the target the user will make a single hand sign causing it to expand into a large snot-ball that explodes knocking the target back while also covering him in the sticky snot, binding him in place.
- Can only be taught by Albel
- Usable thrice
- Can not be used in consecutive turns
✦ Declined, DNR. Just no ✦
 
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Silico

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Re: Custom Jutsu Submission

(Herushingu no tebukuro) | Gloves of Hellsing

Type: Weapon/Armor
Rank: S-Rank
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Gloves of Hellsing are a pair of white, leather gloves, engraved with kanji pentagrams in both the palm and their back. Said to have been demonic in nature, the gloves were actually made by an ancient ninja, known only by some as the "Customs Demon". The gloves are indestructible though they cannot protect the user from kinetic damage due to this. Instead, the user can grab most blades without cutting himself, specially if they don't have any chakra infusion present. The most unique ability of the gloves is that they allow the user to manipulate two elements in a perfected way through them. Wind and Fire. The user can channel their chakra into the kanji inscriptions on the gloves, using them as medium to aid him in shape and nature manipulation of those elements. This allows the user to produce constructs (cubes, shields, swords, hands, walls, spears, kunais, waves, spheres, etc) of Wind or Fire, near his hands or connected to them, that he can wield as weapons or throw as projectiles. The power varies according to how much chakra is put into it, from 10 points to 40, corresponding to constructs or effects that vary from D-Rank to S-Rank.

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Note: Can only be used by Skorm
Note: The gloves cannot be used as mediums to use techniques that require handseals; they can only be used for the purposes described in the description.
Note: A-Rank variation and above can only be used once per turn; S-Rank usage requires a full turn of coldown before the gloves' abilities can be used again


 Approved  Added a note
 
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Priest

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Re: Custom Jutsu Submission

from Madara to resubmit.
Removed everything pertaining to lightning and reduced it massively

Enzup's Permission to resubmit Klodoa

Dropping

Remaking the weapon as a whole so I did not Bold my edit since I re-wrote the whole thing.

Klodoa - Kurodoa
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A(Leeches 10 chakra every turn)
Damage: N/A
Description: Klodoa is a dark staff of unknown metal, 2m long and extremely durable thus indestructible, has a bandage wraping near its top half. At the tip of the staff is a white skull, adorned by a headpiece reminiscent of those worn by Native American chiefs. The headpiece is composed of a bluish cloth with yellow markings over it, creating a jagged formation, stones aligned over the top of the cloth, red feather-like objects hanging down beside Klodoa's skull, and lastly a multitude of green leaves also similar to feathers. At the back of his skull are two yellow strings with blue rings attached to the ends. In addition, Klodoa often holds a turquoise round stone in his mouth.
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Klodoa is sentient and can levitate on his own, able to hover up to 10m(max) around his wielder thus it is said that he has a life of his own albeit relying and feeding on his wielder's chakra. He is able to speak audibly and telepathically though his telepathy only applies to his wielder, his voice can be heard by anyone. However, when he speaks, he tends to be arogant, confident and sadistic though a little timid to his wielder.
Abilities:
Klodoa passively is able to sense movement/displacement of matter upto 50m around him. He is not in anyway, able to percieve chakra. This works in a similar fashion to "boundary barrier technique" where you can only sense matter displacement.
Klodoa can not physically attack an opponent thus he is more of a genjutsu user, being able to cast genjutsu through the glow of his eyes whether the target makes eye contact or not, so far Klodoa has a direct perception of them. He can use every genjutsu his wielder is able to use and genjutsu pertaining to Klodoa Arts(to be submitted) likewise, he seeps the required amount of chakra needed for the genjutsu from him.
Klodoa has a second and meagre affinity for lightning though he can not in any way shoot lightning energy, but is able to create an invisible barrier of pure electrical pulse, short range away from himself that does nothing more than repel lightning using the principle of reverse polarity(like charges repel) and can not use any other lightning than that. The lightning barrier can vary in size and can be inform of a wall or perhaps a dome, half or complete though this is upto klodoa's discretion. Using lightning barrier requires Klodoa to leech the required amount of chakra(40) from his wielder each time it is used.
Klodoa is indestructible though he can be restrained with a suitable restraining jutsu
Restrictions:
Klodoa can not be wield by any other except Priest thus whoever who tries to hold him is put in a genjutsu that induces sleep.
The wielder looses 10 chakra point every turn from the begining of his battle so far Klodoa is with him.
Klodoa's genjutsu and lightning abilities counts as part of the wielder's 3 moves when used.
Klodoa's lightning barrier is equivalent to Srank and can only be used once every 3 turns

✦ Declined, I'm almost in total agreeance with Emp's last check....do you REALLY need a CW? This is still OPed, floating up to long range from you, casting genjutsu from it's eyes, sensing up to 50 meters as well as an S rank lightning barrier, and being sentient...yeah, I'm not approving this in any form. DNR. ✦
Dropping .

Klodoa - Kurodoa
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A(Leeches 10 chakra every turn)
Damage: N/A
Description: Klodoa is a dark staff of unknown metal, 2m long and extremely durable thus indestructible, has a bandage wraping near its top half. At the tip of the staff is a white skull, adorned by a headpiece reminiscent of those worn by Native American chiefs. The headpiece is composed of a bluish cloth with yellow markings over it, creating a jagged formation, stones aligned over the top of the cloth, red feather-like objects hanging down beside Klodoa's skull, and lastly a multitude of green leaves also similar to feathers. At the back of his skull are two yellow strings with blue rings attached to the ends. In addition, Klodoa often holds a turquoise round stone in his mouth.
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Klodoa can be active and inactive. When he is inactive, he is just a normal staff that is held by Priest and can be used as a free form melee combat weapon. When active, he is sentient and can levitate on his own, able to hover up to short range 5m(max) around his wielder thus it is said that he has a life of his own albeit relying and feeding on his wielder's chakra. He is able to speak audibly and telepathically though his telepathy only applies to his wielder, his voice can be heard by anyone. However, when he speaks, he tends to be arrogant, confident and sadistic though a little timid to his wielder.
Abilities:
Klodoa passively is able to sense movement/displacement of matter upto 50m around him. He is not in anyway, able to perceive chakra. This works in a similar fashion to "boundary barrier technique" where you can only sense matter displacement.
Klodoa can not physically attack an opponent thus he is more of a genjutsu user, being able to cast genjutsu through the glow of his eyes whether the target makes eye contact or not, so far Klodoa has a direct perception of them. He can use every genjutsu his wielder is able to use and genjutsu pertaining to Klodoa Arts(to be submitted) likewise, he seeps the required amount of chakra needed for the genjutsu from him.
Klodoa is indestructible though he can be restrained with a suitable restraining jutsu
Restrictions:
Klodoa can not be wield by any other except Priest thus whoever who tries to hold him is put in a genjutsu that induces sleep.
The wielder looses 10 chakra points every turn Klodoa is active.
Klodoa's genjutsu abilities counts as part of the wielder's 3 moves when used.

✦ Declined, this isnt using any genjutsu you can use, it needs a set limit, up to A rank. And if it's triggered through his eyes, it will need eye contact, or for the oponent to see the eyes glowing at the least. And the genjutsu it triggers needs to be defined, not just a gen that induces sleep as that is both unranked and undefined, which will lead to problems later.


† (Bekuta Kobura: Erumesu no Shisha no Tsue) Vector Cobra: Caduceus of Hermes †
Rank: B
Type: Suplementary
Range: Short-Mid
Chakra: 20(-5 per turn)
Damage: 40
Description: The user activates up to 4 snakes(depending on his rank) on any part of his body for basic supplementary use. They can extend up to 15m max and can pick up tools, act as extra limbs, aid the user in complex movements and manouvres during taijutsu and perhaps offensive usages where they can be used to grab, restrain and attack.
-Can not be infused with elemental chakra.
-Last for 3 turns.
-Meisters are able to use the cobras at half their chakra costs.

✦ Declined, no to half the chakra cost unless you intend on them being half as strong. Change 15 meters to 10 max. ✦


† (Bekuta Kobura: Erumesu no Shisha no Tsue) Vector Cobra: Caduceus of Hermes †
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra: 20 (-10 per turn)
Damage: 40
Description: The user activates up to 4 snakes on any part of his body for basic supplementary use. They can extend up to 10m max and can pick up tools, act as extra limbs, aid the user in complex movements and manouvres during taijutsu and perhaps offensive usages where they can be used to grab, restrain and attack. While using the limbs, the user still moves at average speed.
-Can not be infused with elemental chakra.
-Last for 3 turns.

✦ Approved

† (Bekuta Kobura: Damballah Ihan) Vector Cobra: Violation of Damballah †
Rank: A
Type: Offensive/Defensive/Sup
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user activates up to 4 snakes(depending on his rank) on any part of his body. These snakes then begin to extend to their full 15 meter length immediately, coiling near the user to stay close by until they are needed. The user then releases elemental chakra through the snakes to augment their power, increasing their strength proportionally to which elemental was used.

♦ Fire: As the serpents come into contact with with any object, the material comprising it erupts into bursts of flame. The cobra itself has also gained a very high temperature, characteristic of fire, and as such causes even nearby objects not directly touched by the cobra which are relatively flammable (such as clothing) to catch fire. The cobras also gain a field of intense heat which distorts the light around it, causing the cobras to appear to be unstable (while in reality being perfectly solid) due to the shifting "wavy" light.

♦ Wind: The cobras gain a sharp cutting property, characteristic of wind. The cobras also gain an intangibility, allowing them to pass through most notably each other with no resistance. Touching the cobra at any point will result in a deep cut mark forming on whatever made contact, allowing the cobras to wrap around objects to reduce it to mere splinters of what it once was.

♦ Lightning: The cobras aesthetically gain small sparks that appear periodically across their body as lightning chakra is channeled through them. The lightning element allows the cobras to change their size to become thin at any point along their bodies, which combined with the natural piercing property of the element allows the cobras to shrink down to a microscopic point at the end to pierce through any object like a perfect arrow. The cobra can then reform to normal size after completely piercing through an object a portion at a time, meaning that the head can be on one side of a rock, full-sized, while a quarter of the way towards the user is shrunk to a very thin size as it's piercing through the rock, and out the side closest to the user the vector is normal sized once more. The "shape-shifting" of the snakes also allow this technique to pass through a barrage of precise attacks (ie. shower of senbon) without making contact with anything/losing any power. The cobras also provide a powerful electric charge to anything which conducts electricity as it passes through or otherwise makes contact.

♦ Earth: The snakes, when infused with the earth element, become heavier than they normally are (10x). However, because the speed, strength, and mobility of the serpents are determined by the user's chakra control, completely removing the factor of "weight" from these three aspects, this serves only two purposes: to increase the force of impact, allowing the snakes to crash through defenses while losing little momentum, and to restrain an enemy by crushing them with the immense weight of the earth-infused Vector Cobras. The user's earth chakra additionally allows the serpents to "meld" with the earth, much like the "Earth Release: Hiding in Rock Technique", allowing the serpents to move in and out of the earth without creating disturbances, tremors, or otherwise altering the battlefield (though they can still be seen by sensors/Dojutsu users/others who can "see/feel" chakra).

♦ Water: The snakes, when given the element water, begin to excrete a transparent sticky fluid, similar to "Water Style: Starch Syrup Capture Field". Because the snakes only secrete a small portion of this fluid until it is used, it is difficult for normal eyes to see the water while still on the snakes (though anyone who can see/feel chakra can "see" it). As the snakes make contact with objects, they leave behind this chakra-infused sticky residue which can snare other objects on it, restraining their movements and trapping it. The snakes themselves, if they touch an object which is weak enough (ie. a projectile) can drag the object with them, it sticking to the layer of sticky water covering the serpents. If the Vector Cobras have objects stuck onto them, they can dislodge them by making sharp turns, releasing the object with a layer of sticky water at speeds relatively equal to if the shinobi himself threw the object (or greater if the object is awkward to hold/throw by hand). The snakes can also secrete a greater volume of the liquid than normal at the user's will, allowing the user to create larger puddles of the sticky substance or to cover a large object as the snake passes by.

♦ KG Elemental/Custom Elements: The cobras gain exclusively, properties of the said custom element although only pertaining to the most generic release of the element. This means, with "Wood", the cobras carries chunks/fragment of wood with them causing maiming damage and splinters. "Lava", the cobras can become red molten albeit still a physical entity. "Harmattan", they take the generic cutting properties of wind though hot thus adding a rather drying and peeling affect. "Soapstone", they become slippery. Etc.

The cobras can then be released towards the target, being manipulated to move in any direction the user wishes as they move, creating effects related to the element infused into the snake. The cobras also can be made to immediatetly begin their assault upon activation, instead of coiling around the user. The cobras may be used independently from each other, but all four snakes need to have the same element (unless the user can mold more than one element at the same time).
NOTE: Once activated, they can last 2 turns and after that, they revert back to their position on the user's body unless perhaps they are destroyed. The user however, can decide to deactivate them before the end of their turn limit.
NOTE: Only one elemental infusion can be used in one turn. Also only one elemental infusion can be in play at a time except if the user has Yin/Yang
NOTE: Each elemental infusion can be used 2x max
NOTE: No other element can be used except the element that is currently infused with the cobras. Meaning if a fire infused cobra is activated and still active, the user can only use Katon.
NOTE: Students will need to wait two turn inbetween usage. Meisters have one turn wait.

✦ Declined, first up to 10 meters. Second, no to the fire burning items it doesn't directly impact, only targets it hits. No to the intangibility, can be exploitable as hell. Shape shifting lightning on a microscopic level? HELL no. Earth snakes that don't inherently move slower due to Earth chakra and breaking through jutsu with no momentum loss is unrealistic and uncharacteristic of Doton jutsu. No to the water snake's speeds relative to the user, this needs a defined speed, not speeds alternating depending on how uses it. Definite no the KG and CE's. Your style revolves around using Basic Elemental Affinities with it, not advanced natures of Kekkei Genkeis. And your style also clearly states "only one elemental infusion can be used per move", meaning that in no way possible can you use more than one elemental nature in a turn, even with YY. Also, this has potentially 10 uses in total, which is a CLEAR no for an A rank jutsu. You're trying to make this too OPed when it can be done much simpler and to greater effect. The more powerful it is, the less versatile and useful it will be because it will have to have drawbacks of equal levels. ✦
† (Bekuta Kobura: Damballah Ihan) Vector Cobra: Violation of Damballah †
Rank: A
Type: Offensive/Defensive/Sup
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user activates up to 4 snakes(depending on his rank) on any part of his body. These snakes then begin to extend to their full 10 meter length immediately, coiling near the user to stay close by until they are needed. The user then releases elemental chakra through the snakes to augment their power, increasing their strength proportionally to which elemental was used.

