[ARCHIVE] Custom Jutsu Submission - II

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Nebula

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Re: Custom Jutsu Submission

(Gokōjin) - Halo Blade
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This is a dual-sword battō-jutsu technique. During execution, both swords are drawn at an incredible speed, unleashing a strike with enough power to burst an adversary to shreds.
-Iaido
-May only be used twice per battle.
-May not be used twice in a row.

Declined: too vague (don't use terms like incredible speed. This is too subjective). Enough power to burst an adversary? what if he uses enhancements? what if he is from the Kaguya Clan? If this is a custom weapon (which it appears to be), how can you only use it twice per battle? Maybe i'm missing something but this is too vague. Also, your first note is Iaido? What?

(Suiton: Aimai na mizu sutoraiku) - Water Release: Water Strike Evasion
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user's body quickly sinks down into a normal puddle of water and then quickly emerges quietly from another puddle of water from behind the opponent. The user suddenly lunges forward at the opponent while forming a violent drill vortex of water around their arm which they stab forward into the opponent's body.
-Usable thrice per battle.

Declined: so the puddle of water behind the user conveniently happens to be there? State that you create the pool there.

(Kinto'un) - Flying Nimbus
Type: Weapon
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Flying Nimbus is a small cluster of clouds which has the ability to carry people and the ability to fly of course. It is just big enough to carry one or two people around at high speeds. It always remains up in the sky above the user until its use is required, at which point the cloud will swoop down for the user to hop on. The user cammands it through a mental link and Flying Nimbus grants the user flight without having to spend any chakra.
-The flying nimbus may carry up to two people at once for an unlimited amount of time.
-May be used to dodge up to A-rank ninjutsu through high speed maneuvering twice per battle.

Declined, DNR. Has been attempted and made a lot of times before already.
 
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Noni

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Re: Custom Jutsu Submission

(Raiton: Perëndi Keseki Una) – Lightning Release: Perëndi's Miraculous Song
Rank: A
Type: Supplementary/Offense
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on the technique)
Description: The user will perform one hand seal and release their chakra towards preexisting lightning, specifically lightning that is combined with other elemental techniques or objects that conduct lightning. As the user takes control of the lightning, they will perform a basic hand seal and force the lightning out of the object/technique (metal, earth, water, etc) causing it to jump and re-aim it like a projectile or guide it through hand gestures. A concept very similar to that of Lightning Release: Thunder Dragon Tornado, where how the lightning can jump out the vortex, that concept is taken and expanded in this technique. A kunai with a lightning current conducted on it could be an example of usage, as the user uses the kunai and throws it at the opponent, last second he can have the lightning current jump out and shock the opponent. This can be applied to a much more larger scale as well. Note the size, rank, and damage capabilities depend on the initial current of the first lightning. So back to the kunai example, if charged with nagashi, that would make it A-Rank lightning with a paralyzing capability, with size of similarity to the nagashi. However that is just an example, for lightning combos with other techniques/objects have that same effect. So it depends entirely on the initial lightning current/attack. The lightning, when jumped out can at most move up to mid range in distance, but the initial technique where the current is conducted or being used can be anywhere on the battlefield short to long range. This technique excels highly at stealth like usages. If used on elemental combos, depending on the initial rank of the technique, it will be halved when the lightning is separated, so for example if a lightning/water combo jutsu was S-Rank, when the lightning jumps out, it will be A-Rank lightning now, so on and so fourth, applies only with elemental combo associated with lightning.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: Requires Lightning Mastery

♠ Declined ♠
Okay, I have issues with this. Firstly, there are VERY few instances where you will have lightning available for usage. Lightning isn't something that remains long like other elements do and usually is quick to come and leave. Natural lightning isn't an option either. Also, what if it is the enemy's chakra as well? I really..am not seeing a point to this technique right now.
(Raiton: Perëndi Keseki Una) – Lightning Release: Perëndi's Miraculous Song
Rank: A
Type: Supplementary/Offense
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on the technique)
Description: The user will perform one hand seal and release their chakra towards preexisting lightning, specifically lightning that is combined with other elemental techniques or objects that conduct lightning. As the user takes control of the lightning, they will perform a basic hand seal and force the lightning out of the object/technique (metal, earth, water, etc) causing it to jump and re-aim it like a projectile or guide it through hand gestures. A concept very similar to that of Lightning Release: Thunder Dragon Tornado, where how the lightning can jump out the vortex, that concept is taken and expanded in this technique. A kunai with a lightning current conducted on it could be an example of usage, as the user uses the kunai and throws it at the opponent, last second he can have the lightning current jump out and shock the opponent. This can be applied to a much more larger scale as well. Note the size, rank, and damage capabilities depend on the initial current of the first lightning. So back to the kunai example, if charged with nagashi, that would make it A-Rank lightning with a paralyzing capability, with size of similarity to the nagashi. However that is just an example, for lightning combos with other techniques/objects have that same effect. So it depends entirely on the initial lightning current/attack. The lightning, when jumped out can at most move up to mid range in distance, but the initial technique where the current is conducted or being used can be anywhere on the battlefield short to long range. This technique excels highly at stealth like usages. If used on elemental combos, depending on the initial rank of the technique, it will be halved when the lightning is separated, so for example if a lightning/water combo jutsu was S-Rank, when the lightning jumps out, it will be A-Rank lightning now, so on and so fourth, applies only with elemental combo associated with lightning. Lightning has been see as something that can remain dormant for a duration, things like holding the nagashi on a sword, or lightning currents in water sources/techniques. The technique would simply act to take control of the respected lightning in the elemental combo and force it to jump out and attack the opponent, in a deceptive and stealthy mode. Also, how an opponent reacts to the initial lightning elemental combo comes into factor (Time Frame, as well), depending on how the opponent reacts to it at first can depend if the technique can be used safely and in time as well.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: Requires Lightning Mastery
Note: Can not be used with natural lightning (e.g. Kiri)
Note: Can not be used against an enemies lightning technique


Declined: Like Adachi, I really don't see the use of this technique. You use your own lightning, and then re-use it with a second jutsu do make it do the exact same thing? The only thing you somewhat get out of this is that you have a small "element of surprise" but that doesn't make sense as the user will protect from it anyways, considering he noticed the lightning in the initial technique in the first place. This is just an incredibly long description for a jutsu that in reality won't be useful or won't make any sense. If you can't use it on natural lightning, it loses its essence in the first place. Adachi stated that natural lightning is rapidly gone AND is scarce to come by. She didn't mean it was out of the question to actually use it. I suggest you re-think this one through quite some more before resubmitting it, because in its current form, it will just be DNR'd if submitted again.

(Fuuton: Kakure Geiru)- Wind Release: The Hiding Gale
Type: Supplementary/Offense
Rank: A
Range: Short-Long
Chakra Cost: 30 (+10 for every technique used)
Damage Points: 60
Description: The user will gather their wind chakra and release it outward to create a large gust of wind. However, this gust of wind takes on a very similar characteristic to that of Wind Release: Wind Blade. Not only do they appear the same in color and destructive ability (due to its deadly cutting nature), but it retains another similar ability; the wind blade created will be intangible. Now, the main difference is, the user will release the wind gust into certain structures or tool sets, this includes earth-like jutsus(or CE/KG similar) or even metal weapon(s). This happens because of the intangibility of the wind, being able to phase through solid matter objects, however through precise control with chakra, the user will infuse it into the structures making them one. The initial infuse can be done by blowing the gust of wind into the initial technique or (for streaming usages only) they create a intangible- almost invisible (because of the similarity of the wind blade)- portal upfront of the user for which they will allow those similar solid structures to pass through and fuse into. Now, with the wind infused in the object(s), this prevents certain opponent from being able to detect the wind which is hidden in the structure, however this does not apply to most dojutsu and sensory. The strong offensive use for this technique is its ability of deception and surprise attack, for even if they destroy the initial technique used for the wind to infuse within, it can still bypass and continue to the opponent, however no longer be considered intangible after it bypasses the first attack, because of the "protection" the other technique had for the wind. The size of the gust of wind, is rather medium sized in nature (can cover around a five meter radius), but it can be practically infused with any type of size structure such as Earth Release: Great Stone Golem Technique. If the technique makes contact with the opponent, it can surely push the opponent back and deliver serious cuts and bruises because of its sharp nature. The user can also use this wind gust and infuse it into more then one object however it would cause more chakra consumption. This technique can only be used on the users own technique, and after the wind is re-released it will no longer be an intangible substance, it will be a regular gust of wind with the same rank and damage output.

Note: Can only be taught by Noni
Note: Can only be used three times
Note: This technique does not work with lightning, fire, and wind
Note: Requires one turn cool down before re-use
Note: Can not use wind techniques above S-Rank during the turn used and next turn

♠ Declined ♠
There are severe issues with the base concept of this technique. First off, you said this follows the concept of Wind Blade? If so, supposedly you release this move at once, but then at the same time, you say this is supposed to camouflage in a construct. With the power and intangibility behind this, there is absolutely no way you can "control" this to hide in something unless you utilize two different chakras at once which is essentially impossible without Yin/Yang.
(Fuuton: Kakure Geiru)- Wind Release: The Hiding Gale
Type: Supplementary/Offense
Rank: A
Range: Short-Long
Chakra Cost: 30 (+10 for every technique used)
Damage Points: 60
Description: The user will gather their wind chakra and release it outward to create a large gust of wind. However, this gust of wind takes on a very similar characteristic to that of Wind Release: Wind Blade. Not only do they appear the same in color and destructive ability (due to its deadly cutting nature), but it retains another similar ability; the wind gust created will be intangible. Now, the main difference is, the user will release the wind gust into certain structures or tool sets, this includes earth-like jutsus(or CE/KG similar) or even metal weapon(s). This happens because of the intangibility of the wind, being able to phase through solid matter objects, however through precise control with chakra, the user will aim the wind gust towards the body of the structure, almost seeming like an infusion of sorts; in reality the wind has just caught up and made contact with the structure, this can be done through the speed of which wind naturally moves allowing it to catch up to other elements in time for the infusion to take place, this method is best used in combining with other projectiles. The initial infuse can be done by blowing the gust of wind into the initial technique (This method is best used in combining with other projectiles) or (for streaming usages only) they create a intangible- almost invisible (because of the similarity of the wind blade)- portal upfront of the user for which they will allow those similar solid structures to pass through and fuse into, or in better terms, the wind will begin to guide at the same direction of which the streaming technique is moving because of its fluid movement that wind has as a property. Now, with the wind infused in the object(s), this prevents certain opponent from being able to detect the wind which is hidden in the structure, however this does not apply to most dojutsu and sensory. The strong offensive use for this technique is its ability of deception and surprise attack, for even if they destroy the initial technique used for the wind to infuse within, it can still bypass and continue to the opponent, however no longer be considered intangible after it bypasses the first attack, because of the "protection" the other technique had for the wind. The size of the gust of wind, is rather medium sized in nature (can cover around a five meter radius), but it can be practically infused with any type of size structure such as Earth Release: Great Stone Golem Technique, however using the Golem as example, it must be used strategically as the Golem is about to attack for the wind does not remain dormant in other colossal like beings or structures, Yin/Yang would be needed. If the technique makes contact with the opponent, it can surely push the opponent back and deliver serious cuts and bruises because of its sharp nature. The user can also use this wind gust and infuse it into more then one object however it would cause more chakra consumption. This technique can only be used on the users own technique, and after the wind is re-released it will no longer be an intangible substance, it will be a regular gust of wind with the same rank and damage output.