♦ Fire: The cobra themselves has gained a very high temperature, characteristic of fire, and causing 2nd degree burns on contact, and 3rd degree on prolonged contact without having to cause actual fire.

♦ Wind: The cobras gain a sharp cutting property, characteristic of wind. Touching the cobra at any point will result in a deep cut mark forming on whatever made contact, allowing the cobras to wrap around objects to reduce it to mere splinters of what it once was.

♦ Lightning: The cobras aesthetically gain small sparks that appear periodically across their body as lightning chakra is channeled through them. The lightning element allows the cobras to change their size to become thin at any point along their bodies, which combined with the natural piercing property of the element allows the cobras to shrink down to a very small size(though can be seen clearly) at the end to pierce through any object like a perfect arrow. The cobra can then reform to normal size after completely piercing through an object a portion at a time, meaning that the head can be on one side of a rock, full-sized, while a quarter of the way towards the user is shrunk to a very thin size as it's piercing through the rock, and out the side closest to the user the vector is normal sized once more. The "shape-shifting" of the snakes also allow this technique to pass through a barrage of precise attacks (ie. shower of senbon) without making contact with anything/losing any power.

♦ Earth: The snakes, when infused with the earth element, become heavier than they normally are (10x). However, because the speed, strength, and mobility of the serpents are determined by the user's chakra control, almost removing the factor of "weight" from these three aspects though not entirely as they still move as fast as the average earth jutsu, this serves only two purposes: to increase the force of impact, allowing the snakes to crash through defenses, though they lose some momentum after impact, and to restrain an enemy by crushing them with the immense weight of the earth-infused Vector Cobras. The user's earth chakra additionally allows the serpents to "meld" with the earth, much like the "Earth Release: Hiding in Rock Technique", allowing the serpents to move in and out of the earth without creating disturbances, tremors, or otherwise altering the battlefield (though they can still be seen by sensors/Dojutsu users/others who can "see/feel" chakra).

♦ Water: The snakes, when given the element water, begin to excrete a transparent sticky fluid, similar to "Water Style: Starch Syrup Capture Field". Because the snakes only secrete a small portion of this fluid until it is used, it is difficult for normal eyes to see the water while still on the snakes (though anyone who can see/feel chakra can "see" it). As the snakes make contact with objects, they leave behind this chakra-infused sticky residue which can snare other objects on it, restraining their movements and trapping it. The snakes themselves, if they touch an object which is weak enough (ie. solid matter based projectiles), they can drag the object with them, it sticking to the layer of sticky water covering the serpents. If the Vector Cobras have objects stuck onto them, they can dislodge them by making sharp turns, releasing the object with a layer of sticky water at speeds equivalent to the average water jutsu.

The cobras can then be released towards the target, being manipulated to move in any direction the user wishes as they move, creating effects related to the element infused into the snake. The cobras also can be made to begin their assault upon activation, instead of coiling around the user. The cobras may be used independently from each other, but all four snakes need to have the same element.

NOTE: Once activated, they can last 2 turns and after that, they revert back to their position on the user's body unless perhaps they are destroyed. The user however, can decide to deactivate them before the end of their turn limit.
NOTE: Only one elemental infusion can be used in one turn.
NOTE: Each elemental infusion can be used 2x max
Note: Can only be used 5 times max
NOTE: No other element can be used except the element that is currently infused with the cobras. Meaning if a fire infused cobra is activated and still active, the user can only use Katon.
NOTE: Students will need to wait two turn in between usage. Meisters have one turn wait.

✦ Approved, had to make several edits
☼ Leaving for MU ☼
 
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Jin

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Re: Custom Jutsu Submission

(Fuuton: Ochi no tsubasa) Wind Release: Wings of the Fallen One
Rank: S-Rank
Type: Offensive/Supplenetray
Range: Short - Long
Chakra: 40
Damage: 80
Desciption: After performing 3 handseals, the user utilizes condensed wind chakra in his shoulders. Using shape manipulation, the user gives the wind the shape of wings. The wings keep enlarging until they get stable at 2 meters length and 2 meters width. The user then flaps the wings, sending a powerful wind stream towards the target, which "cleanses" everything on it's way. Despite it's offensive use, the user can also flap the wings towards the ground, sending the user in the air in case of a frontal attack.(Does not stay in the air, it is just a powerful push which sends the user up in the air for a few seconds). It can also be used to push the user upwards or backwards, depending on which direction you flap the wings. The wings can only be flapped only one time, since when flapped, the wind used for the wings is the wind that is sent to attack. Also, when used on the offensive, the wind covers a wide range, so it can hit multiple enemies.

- Can only be used 3 times per battle
- No S-rank wind techniques the next turn
- The user needs a turn cooldown before he can use it again
- Can only be taught by Stārk

☼ Declined DNR - Similar to existing techniques ☼



(Raiton: Mirābōru) – Lightning Release: Mirror Ball
Rank: B
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 50
Description: The user concentrates his Raiton chakra in his hands. Then he shape-manipulates the lightning and forms a mirror ball. After doing so, the user throws the mirror ball of lightning in the air. As soon as the it stops, it starts spinning rapidly. Then, while spinning, lightning "senbons" start being fired from the ball. The more lightning "senbons" are shot, the smaller the lightning ball gets, till it finally vanishes after all the "senbons" are shot. This jutsu covers a 360 shooting range, which means it can shot anything with the exception of the user.

- The "senbons" only lasts only one turn
- Can only be used 3 times in a battle
- Can only be taught by Stārk

☼ Declined ☼

Chakra/Damage is wrong (20/40 for B-rank), what is a mirror ball?
 
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Re: Custom Jutsu Submission

Genjutsu: Bureikingu Wheel|Illusionary Technique:Breaking Wheel
Type: Offensive
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage points: 40
Descriptions: The breaking wheel was once used as a gruesome means of execution and torture as victims suffering could span over a period of several hours to a day, before they eventually blēd out.The user of this genjutsu performs the horse and tiger hand seals in quick successions and casts his opponent under a horrific and frightening genjutsu where he sees his limbs being tied to a large wooden wagon wheel with many radial spokes on it which is in motion has begun to move, as the wagon wheels moves and rolls with the target body tied to it he is continuously stabbed by the spokes as well as having his limbs being broken due to the rotation of the wheel as he is rolled ruggedly across the ground surface. However, in reality the user is unharmed and merely suffers mental damage from the casted genjutsu.

Can only be used three times
Can only be taught by thunderbolt

♠ Approved ♠
#masochistactivated
Reworded a little
Increased the restriction.
10.Genjutsu: Bureikingu Wheel|Illusionary Technique:Breaking Wheel
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Descriptions: The breaking wheel was once used as a gruesome means of execution and torture as victims suffering could span over a period of several hours to a day, before they eventually blēd out.The user of this genjutsu performs the horse and tiger hand seals in quick successions and casts his opponent under a horrific and frightening genjutsu where he sees his limbs being tied to a large wooden wagon wheel with many radial spokes on it which is in motion has begun to move, as the wagon wheels moves and rolls with the target body tied to it he is continuously stabbed by the spokes as well as having his limbs being broken due to the rotation of the wheel as he is rolled ruggedly across the ground surface. However, in reality the user is unharmed but is mentally traumatized and suffers mental damage from the casted genjutsu.

Can only be used Two times
Can only be taught by thunderbolt

☼ Declined - Leave as is ☼
Doton: Teppai kaigi-sho|Earth Release: Elimination Chamber
Type: Offensive
Rank: S
Range:Short-Long
Chakra Cost: 40
Damage points: 80
Descriptions: Originally used in professional wrestling elimination-based match. The elimination chamber is a massive structure spanning well over 16 feet in height and 12meters in diameters, capable of trapping several targets all at once. The user of this technique performs the Dog, Tiger and ram handseals in quick succession and slams his two hands on the ground bringing forth a massive construct from the ground directly beneath the feet of his targets which encloses them inside. The chamber itself is surrounded with razor sharp arrows embedded across its whole body surface which continuously pierces the target trapped in it. After a certain period of time(1 Turn) the chamber by default automatically begins begins to get smaller and collapse and disintegrate on its own, crushing whatever remains in it into shreds. This is done as a fool proof method by the user should he be preoccupied or injured to finish the targets off. The aftermath of the technique leaves a noticeable effect on the earth surface due to its sheer size and weight, creating a deep crater in the location it was created.
Note:Requires A cool off of one turn to use again
Note:No Earth or Wind jutsu above s rank for 1 turns.
Note: Can only be taught by thunderbolt
Note: Can only be used Two times.

♠ Declined ♠
So a large chamber that that's originally used for "wrestling and elimination matches" quickly becomes a place that abruptly causes death? Makes no sense. I understand if you simply want to change the environment, but everything about this illogical. First of all, you're creating an ENORMOUS structure that literally covers the entire battlefield (12 meters) and traps individuals inside. Not only this, there are arrows in it too? Are you meaning to trap everyone but yourself in it? How are you even able to control the arrows in that case? Lastly, the whole "shrinking in size" isn't going to cut it. That's not logically possible as Earth is a solid structure and there's no way it can just "shrink in size" unlike constructs that are made of substances that aren't physical.
Doton: Teppai kaigi-sho|Earth Release: Elimination Chamber
Type: Offensive
Rank: S
Range:Short-Long
Chakra Cost: 40
Damage points: 80
Descriptions: Originally used in professional sport matches. The elimination chamber is a massive structure spanning well over 16 feet in height and 12meters in diameters, capable of trapping several targets all at once. The user of this technique performs the Dog, Tiger and ram handseals in quick succession and slams his two hands on the ground bringing forth a massive construct from the ground directly beneath the feet of his targets which encloses them inside. The chamber itself is surrounded with razor sharp arrows embedded across its whole body surface which continuously pierces the target trapped in it. The aftermath of the technique leaves a noticeable effect on the earth surface due to its sheer size and weight, creating a deep crater in the location it was created.
Note:Requires A cool off of one turn to use again
Note:No Earth or Wind jutsu above s rank for 1 turns.
Note: Can only be taught by thunderbolt
Note: Can only be used Two times.

☼ Declined ☼

If its raised directly beneath the target's feet, wouldn't they be raised in the air on top of it? How are the arrows triggered?


Doton/Fūton: Tsuchi no toranporin |Earth/ Wind Release: Earthen Windmill
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Descriptions: A technique created through the intricate use of chakra and shape manipulation and which combines the use of two elements in other to make feasible. The user of this technique performs the Rat>Dog>Tiger hand seals and slams their left and rights hands respectively on the ground to bring forth a massive erect pillar up to 20 feet in height, which erupts from the ground. The erected pillar possesses three blades which are attached to it that are capable of performing Oscillatory and rotational motions, similar to that of a standing fan or an electrical windmill. Once Fully erected the attached blades begin to rapidly spin and violently rotate bringing about a massive current of wind in the form of a whirlwind which rips through ground tearing apart its surface and continues on-wards towards it target, being capable of producing wind currents it can also suck the targets towards the spinning blades similar to that of a vortex upon which they will be sliced apart by the huge blades, this is especially useful against numerous projectile based attacks like swarms of arrows, kunais or other physical based attacks. Should the technique be used in mid range depending on the users position and bearings he too is susceptible to the wind and can be drawn into it.

Note: Can only be taught by thunderbolt
Note: Can only be used twice.
Note:No S rank wind and earth next turn
Note:The user must wait to turns to use jutsu again.

Approved Here:
Updating
Reworded the description.
Doton/Fūton: Tsuchi no toranporin |Earth/ Wind Release: Earthen Windmill
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50[-30 Every Turn If Technique Is Sustained]
Damage points: 90[-20]
Descriptions: A technique created through the intricate use of chakra and shape manipulation and which combines the use of two elements in other to make feasible. The user of this technique performs the Rat>Dog>Tiger >hand seals and slams their left and rights hands respectively on the ground to bring forth a massive erect pillar up to 40 feet in height, which erupts from the ground. The erected pillar possesses four blades which are attached to it that are capable of performing Oscillatory and rotational motions, similar to that of a standing fan or an electrical windmill. Once Fully erected the attached blades begin to rapidly spin and violently rotate bringing about a massive current of wind in the form of a whirlwind which rips through ground tearing apart its surface and continues on-wards towards it target, being capable of producing wind currents it can also suck the targets towards the spinning blades similar to that of a vortex upon which they will be sliced apart by the huge blades, this is especially useful against numerous projectile based attacks like swarms of arrows, kunais or other physical based attacks.When being used in mid range the user has to make a conscious effort to determine his distance and bearings unless he too might be susceptible to the wind current.The Wind current can be maintained only for a maximum for three turns and drains the user chakra severly.
Note: Can only be used Once
Note: Can only be taught by thunderbolt
Note:No S rank wind and earth For Two Turns
Note:The Technique Takes Two Move Slots
Note:Last Maximum of three turns if maintained.


☼ Declined - Leave as is ☼
 
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Lord of Kaos

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Re: Custom Jutsu Submission

1. ( Hebereke Seiyuukii: Shinai Fureru Watashi no Banana )- Drunken Monkey Fist: Don’t Touch My Banana
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage: N/A
Description: This basic non-genjutsu inducing DMF technique. This technique utilizes the elements of the playful monkey and is designed, not only to defend, but to increase the opponent’s frustration. In this technique the user makes use of various acrobatic movements; flips, rolls, jumps, bobbing and weaving and taunting motions to avoid enemy attacks and mocking their inability to hit them. This is not an all encompassing defense as the user can only defend/dodge at their current speed level and against other taijutsu or general small area techniques. As the drunken fist makes use of highly unpredictable movements that ordinary shinobi would need training for, these acrobatics are much on the playing field.
Note: Can be used with a one turn cool off between each use

Drunken Monkey Fist approved


2. ( Hebereke Seiyuukii: Magirawashii Teiru Giman ) - Drunken Monkey Fist: Misleading Tails of Deceit
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: The user raises his arms into the Drunken Monkey Fist basic stance, both palms raised in front of him, slightly bent and facing inwards towards him as he begins to sway and stagger around. He then begins to move his right fist outwards as if attacking while stepping out, but suddenly lowers his back inches from the earth, pivoting on his left foot, changing position as he does so. As he pivots, he then twists and ends facing a separate direction, essentially performing an arcstep, or half-step, as he moves. This evasive movement is ideal for escaping a close attack or a projectile, depending on the size of said projectile and situation, and placing the user in a more advantageous position, using the wild movements to confuse the foe as to where he is moving.
Note: Can be combined with Drunken Monkey Fist and other illusions at the sake of an additional jutsu per turn to be performed at the same time through the initial movements. If done like this, the user cannot use any genjutsu of S rank and above next turn.


Updating the below due to a heavy style update:

Drunken Monkey Style: Vodka’s Miscreant| Hebereke Seiyuuki Youshiki: Uxokka Hitodenashi
Type: Offensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: The user uppercuts the enemy while leaning backwards and extending his right leg, kicking him in the groins as well. He then turns his right hand over (palm facing outwards) and punch the enemy in the stomach as he leans back forward, head butting the target at the same time, busting both their foreheads from the impact. As this happens, the user stumbles to his forward and slightly to the left of the enemy, ending up behind him and to his right by a few inches. He then falls forward, swinging his right leg backwards as he does so, hitting the enemy in the crouch once more. As the user hit’s the ground, he rolls forward and drunkenly rises and turns facing the target once more.
*Can only be used three times*
*Can only be used in Drunken Monkey Mode*

~All Approved~ Gotta love drunken style taijutsu :p
3. ( Hebereke Seiyuuki: Arigatai Seiyuuki no Mai ) - Drunken Monkey Fist: Graceful Dance of the Monkey King
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user uppercuts the enemy while leaning backwards and extending his right leg, kicking him in the groin as well, triggering an illusion of Monkey's Prank to begin. As the first two strikes land, confetti from party poppers pop into and fill the target's vision, causing confusion coupled with pain. He then turns his right hand over (palm facing outwards) and hits the enemy in the stomach as he leans back forward, headbutting the target at the same time. As these attacks land, the distracted opponent will hear a loud and massive gong being struck, and the sounds of a marching band loud nearby plays, furthering confusing their sense of sound. As this happens, the user stumbles forward and behind the enemy. He then falls forward, swinging his right leg backwards as he does so, hitting the enemy in the crouch once more. As this kick lands, the opponent's clouded vision clears to reveal a monkey standing dressed as Michael Jackson, holding it's groins in a pose as fireworks erupt in the background, as the genjutsu ends. As the user hits the ground, he rolls forward and rises.
Note: Can only be used three times with a one turn break.
Note: Can not use a Monkey's Prank based Genjutsu next turn.
 
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Shady Doctor

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Re: Custom Jutsu Submission

Fuuton: Bāsākākikku | Wind Release: Berserker Kick
Rank: S-Rank
Type: Attack/Defense
Range: Short
Chakra Cost: 40
Damage Points: 80
Description:
This jutsu was crafted from a wind specialist that wanted a quick acting attack that could serve as a defensive mechanism also so he wouldn't be left with many opening when he attacked. He came up with the idea of the "Berserker Kick". By channeling mass amounts of wind chakra into his lower body, the user would swiftly stomp on a surface as he released the wind chakra from his legs in conjunction with the stomp. The wind suddenly bursts out in a 360 degree manner, but the moment it is leaving the legs, the user applies great chakra control in the form of shape manipulation. The wind would instantly be molded into numerous legs identical to the user's but twice the size. The legs of wind rapidly kick in every direction besides upwards, looking like a bunch of white/translucent legs are bicycle kicking everything away from the user. The 360 degree range of the legs create a sort of "barricade" of legs surrounding the user, the barricade being slightly taller than the user himself. This successfully creates a barricade of kicks that will rip through anything within 5m of the user while protecting him from anything that comes in range. The user can fuel chakra into the barricade to sustain the kicks, but can't perform jutsu whilst doing so. Due to the kicks even going below the user into the ground, attacks from below would be defended from also if reasonable. The attack itself leaves a 5m crater around the user because of the destruction it holds with the wind kicks.

• Only Teachable by Shady
• usable 2x with a turn cool down
• No wind Above A-rank in the same turn.

♠ Declined ♠
Okay, so if I'm not wrong here...you stomp the ground and suddenly Wind comes out in the shape of your foot (but larger) and basically act as a shield in front of you and even going into the ground with its strength? Now, that makes no sense at all. If it goes into the ground underneath you1If they kick in a 360 direction, how exactly do they form a barricade as tall as you because I'm under the impression that if it is a 360 direction, it should go up to hip length at least. Lastly, add a better restriction.
Fuuton: Bāsākākikku | Wind Release: Berserker Kick
Rank: S-Rank
Type: Attack/Defense
Range: Short
Chakra Cost: 40
Damage Points: 80
Description:
This jutsu was crafted from a wind specialist that wanted a quick acting attack that could serve as a defensive mechanism also so he wouldn't be left with many opening when he attacked. He came up with the idea of the "Berserker Kick". By channeling mass amounts of wind chakra into his lower body, the user would swiftly stomp on a surface as he released the wind chakra from his legs in conjunction with the stomp. The wind suddenly bursts out in a 360 degree manner, but the moment it is leaving the legs, the user applies great chakra control in the form of shape manipulation. The wind would instantly be molded into numerous legs identical to the user's but twice the size. The legs of wind rapidly kick in every direction besides upwards, looking like a bunch of white/translucent legs are bicycle kicking everything away from the user. The 360 degree range of the legs create a sort of "barricade" of legs surrounding the user, the barricade being up to the user's hip. This successfully creates a barricade of kicks that will rip through anything within 5m of the user while protecting him from anything that comes in range. The user can fuel chakra into the barricade to sustain the kicks, but can't perform jutsu whilst doing so. Due to the kicks even going below the user into the ground, attacks from below would be defended from also if reasonable. The attack itself leaves a 5m crater around the user because of the destruction it holds with the wind kicks.

• Only Teachable by Shady
• usable 2x with a turn cool down
• No wind Above A-rank in the same turn or next

☼ Declined ☼

The actual technique is fine, but I don't see why this would be S-rank. I can see this at most being A-rank, so you can change that or try to find a way to spice it up to S.





Fuuton: Kōha Taika | Wind Style: Gale's Vein
Rank: S-Rank
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:
The user claps his hands in front of him whilst channeling mass amounts of wind chakra between his palms in order to create a tiny "seed" of Fuuton in his dominant hand. The seed is created in a split second, letting the user then touch the surface of an earth structure or the ground to initiate the technique. After touching the ground or the earth structure, the seed swiftly drills into the earth to any point on the field up to 20m away from the user, and like any other seed begins sprouting on its own will. The seed sprouts into large "veins" that spread throughout the earth with haste, almost as if it was infecting it. If used on the ground, the veins spread into a mid range radius with the seed itself as the center. If used on structures made of earth, it will spread all the way through the structure until the veins completely inhabit the inside of the structure. Once the veins have fully spread, the wind the veins are made of begins violently rotating and expanding at a fast rate; affectively destroying the earth from the inside out. The veins continuously expand until finally creating a massive dome reaching mid range in all all directions with the seed still as the epicenter of it all.

• Usable 2x
• Two turn cool down between uses
• No other wind in the same turn

☼ Declined ☼

Mid range radius is too much, that means it encompasses an area of long range. Make it short range radius.





Fuuton: Jeppetto no ishi | Wind Style: Geppetto's Will
Rank: S-Rank
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:
The user does 3 hand seals ending with holding the Dragon seal, while also focusing Fuuton chakra around a selected target. Using shape manipulation the user makes the winds around the opponent take a solid shape, creating an abundance of chains composed of condensed wind. Upon creation the chains are coiled around the target to completely restrain their movements. The chains are tightly wrapped around the target's torso, both arms and both legs, though restraining the targets movements aren't the peak of the techniques use. With the chains wrapped around the limbs and the user still holding the dragon hand seal, the user can use the chain's grip and restraint of the target's body to forcefully move their legs and arms; essentially turning the target into a human puppet. The controlled movements don't seem to be swift nor extremely slow, allowing the user to make the target move at speeds similar to that of targets under the shadow possession jutsu. The user himself can move around freely, though if he stops holding the dragon hand seal the grip and restraint of the chains will loosen, letting the target move normal. At any point while holding the target in the restraints of the chains, the user can will the chains to erect countless senbon sized needles, puncturing the target all over the body, though doing this would end the technique. The chains can be created on human or large targets such as clones, summons, expanded akamichi, Stone golems etc. Though the chains will differ in size depending on the size of the target.

• Usable 2x
• Lasts 3 turns with 2 turn cool down
• No wind techniques over S-rank the turn the jutsu ends

☼ Declined DNR ☼
 
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Hard

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Re: Custom Jutsu Submission

(Fūton: Garandou Kaze) - Wind Release: Void Breeze
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: After analyzing the portal created by the 'Earth Release: Sticky Earth Drop' technique, Hard was able to create a wind variant that utilized the same execution. By slamming their hands together, the user will cause a giant portal on the sky that will suddenly create a vacuum of wind that begins to suck everything within. The size of the portal is dependent on the size of the techniques/objects in question. Immediately after successfully catching the item/object/techniques in question, the dimensional portal will close on itself, leaving no trace. At any time during the fight, within the next three turns, the user can perform the '戌' hand seal, causing the portal to once again open the sky, anywhere within the field. (At least ten meters above the desired target.) The previous vacuum of wind will now be reversed, causing the previously sucked technique(s)/item(s)/object(s) to be released towards the desired target at full force, increasing their blunt force's lethality due to the forceful push and gravity naturally bringing it/them down. The portal is strong enough to draw both user and opponent towards it's epicenter, forcing target(s) at hand to begin to slide through the surface they are standing on or being drawn while airborne. The 'absorption ability' closely leans to solids and liquids, as naturally, intangibly techniques would not sustain the capture/containment. The portal can be created high enough to even absorb things like rain-clouds in order to prevent precipitation-type ninjutsu. Naturally, if rain-clouds were to be absorbed, the rain-drops within the clouds would 'condense' thus releasing a heavy source of rainwater towards the desired target once the portal re-opens. If used to absorb intangible forces like lightning or fire, the technique(s)/Items/Objects in question will simply disperse, not allowing the user to re-open the portal to release anything back. Should the situation present itself that a living substance nears the portal, he/she will simply phase through the portal, thereafter free-falling back down onto the ground.

▵ The vacuum cannot absorb living beings
▵ The vacuum can absorb gases/solids/liquids/objects of up to equal rank
▵ If the portal is not opened within the next three turns, the contents will be lost for the remainder of the fight
▵ Can be used three times per battle
▵ Must be taught by Hard

☼ Declined DNR ☼

This is fuuinjutsu, just using wind instead of seals, in a way that wind cannot be used.


(Fūton: Okam Dageki) - Wind Release: Emperor's Strike
Type: Supplementary/Offensive
Rank: B
Range: Short
Chakra: 20 (-10 After first turn)
Damage: 40
Description: After carefully analyzing the weaknesses and strengths of the 'Hiding with Camouflage Technique, Hard found a way to incorporate it's stealthy nature as well as utilize it in speedy striking situations without being noticed. Unlike it's parent technique where the user camouflages their entire body, the user will pick up to, two limbs to bend the light around and thus turn invisible, without leaving a trace nor shadow. This in turn will allow the user to focus more heavily on the selected limbs, thus keeping up with speedy strikes in order to stay camouflaged. Although, the advancement did not stop there. In order to supplement his close range use, the user will channel wind nature'd chakra through the selected limb(s) in order create cutting-edge/piercing wind dependent on the limb's gestures. (Ex: Closed fingers would allow to pierce through things.) The wind-nature'd chakra would be released milliseconds before physical contact in order to remove any possibilities of being noticed. The coating can also be used as the strike is being done. This is in order to counter-act against any possible threats currently being released. Naturally, the stealthy-nature of the technique would be slightly voided once the wind-nature'd chakra is being manipulated as translucent currents revolve around the selected limbs in a condensed manner.

▵ Just like the parent technique, 'Emperor's Strike' lasts three turns or until deactivated
▵ The Wind coating can stay active as long as the camouflage
▵ User is restricted to Raw/Wind-Nature'd chakra while technique is active
▵ Must be taught by Hard

☼ Declined ☼

This is two jutsu in one. The camouflage and wind are different techniques.


(Genjutsu/Fūton: Kaze Mougi) - Illusionary Arts/Wind Release: Wind Magician
Type: Supplementary/Offensive
Rank: S
Range: Short - Medium (Illusion) Long (Wind Blast)
Chakra: 40
Damage: 80 (If Wind hits)
Description: The user will begin by placing their Gunbai out vertically in front of them, paralleled with their body whilst also performing the confrontation hand seal '対立の印'. It is then that the opponent(s) are placed inside of an illusion. In the illusion, the targets will see the user slowly or swiftly, depending on the user's choice; rotate the wrist which the Gunbai is being held with, naturally spinning the Gunbai towards the ground in the process. As the Gunbai passes by the user's body, it naturally blocks a portion of the user's body from the targets' view. As the Gunbai is rotating, it will cause the user to vanish from sight, making it seem as if the Gunbai was/is transporting the user to a different dimension. (Similar in comparrison to when a magician utilizes their cape to vanish from sight by enveloping their bodies.) To the targets' eyes, it would appear as if the user magically vanished once the Gunbai passed through said portion of the body, starting from the head. The Gunbai will rotate a full 180° until it is fully pointing towards the ground. This in turn would indicate that the user would have fully vanished from the targets' view. The hand holding the Gunbai would simply fade away in the process, turning into nothingness. It is then that the now levitating Gunbai, releases a concentrated blast of wind from it's tip as it faces the ground, instantly launching itself into the sky, thereafter releasing a massive storm of raging winds that begin to push down on the target(s) body's, physically restraining them as they are forced against the ground. In reality, the user rotates the fan out in front of him whilst releasing a large devastating blast of wind that expands outwards, very similar in comparison to 'Wind Release: Pressure Damage'. This in turn is utilized to defend against possible released techniques whilst casting the illusion. Before the illusion finalizes, the "Gunbai "will explode outwards and turn into a wind itself, vanishing from sight all together. If the user so chooses, he can activate the illusion by following the same except without releasing the wind blast. The illusion an also be utilized to "conceal" the presence of allies by simply rotating the fan around their ally(s). This method could also be used to conceal the presence of more than one person/object/summon should the Gunbai in question prove to be big enough to cover their entities.