Note: Can only be taught by Noni
Note: Can only be used three times
Note: This technique does not work with lightning and wind
Note: Requires one turn cool down before re-use
Note: Can not use wind techniques above S-Rank during the turn used and next turn

Declined: While I really like the basic concept of this, it wouldn't work. Wind being intangible doesn't mean it can simply phase in and out of stuff. If that were the case, it would shift right out of the object it is infused with again. If that weren't the case, you wouldn't be able to infuse it in the first place. You're using the advantages of intangibility but you do not limit it with the disadvantages. Try to limit your technique down, because it's just too strong and unrealistic for the RP at this point.
 
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System001

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Re: Custom Jutsu Submission

(Doton: Sanshōuo no ikari) | Earth Release: Salamander's Tempest
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A technique in which, through the formation of two handseals, the user is capable of causing the ground beneath the opponent to violently break down into earthly materials and burst upwards into a swirling and frenzied storm of dust. The dust storm is comprised of volatile and unstable earthly materials, rocks and minerals, and as a result the sporadic and rapid collision of dust particles will swiftly result in the generation of friction and heat that will ignite the storm to ultimately form a maelstrom of flaming rock and lava pieces.
Needless to say, anyone caught within the area of the technique will have their flesh shredded, then blasted as the storm furiously ignites, and finally scorched and eroded into a bloody mess.

Note:
- Can only be used 3x
- No Earth techniques above S rank for the rest of the turn.
- The area of this technique can be large enough to consume large summons such as Sasuke's hawk, but not much larger.


Declined: How are you certain that area will have unstable and volatile earthly materials? That is quite convenient. Also, the velocity would have to be way too high to actually cause friction of such an extent that it ignites. And even if that would happen, it would have to be continuous and that in itself would create lava and flaming rock? Tone the jutsu down quite a bit for it to be acceptable and give it restrictions. You're basically creating a spewing vulcano frying pan, and you're not able to use S-rank earth for the rest of one turn? That makes no sense.

Link to the Style:


Genkotsu Kamakiri: Kurushimeru | Mantis Fist: Torment

Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: N/A
Description: A technique in where the user, by striking the opponent with their palms, fingers or perhaps a single finger, is capable of releasing a discharge of chakra into the opponents body. This discharge serves to send an immense signal for pain, causing excruciating pain in the surrounding area. The area of effect, level of the pain, and the duration are all determined by where the user strikes, the surface area of the users strike, the amount of strikes dealt, and most importantly, the length in which the user managed to contact the enemy. A momentary contact with a single finger to an area such as the hand could induce pain similar to that of a finger bone breakage upon the entire region, perhaps even enveloping lower parts of the wrist, for a good few seconds. Thus the pain increases in proportionate increments, therefore making this a technique rather suitable for torture. As the user would be capable of inducing extreme amounts of pain onto an enemy without actually physically harming them, while the enemy would be stuck with the realization that the pain that they are experiencing is real, serving as an unsettling psychological aspect that an Illusion generally can't offer. Naturally hitting sensitive spots such as the temples, forehead, plexuses or the spine would amplify the amount of pain felt.

Note:

- Can only be used 3x
- Cannot be used on consecutive turns
- No Mantis fist techniques above A rank for the rest of the turn.
- No lightning jutsu above S rank for the rest of the turn.


 Declined  Sorry for the misread. Ok, first things first: your style link is missing. Please post it next time. Second: your style is about finger strikes, not palm strikes. Third: you spend so much effort into the pain part and how much control you have on it that you actually make it confusing, prone to be misinterpreted and forget to develop the real form of this nintaijutsu. Its taijutsu based so you need to explain the movement this uses. The way its worded is too general. Fourth: If it does pain, it does damage because its real, even if it may not do the full S-Rank damage. Finally, when you say you discharge chakra, say that its lightning chakra just to make it clear. Personal note: don't forget the taijutsu part of your CFS and making this S-Rank is a bit too much.​
Resubmitting, completed changed so I omitted the bold, I hope that's okay.

Genkotsu Kamakiri: Dangan Ari: Kunō | Mantis Fist: Paraponera Clavata: Torment
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: A mantis fist technique which involves the administration of lightning charka into an enemy's body so as to stimulate a false signal for pain. Psychically, when used in a fight, this technique exhibits the styles usual attack methods; with the user delivering one, if not several swift finger jab blows to a target and discharging chakra upon impact. These blows, as is characteristic of the Mantis Fist, boast the strange and somewhat contradicting, fluid, rigid, and somewhat stiff quality common of the style; with this particular employment emphasising on speed and therefore using sharp, somewhat spear-like arm movements with little to no arm-drawback or windup so as to transition from neutral into extended states in mere moments, and then back again. As aforementioned the released lightning chakra forces false signals so as to induce pain onto an opponent, pain that can range from anything between mild to traumatising and incapacitating. However, it is generally the duration and area of contact that the user has had that determines the pain felt by the recipient, the longer or more numerous the case of exposure, the more severe effects will be. The targeted area is also of great consideration as striking vitals, pressure points, or even wounds can also increase severity - thus the focus of this technique on physical speed so that the user can best target areas of interest as quickly and effectively as possible. Needless to say the chakra based applications of this technique can also be administered discreetly, for instance, during a greeting should the user gain fingertip based contact with an enemy then this technique can be used discretely.

Note:
Can only be used 3x
Can only be used once every two turns.
A maximum of four strikes can be delivered per use.
Against enemies of equal or higher rank the pain felt for each momentary contact will be around that of a hairline fracture - producing sharp pangs of pain in an area around the contact site that’s no larger than a ping pong ball. (Doubled if sensitive spots such as the plexus, temple, and other spots with significant nerve bundles). That of a breakage with sharper pangs in a tennis ball size area for those a rank lower, and even more severe pain spread across an area exceeding that of a size 5 football for two ranks or lower. In the case of significantly prolonged contact (a few seconds or even minutes) the pain is only limited by the users intentions. (Basically if the user manages to remain in contact to continuously sustain this technique for an entire turn or more, at the expense of -30 chakra per turn.)
Physical damage is generally minor, at most inflicting bruises on well toned parts of the body or on an odd occasion fractures on weaker, minor bones. However striking a vital or soft spot could potentially cause dire or even fatal injury. (Eyes and so on, throat, so on.)

✦ Declined, good but the parts about seconds and minutes needs to be edited. Time is a difficult aspect to account for in battles and as such, more RP oriented terms should be used.



Katon: Nídhöggr kiba | Fire Release: Fangs of Níðhöggr
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Through the rapid release and conversion of fire chakra from all over their body; the user will create several concentric, orbital rings and crescents of dense fire directly from their being. The crescents and rings are explosive in nature - and thus when coming into contact with something of suitable resistance - such as solid and strong rock, they will explode, the explosion always being angled away from the user and forwards towards the opposition. Aside from that, the shapes can cut and incinerate through softer materials, explode, or be suppressed, on command, or be released towards an opponent in the form of a projectile. Due to their versatility, the rings and crescents can double as both a defence and offence, yet can also be particularly useful when utilised alongside Tai; the flames ravaging a target with each blow so as to deal severe and lethal wounds.

Note:
- Can only be used 4x
- No Fire techniques above S rank for the rest of the turn
- Can only be taught by Scaze.

Declined: again, restrictions. The idea of this jutsu is a bit generic, though the explosive part gives it an ok enough twist. The restrictions though do not measure up to the power this could potentially have.
 
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Omega

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Re: Custom Jutsu Submission

(紫煙 Fukai Pa-Puru)- Deep Purple
Type: Weapon
Rank: S Rank
Range: Short-Mid
Chakra: (-10 each turn burn or leak is active)
Damage: (When burn is used +10 is added to smoke ninjutsu)
Description: Deep Purple is a long thick pipe. Approximately 3 meters in length and a few inches in diameter. Around the bell of the pipe it is very deep and round. Being around the same size as Gaara's gourd in that area. Despite Deep Purple's massive size it isn't too heavy. Ragna is usually seen carrying it over his shoulder with one hand. Along the inside of deep Purple itself is a wooden inside with tiny pieces of charcoal and other flammable objects. Allowing friction to occur naturally on the inside to create more smoke. Now Deep Purple's main purpose aside from smoking is battle. Ragna can use deep Purple as a medium for most of his smoke attacks. Deep Purple can release smoke without Ragna having to blow through it. But this isn't always a good thing So Ragna created a lid to top off the pipe so smoke doesn't fully come out. In battle it's a waste of time to have to pry open a lid for anything. So there are 3 buttons along the side of Deep Purple all with different commands. Similar to that of a saxophone just with different colors and different purposes.


The Buttons/Abilites:

(燃 Kashou) : In this compartment explosive tags are stored. All smoke for the user’s jutsu will travel through this compartment. Smoke ninjutsu emitting from Deep Purple in this state will gain the addition of explosive tags hidden within them, giving all smoke ninjutsu of the user +10 bonus in power.
Cannot be activated while Leak is active

(漏 Deguchi) Leak: The button furthest from the mouth piece but still within reach, it is a golden button,and causes smoke within Deep Purple to slowly seep under the lid and through small holes along the body. The smoke released from leak blocks vision of both the user and the opponent. When Deguchi is used unranked smoke is released up to mid range. It makes it harder for the user to be seen, and he can use the surrounding smoke as a source for various smoke ninjutsu.
Cannot be activated while burn is active

(閉 Soba) Close: This is used to cancel any of the above abilities activated to conserve usage/chakra and alternate between uses.


Note the user may activate the abilities through chakra while contact is made with Deep Purple


Restrictions:
Can only be used by smoke ninjutsu bios
Can only be used by Omega or people I teach
Took out inconsistencies and did my best to clear up anything confusing.

♠ Declined ♠
Okay, I can't just have you forever having +10 on your Smoke ninjutsu with the first ability. Add some restrictions as it is S-Rank. Also, for your second one, how are you supposed to target the enemy if the smoke blocks vision for you as well? I understand if it's just naturally leaking out, but it doesn't seem logical at the moment.


(Doton Jutsu|Dotabata Kyanseru )-Earth Release:Noise Buster
Type: Supplementary, Defense
Rank:A
Range:Close
Chakra:40
Damage: N/A
Description: To combat sound, Ragna came up with the idea to fight this jutsu with jutsu. The user can quickly create ear molds made of compact earth to protect themselves from sound based jutsu, and genjutsu that affect your hearng. These ear molds can offer the user a first line of defense against one of the most versatile elements in the NW. The ear molds repel sound so the one sacrifice is that the user wouldn't be able to hear many other things as well. Even the chidori would seem silent to them. The ear molds follow the normal strengths and weaknesses, so they are can be destroyed by a S rank sound based jutsu. If not for battle they can simply be used as earplugs.
Can only be used 3 times
Most have Doton as a specialty
Must have Doton Mastered
Can only be taught by Omega

♠ Pending, leaving for another mod ♠
✦ Declined, has been done before, I actually have a version in my CJ thread ✦

Hakumei Ro-do-Twilight Road
Type: Attack
Rank:S
Range:Short-Mid
Chakra:40
Damage: 80
Description: This a powerful kenjutsu attack created by Ragna. In many concepts of the eastern world the Dragon and Tiger represent the balance of our world through their different energies much like Yin and Yang. Taking this concept into account the user will attack in these different styles to create one of the most powerful sword strikes in the NW. Holding two swords the user will channel chakra into their blade and attack straight at the enemy with one blade and then twirl the other in a spinning motion while swinging that arm, in an arc fashion, toward the other arm so that the blades meet. The force and chakra creates shockwaves that travel with these strikes. With manipulation, the arm swinging the spinning blade will form a Dragon shaped entity that travels around the user while the straightforward thrust forms a tiger image. The blade that is spinning will meet with the other thrusting blade creating a powerful strike in which the Tiger image zooms straight toward the enemy with the Dragon spinning around it, creating slicing waves that rip everything in its path up to mid range with a 10 meter radius. The process can be done fairly fast allowing it to be performed in close range battles.

Note:The spiraling Dragon forms a cylindrical shape so its diameter is 10 meters which means it covers the area up to mid range and 5 meters on either side (left/right) moving laterally
Can only be used 1 time
Must have Kenjutsu as specialty
Can only be taught by Omega
Must be Sannin Rank

♠ Declined ♠
The description needs a lot of work. I'm having a terribly hard time picturing this to work in battle. Is this supposed to happen at short or mid range? Also, what exactly happens first? You said shockwaves and stuff are created when the blades meet, but what's the point of the dragon/tier then?

(紫煙 Fukai Pa-Puru)- Deep Purple
Type: Weapon
Rank: S Rank
Range: Short-Mid
Chakra: (-10 each turn burn or leak is active)
Damage: (When burn is used +10 is added to smoke ninjutsu)
Description: Deep Purple is a long thick pipe. Approximately 3 meters in length and a few inches in diameter. Around the bell of the pipe it is very deep and round. Being around the same size as Gaara's gourd in that area. Despite Deep Purple's massive size it isn't too heavy. Ragna is usually seen carrying it over his shoulder with one hand. Along the inside of deep Purple itself is a wooden inside with tiny pieces of charcoal and other flammable objects. Allowing friction to occur naturally on the inside to create more smoke. Now Deep Purple's main purpose aside from smoking is battle. Ragna can use deep Purple as a medium for most of his smoke attacks. Deep Purple can release smoke without Ragna having to blow through it. But this isn't always a good thing So Ragna created a lid to top off the pipe so smoke doesn't fully come out. In battle it's a waste of time to have to pry open a lid for anything. So there are 3 buttons along the side of Deep Purple all with different commands. Similar to that of a saxophone just with different colors and different purposes.


The Buttons/Abilites:

(燃 Kashou) : In this compartment explosive tags are stored. All smoke for the user’s jutsu will travel through this compartment. Smoke ninjutsu emitting from Deep Purple in this state will gain the addition of explosive tags hidden within them, giving all smoke ninjutsu of the user +10 bonus in power.
Cannot be activated while Leak is active

(漏 Deguchi) Leak: The button furthest from the mouth piece but still within reach, it is a golden button,and causes smoke within Deep Purple to slowly seep under the lid and through small holes along the body. The smoke released from leak blocks vision of both the user and the opponent. When Deguchi is used unranked smoke is released up to mid range. It makes it harder for the user to be seen, and he can use the surrounding smoke as a source for various smoke ninjutsu.
Cannot be activated while burn is active

(閉 Soba) Close: This is used to cancel any of the above abilities activated to conserve usage/chakra and alternate between uses.


Note the user may activate the abilities through chakra while contact is made with Deep Purple


Restrictions:
Can only be used by smoke ninjutsu bios
Can only be used by Omega or people I teach
Burn or Leak effects can only last 4 turns
Close can halt the abilities conserving their turn limit.

(Some notes in regards to leak: As a smoke jutsu user all of my techniques hinder my vision of the opponent in someway so this won't be anything I'm not use to, I have also just added sensory to my smoke bio and it has gotten approved so that will help me track my opponent better should I need to use leak.)

Declined: you seemed to ignore what Adachi said, or partly. I see you implemented the restrictions and by doing so, negated the +10 forever thing. However, your restrictions are vague. Burn or leak can only last 4 turns? What if you close in the same turn as it is opened? It wouldn't count during the turn as it stays within the turn, or it might. Things like these make it too vague and you need to explicitly say how or what.


Hakumei Ro-do-Twilight Road
Type: Attack
Rank:S
Range:Short-Mid
Chakra:40
Damage: 80
Description: This a powerful kenjutsu attack created by Ragna. In many concepts of the eastern world the Dragon and Tiger represent the balance of our world through their different energies much like Yin and Yang. Taking this concept into account the user will attack in these different styles to create one of the most powerful sword strikes in the NW. Holding two swords the user will channel chakra into their blade until the blades turn a bright blue, and thrust straight at the enemy with one blade and then twirl the other in a spinning motion while swinging that arm, in an arc fashion, toward the other arm so that the blades clash and send an attack forward towards the enemy. The force and chakra creates shockwaves that travel with these strikes. With manipulation, the arm swinging the spinning blade motion will combine with the straight penetrating motion of the other representing the natures of the Dragon and Tiger. The blade that is spinning will meet with the other thrusting blade creating a powerful strike in which a sharp beam zooms straight toward the enemy with the slicing swirling chakra is spinning around it, creating a piercing and slicing blade that rips everything in its path up to mid range with a 10 meter radius. Essentially the user only has to bring his blades together to a clash in order to send this attack forward, so this can be used short range if the user has enough time. At that range it is very dangerous to be near this attack.

Note:The spiraling Dragon forms a cylindrical shape so its diameter is 10 meters which means it covers the area up to mid range and 5 meters on either side (left/right) moving laterally
Can only be used 1 time
Must have Kenjutsu as specialty
Can only be taught by Omega
Must be Sannin Rank
Took out the dragon and tiger manipulations and made it more basic. Those were originally just for cosmetic purposes.

✦ Declined, I'm confused on how you thrust one sword forward while simultaneously spinning the other to do what you say, it's unclear and says messy. And then the part about a beam is even more confusing ✦
Leaving for another mod.

(Genjutsu:Helios)-Illusionary Arts|Helios
Type: Attack
Rank:A
Range:Short-Mid
Chakra:30
Damage: 60
Description: This is a powerful genjutsu in which the enemy will see a blinding ray of light that descends from the sky and entraps the enemy within a 1 meter radius of what looks to be a cylindrical and dense beam of light. Blinded and trapped by the enveloping light ray the enemy will struggle to see anything around him; moreover, the area of the beam surrounding the enemy will continually shrink pressing on the enemy and reducing their space until the enemy will eventually believe they are being crushed. The enemy will pass out from the mental stress due to the intense pain.

Must be taught by Omega
Can only be used 2 times.
No Genjutsu above B rank next turn

✦ Declined, what triggers this? Handseals, eye contact, etc? How does a beam of light crush an opponent? Light generally has no physical properties. How long does this last until they pass out? If they are blinded also, then how do they see the beam shrinking o on them? ✦
leaving for another mod.
 
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BusinessManTeno

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Re: Custom Jutsu Submission

(Ninjutsu: Itami shinkeigasurudoi) Ninja Art: Pains Of Sensitivity
Type: Supplamentary
Rank:A
Range:Short
Chakra:30
Damage: N/a (2x Damage)
Description: This is a very unique style of ninja art, developed by the interrogate squad. The user will do 2 handseals (Ox-Ram) While touching the opponents body (or themselves) forcing the chakra inside of their body to react causing the chakra to resonate violently inside their body making it sore without notice. This will make their body extremely sore to the touch (similar to the after effects of guy from using his 7th gate) This will cause the opponent when hit to take double damage, while being extremely sensitive to any type of pain. A kunai stab to the hand would feel like you smashed your whole hand. Doing monstrous damage.