▵ Illusion lasts two turns or until released.
▵ Technique costs 2/3 moves of the user if wind is used.
▵ Can be used twice per battle.
▵ No Wind (If applicable) above S-Rank in the same turn used
▵ No Genjutsu above A-Rank in the same turn used
▵ Requires a Gunbai to use
▵ Must be Taught by Hard

☼ Declined DNR ☼
 
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Re: Custom Jutsu Submission

Summoning Animal: Synanceia (Stonefish)
Scroll Owner: Yashiro.
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and background:

Synanceia is a genus of fish of the family Synanceiidae, the Stonefishes, whose members are venomous, dangerous, and even fatal to humans. It is one of the most venomous fish currently known in the world. They are found in the coastal regions of Indo-Pacific oceans as well as off the coast of Florida and in the Caribbean.

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Synanceia are primarily marine, though some species are known to live in rivers. Its species have potent neurotoxins secreted from glands at the base of their needle-like dorsal fin spines which stick up when disturbed or threatened. The vernacular name of the species, the stonefish, derives from the stonefish's ability to camouflage itself with a grey and mottled color similar to the color of a stone. Swimmers may not notice them, and may inadvertently step on them, triggering a sting. When the stonefish is disturbed, it may inject an amount of venom proportional to the amount of pressure applied to it.

Since the Stonefish are marine animals they require a water source in order to be summoned or can summon a water source with themselves, if none is on the battlefield. If being summoned in a water source they can be summoned up to mid range from the user, however, if they are summoned with a water source then it can only be done up to short range form the user. Stonefish are experts at camouflage which enables them to change color to match their habitat, however, this ability only pertains to water and earth/muddy environments. They are not however, capable of completely making themselves unnoticeable, just blend in to earth and/or water environments making it hard for opponents to clearly see them momentarily. If the opponent would take time to actually look at the area where a stonefish would camouflage, he would manage to see it. Stonefish mostly range from a few inches to a couple of meters in size, while the boss summon is ten meters in length. Stonefish have a very unique chakra circulatory system which allows them to produce and manipulate water or earth techniques as well as produce their unique venom from their bodies in both a liquid and gas state. They are also considered genjutsu masters and capable of producing powerful and unique illusions. Since they don't have hands they use their unique needle-like dorsal fins to perform hand seals for elemental techniques requiring hand seal performances and produce a mist like substance of their unique venom to cast illusions. Once a target has been caught in the venom and/or inhales it, illusions would be casted upon them (This ability only pertains to unique stonefish illusions. No stonefish have access to canon or custom regular genjutsu). All venom produced by stonefish have but one weakness, once the venom is heated to a certain degree, it loses its potency. Making stonefish venom weak against the fire element regardless of the state the venom is in.

✦ Declined, you barely changed anything I said. Stonefish arent going to be able to use both water and earth chakras, that is a clear no. Their venom is excreting through the spikes from it's dorsal fins on it's back in a liquid form, not gaseous. Using the mist to perform genjutsu is a canon ability of the Giant Clam, so it's not being allowed here and they aren't using their fins to form handseals, I clearly said that last submission. And you mention specific temperatures, but dont state so I'll make one: their venom will be weak to same rank fire and above. ✦
Summoning Animal: Synanceia (Stonefish)
Scroll Owner: Yashiro.
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and background:

Synanceia is a genus of fish of the family Synanceiidae, the Stonefishes, whose members are venomous, dangerous, and even fatal to humans. It is one of the most venomous fish currently known in the world. They are found in the coastal regions of Indo-Pacific oceans as well as off the coast of Florida and in the Caribbean.

You must be registered for see images

Synanceia are primarily marine, though some species are known to live in rivers. Its species have potent neurotoxins secreted from glands at the base of their needle-like dorsal fin spines which stick up when disturbed or threatened. The vernacular name of the species, the stonefish, derives from the stonefish's ability to camouflage itself with a grey and mottled color similar to the color of a stone. Swimmers may not notice them, and may inadvertently step on them, triggering a sting. When the stonefish is disturbed, it may inject an amount of venom proportional to the amount of pressure applied to it.

Since the Stonefish are marine animals they require a water source in order to be summoned or can summon a water source with themselves, if none is on the battlefield. If being summoned in a water source they can be summoned up to mid range from the user, however, if they are summoned with a water source then it can only be done up to short range from the user. Stonefish are experts at camouflage which enables them to change color to match their habitat, however, this ability only pertains to water and earth/muddy environments. They are not however, capable of completely making themselves unnoticeable, just blend in to earth and/or water environments making it hard for opponents to clearly see them momentarily. If the opponent would take time to actually look at the area where a stonefish would camouflage, he would manage to see it. Stonefish mostly range from a few inches to a couple of meters in size, while the boss summon is ten meters in length. Stonefish have a very unique chakra circulatory system which allows them to produce and manipulate water techniques with great ease and accuracy, showcasing their mastery over the element, as well as produce their unique venom from their bodies in a liquid state. Due to their mastery of the water element and their unique liquid venom, stonefish are capable of releasing their venom into their water techniques if released through their spikes, however, the venom would loose potency and not be as fatal as usual. The venom produced by stonefish are weak to same rank fire and above.

✦ Approved, made a few edits ✦

(Fōbido~un Hyouton: Dahaka) - Forbidden Ice Style: Dahaka

Rank: Forbidden
Range: Short (Long ranged Reach)
Type: Offensive/Defensive/Supplementary
Chakra: 50 (-20 per turn)
Damage: N/A (-20 to the user)
Description: A Massive mythical creature spawned by the spirit of winter, the Dahaka is the Guardian of the spirit of winter. When something disrupts the season of winter, the Dahaka is sent to restore things. The Dahaka is formed with great amount of focused black Ice chakra and appears sporadically, in a swirling void of black ice. As it approaches, the ground trembles and unsuspecting bystanders are almost always forced to lose their footing. This beast is surely not of this world. The Dahaka knows its purpose. Walls and weapons means nothing to it and it cannot be easily killed, harmed or slowed down. The Dahaka stands 30 meters tall with a muscular and solid body structure. It has large claws capable of easily slicing through human flesh, working similar in terms of sharpness to that of bladed weapons. The Dahaka has the ability to also form durable tentacles of black ice/snow which he is able to attack the enemy with. Being it that the Dahaka is the guardian of the spirit of winter, it is capable of performing Ice techniques on behalf of the user or rather the user performing Ice techniques through the Dahaka and with its immense power.

Ice Release: The user is capable of performing all ice techniques upto S Rank that the user knows including techniques which require hand seal performances through the Dahaka. Due to the dahaka being much larger and stronger, each technique increases in size and gets a +20 added to the damage the technique is capable of delivering.

Superhuman Strength: As shown from its powerful build, the Dahaka is immensely strong. It can shatter stone walls easily and reduce them to rubble. Being capable of completely destroying strong earth based techniques up B Rank with a simple punch.

Superhuman Agility: The Dahaka has the ability to leap from great depths to great heights and vice versa without suffering any damage. It can do great leaps to cover great distances with great ease.

Tentacles: It has the ability to shoot multiple tentacles from its abdomen and even send its tentacles through the ground to attack far away enemies. Granted the ground isn't affected by earth techniques of A rank and above. An attack with the tentacles is equivalent to an Ice attack of A Rank. Each attack with the tentacles count as a move of the users 3 per turn and can only be used 3 times per battle with a 1 turn cool down after each usage.

Superhuman Durability: The Dahaka is a durable individual. Due to its immense strength and durability the Dahaka is completely immune to techniques B Rank and below, C Rank in the case of elements stronger than Ice Release.

Note - Can only be used once per battle and remains active for 3 turns.
- With the Dahaka present on the field of battle, the user is only capable of using the Ice, Wind and Water elements and can only use Ice techniques through the Dahaka.
- The user suffers a -20 damage due to the chakra strain of forming the Dahaka and a -20 per turn to keep it active.
- After the Dahaka has dispersed the user would not be able to mold techniques above A Rank for the following 2 turns and cannot use any Ice Release techniques for the following 3 turns.
- Can only be used by members of the Yuki clan whom have mastered Ice Release.
- Can only be taught by Yashiro.

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(Fuuton: Andeddo no gun)) - Wind Release: Army of the Undead

Rank: S
Range: Short - Long
Type: Offensive
Chakra: 40
Damage: 80
Description: Is an advanced Wind Release technique that requires good chakra control and advanced manipulation. The user gathers a large amount of his wind chakra throughout his entire body and releases a full body surge of wind release chakra that forms as a ring of wind all around the opponent with the user connecting the ends of the ring. Once the ring is formed the user performs a single hand seal and manipulates the ring of wind to form into a large amount of demonic/zombie looking spirits of dead warriors. The user would then manipulate the warriors of wind into attacking the target either all at once or from separate sections at blind spots of the target if the user so wishes. This is done with hand gestures.

Men of Daine: After forming the ring of wind, the user would perform a single hand seal and mention the words "Men of Daine", at that point the user would then form warriors equipped with swords and blades which the user then manipulates into attacking the target. This form is only allowed within short range of the opponent.

Men of Doom: After forming the ring of wind, the user would perform a single hand seal and mention the words "Men of Doom", at that point the user would then form warriors equipped with spears and/or lancers which the user then manipulates into attacking the target. This form is only allowed within mid range of the opponent.

Men of Rohirm: After forming the ring of wind, the user would perform a single hand seal and mention the words "Men of Rohirim", at that point the user would then form warriors equipped with bows and arrows which the user then manipulates into attacking the target. This form is only allowed within Long range of the opponent.

Note - Can only be used twice per battle and requires a two turn cool down between each usage.
- No wind techniques during the same turn or above A Rank in the following.
- Can only be taught by Yashiro.

✦ Declined, DNR either ✦
 
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Magic..

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Re: ±±Custom Jutsu Submission±±

from Priest to resubmit.

Genjutsu: Babarik Kanibaru no Ndi Echi - Illusionary Art: Barbaric Carnival of Ndi Echi
Rank: S
Type: Sup
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:This genjutsu takes hold of the opponent's senses like a set of instruction laid on the opponent's brain. It effects makes the opponent see something different and at the same time hear and smell something with respect to what they see. However their sense of touch and taste is unaffected, meaning they can still feel things like normal, heat, tremor, shock, pressure among others.
The affects of the illusion is only felt after the illusion has been casted so when the user makes a jutsu that requires spewing/spitting from the mouth, the opponent sees the user actually blowing air into a long baloon just like a clown at kids' birthday party and then the baloon pops giving a loud bursting sound while several colorful and shinny papers ooze out into the atmosphere conoting a carnival scene. If not a jutsu that is spit from the mouth and if the user tries to throw a jutsu from his hand or weapons, it appears he brings out 3 bottles or battons and starts juggling it in a mesmerizing fashion.
If the user decides to stomp his foot on the ground for a ground base jutsu, it appears he's tap dancing and also handseals are masked making it look like the user is shoving cards inbetween their fingers. Slaming hands on the grounds appears as if the user is doing acrobatic stunts thus standing and walking with their hands. However the sole purpose of the genjutsu is to tame the opponent into seeing, smelling, hearing something different from the battle field, a fun carnival scenerio, a celebration and joyous ambience blinding and deafening the opponent from any jutsu the user might perform.
++
-Last for 3 turns
-Twice per Match
-No S-rank or above genjutsu next turn
-Must be taught by Priest
________________
-Leaving for Scorps-



 Declined  Description isn't making sense.​
Genjutsu: Babarik Kanibaru no Ndi Echi - Illusionary Art: Barbaric Carnival of Ndi Echi
Rank: S
Type: Sup
Range: Short-Mid
Chakra: 40
Damage: 0
Description:This genjutsu takes hold of the opponent's senses like a set of instruction laid on the opponent's brain. It effects makes the opponent see something different and at the same time hear and smell something with respect to what they see. However their sense of touch and taste is unaffected, meaning they can still feel things like normal, heat, tremor, shock, pressure among others.
Once the illusion has been casted the senses of the target are being captured into seeing/hearing/smelling things in a rather funny way. For example, when a target is trap in this illusion which looks as normal as it is before the illusion was casted and the user makes a jutsu that requires spewing/spitting from the mouth, say fire, the target instead of seeing the user spiting fire, he sees him blowing air into a long baloon just like a clown at kids' birthday party and then the baloon pops giving a loud bursting sound while several colorful and shinny papers ooze out into the atmosphere conoting a carnival scene. Another example is if it is not a jutsu that is spat from the mouth but rather, the user tries to throw a jutsu from his hand or weapons, it appears to the target(if he has not broken out of the genjutsu) that the user has brought out 3 bottles or battons and starts juggling it in a mesmerizing fashion.
If the user decides to stomp his foot on the ground for a ground base jutsu, it appears he's tap dancing and also handseals are masked making it look like the user is shoving cards inbetween their fingers. Slaming hands on the grounds appears as if the user is doing acrobatic stunts thus doing a handstand and walking upside down. However the sole purpose of the genjutsu is to tame the opponent into seeing, smelling, hearing something different from the battle field to a rather fun carnival scenario, a celebration and joyous ambience shutting them out of a real life atmosphere.

++
-Last for 3 turns
-3x per Match
-One turn inbetween usage

-No S-rank or above genjutsu next turn

Declined: first of all restrictions for an S-rank genjutsu are far from enough on this one. 3 times, 3 turns you can't use S-rank or above genjutsu the next turn? You already have a 1 turn in between usage, and not being able to use S-rank or above (forbidden genjutsus are impossible btw) makes no sense. If you want any hope on this getting approved restrict it more.

Next to that, this jutsu is borderline DNR. Being able to mislead certain senses, ok, but being able to say what or how the user senses in close to any way is too much.