Note: Last 4 turns
Note: X2 Damage (double damage when taken)
Note: Can use a max of 3 turns
Note: Cant use this technique for 3 turns after the affects wear off.

✦Declined, I don't see why this would give double damage at all. It'd cause the opponent pain at best, not double damage. I'm also skeptical about this as it sounds familiar somehow.✦
 
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Re: Custom Jutsu Submission




Ototon Genjutsu: Akusei Naizō | Sound Release Illusionary Arts: The Pernicious Viscera
Rank: S
Type: Supplementary/Offensive
Range: Short/Medium/Long
Chakra: 40
Damage: 80
Description: The user will produce a sound by snapping his finger, carrying an illusion and triggering it on any person that hears it. Correspondingly sound waves are going to vibrate amongst the target's body, vibrating heavily and causing the actual genjutsu to activate. In the illusion, the sounds created from the person’s body reverberate and are unable to escape until they eventually start cancelling each other out. Any sound that is made eventually is accelerated as it bombards frequencies from the original sound and those of others. As a result, the target will start hearing their own organs - his heart, stomach, even his ears, which make a tiny amount of noise. The target can eavesdrop on his heart beating, his stomach gurgling, he can even hear his lungs. Eventually the target’s heartbeat sounds are increased dramatically having a psychosis effect on his brain thinking that he is dying. In essence, if the target doesn’t release himself from the sound based illusion, he is going to faint away after two turns. Likewise, because of how unpleasant and disorientating the whole experience is, the opponent will have a hard time grasping any weapons, along with failure to perform handseals correctly.
*No other sound release techniques above S rank in the same turn*
*Requires a break of two turns in between usage*
*Can only be used twice per battle*
*Only Drāgy can teach this*


Ototon: Rōrō Burakishizumu | Sound Release: The Sonorous Bruxism
Rank: S
Type: Offensive
Range: Short/Medium/Long
Chakra: 40
Damage: 80
Description: The user will gather his sound chakra into his throat, exhaling it as he screams, whistles or roars, releasing the concentrated sound chakra as waves which will be directed towards the opponent’s teeth. The resulting effect is excruciating due to the frequency being so powerful, that it will resonate in the teeth's pulps and cause the blood vessels and nerves to vibrate rapidly thus causing excessive pain and damage to the target. When the resonant frequency hits the vessels and nerves in the pulp, as the dentin gets exposed, it alarms the pulp due to the trauma and then the sensitivity starts. The dentinal tubules pass the stimulus to odontoblastic layer of the pulp, which in turns triggers the response. The traumatized pulp starts an inflammatory response but due to the hard and closed surroundings of the pulp pressure builds inside the pulp chamber compressing the nerve fibres and eliciting extreme pain. At this point, the target will be left in torturous pain, which will result in loss of consciousness at the beginning of the next turn.
*No other sound release techniques above S rank in the same turn*
*Requires a break of two turns in between usage*
*Can only be used twice per battle*
*Only Drāgy can teach this*


Ototon: Kanashimi Kuresshendo | Sound Release: The Sorrow Crescendo
Rank: Forbidden
Type: Offensive
Range: Short/Medium/Long
Chakra Cost: 50
Damage Points: 90 (-20 to the user)
Description: The user channels large amounts of sound chakra in his throat, as he screams or yells, releasing a low-power, low-frequency ultrasound, at frequencies of 0.67 MHz, that is directed towards the opponent’s brain, overstimulating activity in the brain tissue. The combination of low frequencies and low power represents a sweet spot where the sound readily penetrates the skull and affects brain cells. The sound waves temporarily knock open the cells’ voltage-gated sodium channels, special proteins that allow sodium ions to pass through the cells’ membranes. The result is a localized change in a cell’s polarity from negative to positive. The polarity change can be strong enough to cause the cell to release chemical neurotransmitters and thereby induce similar voltage changes in other neurons to which they are linked, resulting in death of every neuron located in the target's brain. For this whole process to be fully completed, it essentially needs constant contact for one full turn. Should the opponent not defend from it in the same turn, he'd be perniciously killed.
*The user cannot use sound techniques for three turns afterwards*
*No other techniques above S rank in the same turn*
*The harmful effects travel at the speed of wind*
*Can only be used once per battle*
*Only Drāgy can teach this*

All Declined. Your template is wrong. It's type first, then rank.
 
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Re: Custom Jutsu Submission

Summoning Animal: Maned Wolf

Scroll Owner: x iiiMPerFeCT

Other Users who have signed contract: NA

Summoning Boss if existing: N/A

Other Summoning Animals tied to contract: N/A

General Description of the Animal in Real Life:

Despite it's name the Maned Wolf is not directly related to any other Canid, proof of this is that it has it's own Genus, Chrysocyon Brachyurus which means "Golden Dog". It is the largest known species of canine in South America which can reach up to 4ft tall on all fours and generally weighs between 50-75 pounds.

Physically the Maned Wolf looks like a large, long legged fox with it's fur's main colors being red or orange, while it has black and white features. It has a long, pointed muzzle and large, erect ears as well as a full set of sharp fangs and claws. The Maned Wolf gets it's name from its distinctive long, shaggy mane on it's back, which it has a tendency to raise when it feels threatened or if it is trying to raise it's profile to appear more intimidating. The Maned Wolf is also known for it's signature odor which has granted it the unfavorable nickname "Skunk Wolf". Another nickname for the species, due to it's slim, long legs and fox-like appearance, is "A Fox on Stilts". The Maned Wolf also has a unique vocalization known as a "Roar-Bark", but it's rarely heard due to Maned Wolves being very shy by nature.

The Maned Wolf's main habitats are flat grasslands or light forests in South America where they have evolved with their long legs to look over tall grass for their prey. Unlike other Canids they never hunt in a pack, preferring to hunt solo. They share vast and expansive territories with their partners, whom they rarely hunt or live with. They are omnivorous, and their favorite food is the Wolf Apple.​

Background and General Information in the RP:

The Maned Wolves have made their home in a large region in the South West of the Land of Fire, which the locals have dubbed "Darkroot Forest" due to it's gloomy appearance and foul smell. Because of the general opinion of the region, it is avoided, thus giving it's inhabitants, the Maned Wolf Summoning Animals, a secure sense of privacy.

More information about the Region and General Background of the CSC will be provided in a , to keep this submission as relevant and tidy as possible.

As Canids they naturally have a great sense of smell and hearing for detecting prey or enemies, while in battle Maned Wolves can rely on their sharp fangs and claws. They also possess great agility due to their extended leg length, but this makes their legs a weak area since they are longer and weaker than other Canids. Their most noticeable feature though is their smell. The odor Maned Wolves produce is very powerful, rendering Olfactory Sensory Types (Sensors who rely on their smell) like the Inuzuka, Ninja Hounds and other Canine Summons, useless. This is because the Maned Wolves scent overpowers all other smells in the general area, making detection by smell impossible. The Maned Wolves, and the Signers, will become accustomed to the smell through living, training and Summoning the Animals often. (This is the same psychological phenomenon that prevents one from feeling shoes after putting them on, as the nerves will become accustomed to the feeling of the shoes, same with the smell. It's known as Neural/ Sensory Adaption.) The smell is only present for as long as a summon remains in battle, and disappears with the Summoning Animal.

Those who sign the Maned Wolf Summoning Contract must receive either a tattoo or a scroll, through which they Summon the animals from the contract, like almost all other Summoning Contracts. Either one of these will be provided during training, and an image of each are provided in the spoiler below.

Maned Wolf Tattoo
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Summoning Scroll
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Dropping Canon Contract:




Changes:

  • Tried to shorten the Contract as much as possible.
  • Added Link to CSC Group for further info.
  • Expanded on the "scent" part.

✦ Declined, bold the changes next time and no to the group. Any information regarding a custom is meant to be IN the custom. You can add a background story when you teach them to others, but any information regarding summonings that isn't posted in either the description of the contract or the summoning is not valid. ✦
Summoning Animal: Maned Wolf

Scroll Owner: x iiiMPerFeCT

Other Users who have signed contract: NA

Summoning Boss if existing: N/A

Other Summoning Animals tied to contract: N/A

General Description of the Animal in Real Life:

Despite it's name the Maned Wolf is not directly related to any other Canid, proof of this is that it has it's own Genus, Chrysocyon Brachyurus which means "Golden Dog". It is the largest known species of canine in South America which can reach up to 4ft tall on all fours and generally weighs between 50-75 pounds.

Physically the Maned Wolf looks like a large, long legged fox with it's fur's main colors being red or orange, while it has black and white features. It has a long, pointed muzzle and large, erect ears as well as a full set of sharp fangs and claws. The Maned Wolf gets it's name from its distinctive long, shaggy mane on it's back, which it has a tendency to raise when it feels threatened or if it is trying to raise it's profile to appear more intimidating. The Maned Wolf is also known for it's signature odor which has granted it the unfavorable nickname "Skunk Wolf". Another nickname for the species, due to it's slim, long legs and fox-like appearance, is "A Fox on Stilts". The Maned Wolf also has a unique vocalization known as a "Roar-Bark", but it's rarely heard due to Maned Wolves being very shy by nature.

The Maned Wolf's main habitats are flat grasslands or light forests in South America where they have evolved with their long legs to look over tall grass for their prey. Unlike other Canids they never hunt in a pack, preferring to hunt solo. They share vast and expansive territories with their partners, whom they rarely hunt or live with. They are omnivorous, and their favorite food is the Wolf Apple.​

Background and General Information in the RP:

Deep in the South West of the Land of Fire, bordering with the Land of Wind, is a massive Forest Region, locally known as "Darkroot". This name comes from the Forests seemingly endless murky and humid swamps, and foul smell from the endlessly rotting plant matter, making it completely uninhabitable by humans. But those brave, or stupid, enough to brave into the further reaches of Darkroot will find a vibrant paradise, and the Ancestral Home of the Maned Wolf Summoning Animals. Deep within the swamp-like forest lies the vibrant fields of the Darkroot Basin, and even deeper within lies the secrets of the Maned Wolves in the Darkroot Garden, protected by the strongest warriors amongst the Summoning Contract.