Genjutsu: Nokku - Illusionary Style: Knock
Rank: B
Type: Sup
Range: Short-Mid
Chakra: 20
Damage: 0
Description: Chakra is hypothetically bridging the physical and spiritual energies through augmenting 3 things,the soul, body and mind in perfect sync. If one of the 3 fails then chakra fails to work. This genjutsu tears the mind of the target and put them in utter disarray. Although this does not compel the targets system in real life. He would only in the illusion, forget how chakra works, forgetting how to balance the physical and spiritual thus unable to mold chakra. He is as of the illusion an ordinary person with no ninja talent.
NOTE: The target is unable to mold chakra while in the illusion thus he can only break the illusion through pain or external means(from comrade)
NOTE: Usable 3x per battle with 2 turns inbetween usage

Declined, DNR. You do not "know" how to mold chakra. It's something done naturally, so "forgetting" how this is done is impossible. This also gives the opponent less ways to break out of it. If there was a way to know how to mold chakra, everyone would be able to do it. It is something inherent, even if you need to be capable to do it. Look at Rock Lee for example: he is unable to mold chakra, it's not like there is a guidebook or a "Molding chakra for dummies" handbook.

Genjutsu: Jigoku Tensei - Illusionary Style: Hell Born
Rank: S
Type: Offensive
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will weave 2 handsigns and put the target in an illusion. In the illusion, the atmosphere becomes that of a darkness as day becomes night in a blink of an eye showing the full moon which would be a source of illumination. As the full moon illuminates on the target, a painful process of body transformation begins. Reminiscent to Lycanthropism, the target begin heavy spasm as their body begin to vibrate. Then their body/flesh/skin would begin to strain and painfully expand due to bone/muscles restructure. They begin to stretch and grow claws and canines while also becoming rabid albeit inhumane. The target while transforming would continously undergo excrutiating pain which makes the illusion itself immune to pain. Transformation last two turns in the illusion, however, at the end of two turns, the target would go unconcious in real life due to the large influx of mental strain. In real life, the target is there, mimicing his own movements in the illusion(though not actually transforming) thus unable to use his hands properly for handseals.
--Last 2 turns
--Usable 2x per battle
--2 turn inbetween usage
--No genjutsu above A-rank next turn

Declined. Remove everything about the user being immune to pain in the illusion and being unable to perform hand seals, and lower the rank. If not, it's simply a DNR.
✦ Pending, leaving for someone else ✦

Next to that, learn to properly format or i'll decline without the information next time. It's type first, rank second. If you can go out of your way to fully customize a bio, copying a proper format shouldn't be impossible either.
 
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Gutsy

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Re: Custom Jutsu Submission

(Katon: Ragunaroku no rirīsu) Fire Release: Release of Ragnarok
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: The Fist of Ragnarok is an ancient technique that has been rediscovered. This technique is performed through the practitioner performing the Serpent – Ox hand sequence followed by them gathering an immense amount of chakra. They will then proceed to release the fire chakra from their entire body and out in all directions in consecutive waves of fire chakra. When the fire chakra is released from the practitioner’s body, and reaches approximately 1 meter away from his or hers body, it will transform into actual fire which is so intense that it turns the ground, grass and anything organic or human into cinders if it comes into contact with it. What makes this fire released from the body unique, is that this fire is very dense and moves like water, in the sense that it pushes forward with great force like a tsunami of fire. These waves of fire is released in all directions from the body in exactly 3 seconds and the fire will die out when it reaches long-range from the practitioner. The fire waves which moves like waves of water are twice as high as a normal man’s height.
Note:
- Can only be performed once per battle
- One cannot use any fire techniques in the following two turns
- When performing this jutsu, the practitioner will not only be dehydrated, but they will also gain slight burns all over their body due to the heat released from the entirety of the body.

✦ Declined, has been done countless times, this is just a omnidirectional burst of fire, DNR ✦

(Genjutsu: Hakuba) Illusionary Art: The White Horse
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: This illusionary technique is based on the folklore and legend around the Four Horsemen. There was said to exist a total of four horsemen, War, Famine, Pestilence and Death. The first horseman is Pestilence, which represents disease and plague. The second horseman is War, whom represents, conflict, war, civil war and manslaughter. The third horseman is Famine whom represents many different things, such as wealth, power, hunger, lust etc. The final and most powerful of the Four Horseman is Death. This is the most powerful of the riders, also known as The Pale Rider. Death unlike his siblings only represent death, as he is the reaper of all life, he is the one whom sends everyone to the afterlife. This illusion revolves around the final horseman. The practitioner will place the opponent under an illusion after performing the Serpent – Ox – Dragon hand sequence. Afterwards the opponent will be put in a very powerful illusion, where the first thing they see is the appearance of a pale horse with a rider on top of it. This rider is wearing a black suit and wielding a steel tipped cane. He appears in the most logical way possible in the fight, like entering into a clearing in the woods etc. This great creature is known as Death, the Grim Reaper, and he is there to reap the opponent. He does so by using a unique form of illusionary power similar to that of a Kurama clansman. Here Death enters the mind of the opponent to take the soul of the opponent and extract it, and to do so he needs to find ones soul inside their memories. He is hunting a version of the opponent inside their own memories, if he catches the opponent inside their own memories he will force their soul out of their body, killing them and ending the illusion. While Death hunts the opponent in their own memories, he will literally erase every memory he passes, resulting in the opponent forgetting their past and what has happened, even forgetting what their known, what their capable of etc.
Note:
- May only be performed once per batle
- Cannot perform any illusions the following turn

✦ Declined, inconsistent, and not possible. You can't say something uses "a unique form of illusionary power similar to that of a Kurama" without being a Kurama, that nulls the purpose of the Kurama clan in it's entirety if that could be done for any gejutsu; you can't manipulate and remove memories with a genjutsu like that, that is an ability of a ninjutsu, Loss of Memory Technique, DNR ✦
Mother technique to the following technique:

(Raiton: Itsuwari no obujekuto) Lightning Release: Deceitful Objects
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The Technique known as Deceitful Objects, is a technique developed by a single ninja, and it is developed on the principles of its mother technique; Spiked Body. With this technique the practitioner will release lightning chakra into metallic objects on their own body, or anywhere on the battlefield, that is within range of course. From there the practitioner will perform the Serpent hand seal, activating the said chakra, causing a multitude of lightning spikes to form on the said object or objects, as if they were protruding from it. This technique can of course only be performed on metallic objects such as kunai, shuriken, armor; swords etc. and the spikes in question will reach a full length of 40 centimeters, when fully protruded. These lightning spikes can pierce objects of low density, or they can pierce metallic, earthen material, or simply pierce an opponent. These spikes have the capability of electrocuting, piercing and paralyzing an opponent, if struck by them. Utilizing this technique the practitioner is capable of utilizing this technique on a maximum of 3 objects at a time.
Note:
- May only be performed twice per battle
- For every usage of the technique, the practitioner can infuse a total of 3 objects

✦ Pending, leaving for someone else ✦
Declined: While I like the jutsu a lot, it's too OP for the restrictions on it, as well as the rank. You can basically infuse anyone's kunais/shurikens or custom weapons and stab them with a lightning bolt from it. It needs some sort of restrictions, as we shouldn't strive towards 1hitting an opponent and making it impossible for them to defend (or close to) as the proximity of weapons and such are so close to the opponent that they have little time to react. Especially if they hold the weapon and thus can't make hand seals. You could for example just make it numb/paralyze the opponent instead. Just food for thought.
 
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Summer

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Re: Custom Jutsu Submission

[Shoton Kurohitsugi] Crystal Black coffin
Type:Attack
Rank:S rank
Range:short
Chakra:40
Damage:80
Description: Guren does three handsigns and forms up from the ground around the enemy three chambers of crystals which are three different sizes like Matryoshka dolls (nesting dolls). One chamber surrounds the enemy being just big enough for the enemy to stand in. the second chamber surrounds the first chamber the the third chamber completly surrounds the first two and under ground completly. The chamber start as the first being blue crystal like that of her arm blades Guren uses, and the second being that of her jade type crystal which is slightly a stronger type of crystal for structures. The third and most durable chamber being of pink crystal used in many of Guren's stronger containments and structures. So in ranking the chambers the first can withstand B rank ninjutsu, the second can withstand A rank ninjutsu and the third can only be penetrated by a direct S rank type attack like chidori.
Now once all three chambers have been built the user can place both hands on the ground and slowly sink the chambers into the ground burying them many feet below.


Restrictions

+ can only be used on earth terrains

+ can only be used twice per battle and one per turn.

+ cannot make handsigns while making the chambers descend underground

+ air in the coffin lasts for one turn.

+ cannot use other crystal jutsu's during the same turn.

+doujutsu users can see through all three crystal chambers. While regular ninja can only see through two.

+ can only be taught by Roju.

✦ Declined, OPed. You're basically saying that this is a 3 layered attack. If an attack is shot at the first chamber and breaks it, it will become weakened. Meaning that, for example, if an trapped RPer used an S rank against this, after hitting the first level, it'd be slightly weakened, to roughly strong A rank, and this would barely beat the second layer and prevent it from being broken on the third level. That's too much for such a simple jutsu, I dont even see this as S rank ✦

I'm aware there's a Nekura tech with the same name. I like the name.


(Shoton Doragon Souhou )Crystal Dragons Touch
Type:Attack
Rank:Forbidden
Range:mid
Chakra:50
Damage:90
Description: Guren standing in close range of her enemy while in taijutsu type combat. By encasing her left or right hand in crystal and by touching the enemy she can forcibly turn there blood and water in there entire body to crystal. The downside is that you use one of your hands as a medium and it remains attached to the enemy in crystallized form. The spot she touched will also become a crystallized area but as she focused to charge the crystal throughout the enemies body, the enemies fluids will only become crystallized.
Where the hand becomes removed will stay in a crystallized form stub, and will remain like that for the duration of the battle.

Restrictions
+Usable once per battle
+Cannot Crystal jutsu for the remainder of the battle
+use loses hand
+ no other Crystal jutsu in the same turn.
+ Can only be taught by Roju

✦ Declined, DNR ✦
 
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Re: Custom Jutsu Submission

~New submission~

Mole technique

(Anda-Guraundo Misairu ) - Underground Missile
Type: Offensive
Rank: B
Range: short-mid
Chakra: 20
Damage: 40
Description: After performing the necessary hand-seals, the user slams his hand on the ground and spawns three moles from underneath the targets feet in which they rotate upward from the ground and crash into the target, launching the target into the air. After they attack, moles can burrow underground to launch another attack.

Restriction:
-Must have signed the mole contract

X-Approved-X
-updating-

(Anda-Guraundo Misairu ) - Underground Missile
Type: Offensive
Rank: B
Range: short-mid
Chakra: 20
Damage: 40
Description: After performing two hand-seals (dog -> snake), the user slams his hand on the ground and spawn three moles underneath the targets feet in which they coat their heads in earth chakra and rotate upward from the ground, and crash into the target, launching the target into the air from the blunt force. After they attack, the moles will burrow underground, ready to launch another attack. Alternatively, the user can perform this by himself but, he has to be underground before-hand through the Hiding-like a mole technique.

Notes:
-Can only be used by the moles and those who have signed the contract.
-When the head is coated, it forms a helmet that resembles Excadrill’s jagged helmet.
-Can be used up to four times.


✦ Approved ✦

(Kuchiyose no Jutsu: Doryuzu) - Summoning Technique: Excadrill
Type: Supplementary
Rank: S
Range: short
Chakra: 40
Damage: n/a
Description:After performing the necessary handsigns, the user slams their hand to summon Excadrill. Excadrill is the second in command of the moles and one of the strongest among them under the boss. Excadrill is 45 cm and wears jagged axe-like armor pieces on his arms as well as a jagged axe-like helmet placed slightly covering his face. He uses his 'shovels' to aid him in digging or for striking his target. Excadrill can perform mole techniques up to S-rank that are exclusive to only him.

Restriction:
-Can only be summoned once per battle.
-Must have signed the mole contract.
-His Mole techniques counts as a move.
-Requires a ground source.
-Lasts up to 4 turns.
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X-Approved-X

removed the taijutsu part.
-updating-

(Kuchiyose no Jutsu: Doryuzu) - Summoning Technique: Excadrill
Type: Supplementary
Rank: S
Range: short
Chakra: 40
Damage: n/a
Description:After performing the necessary handsigns, the user slams their hand to summon Excadrill. Excadrill is the second in command of the moles and one of the strongest among them under the boss. Excadrill originally 45 cm, had grown slightly larger than a fully grown human adult and still wears his jagged axe-like armor pieces on his arms as well as a jagged axe-like helmet placed slightly covering his face. He uses his 'shovels' to aid him in digging or for striking his target. Excadrill can perform mole techniques up to S-rank that are exclusive to only him. Like all moles, he can perform the Hiding-like a mole technique and by clapping his paws together, he can summon a massive herd of mole under-lings that will stampede on the target(s) (up to long range) before dispersing. These moles are covered in earth armor, making them resemble knights.
Restriction:
-Can only be summoned once per battle.
-Must have signed the mole contract.
-His Mole techniques counts as a move.
-The stampede counts as a A-rank move
-Requires a ground source.
-Lasts up to 4 turns.

✦ Pending, leaving for someone else. Not sure how I feel about Summonings summoning other summonings....even if done in the anime ✦

~new submission~

( Kuchiyose No Jutsu: Gnome)- Summoning Technique: Gnome
Type:Supplementary
Rank:S
Range:Short
Chakra:40
Damage:N/a
Description:Is Mines right hand mole and is a slightly larger than the king, only by a meter. He also wears a helmet just like Mine and wears a pair of sunglasses over his eyes as well as a tool belt. He is well-versed in the earth element and can use techniques up to S-rank. Like most moles, he can rotate his body and crash into targets to deliver physical damage except his attack is special compared to the rest, being able to blow away clouds from the strong winds his body generates. He named this move, Salvo. He can also use it to evade an attack, moving in a linear direction up to five meters, the same range as when it is used offensively.
-Salvo counts as an A-rank move
-When Salvo is used to evade it is an B-rank move
-Requires a ground source
-Lasts for four turns
-Can only be summoned once per battle
-Must have signed the mole contract

contract:

✦ Declined, I don't see how him, being a meter tall and moving around, is able to blow away clouds. I get what you are going for, but a better explanation should be presented ✦
 
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Strawberry

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Re: Custom Jutsu Submission

(Doton: Sengo Topu) l Earth Release: Spinning Top
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will slam his hands on the ground, channeling his chakra underground, the user will make earth rapidly rise up around his opponent and converge 10 meters above the opponent, forming into a cone that is hollow on the inside but 2 meters thick on the outside. The base of the cone has a radius of 5 meters with the opponent centred at its middle and the tip of the cone 10 meters above the opponent. However as the cone is forming the earth forming the cone is also spining rapidly in a circle around the opponent and even once the cone finishes forming the cone continues to spin with the opponent trapped on the inside. Essentially the cone is like a spinning top but upside down from the start of it's forming to it's finish and after. Due to the speed the cone spins with, any damage done to the cone will result in broken piece of earth being sent flying inside it, hitting walls making more debris, starting an extremely fast chain reaction with massive amounts of debris flying inside the cone and out as the cone essentially explodes, severely injuring anybody on the inside and some debris flying short range from the cone outside. As their is no natural light inside the cone the victim is in a pitch black state. The user can also form a single handseal and make the cone break apart manually to the same affect.