The general habits of these Summoning Animals are as best described as "Lone Wolves" who hunt on their own. While not a lot is known about these animals as individuals, they have their own society with it's own rules and rituals, just like any other society, and one of the most common rituals performed by the Summoning Contracts Animals involves them leaving the safety of Darkroot. They are not allowed to return until they either prove themselves worthy in battle, or to bring back knowledge the pack would benefit from and other such feats. This ritual is only performed by animals that wish to be associated with the actual Contract though, so it is rarely seen by those not associated with the Summoning Contract. Most animals are content to live in peace within the safety provided by the Forest, but those who undertake this Ritual, and return, are held in high regard by the others in the pack, and are allowed to be called upon by their human friends in battle, or general times of need. This ritual not only provides a way for the animals of the Contract to test themselves, it easily allows diversity amongst the ranks of the Maned Wolf Summoning Contract, as every Wolf will go to different lands from another, or experience different things in those lands.

The Maned Wolves of Darkroot are Ranked by their general power or skill in combat and size or appearance, and while they tend to have their own unique abilities and capabilities,
as Canids they naturally have a great sense of smell and hearing for detecting prey or enemies, while in battle Maned Wolves can rely on their sharp fangs and claws. They also possess great agility due to their extended leg length, but this also makes their legs a weak point. Their most useful, and definitely noticeable, ability is the smell they naturally produce. The odor Maned Wolves produce is very powerful, rendering Olfactory Sensory Types (Sensors who rely on their sense of smell) like the Inuzuka, Ninja Hounds and other Canine Summons, useless. This is because the Maned Wolves scent overpowers all other smells in the general area, making any kind of detection by smell impossible. The Maned Wolves are naturally accustomed to their own smells, and the Signers will become familiar to the smell during their training with the Summons through the natural process of Sensory Adaption. The overwhelming scent is only present as long as the Summons are, and naturally fade when the Summoning Jutsu ends.

Those who sign the Maned Wolf Summoning Contract must receive either a tattoo or a scroll, through which they Summon the animals from the contract, like almost all other Summoning Contracts. Either one of these will be provided during training, and an image of each are provided in the spoiler below.

Maned Wolf Tattoo
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Summoning Scroll
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Dropping Canon Contract:

Changes.
  • Bolded Changes.
  • Added General RP info.
  • Removed Link to CSC Group.

Approved




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

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

One Handed Shirahadori
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Two Handed Shirahadori
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♠ Pending, leaving for another mod ♠
✦ Declined, I can't approved this. Too OPed as you can use this virtually against any taijutsu/kenjutsu attack. ✦
(Shirahadori) Blade Grasp
Type: Defensive
Rank: B-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description: Shirahadori is a basic Taijutsu technique based off of a traditional practice called "Shinken Shirahadori", otherwise known as "Live Blade Catching". The user will follow the movements of the user's hand('s) as they perform a Kenjutsu attack, and determine the safest way to "catch" the sword of the opponent before their attack either makes contact or is otherwise successfully performed. If the user is specialized in Basic Taijutsu they will have enough physical strength to only require one hand to catch the blade (for instance, by grabbing the blade between their fingers and thumb), otherwise they must use both hands (catching the blade between their palms). This technique can only be used against an incoming Kenjutsu attack, as attempting to block any other kind of incoming attack, like a Taijutsu attack by catching it between your fingers and thumb, or between your palms is physically impossible, so it should not be attempted under any circumstances. Shirahadori can only be used to stop a potential hit from a physical sword, even if it is enhanced in some way. For example, this technique can be used to stop the physical attack of a sword that has been enhanced with Lightning Style Chakra, but the user will still feel numbness or paralysis from the Lightning Chakra, depending on which Jutsu is used to enhance the blade, or in the case of a sword that has been enhanced with Fire Style Chakra, the user will still be burned, scarred, etc and so on. This technique cannot be used to stop an attack from a sword that is entirely composed of Elemental Chakra. In other words, Shirahadori is only effective against a Physical sword, even if it's enhanced, but only if the user can see the attack coming, or otherwise predict whichever way the attack is coming from and have necessary time to react to it.

Note: Can only be used 2 times per battle.
Note: Can only be taught by x iiiMPerFeCT.

One Handed Shirahadori
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Two Handed Shirahadori
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Changes.
  • Cleared the general description up.
  • Explained why it's ineffective against anything other than Kenjutsu.
  • Reduced usage limit to 2.
Declined: While I understand that you have limited it, the problem why it has been declined is still there. You are barehanded stopping the sharp blade. Were it that you stopped the hands or such, but the problem stays the same. Adjust the issue why it's declined, not just downgrade the power.




(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger
Type: Supplementary
Rank: E-Rank
Range: Short
Chakra: 5
Damage: N/A
Description: This Jutsu was created using the special paper Sensei's possess to assess a Shinobi's Elemental Affinity as a basis. The user focuses Chakra in their finger/ hand and, by performing a small action that represents the Element they wish to replicate, they produce a raw/ primal form of the chosen Element. While this technique lacks any real "punch", its strength lies in the users imagination. The following is a list of basic examples from the 5 Elemental Natures, note that these are simply basic examples, and not the sole usage of the technique.

Fire: The user can snap their fingers, using the heat caused by the friction to make a "lighter" from their finger/ thumb. Other uses include low heat Fire's, such as Ash.

Wind: The user can twirl their finger around, using the rotation to create a mini-vortex on their fingertip. Other uses include basic variations of Wind, like small gusts.

Lightning: The user can rub their fingers together, using the vibration to mimic a small electrical charge. Other uses include basic variations of Lightning.

Earth: The user can ball their hand into a fist, compressing their Chakra and make a small rock or pebble. Other uses include softer or lighter variations of Earth, such as mud, dirt or dust.

Water: The user can simply draw a line of Water in the air, using free-flowing movements with their finger, creating a "stream" of Water in the air. Other uses include basic variants on the Water Element, such as syrup or oil.

Note: Can only be taught by x iiiMPerFeCT.

♠ Approved ♠
This will go so well when you become a senpai/sensei in the near future.
(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger
Type: Offensive/ Supplementary
Rank: E-Rank
Range: Short
Chakra: 5
Damage: 10
Description: This Jutsu was developed using the special paper Sensei possess to assess a Shinobi's Elemental Affinity as a basis. The user focuses Chakra in their finger/ hand and, by performing a small gesture that best represents the Element they wish to replicate, they produce a small, raw form of the desired Element. While this technique lacks any significant "punch", the technique itself can be used to attack the opponent in a variety of ways, making this Jutsu's true strength lie in it's users imagination. The following is a list of basic examples from the 5 Elemental Natures. Note that these are simply basic examples, and not the sole usages of the technique.

Fire: The user can snap their fingers, using the heat caused by the friction to make a "lighter" from their finger/ thumb. Other uses include low heat Fire's, such as Ash.

Wind: The user can twirl their finger around, using the rotation to create a mini-vortex on their fingertip. Other uses include basic variations of Wind, like small gusts or blades.

Lightning: The user can rub their fingers together, using the vibration to mimic a small electrical charge. Other uses include basic variations of Lightning.

Earth: The user can ball their hand into a fist, compressing their Chakra and make a small rock or pebble. Other uses include softer or lighter variations of Earth, such as mud, dirt or dust.

Water: The user can, using free-flowing movements with their finger, mimic the flow of Water Chakra and create a "stream" of Water in the air. Other uses include basic variants on the Water Element, such as syrup or oil.

Note: Can only be taught by x iiiMPerFeCT.

Changes.
  • Added Offensive tag and damage.
  • Fixed the description to better suit this.
Approved.
 
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Uzumaki Naruta

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Re: Custom Jutsu Submission

(Shakuton: Yakedo) - Scorch Release: Singe
Rank: C
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user channels her shakuton chakra into an opponent through touch, forcing through them a small wave/pulse of scorch flames that travels through the body and appears from the other side. Like any other scorch jutsu this creates moderate to severe burns (2nd degree) due to the intangible nature of the scorch flames that travel through the opponent's body. The effects are nearly immediate as the flames travel through the body they cause localized dehydration of the body leaving the area desiccated this can leave limbs in near useless states. This also causes the skin to peel and crack causing moderate pain enough to be a hindrance to the opponent. This jutsu takes a second to charge and while doing so the user's limb glows a pale orange with a red tinge easily visible to an opponent even in short range as the scorch flames pulses forward it continues to be visible the entire time. The flames can be stopped by placing a solid structure in between the scorch flames the opponent as well as turning the body to an element that is strong to or neutral to scorch.
Notes
-Can only be used once per turn
(Removed "to 3rd" degree)


♠ Declined ♠
Hold on, I'm confused. So, for this technique to be executed, you need to be in body contact with the opponent. Then, at the bolded part, you mention that you can stop the technique with a solid structure in between? I mean, I get the part that where it shows that you are charging the technique beforehand, but what exactly do you mean by "scorch flames" traveling? Need to clarify the nature of this jutsu.
(Shakuton: Y'shaarj no Tatchi) - Scorch Release: Touch of Y'shaarj
Rank: C
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user channels her shakuton chakra into an opponent through touch, forcing through them a small wave/pulse of scorch flames that travels through the body and appears from the other side. Like any other scorch jutsu this creates moderate to severe burns (2nd degree) due to the intangible nature of the scorch flames that travel through the opponent's body. The effects are nearly immediate as the flames travel through the body they cause localized dehydration of the body leaving the area desiccated this can leave limbs in near useless states. This also causes the skin to peel and crack causing moderate pain enough to be a hindrance to the opponent. This jutsu takes a second to charge and while doing so the user's limb glows a pale orange with a red tinge easily visible to an opponent even in short range as the scorch flames pulses forward it continues to be visible the entire time. The flames can be stopped by by turning the body to an element that is strong to or neutral to scorch.
Notes
-Requires physical touch with the opponent
-Can only be used once per turn

Removed the solid object bit. "Travel" is referring to the ability for the scorch flames to move through an opponent like shown in the manga. Physical touch is required for this jutsu and the flames don't travel through the air to an opponent but can travel through the opponent like when used in the manga. Example; 2nd panel from the top left: [ ] Also changed the name.

Pending: leaving for another mod as I'm not familiar enough with Scorch just yet.

(Shakuton: Houshin Daichioujou ) - Scorch Release: Blistering Ground Death
Rank: Forbidden
Type: Offensive
Range: Mid - Long
Chakra cost: 50
Damage points: 90
Description: The user channels shakuton chakra into the ground while also releasing it as a vortex around their body creating what appears to be a massive wave of scorch flames that take on the appearance of a massive vortex. The shakuton chakra forced into the ground causes it to become rapidly desiccated to the point of cracking and breaking leaving jagged rocks that protrude from the ground while the rest is converted to a dense sand-like material (the user in no way controls this it is a side effect of the rapid drying out of the ground.) The ground all around the user's position (mid-long) begins to crumble inward like a massive sink-hole/mud crack sucking in everyone and everything on the ground that's roughly mid range from the user's position. This process kills off any Wood, Plant, Root, or Mushroom jutsu being strong enough to suck the moisture from it leaving it as nothing more then a husk unusable by the opponent this extends to even Forbidden rank jutsu of those aforementioned elements.
The vortex of scorch flames creates enough heat to highly restrict the opponent leaving him or her only able to use two techniques the next turn while also leaving them in a severely fatigued and slowed state. Their chest will feel as if it is on fire due to the rapid desiccation of their body and their skin will peel and crack causing them severe pain. Losing only three liters of water can cause heat exhaustion the symptoms include, confusion, a severe headache, severe chest pain, nausea, and dizziness. This can happen in minutes of the use of this jutsu and if prolonged the opponent becomes more vulnerable (2 turn.) Losing 6 liters causes incapacitation and happens after three full turns. All water natural or jutsu created is evaporated instantly and any water jutsu used simply evaporates while being released if this happens it weakens the scorch jutsu a bit eg if an S rank water jutsu is evaporated the scorch is weakened to S rank.
The user is affected by this jutsu to a lesser extent but is still affected none the less. They will get a severe headache due to the heat and will only be able to use one more jutsu the turn this is used. They will also feel most of the symptoms of heat exhaustion to a lesser extent then the opponent feeling slightly fatigued as well as having mild chest pain.
Notes:
-User can only use one other jutsu that turn
-Limited to no Scorch Jutsu, Wind or Fire the turn this is used
-User cannot use any Scorch on the following turn and is limited to A rank and below Wind and Fire (along with the other elements, nin, tai and gen)
-The jutsu also causes tremors due to the unstable ground enough to throw an opponent off balance
-The user feels the effects of heat exhaustion to a lesser extent then the opponent

Appearance: [ ] replacing the sand with scorch flames

Bio:
Scorch Training:
Resubmitting

♠ Declined ♠
You still need to straighten out a few aspects here. Firstly, there seems to be no possible way to appropriately counter this right now. Give it handseals or perhaps a charge-up time like Crocodile in the video (nice reference to One Piece, by the way). As for the effects on the opponent, you say that certain things happen after an X amount of turns or minutes, but what is this due to? The atmosphere? You can't possibly be using this jutsu still after two turns. Also, needs better restrictions, don't forget this is a F-Rank.
(Shakuton: Houshin Daichioujou ) - Scorch Release: Blistering Ground Death
Rank: Forbidden
Type: Offensive
Range: Mid - Long
Chakra cost: 50
Damage points: 90 (-15 to the user)
Description: The user preforms two hand seals then channels shakuton chakra into the ground while also releasing it as a vortex around their body creating what appears to be a massive wave of scorch flames that take on the appearance of a massive vortex. The shakuton chakra forced into the ground causes it to become rapidly desiccated to the point of cracking and breaking leaving jagged rocks that protrude from the ground while the rest is converted to a dense sand-like material (the user in no way controls this it is a side effect of the rapid drying out of the ground.) The ground all around the user's position (mid-long) begins to crumble inward like a massive sink-hole/mud crack sucking in everyone and everything on the ground that's roughly mid range from the user's position. This process kills off any Wood, Plant, Root, or Mushroom jutsu being strong enough to suck the moisture from it leaving it as nothing more then a husk unusable by the opponent this extends to even Forbidden rank jutsu of those aforementioned elements.
The vortex of scorch flames creates enough heat to highly restrict the opponent leaving him or her only able to use two techniques the next turn while also leaving them in a severely fatigued and slowed state. Their chest will feel as if it is on fire due to the rapid desiccation of their body and their skin will peel and crack causing them severe pain. Losing only three liters of water can cause heat exhaustion the symptoms include, confusion, a severe headache, severe chest pain, nausea, and dizziness. This can happen in minutes of the use of this jutsu and if prolonged the opponent becomes more vulnerable (2 turn) this is due to the changes to the atmosphere and by this point the opponent's speed is halved. The entire area of Mid - Long becomes sweltering being extremely hot and dry. This makes breathing and functioning properly much harder and causes the opponent to suffer from the effects mentioned above. Losing 6 liters causes incapacitation and happens after three full turns of exposure to the altered atmosphere. All water natural or jutsu created is evaporated instantly and any water jutsu used simply evaporates while being released if this happens it weakens the scorch jutsu a bit eg if an S rank water jutsu is evaporated the scorch is weakened to S rank.
The user is affected by this jutsu to a lesser extent but is still affected none the less. They will get a severe headache due to the heat and will only be able to use one more jutsu the turn this is used. They will also feel most of the symptoms of heat exhaustion to a lesser extent then the opponent feeling slightly fatigued as well as having mild chest pain. The jutsu also causes tremors due to the unstable ground enough to throw an opponent off balance.
Notes:
-User can only use one other jutsu that turn
-Limited to no Scorch Jutsu, Wind or Fire the turn this is used
-User cannot use any Scorch on the following turn and is limited to A rank and below Wind and Fire (along with the other elements, nin, tai and gen)
-The user feels the effects of heat exhaustion to a lesser extent then the opponent which slows them down a bit on the next turn to recover. What this means is the user's speed and reactions are cut by 1/4th.

Pending: leaving for another mod as I'm not familiar enough with Scorch just yet.

Appearance: [ ] replacing the sand with scorch flames



(Shakuton: Senkai Oshoku) - Scorch Release: Whirling Corruption
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user begins by channeling a massive amount of her shakuton chakra into (Sanpo Kenjū) - Three-Step Sword before either gripping it by it's long cord or planting it firmly into the ground. Depending on what she does varying effects can take place. If she swings the sword above her head in a very quick fashion while releasing the shakuton chakra it first creates a massive cocoon of scorch flames around her then from that cocoon various large blades of highly compressed scorch flames fly off in every direction creating a near omnidirectional flurry of blades that rapidly travel out desiccating and drying out anything that they come into contact with while also causing those objects to take on various severe burns. If this method is used thirty blades all as large as a full-length Claymore can be created allowing for the user to attack various opponents.
If instead she stabs the sword into the ground she can send the shakuton chakra out in all directions as it rides along the top of the ground forcing everything and anyone in it's path to take on severe burns while also causing a sudden pulse of intense heat enough to evaporate even massive sources of water both natural and jutsu created easily. The area directly around the opponent is unaffected as the user controls the shakuton chakra to create a pulse of scorch flames that emanates from her position. Either method causes massive strain on an opponent dehydrating them rapidly leaving their bodies devoid of moisture. Like the low ranking fire techniques the heat from this jutsu is enough to force weaker opponent to pass out due to the sheer heat and loss of bodily water. Both of these methods can kill of plant life relatively easily leaving them devoid of moisture withered and dead due to the sheer heat placed upon them. It also has enough heat to turn S rank and below wood jutsu into kindling lighting them ablaze due to the sheer heat and the properties of the shakuton chakra.
Notes:
-User cannot use any other Scorch Release techniques in the same turn
-Can only be used twice per battle
-Has a four turn cd

Appearance: (purple attack emanating from the boss)
Link to

Pending: leaving for another mod as I'm not familiar enough with Scorch just yet.
 
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Avonomemi

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Re: Custom Jutsu Submission

(Andāwārudo: Dāku-ken no sukurōru ) Underworld: Scroll of Dark fist
Rank: B
Type: Offensive/Defensive
Range: Short - long
Chakra cost: 20
Damage points: 40
Description: The user sink a scroll into the ground then activate it using the seal of confrontation; from the underground, the user manifest invisible chains that bind him on the neck, wrists and ankles, the chains are believe to be from the underworld. The user can use the chains attached to their wrist as a long ranged weapon, like a whip. In addition, one of the chains can be used to connect to their sword, kunai, shuriken etc, allowing the user to use it for long ranged attacks. The chains act also as a shield against attacks; the chains immerse the user in a blue energy shield to block again incoming attack. The user can also use his chains to latch onto an enemy's limbs, and swing them around effortlessly.
Note:
ஜ The chains stays till countered or destroyed.
ஜ When the chains are attacked they become visible temporary.
ஜ The chains does not restrain the user free movement.
ஜ The defensive action of the chains count as a move.
Restriction:
ஜ Usable only three times per battle.
ஜ Require a scroll to use.

✦ Both Declined, incorrect naming. Underworld isn't a type of jutsu, and the first has been done more than once. ✦
(Sōgu: Dāku-ken no sukurōru ) Manipulated tools: Scroll of Dark fist
Rank: B
Type: Offensive/Defensive
Range: Short - long
Chakra cost: 20
Damage points: 40
Description: The user sink a scroll into the ground then activate it using the seal of confrontation; from the underground the user manifest invisible chains that bind him on the neck, wrists and ankles. The user can use the chains attached to their wrist as a long ranged weapon, like a whip. In addition, one of the chains can be used to connect to their sword, kunai, shuriken etc, allowing the user to use it for long ranged attacks. The chains act also as a shield against attacks; the chains immerse in the user chakra creates a blue energy shield to block against incoming attack. The user can also use his chains to latch onto an enemy's limbs, and swing them around effortlessly.
Note:
ஜ The chains stays till countered or destroyed.
ஜ When the chains are attacked they become visible temporary.
ஜ The chains does not restrain the user free movement.
ஜ The defensive action of the chains count as a move.
Restriction:
ஜ Usable only three times per battle.
ஜ Require a scroll to use.