Note: Can only be taught by Strawberry
Note: Can only be used twice
Note: No S rank earth next turn
Note: Requires 4 turn cooldown before use.

✦ Declined, I essentially have this custom in my CJ thread, it forms an Earth tornado that does the exact same thing you do, only difference is you use a cone and not a tornado, which is a conical shape ✦

(Genjutsu:Ki Jin Shoukyaku) l Illusionary Arts: Tree Man's Redemption
Type: Supplementary l Illusion
Rank:S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will start by forming 3 handseals, channeling their chakra into the opponents chakra network placing them instantly in a genjutsu. Within the genjutsu the opponent begins to grow a large wart from each of their feet. These warts begin from inside the feet and rip out from the opponents feet and foot-wear, where they are first seen by victim, causing pain. the warts grow rapidly in length and begin to look more like roots and have a thickness similar to an average rope. The rope/root like warts now quickly wrap the victim from the feet upwards to their head constricting them, making it impossible for a victim to move, the warts however dont completely cover the mouth, nose and the eyes are not covered at all. The warts dont constrict tight enough to cause any pain to the victim, or to stop blood flow and hinder breathing to any significant degree. In reality the victim is left standing still in the same position as when genjutsu was cast, paralysed and unable to move. If the genjutsu is not broken by the second turn the wart like ropes begin to grow branches in the abdominal area that grow in ward into the victims body. They slowly rip apart flesh and grow into the intestinal tract area, within the intestinal tract the branches of warts further branch off almost countless in number, causing immense pain to victim and in reality putting a huge mental strain upon them. If the jutsu is still not released during this second turn then the final and most deadly phase of genjutsu will kick in. The countless wart branches within the intestinal tract, now grow rapidly and spread all through body, legs and head, cutting through all vital organs before erupting from all over the body, including the eyes, ears heart area, brain, groin legs etc. At this point the victim in the genjutsu feels the pain of every organ being ravaged, topped off by the shot to the brain. In reality the mental strain is too great for the victim to bear and he loses consciousness for the rest of the battle.

Note: Can only be taught by Strawberry
Note: Must have completed Genjutsu to use
Note: No genjutsu in the same turn or the next turn
Note: Usable twice a battle
Note: Requires 3 turn cooldown before using again.

✦ Declined, why is this S rank? It's A rank at best ✦

Inspiration for the Jutsu and to help visualise the wart's root/rope like apearence:
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(Suiton: Kami Funka) l Water Release: Divine Eruption
Type: Supplementary l Defensive
Rank:Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-10 to user)
Description: The user spikes their chakra to their highest limits and condenses it, simultaneously releasing it from every inch of their of their body and channels it underground, letting that chakra expand and spread out. The user using nature manipulation transforms forms a massive pool of water underground beneath the opponent, which erupts from underground. The sudden displacement and movement of water causes the battlefield to shake violently throwing anybody standing on the battlefield off their feet. The mass of water that erupts from underground has a radius of 10 meters. As it erupts it also destroys the earth above it Sending debris flying upwards in every direction.The erupting water also leaves a gigantic sink hole 10 meters deep with a 10 meter radius. The erupted water travels then begins surging into the air after engulfing the target. The target suffers damage from the sudden shock of the water destroying the earth and being hit by the water. As the water is going into the air the user forms 4 handseals, merging the water together into a giant orb that flies towards the opponent. Once the orb strikes it leaves behind a decent sized crater filled with water usable as a water source. The giant orb can only move 10 meters maximum but does so at regular speed. The release of such a large amount of chakra puts the user under slight strain.

Note: Can only be taught by Strawberry
Note: Can only be used twice in a battle
Note: Requires 6 turns of cooldown before reuse
Note: counts as two moves that turn

✦ Declined, if it's being channeled into the earth, it's not going from every part of your body, remove that first part. I'm also fairly certain I seen a water jutsu like this recently, the only notable difference being the water orb at the end of the jutsu. This is mostly an altered form of Water Dragon Explosion, or whatever it's name is. ✦
 
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Bloo

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Re: Custom Jutsu Submission

(Hyouton: Kōri no Metsuaku - Shikyo Hana) Ice Release: Ice Devil Slayers - Death Blossom
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will first perform one hand seal. Then the user will freeze the moisture around the target or targets. The moisture will freeze into the shape of a rose bud. The rose bud is three meters in diameter and five meters tall. The rose bud can be used both for offensive and defensive purposes. The offensive capabilities come from the user performing another optional hand seal and causing the rose to implode in on itself. This causes the rose to break into many small but sharp pieces. The pieces, due to the explosion, are shot inward toward the target. The defensive capabilities are from the user causing the rose bud to form around them protecting them from attack. If used as defense the user has the option to cause only half of the rose bud to form so it doesn't trap the user. Also if water comes into contact with the rose bud it will freeze instantly.

-Usable twice a battle
-No ice S rank and above rest of the turn and next.
-The dome is stationary no matter where its formed.
-Only taught by Bloo.



(Hyouton: Kōri no Metsuaku - Mune no Roze) Ice Release: Ice Devil Slayers - Will of Roses
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: 60
Description:
The user will perform one hand seal. After performing the hand seal the user will freeze the moisture in the air around them. The user will shape the moisture into rose buds. Each rose buds are each half a meter wide at the base. The user will create three clusters of rose buds. Each cluster can have up five rose buds. The user can create a maximum of fifteen rose buds, these clusters can't move farther than short range away from the user. The cluster of rose buds will float around the user. The rose buds can be used for many purposes. The user can use the clusters as a shield to defend from attacks. The user can use the clusters to stand on and allow flight to dodge techs.

-Usable twice.
-Lasts three turns.
-No S rank ice this turn and next.
-Only taught by Bloo.

✦ Both Declined, you dont have a current Ice bio ✦

(Hyouton: Kōri no Metsuaku - Shikyo Hana) Ice Release: Ice Devil Slayers - Death Blossom
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will first perform one hand seal. Then the user will freeze the moisture around the target or targets. The moisture will freeze into the shape of a rose bud. The rose bud is three meters in diameter and five meters tall. The rose bud can be used both for offensive and defensive purposes. The offensive capabilities come from the user performing another optional hand seal and causing the rose to implode in on itself. This causes the rose to break into many small but sharp pieces. The pieces, due to the explosion, are shot inward toward the target. The defensive capabilities are from the user causing the rose bud to form around them protecting them from attack. If used as defense the user has the option to cause only half of the rose bud to form so it doesn't trap the user. Also if water comes into contact with the rose bud it will freeze instantly.

-Usable twice a battle
-No ice S rank and above rest of the turn and next.
-The dome is stationary no matter where its formed.
-Only taught by Bloo.



(Hyouton: Kōri no Metsuaku - Mune no Roze) Ice Release: Ice Devil Slayers - Will of Roses
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: 60
Description:
The user will perform one hand seal. After performing the hand seal the user will freeze the moisture in the air around them. The user will shape the moisture into rose buds. Each rose buds are each half a meter wide at the base. The user will create three clusters of rose buds. Each cluster can have up five rose buds. The user can create a maximum of fifteen rose buds, these clusters can't move farther than short range away from the user. The cluster of rose buds will float around the user. The rose buds can be used for many purposes. The user can use the clusters as a shield to defend from attacks.

-Usable twice.
-Lasts three turns.
-No S rank ice this turn and next.
-Only taught by Bloo.

✦ Both Approved ✦
 
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Drackos

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Re: Custom Jutsu Submission

(Iseki no Akarat) – Relic of Akarat
Rank: S
Type: Weapon
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: The Relic of Akarat is one that has been passed down through time from generation to generation in secret. It has gone from user to user regardless of bloodlines, clan, village, or nation. The relic has seen countless battlefields, slaughters, and much misery over the hundreds of years of its existence. Forged from the purest and strongest iron the relic is simply a thin disc a few inches in length and width. On the surface of it in the center is a sapphire and ruby molded into the shape of Taijitu. Emerging from the Taijitu are four platinum rectangles that are extremely thin in width. They divide the entire disc into four separate sections. The weapon however was not simply forged from iron. In it was the blood of Akarat – an ancient mythical figure of lore who was said to have been a devout priest of Jashinism. As a devout priest of his religion Akarat was ruthless, destructive, and heartless. Legend has it that upon his death he cried out to Jashin for him to live on after his death to continue bringing misery to the world. Yaesarius, his nemesis, beheaded him after his plea and ended his life. However, upon the beheading Yaesarius fell under a powerful spell that led him to forge this very relic. Covered in his enemy’s blood Yaesarius would create the relic and infuse it with Akarat’s blood into the hot, molten iron. Quickly the relic took hold of Yaesarius’s mind as he carried it through his life after the forging. He soon discovered that the relic was a sentient being. The power of Jashin had brought the relic to life. While not a complex sentient being the relic is capable of basic emotions and can use its abilities autonomously when activated by the user.
Abilities:
Mizu Kisei | Water Control – The wielder of the Relic of Akarat can channel their Suiton chakra into the relic to activate the first of its abilities. This is a very simple ability that allows the user to take the relic into their hands and release a sphere of water from the relic. The user can decide upon release what form the water will take. The user can choose from regular water, a flammable oil, or a glue like water substance. This technique has a mid-range reach and can be used once every other turn. The technique counts as a C-Rank ability.
Mizu Makihige | Water Tendrils – The wielder of the Relic of Akarat can channel their Suiton chakra into the relic to activate the second of its abilities. When activated a tendril of water will emerge from each of the four platinum rectangular shaped bars. Each tendril can reach up to five (5) meters from the user. Because the Relic is a sentient being the tendrils are capable of working autonomously from the wielder’s design allowing them to be potent multitasking tools. The tendrils are capable of binding an opponent or even reaching into the user’s ninja tool pouch to obtain weapons. The tendrils can remain activated for a maximum of two (2) turns and can be used twice (2). This counts as a B-Rank technique.
Jaaku Shutsugen | Evil Emergence – The wielder of the Relic of Akarat can activate its most powerful ability by channeling their chakra into the relic while simultaneously placing the relic on any part of their body. Upon placement with the backside of the relic the relic will emit the chakra and attach itself to the user’s body establishing a much deeper connection with the user. Once the connection is established the relic cannot be removed from the user, even if the user wishes it. The connection allows the wielder of the Relic to see through the relic’s Taijitu and create, in a sense, a third eye. The user can apply the third eye as a medium for genjutsu that require eye contact. However, there are drawbacks to this ability. The user’s personality will mold to become more ruthless and destructive – similar to that of Akarat himself. They will lose part of their sanity in battle. Once the relic has timed out after four (4) turns the user will be left exhausted and unable to use techniques above A-Rank for a single turn. Evil Emergence can only be used once per battle and counts as an S-Rank technique. While this technique is active the user’s sclera will turn blood red.
Note: The user must make heed to the restrictions of each ability on the Relic of Akarat.
Note: All abilities cost a move to activate and have their chakra costs listed in the move themselves.
Note: The relic is indestructible.

☼ Declined ☼

Confused as to what this thing actually looks like, make the description clearer. The first ability is too broad, you need some sort of limit as to what you can make the water be. What does the sentience of the disc allow it to do? Does it communicate with you? What are its limits?
Resubmitting:
(Iseki no Akarat) – Relic of Akarat
Rank: S
Type: Weapon
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: The Relic of Akarat is one that has been passed down through time from generation to generation in secret. It has gone from user to user regardless of bloodline, clan, village, or nation. The relic has seen countless battlefields, slaughters, and much misery of the hundreds of years of its existence. Forged from the purest and strongest iron the relic is simply a thin disc a few inches in length and 1/3rd of an inch in width. On the surface of it in the center is a sapphire and ruby molded into the shape of a Taijitu. Emerging from the center of the Taijitu are four platinum rectangles that are extremely thin in width. They divide the entire disc into four separate sections and each rectangle points to one cardinal direction. The weapon however was not simply only forged from iron. In it is the blood of Akarat – an ancient mythical figure of lore who was said to have been a devout priest of Jashinism. As a devout priest of his religion Akarat was ruthless, destructive, and heartless. Legend has it that upon his death he cried out to Jashin for him to live on after his death to continue bringing misery to the world. Yaesarius, his nemesis, beheaded him after his plea and ended his life. However, upon the beheading Yaesarius fell under a powerful spell that led him to forge this very relic. Covered in his enemy’s blood Yaesarius would create the relic and infuse it with Akarat’s blood into the hot, molten iron. Quickly the relic took hold of Yaesarius’s mind as he carried it through his life after the forging. He soon discovered that the relic was a sentient being. The power of Jashin had brought the relic to life. While not a complex sentient being the relic is capable of basic emotions and can indicate to the user basic thoughts such as ‘danger’ or ‘excited’ or ‘fear’. The relic can use its abilities autonomously when activated by the user.
Abilities:
Kankaku-sei | Sentience – The Relic of Akarat is a sentient being. The relic itself is not a complex sentient being and as such is incapable of complex forms of communication. However, drawing upon the relic’s ultimate ability Jaaku Shutsugen – Evil Emergence the relic is capable of seeing through its Taijitu. The relic is capable of communicating through mental link basic emotions and sensations to communicate danger, fear, excitement, apprehension, and stress. As a simple being it is impossible to place the relic under genjutsu. The relic can be blinded through regular means such as flash bombs and other blinding techniques.
Mizu Kisei | Water Control – The wielder of the Relic of Akarat can channel their sution chakra into the relic to activate the first of its abilities. This is a very simple ability that allows the user to take the relic into their hands and release a blast of water from the relic which can take the shape of small waves, spheres and kunai. The user is also capable of determining the state of which the water is released in being either regular water, flammable oil, or a glue like substance. This technique has a mid-range reach and can be used once every other turn. This technique counts as a C-Rank ability.
Mizu Makihige | Water Tendrils – The wielder of the Relic of Akarat can channel their Suiton chakra into the relic to activate the third of its abilities. When activated a tendril of water will emerge from each of the four platinum rectangular shaped bars. Each tendril can reach up to five (5) meters from the user. Because the Relic is a sentient being the tendrils are capable of working autonomously from the wielder’s design allowing them to be potent multitasking tools. The tendrils are capable of binding an opponent or even reaching into the user’s ninja tool pouch to obtain weapons. The tendrils can remain activated for a maximum of two (2) turns and can be used twice (2). This counts as a B-Rank technique.
Jaaku Shutsugen | Evil Emergence – The wielder of the Relic of Akarat can activate its most powerful ability by channeling their chakra into the relic while simultaneously placing the relic on any part of their body. Upon placement with the backside of the relic the relic will emit the chakra and attach itself to the user’s body establishing a much deeper connection with the user. Once the connection is established the relic cannot be removed from the user, even if the user wishes it. The connection allows the wielder of the Relic to see through the relic’s Taijitu and create, in a sense, a third eye. The user can apply the third eye as a medium for genjutsu that require eye contact. However, there are drawbacks to this ability. The user’s personality will mold to become more ruthless and destructive – similar to that of Akarat himself. They will lose part of their sanity in battle. Once the relic has timed out after four (4) turns the user will be left exhausted and unable to use techniques above A-Rank for a single turn. Evil Emergence can only be used once per battle and counts as an S-Rank technique. While this technique is active the user’s sclera will turn blood red.
Note: The user must make heed to the restrictions of each ability on the Relic of Akarat.
Note: All abilities cost a move to activate and have their chakra costs listed in the move themselves.
Note: To use Reinmanto the user’s biography holding this must have Ameton.
Note: The relic is indestructible.