Declined: template is wrong. Type comes before Rank, not after it. Make sure to get this right.

(Ranton: Surīhitto Shōgai) Storm Release: Three Hit Disorder
Rank: C
Type: Offensive
Range: Mid - Long
Chakra cost: 15
Damage points: 30
Description: Utilizing storm chakra, the user infuse their chakra into a bomb and release it to their target, the user then make a single hand seal; the storm bomb unlike the smoke or paper bomb will crack open (instead of exploding), a loud sound and bright sparks of electricity occur as the bomb crack open then it releases a large mass of energy in all direction. The electrical energy in contact stun, the loud sound deaf and bright sparks blind the enemy temporary. The storm bomb look just like a regular ninja bomb. It is not advisable to use within close range as the user can harm themselves too.
Restriction:
ஜ The effects last a turn.
ஜ The user can only use two - three storm bombs per turn.

Declined: template is wrong. Type comes before Rank, not after it. Make sure to get this right.

(Henshitsu Sukiru) Alteration Skill
Rank: D
Type: Supplementary
Range: Short - Long
Chakra cost: 10 ( 5 per turn)
Damage points: N/A
Description: This is a form of ninjutsu that involve using hand movement, the user can alter the trajectory of a released jutsu as the attack move toward the target using hand gestures, the user utilizing their chakra manipulation skill is able to make a fireball/water ball/wind blast/stone etc recently released to move from its original travel path to a curved or circular path or even a corner to hit a hidden target. This ninjutsu work mostly for projectile based jutsu like fire release: blazing shuriken dance.
Note:
ஜ The technique require no means of activation, meaning the user can utilize it at will. And since the user can use it at will, they can cease usage at will also.
Restriction:
ஜ The user is unable to perform other jutsu while active.
ஜ The alteration of a jutsu travel path(trajectory) stands as a move.
ஜ It will cost the user 5 chakra points after the first turn of usage to maintain.

Declined: template is wrong. Type comes before Rank, not after it. Make sure to get this right.
 
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Typhon

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Re: Custom Jutsu Submission

(Mokuton: Obake no Mori) - Wood/Genjutsu Style: The Haunted Forest
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: This technique first requires the use of the wood technique "Old Gods" which will create the forest portion of this technique. After the weirwood trees are created the user will manipulate them through the user of their suiton chakra. They will cause the blood red sap to be continuously released as a similarly colored red mist from the mouths of the trees filling the field. This mist shares similar characteristics as the hidden mist technique in that it restricts the vision of those within it, but it has a much deadlier ability. The mist acts as a trigger for a dangerous genjutsu in which the victim will see shadows moving throughout the mist. They feel the atmosphere become significantly colder and begin to see their breath. The figures will attack the victim one at a time, some with swords, axes, or even their bare hands. These figures have milk white skin and bright blue eyes appearing to be some sort of undead being. When they come into contact with the victim, the victim is immediately paralyzed by an intense cold, as their body begins freezing from the inside out. As the mist is the trigger for the illusion it is capable of impacting multiple targets in one use. Unlike other genjutsu this one does not hide reality from the victim, they are fully aware of their surroundings. The figures will attack one at a time, once per turn while the victims are within the mist.
-Can be used twice per battle.
-Mist is released for three turns.
-Requires at least three weirwood trees to be used.
-No wood or genjutsu the following turn.

Approved Old Gods for Reference:

(Mokuton: Furui kamigami) - Wood Style: Old Gods

Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A
Description: The user will cut one hand allowing blood to cover their palm. They will then make the snake seal and slam their palms on the ground. In seven locations around the battlefield a special type of tree dubbed the "weirwood" will grow. These weirwood trees have white bark, blood red leaves and blood red sap. On the trunk of each of these trees is the carving of a face reminiscent of the user's. The blood red coloring of the leaves and sap is due to the use of the user's blood in the technique, and gives the user a connection to the trees. By closing their eyes the user can access any of the trees and see through the face carved in the trunk. The user can also carve these faces into preexisting trees for the same purpose, making this a great technique for scouting or finding a hidden enemy.
-Can be used three times per battle.
-Can only see through one tree at a time.
 
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Ańbu Juniør

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Re: Custom Jutsu Submission

(Nezum Kuchiyose no Jutsu: Shu , Suraisu-fū) Rat Summoning Technique: Shu, The slicing wind
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Shu is the weapons specialist of the Underland, standing at 10 feet tall with pitch black fur and red eyes. Unlike most Giant Ninja Rats from the Underland he appears clad in lightweight body armor with two swords that can connect at there hilts to create a spear. Shu is Ańbu Juniør's personal summon and is oriented towards Kenjutsu even though he has an affinity for wind, capable of releasing B-ranked slicing blades of wind from the swing of his swords or claws. He is also able to use any of AJ’s wind related Kenjutsu and regular Kenjutsu techniques. One of Shu's abilities allows him to release his wind chakra while running at high speeds. The chakra coats his body to create motion blur that fools the opponent into thinking that he’s moving faster than he actually is, which makes it difficult for opponents to properly judge his actual distance from them. The Coat of wind also serves to protect him from non focused A-rank and below elemental attacks such as Chidori Nagashi.
-Can only be summoned once and stays on the field for four turns.
-The Use of Shu's abilities count as a move.
-The coat of wind can only be used once and lasts for two turns.

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✦ Declined, she is able to use up to S rank Kenjutsu, not any. And what about coating her body in wind fools her opponent? Creating a motion blur without a defined speed means she is still moving at speeds trackable by the naked eye. This coat of wind also isn't going to be able to block A rank and below elemental attacks, meaning that she basically can tank A ranks and below, no. B rank at the most and even then, with the other abilities, I'm skeptical about allowing it. ✦
(Nezum Kuchiyose no Jutsu: Shu , Suraisu-fū) Rat Summoning Technique: Shu, The slicing wind
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Shu is the weapons specialist of the Underland, standing at 10 feet tall with pitch black fur and red eyes. Unlike most Giant Ninja Rats from the Underland he appears clad in lightweight body armor with two swords that can connect at their hilts to create a spear. Shu is Ańbu Juniør's personal summon and is oriented towards Kenjutsu even though he has an affinity for wind, capable of releasing B-ranked slicing blades of wind from the swing of his Katanas or claws. He is also able to use up to S-Rank Kenjutsu techniques. One of Shu's abilities allows his to release his wind chakra to coat his body and causes his form to sway and flicker, which makes it difficult for opponents to properly judge his actual distance from them, but Does not affect his speed. The Coat of wind also serves to protect him from non focused B-rank and below lightning techniques.
~Can only be summoned once and stays on the field for four turns.
~The Use of Shu's abilities count as a move.
~The coat of wind can only be used once per battle and lasts for one turn.

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Declined: template is wrong. Type comes before Rank, not after it. Make sure to get this right. It's odd that you got it wrong here, and right in your next 2

(Ten'nomengumi: No shinseina ya Mafde) Heaven's Grace: Sacred arrow of Mafdet
Type: Attack
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: After performing the necessary hand seals Rat → Rabbit → Dog, the user will gather a rippling ball of wind in their palm in a fashion similar to that of Fūton: Rasengan. He will then proceed to elongate the ball into an arrow of rippling wind as he channels his lightning chakra into it, creating a vicious lightning wind combo that can be thrown at the opponent with tremendous speed and piercing power. Once thrown the user can will the arrow to split into four parts in order to attack multiple opponents, or a single opponent from different sides. This technique is powerful enough to pierce through walls of earth one rank higher than itself and bellow as it's speed is also augmented by the cutting power of the lightning that surrounds it. This technique has a secondary ability that can be used. When used against an earth jutsu, The arrow can compress in on itself and distribute it's lightning properties through that earth and cause sections of it to crumble.
~Can only be use twice per battle
~No additional wind or lightning jutsu can be used during the turn this technique is used

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Declined: Needs correct naming. you can call it Fuuton/Raiton: (Wind Release/Lightning Release:). Heaven's grace isn't an element.

(Fuuton: Wadjet's Shamen no disuku) Wind Release: Wadjet's Disks of absolution
Type: Defense
Rank: S
Range: Short
Chakra: 30
Damage: N/A
Description: This is technique created solely for defense of the user. The technique begins when the user weaves together three hand seals and channels a large amount of wind chakra into both hands. Once done the user will channel the wind outwards and compress it into the form of two disks of cutting wind that span 1 meter radius and can spin in whatever motion the user wishes. Due to it's compression the wind disks develop a certain density to the point where it gains a certain solidarity, enough so that it can directly block physical offensive physical actions like taijutsu or kenjutsu, but yet still retain it's insolatory ability to dispel most lightning attacks.
~This technique can be used twice per battle, but requires an interval of two turns before it can be used again.
~This jutsu lasts for one turn and no other jutsu can be use while this jutsu is active or the disks of wind will dissipate.

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Declined: Incorrect amount of chakra, or rank. It literally says it on the first page what you have to do.

A Rank: 30 Chakra / 60 Damage
S Rank: 40 Chakra / 80 Damage
 
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Houdinii

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Re: Custom Jutsu Submission

(Raiton: Hanmon Koutai)- Lightning Release: Agonising Shift
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description:
The user will begin by channelling huge amounts of raiton chakra through one of their arms and into their hand. Due to the huge amounts of electricity that travel through their arm when they do this, the user experiences a severe, but temporary degree of pain that combined with the numbess, restricts grasping of objects and hand seals. This is caused by a medium amount of electrical damage to their arm, making it painful but not long lasting or permanent. Once they've channeled the chakra the user will snap their fingers, triggering the formation of a small orb of lightning that can appear anywhere that the user wishes. The orb will form and hover in the air for two seconds before it explodes and obliterates everything within a short range distance from it in all directions.

Note:
~Can only be used 2 times
~The users arm will be numb and unable to grasp objects or perform hand seals for one turn
~After using this technique the user cannot use lightning techniques above A rank for two turns
~Can only be taught by xHoudinii

Declined. DNR. You can't just manifest it anywhere you feel like it. Even if something pops up somewhere, it's because you somehow materialized it there. Water that is made from nothing is actually made from water molecules in the air. Your lightning chakra is in your arm and all of a sudden appears out of no where? No, just no.
 