✦ Declined, looks okay but a few issues here. For one, incorrect template, it's type then rank. In addition to this, the first ability needs to be reworded for clarity. Something like "The Relic of Akarat is a sentient being. The relic itself is not a complex sentient being and as such is incapable of complex forms of communication, only able to communicate through mental link and convoying basic emotions and sensations to communicate danger, fear, excitement, apprehension, and stress." Something that makes it clear that it's able to communicate basic emotions I mean. Also, the Evil Emergence ability. I'm not up for using this as a substitution for establishing eye contact for genjutsu. If eye contact is a prerequisite for casting it, then it will still be a prerequisite. Also, what is Reinmanto and what does it have to do with Rain? Neither are mentioned in the CFS

Update Notes: I updated the description slightly to hopefully clarify and paint a better image. I clarified the first ability giving shapes and specifically saying that it can only take on regular water, oil, or glue. I added a passive ability in the abilities section also stating what exactly the sentience of the relic means just cause I want it neatly organized and perfectly clear on what it does and its limitations.


(Suiton: Ten no Konseki) – Water Style: Vestige of the Heavens
Rank: C – S
Type: Offensive, Defensive, Supplementary
Range: Short – Long
Chakra: 15 – 40
Damage: 30 – 80
Description: The user begins by molding varying amounts of Suiton chakra throughout their body and releasing it in the form of an omnidirectional pulse of Suiton chakra. The pulse of chakra has no way of directly harming the opponent and will simply act to cover all inanimate objects within range. Of course, the C-Rank variation is only capable of reaching up to short-range while the B-Rank variation is capable of reaching up to mid-range. Higher strengths of this technique are capable of reaching up to long-range. As the invisible pulse travels out it will coat inanimate chakra-free objects it touches with suiton chakra. Then, after releasing the pulse, the user will form a single hand seal and manipulate the suiton chakra around a single object to form a human shaped body of water that grows in size as the strength of this technique increases. At C-Rank it is capable of creating average human sized bodies standing at about 1.5 meters. At B-Rank the human body formed is about double its size being able to stand at 3 meters. At A-Rank the value is multiplied by four average human bodies in size allowing it to stand at 6 meters in height. While at S-Rank the value is eight times the original value creating a colossal human shaped body of water around the coated object 12 meters in height. All of these are proportional to their height and can act independent of the user. The strength of the body is directly proportional to their size. The unique ability this technique grants is the choice of whether or not the user wishes to create either regular water or a flammable oil for the constructs body. The bodies of water are condensed upon creation and become practically solid.
Note: Can only be used three times per battle.
Note: Can only be used once every two turns.

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✦ Declined, well for one I'm almost sure this has been done before at some point, creating a humanoid shape of water is fairly common after all. Second, the releasing of the pulsing like ability resembles a Raiton jutsu Noni made, just adapted for Water release.



(Ajisashi Kuchiyose: Torayanusu) – Ajisashi Summoning Technique: Trajan
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: N/A
Description: Trajan is one of the Royal Guard of the Five Elder Ajisashi. He is the personal guard to Zhi who is the chief of the Ajisashi. Trajan boasts a stern militant personality. He is primarily a silent individual and will perform tasks assigned to him by his summoner or his elders without question. His feathers are primarily beige with lighter talons and a lighter beak. In terms of intelligence Trajan is quite sharp and tactical. He prefers relying on sheer tactical wit and precision to defeat opponents instead of absolute destruction and strength. Trajan, as a mature Ajisashi, is fully capable of molding chakra and using it in combat proficiently. He is capable of flight and communication with his summoner through the spoken word. He can carry up to one person on his back. The first of his abilities allows him to transform himself into a stationary ballista. While in this form Trajan becomes an indestructible ballista and is loaded with four (4) missiles that are one meter in length each. At the cost of a move Trajan is capable of launching a missile in his ballista form toward the enemy. The ballista missiles are infused with wind and is launched with incredible speed. Upon impact with a surface the missile will strike with incredible force equivalent to S-Rank physical damage and then release the infusion of wind chakra in the form of an unfocused A-Rank blast of wind causing the surrounding area within five (5) meters to be ripped apart creating a small crater. Trajan is only capable of maintain the transformation within the time limit of the summoning. Trajan’s second ability is one that he is capable of performing while in his normal form. Trajan is capable of compressing air in the atmosphere creating up to three small Ajisashi shaped birds of wind that are capable of flying and chasing down an opponent. On impact the small Ajisahi wind bird will explode from its compressed form dealing blunt damage and throwing the enemy back. This counts as a B-Rank technique.
Note: Can only be summoned once.
Note: Once summoned Trajan will remain on the field for four (4) turns.
Note: Must have signed the Ajisashi contract.
Note: The ballista missiles count as a move and an S-Rank ability.
Note: The compressed wind birds count as a B-Rank ability.
Note: Both of his abilities have long-range reach.

✦ Declined, a ballista? Not sure how I feel about allowing that as an ability...For one, you are basically saying he can release 4 S rank missiles at a time and besides the S rank force they impact with, release an A rank small ranged burst of wind, this for each missile. That's too much for a single missile, knowing that you can release 4 of these at a time. It's basically two jutsu in one, an S rank missile + the A rank wind ✦
 
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ZandaT

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Re: Custom Jutsu Submission

(Fūinjutsu: Senjutsu sōnyū) Sealing Art: Tactical Insertion
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30(15 to create marker seals)
Damage Points: N/A
Description: Surai kūpā is a sealing technique that consists of two seals, the marker seal and the tag seal. Performing 3 hand seals before slamming one's hand onto a solid surface the user will create and place the marker seal, a wide circular seal with its own unique kanji, on that surface successfully marking it. The user can create up to three different marker seals on the battlefield at once. The user will then create and hold the kanji seal for "Tag" on anything that is on their persons, can be pre-made or made during battle, allowing the sealing technique Surai kūpā to be triggered at the user's will. This seal's true purpose comes from the link between the two seals which allows anything touching the "Tag" kanji to be summoned back to the pre placed marker seal appearing in a poof of smoke. This sealing art gives the user an easy means of retreat, tactical placement, and if the user manages to tag the opponent, a means of their tactical placement as well. This jutsu is very versatile due to the fact that any sentient being touching the "Tag" kanji when triggered can be summoned to the marker seal of the user's choosing including sentient chakra and energy beings as well. There can only be one "Tag" kanji for every three marker seals, and after every three uses of the technique the seals disappear.
NOTES
►This jutsu can be used 3x per battle, each use being 1 summon to a marker seal
►The placement of the marker seal is passive, but the user must spend half of the chakra points to create
►Can only be taught by ZandaT

☼ Declined ☼

Seems an awful lot like FTG with puffs of smoke o_O



(Fūinjutsu: Mizu no omo-sa) Sealing Arts: Water Weight
Rank: A
Type: Supplementary
Range: Long
Chakra Cost: 30(-25 to opponent per turn)
Damage Points: N/A
Description: Mizu no omo-sa is a fūin seal, a square seal of kanji, that uses water as a medium to trap their targets. It can be triggered after placing the seal on the opponent, in conjunction with a water technique released by the user, or by placing it on top of a water source. When placed on a target and triggered, a small water source will expel from the seal as it simultaneously engulfs the opponent in water that forms into the shape of a square. Upon forming, a larger version of the seal appears while simultaneously increasing the density of the water trap preventing the target's movement as the seal drains away their chakra. This seal can also be used in conjunction with a supplementary water jutsu created by the user, triggered with an additional hand seal, forcing the water technique to capture the target once they are within the water jutsu's midst. The seal can also be created and placed on top of a water source with solid propertise, like water jutsu taking on a definate shape, creating the square kanji which releases four lines of kanji which spreads along the water's surface, activating the seal's effects on anything within the water. The seal gradually weakens with time hence why once placed it only lasts for a limited time, and when placed on large water sources the seal takes time to fully form before its effects activate.
NOTES
►Can be used 4x per battle
►When used in conjunction with a water tech. this jutsu counts as one of the users 3 jutsu per turn
► The water jutsu used must produce enough water to fully engulf the target
►When placed on large water source that encompasses most of the battlefield the seal takes 1 turn to fully form
►Seal lasts for 3 turns
►Can only be taught by ZandaT

✦ Declined, wrong template and parts of this confuse me and other parts do't seem to fit. The placing on a water source doesn't seem to be applicable here. I get the purpose but it's too OPed when you can potentially place it on an ocean for example and it becomes almost unavoidable. Also, make it require two seals if used with a water jutsu. Also, why is this long range if it is able to be placed directly with hand to hand combat? It should be Short range and up to Mid, long is too much for me. ✦

☼ Leaving for another Mod ☼


Summoning Animal: Orangutan
Scroll Owner: Zanda
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background
The orangutans are the two exclusively Asian species of extant great apes. They have large heads with a prominent mouth area, a large, bulky body, a thick neck, very long, strong arms, short, bowed legs, and no tail. Their body mostly covered with long, reddish-brown hair and grey-black skin. Their hair is typically reddish-brown, instead of the brown or black hair typical of chimpanzees and gorillas, but some orangutans have been seen with more sparse lighter-coloured coats. The male and female orangutans differ in size and appearance making them easily distinguishable. Dominant adult males have distinctive cheek pads and produce long calls, via their throat pouches, allow them to make loud calls that attract females and intimidate rivals.

Orangutans are the most arboreal of the great apes and spend most of their time in trees. The orangutan's hands are similar to human hands; they have four long fingers and an opposable thumb. However, the joint and tendon arrangement in the orangutans' hands produces two adaptations that are significant for swift arboreal locomotion. Orangutans have very long arms, the males having the longest span, and they can reach up to about 2 m (6.6 ft). Their feet have four long toes and an opposable big toe allowing them to grasp things with both their hands and their feet. Since their hip joints have the same flexibility as their shoulder and arm joints, orangutans have less restriction in the movements of their legs than humans have.

Orangutans are among the most intelligent primates, and they are known to use a variety of sophisticated tools to solve their day to day obstacles. There may even be distinctive cultures within populations of orangutans. This has also lead the apes into being extensively studied for their learning abilities.

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☼ Approved ☼
-Wanted to add Rp factors to the contract

Summoning Animal: Orangutan
Scroll Owner: Zanda
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background
Hidden within the continent there holds a forest called Sōzō no Mori, meaning Forest of Creation. The forest is large, filled with numerous tall trees and rivers, and it's quite a beautiful site to see. Within this forest there is a species of great apes unique to that area alone, also being the animal of this contract, these apes are orangutans. The orangutans of this forest are intelligent creatures, and their society is constructed of warriors and scholars who have a degrading view of each other. Even though tensions are sometimes high amongst the apes, they live in peace with each other never allowing their feelings to go as far as to hurt another orangutan.

The orangutans are the two exclusively Asian species of extant great apes. They have large heads with a prominent mouth area, a large, bulky body, a thick neck, very long, strong arms, short, bowed legs, and like all great apes no tail. An orangutan's arm span can reach up to about 2m(6.6 ft), and their feet have four long toes and an opposable big toe that allows them to grasp things with both their hands and their feet. Since their hip joints have the same flexibility as their shoulder and arm joints, orangutans have less restriction in the movements of their legs than humans have.

Orangutans are the most arboreal of the great apes and spend most of their time in trees. The joint and tendon arrangement in an orangutan's hands produces two adaptations that are significant for swift arboreal locomotion. Out of all great apes Orangutans have the swiftest movement within trees, moving twice as fast than they would on the ground.

An orangutan's body is mostly covered with long colored hair, and their skin is grey-black in color. The warrior orangutans from Sōzō no mori have the ability to manipulate their fur for various ninjutsu purposes unique to that ape. Even apes with an elemental affinity can incorporate that element into their hair in order to add an elemental factor to it.

The male and female orangutans differ in size and appearance making them easily distinguishable from each other. Dominant adult males have distinctive cheek pads and produce long calls, via their throat pouches, allowing them to make loud calls that attract females and intimidate rivals. Orangutans can also add chakra to their throat pouches in order to produce chakra enhanced calls used in various ways for battle.

Orangutans are among the most intelligent primates, and they are known to use a variety of sophisticated tools to solve their day to day obstacles. All orangutans are skilled in utilizing ninja tools, each having a specific tool they specialize in, having unique ninjutsu to go along with it when battling. The orangutans have also discovered a special grain of alloy native to Sōzō no mori that they can manipulate to change its shape and structure into various weapons. The weapons created from this alloy are basic with no special properties, reverting back to grain when hit by a technique, but chakra can be channeled through the alloy. The orangutans and contract signers only have access to this alloy in which they bring to the battlefield.


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☼ Declined ☼

I'm fine with adding info about homeworlds for RP purposes and such, but the rest of it is unnecessary. Its adding too much to general abilities, when it can all just be added as abilities in the actual summons.
 
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Alyx

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Re: Custom Jutsu Submission

(Sentō Yōyōsutairu: Nurie Hon no Jinsei)Combat Yo-Yo Style: Coloring Book of Life
Type:Supplementary
Rank:C-Rank
Range:Short - Mid
Chakra:15
Damage:N/A
Description:
The user will channel his chakra into his Yo-Yo, allowing him to change the color of the yo-yo to match the surrounding areas. Both the strings and Yo-Yo itself are changed to camouflage together, allowing the user to produce surprise attacks. When used, these yo-yos cause a ripple like effect when moving.

✦ Approved ✦

(Sentō Yōyōsutairu: Atarashii Raito no Gifuto)Combat Yo-Yo Style: Gift of New Light
Type:Supplementary | Defensive | Offensive
Rank:B-Rank
Range:Short-Long
Chakra:20
Damage: 40
Description:
This is a basic yet useful jutsu of this style. This just is allows the user to manipulate his/her Yo-yo much better than before. One can extend the length of the Yo-Yo’s string or even shorten it. The user can also make the Yo-Yo hard as steel swords, giving it some offensive power as well . The user can even make the Yo-Yos go underground and be used s for sneak attacks, by manipulating the strings to twist, creating a "drill" motion with the yo-yo

✦ Declined, uhh...how do you propose you extend the length of these strings? Strings are made with cloths, can you manipulate cloth? Not within this style anyway ✦

(Sentō Yōyōsutairu: Sekai no Tate)Combat Yo-yo Style: The World Shield
Type:Defensive
Rank:C-S Rank
Range:Short
Chakra:20-40
Damage:N/A
Description:
One of the defensive jutsu of Combat Yo-Yo Style. The user will take a Yo-Yo and begin to spin it in a circular motion, doing the “round the world” trick. The user will manipulate his chakra into the Yo-yo and creating a thick layer of chakra,that can be used to defend against ninjutsu. The layer looks similar to that of a shield, and depending on how much chakra is used, will determine its strength. The S-Rank version can be used once per battle, the A- ranks Twice and B and C Ranks four times each.

Approved CFS:

✦ Approved, since this is just raw chakra and not elemental chakra infused within it, this will obviously be weak to same rank elemental ninjutsu ✦
☼ Leaving for MU ☼
 
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Lili-Chwan

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Re: Custom Jutsu Submission

Approved Surreal Palm CFS:

( Shu-rute: Kohon Issaishujou ⋔ Hentai ) Surreal Palm: Creature's Compendium ⋔ Metamorphosis

Rank: A
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Allows the chaos of one’s mind to find solace in the heart of a wild beast. The practitioner will charge towards the target, moving in a zig-zag line to evade an incoming attack, empowered by chakra for greater speed and evasiveness, before launching a series of 7 punches or kicks. In this freestyle motions, the user is meant to physically mimic an animal, and acquire it’s mannerisms, similar to Shaolin Kung Fu. As the practitioner moves, the illusion shifts the body, turning to that of an animal, which punches or slashes through any surrounding illusion ( Of the same rank ). The illusionary animal can either walk along the physical body of the user, which metamorphed into the illusion, or separate (creating a distraction), thus allowing the practitioner to either walk unnoticed or enhance one’s advance. Each physical strike that connects with the target will shift and shatter the illusion for a moment, until the final strike that releases it completely.
Alternatively, the user can simply metamorph a part of the body, the one primarily being used, into either a part of an animal or even inanimate objects and weapons, like a blade for slashing motions, or an hammer for punching motions. This is considered a weaker technique, B ranked ( 20 chakra, 40 damage points ), but can be used indefinitely, with the same turn cool down.

*The user is able to wield weapons*
*Requires a one turn cool down before re-use*
*Can only be used 4 times*

✦ Declined, issues here. For one, this will never be able to be used indefinitely at any rank. Too exploitable. And the evading aspect is also exploitable; by the logic of empowering jutsu with chakra to increase your speed, then any jutsu that increases chakra would be able to be evade incoming jutsu. Also, something I should have pointed out in your submission when I approved it: The misleading and wide movements of these jutsus, the taijutsu movements I mean, can never collide with Drunken Fist jutsu or my Drunken Monkey Fist CFS, same as with the genjutsu's created effects. Also, these are two different genjutsus, the first allowing you to create creatures and animals, while the second is a genjutsu that changes how the body looks, the weapons part and the parts of animals being a separate jutsu of it's own. ✦
( Shu-rute: Kohon Issaishujou ⋔ Hentai ) Surreal Palm: Creature's Compendium ⋔ Metamorphosis

Rank: B-A
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra Cost: 20-30 ( +5 per turn )
Damage Points: 40-60
Description: Allows the chaos of one’s mind to find solace in the heart of a wild beast. The practitioner will charge towards the target, moving erratically, before launching a series of 7 combined physical attacks. In these freestyle motions, the user is meant to physically mimic an animal, and acquire it’s mannerisms, similar to Shaolin Kung Fu. As the practitioner moves, the illusion shifts the body, turning, as the user's body appears to metamorph into that of animals, which will rip through any surrounding illusion ( of the same rank ). The illusionary animal(s) will be part of one body, the practitioners, and while the whole body can be as eclectic as Surrealism, both the illusionary avatar and the physical body will juxtapose, not necessarily equally, as the practitioner can be upright while the avatar is hunched or on all fours, but in the same axis.. Each physical strike that connects with the target will shift and shatter the illusion for a moment, until the final strike that releases it completely.
Alternatively, the user can simply metamorph a part of the body, the one primarily being used, into parts of animals, instead of turning into a complete animal. This is considered a weaker technique, B ranked ( 20 chakra, 40 damage points ), and the juxtaposition is much more noticeable, as only the metamorphed limbs will have an illusionary camouflage.

*The user may divide the 7 motions between multiple turns, spending chakra for each and counting as a move towards the jutsu count, but cannot span more than 3 turns. If done in this manner, there is a 2 turn cool down before re-initiating*
*The user is able to wield weapons, hiding them within the illusion*
*Requires a one turn cool down before re-use*
*A Rank, which creates whole metamorphosis, can only be used 4 times*
*B Rank, which creates part-metamorphosis, can only be used 6 times*

( Shu-rute: Sai Ningen ⋔ Ringo ) Surreal Palm: Sapiens's Scions ⋔ Apple

Rank: D
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 10
Damage Points: N/A
Description: Allows oneself to detach their head onto the chaos that confounds the senses. When targeted by sense altering illusions, such as blindness, deafness, or the such, the user will move his/her torso around, lowering or rising one's stance. As it happens, the head will seemingly detach from the rest of the body, while the headless body will simply appear completely black, hair falling to the sides but a complete see-through hole where the face should be. The face will stay behind as a dummy target for the opponent's illusion, with a large apple in front of it, while multiple tiny apples will appear all around the target in a grid. The black body can move behind the tiny apples, almost like multiple eyes whenever the see-through hole aligns just right. This is all a distraction, as the physical body of the practitioner isn't bound to the black avatar, and can move, unseen, independently.

*The practitioner can dodge incoming threats, as the motions are powered by chakra, but can't move from the same axis, behind the tiny apple grid, nor exit short range from the point of casting*
*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used twice every three turns*

( Shu-rute: Sanpo Jinrui ⋔ Shinka ) Surreal Palm: Humanity's Hymn ⋔ Evolution

Rank: C
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Allows the divergence of chaos through the continuous rebirth of the self. Charging chakra through the body, the practitioner is able to empower his/her motions, moving up to mid-range from the point of casting, by running, jumping or rolling. Within the illusion, the user will appear to continuously rebirth, separated from each reincarnation, which appear more and more eccentric in appearance and size. The first avatar will look exactly like the practitioner before the start of the technique, carrying every damage and restraints, while the following reincarnations may appear much different, and free. The practitioner as enough freedom to give each reincarnation as much detail as wished, creating copies of himself or others, or merely creating deformed humanoids or various colors. With the exception of the transitions between each rebirth, every avatar follows the exact same movement and position of the practitioner, neither can move independently.

*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used once every three turns*

✦ All approved but note, I'm not going to approve Surreal Palm jutsu if they're all made with the intent to dodge incoming attacks >.>
 
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Sirius Black

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Re: Custom Jutsu Submission

Summoning Animal: Gannet (Northern Gannets)
Scroll Owner: Soul Reaper
Other Users who have signed the contract: None Yet
Summoning Boss if existing: To be created
Other Summoning Animals tied to the contract: To be created
General Description: Gannets are seabirds comprising the genus Morus, in the family Sulidae. The gannets are large white birds with yellowish heads; black tipped wings; and long bills. General Gannets will have a wing span of upto 2 meters while large summons (like boss summons) may be as huge as Gamabunta, while small baby gannets will be comparatively smaller.Gannets hunt fish by diving from a height into the sea and pursuing their prey underwater. Gannets have a number of adaptations which make them stand out from other birds: Gannets dive from a height of 30 metres (98 ft), achieving speeds of 100 kilometres per hour (62 mph) as they strike the water, enabling them to catch fish much deeper than most airborne birds as the structure of their bodies is adapted for this practice. They do not have external nostrils and their secondary nostrils can be closed when they want, mostly when they are in water. The opening of their auditory canal is very small and is covered with feathers; the openings can also be closed in water using a system that is similar to that used for the nostrils.They have air sacs in their face and chest under their skin which act like bubble wrapping, cushioning the impact with the water. The sternum is very strong and sufficiently long to provide protection for the internal organs from impacts with water. Their lungs are highly developed and probably also play a role in reducing the effects of hitting water at high speeds and protect the body from these effects. There are subcutaneous air sacks in the lower body and along the sides. Other air sacks are located between the sternum and the pectoral muscles and between the ribs and the intercostal muscles. These sacks are connected to the lungs and are filled with air when the bird breathes in. The air can be expelled by muscle contractions. This is also a reason why trained Gannets are immune to A-Rank and below water attacks. The feathers are waterproof, which allows the birds to spend long periods in water. A water-impermeable secretion produced by a sebaceous gland covers the feathers and the birds spread it across their body using their beak or their head. Their beak is long, strong and conical with a slight downward curve at the end. The front part has a sharp edge. Their eyes are positioned far enough forward on their face to give them binocular vision, allowing them to judge from long range distances accurately. When they see a fish they will dive into the water. They dive with their bodies straight and rigid, wings tucked close to the body but reaching back, extending beyond the tail, before piercing the water like a bullet. They control the direction of the dive using their wings. Just as it is going to hit the water a bird will fold its wings against its body. A bird’s head and neck are stretched out in front of the body and the beak is shut. This allows them to penetrate a good distance below the surface, and occasionally they will swim down further 12–15 m (40–50 ft). They usually push their prey deeper into the water and capture it as they return to the surface. The bird’s subcutaneous air bags aid their rapid return to the surface. Ninja Gannets are usually trained in the use of Kenjutsu. They can attach weapons to their wings, allowing them to perform various kenjutsu attacks.
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☼ Declined ☼

Don't just copy and paste bunch of useless Wikipedia information, it makes for a boring read. .-.

Write out a general description of the animal so I know what it looks like and other essential things that would pertain to the Naruto RP. Also, you can't give them a general immunity to A-rank and below water like that, that's something that would need to go into the individual summons as a C-rank bird isn't going to be immune A-rank water.


Suiton: Washi No Dageki | Water Style: Eagles Blow
Type: Attack
Rank: B-Rank
Range: Mid Range
Chakra: 20
Damage: 40
Description: The user starts by focussing his water chakra on his finger tips of his hand. With a quick motion of his hand, the user will then release the chakra in the form of five eagles made of water that dash towards the opponent at an incredible speed. These eagles can be as large as actual eagles or maybe slightly smaller or bigger and will depend on the user how he creates them. Also, these eagles are connected to the user's finger tips via thin water strings which develops as a trail which helps the user to change their direction. Once the eagles reach short range from their opponent they shoot towards their targets like a bullet as if they were trying to dive into the sea to hunt their target at 3 times more speed, piercing into the opponent's body and dealing heavy damage.
Note:
The user can create 5 eagles from their fingers max and each carry a B-Rank power.
Can only be taught by SoulReaper.


☼ Declined ☼

If its B-rank, the individual eagles do not carry B-rank power.


Chikurin Konbou No Kyuuten | Bamboo Stick of Heavens
Type: Weapon
Rank: B-Rank
Range: Mid-Long
Chakra Cost: Depends on the Attack used
Damage: Depends on the attack used
Description: This bamboo stick is no ordinary stick but is made of a special type of bamboo trees which grow only in Kirigakure. This stick has various abilities and can be used as both defensive and offensive weapon. The speciality of the stick is the type of bamboo used. This type of bamboo can be channeled with any type of Chakra nature having different effects on the stick. Katon Chakra can be channeled to land blows on the opponent leaving severe burns due to the heat of Katon chakra. Doton Chakra can be channeled to make the stick as hard as rock. Fuuton chakra can be channeled to make the nodes on the stick spicky thus making it able to tear flesh upto shreds. Raiton chakra can be channeled and used to numb the parts of the body where it touches. Apart of that this stick can also be used for releasing projectiles of small bullets of all the chakra natures via blowing them out of one end. It can also be used as a defense weapon by channeling it with any type of elemental chakra. Then releasing that chakra all the while spinning the stick in the fingers of any hand. This makes a circular shape of shield of the said element in front of user thus protecting him from B-Rank attacks of elemental natures as well as taijutsu attacks of B-Ranks

Notes: Must have learnt the said elemental nature upto the B-Ranks.
Can only be channeled with three types of Chakra in one battle which must be decided before battle
One type of chakra nature can only be used twice in the battle. whether defensive or offensive
Need s0uL rEaPeR's permission to use

☼ Declined DNR ☼

This is just a bunch of very general abilities thrown into one weapon, nothing unique enough to make it approvable.
 
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