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Dãrth1

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Re: Custom Jutsu Submission

(Suiton: Suigyo no barē) | Water: Ballet of a Drunk Fish
Rank:C
Type:Supplementary
Range:Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: This is a simple yet a very effective technique, that utilises the ability of the user to use the moisture in the air as a source to fuel his own water technique. The user begins by channeling his chakra into the atmosphere, to manipulate the moisture to generate enough water, and stick to the opponent. The result of this technique is that the opponent gets drenched in water, making his clothes/armour/body wet. Now, if the opponent uses any unfocussed lightening technique (ex. Nagashi), he will electrocute himself. If any of the user's lightening attack makes contact with the opponent, it will cause him +30 damage due to water's property to conduct electricity.
Note:
Can only be taught by DarthPenance

Declined. Wrong template. Type goes before rank, not behind it.

(Katon: Genshi-kyu) | Fire Release: Atom Balls
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user begins by forming a handseal and extending his arm outwards towards the opponent, thereby locking the target. He quickly releases 1-5 tennis balled sized spheres of fireballs that shoot towards the opponent, bouncing on the ground. These fireballs (or Atoms Balls as we call) have a special property to them. They can seek out the opponent through their chakra signature. Also, these fireballs do not explode on contact with any obstruction. Normally, they will only explode when their target is in range (2 meters or less), but the user can choose to explode them prematurely with a single handseal. The way these balls bounce, is totally unpredictable. They can either bounce with small distances, or sometimes even giant leaps which will keep the opponent confused. However, at the end of the turn, all Atom Balls will reach their target. The explosion caused by the Atom Balls are far too great. They can destroy anything and everything 5 meters around them.
Note:
Can only be used thrice.
Lasts only one turn.
Can only be taught by DarthPenance.

Declined. Wrong template. Type goes before rank, not behind it.

(Futon: Itazura no ie) | Wind Release: House Of Mischief
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: This is a simple wind based jutsu which is used only for supplementary needs. The user channels his wind chakra into the battlefield, creating a dome of wind around the target, mid-Range in radius. This dome, is actually invisible as it is made up of pure wind, but not that it matters, as it carries no offensive power. The insides of this dome has more of a vaccuum like environment, meaning that no sound propagates through the dome. Sound of footsteps, Sound of Earth cracking, Sound of explosion etc. cannot be heard when the dome is active. Sound jutsus (C-Rank and below) simply cease to materialize inside the dome. This effect can be put to an advantage by both the user and the opponent and can prove to be a twist in the battle.
Note:
Loss of noise is the only effect cause by the vaccum environment.
Can only be taught by DarthPenance

Declined. Wrong template. Type goes before rank, not behind it.
 
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Obítō1

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Re: Custom Jutsu Submission

(Kinetikku suna) | Kinetic Sand
Rank: B
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A (-40 chakra every turn)
Description: Similar to how Gaara carries "special sand" in his Gourd that forms a part of his Ultimate Defense, he will also carry another variation of sand, known as "Kinetic sand". The basic property of this sand is that it will not stick to any other material other than itself; hence why the name. This sand exists as a paste and not like fine granules of sand that we normally find. When the user channels his chakra into this sand, it gains a special property. A property that makes it attract to chakra. This sand, when it touches the opponent, will suck out his chakra slowly and steadily and will transfer it to the user. The user can manipulate the sand in any way he wants, meaning that his imagination is the only limit (as long as it follows Narutoverse logic and reasoning).
Note:
Needs a Gourd to hold the sand.
Can only be user by Sand users.
Can only be taught by Obito.

Declined. Wrong template. Type goes before rank, not behind it. Also: Name the element or it will just be declined again. Japanese and english

(Shinda suna no mokushiroku) | Apocalypse Of The Dead Sand
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: This is one of the strongest sand jutsus ever created. The user channels his chakra into the sand in the battlefield or in his gourd and manipulates it to surround the opponent by clapping his hands together in a praying position, while simultaneously revolving around him at very high speeds. This mountain full quantity of sand will form a dome around the target, mid-range from him as it revolves. This is a very quick process and happens in a split second. This is when the main jutsu starts. The user will keep his handseal maintained which will cause bullets of sand to shoot out from every part of the dome and target the opponent. The dome shoots these barrage of bullets as long as the user maintains the seal. These bullets have enough power to cut through huge golems and pillars of rock with ease. As this happens, the dome will slowly and steadily compress around the target, while gaining the strength of an advanced S-Ranked (Stronger S-Rank) jutsu, as compressing the dome means increasing the thickness of the dome. The dome, even in normal condition is very strong and since it spins at an incredible force and speed, destroying only one part of the dome will only cause it to halt for sometime and then continue again while the sand covers up the gap.
Note:
Can only be used twice.
User needs to maintain the handseal.
Can only perform other sand techniques that does not involve handseals while this is active.
Can only be taught by Obito

Declined. Wrong template. Type goes before rank, not behind it. Also: Name the element or it will just be declined again. Japanese and English.
 
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Python

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Re: Custom Jutsu Submission

(annon choukokushi sono naito)tranquillity the carver of the night
Type: weapon
Rank: S rank
Range: short
Chakra: -10 each turn to fuel the sword with the said element, (-20 if using two elements), -10 for each element that it has fired.
Damage: n/a
Description: at the first glance the tranquillity, carver of the night is nothing but a hilt, but this hilt was masterfully crafted by the Gods made for the "one".the one is the only person that can wield this mighty blade, the hilt is made out of an unknown metal that is indestructible. also it is very sensitive to charka being channelled through it, when a elemental charka is channelled through the blade it takes one the form of that charka divided on both sides of the hilt and has a different colours for each elemental charka and glow. when katon it goes red and gives off a red aura, fuuton it go pale white and nearly cant be seen, ration it goes dark blue and gives off an electric glow, doton it goes brown and a brown aura, suiton it go a bright turquoise and gives off a turquoise glow, but what makes this blade special is that it can have two elemental charka running through the hilt at the same time. eg lighting on one side of the hilt and fire on the other side. the blade can be used in close combat as a normal sword, but the blade special ability is how it can fire two different elements that it has running through it these are A ranked blasts though if the user fires 2 at the same time of separate elements the sword needs a cool down and powers down for 2 turns. if the sword has just one element running through it and he fires it he can fire it 3 times before it powering down. the elemental that the sword fires has the elemental strength of weaknesses of that element(or elements if two are being used).

restrictions

can only be used by the owner the hilt doesn't work otherwise.

cannot have elemental weakness running through the blade they have to be neutral to each other, so no wind and fire, lighting and wind, earth and lighting etc.

when firing an element it counts as a move so with two you use two moves.

the hilt of the sword before charka is inserted into it
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the blade when having charka run through it
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Declined: Do not resubmit. Two elements at the same time is Yin-Yang, that's one thing. Secondly, for the hilt to be able to constantly produce a blade (not storing the chakra) it would have to be able to manipulate or at least manage and use chakra on its own accord. If this were not to be the case, it would mean the user (you) would fuel the blade with chakra and thus two elements at a time again would require yin-yang.

originally posted by azrael
(Katon: Kogeta poppukōn) | Fire Release: Burnt Popcorn
Rank: S
Type: Attack
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user begins by charging his fire chakra at both his (index) finger tips, creating matter that is very hot before shooting it at the opponent at very high speeds. The matter which is as small as a popcorn is shot at blinding speeds towards the opponent. The beauty of the jutsu is that, the matter is actually aimed at the area around the opponent. The moment it comes in contact with an obstruction, it explodes creating a flames that can burn the opponent, before multiplying and creating another copy of the matter whch is as hot and as dangerous as the original one. Once doubled up, they bounce like popcorns (when they're baked) and land somewhere around the opponent again, to repeat the process. The entire process continues till the matter multiplies from 2 to 32 which produces enough explosion and fire power to destroy/burn down huge summons and incenerate them. However, if the popcorn is shot directly at the opponent, it will only cause minor damage (C-Rank) as compared to the full effect.
Note:
Can only be used thrice
Cannot be used in consecutive turns.
Can only be taught by Azráel.

☼ Declined ☼

Blinding speed is too ambiguous. What constitutes an obstruction? Surely if it hits a wall of water it will just be extinguished, right? Bring down three times per battle to two
.
azrael permission

(Katon: Kogeta poppukōn) | Fire Release: Burnt Popcorn
Rank: S
Type: Attack
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user begins by charging his fire chakra at both his (index) finger tips, creating matter that is very hot before shooting it at the opponent at very high speeds. The matter which is as small as a popcorn is shot at very high speeds towards the opponent. The beauty of the jutsu is that, the matter is actually aimed at the area around the opponent. The moment it comes in contact with an obstruction, it explodes creating a flames that can burn the opponent, before multiplying and creating another copy of the matter which is as hot and as dangerous as the original one. Once doubled up, they bounce like popcorns (when they're baked) and land somewhere around the opponent again, to repeat the process. The entire process continues till the matter multiplies from 2 to 32 which produces enough explosion and fire power to destroy/burn down huge summons and incinerate them. However, if the popcorn is shot directly at the opponent, it will only cause minor damage (C-Rank) as compared to the full effect. Should the initial matter hit a water source (above C-Rank) it would be extinguished. Otherwise, it will start multiplying prematurely.Note:
Can only be used twice
Cannot be used in consecutive turns.
Can only be taught by shadow rider

Declined: Template is incorrect. Type goes before rank, not after it.
 
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Vex

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Re: Custom Jutsu Submission



Summoning Arts: Isis and Osiris (Kuchiyose: Isis kyou Osiris)
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will first of all wipe blood across their pufferfish tattoo, in order to summon Isis and Osiris, two twin pufferfish. Each one is capable of high maneuverability, and flight in both water and in the air, and has a toxicity characteristic of all pufferfish which causes extreme burns on contact, and severe pain, actually being superior to that of a burn. In addition, the Isis and Osiris' venom is able to cause a loss of consciousness if the opponent is struck by the venom. This venom is concentrated along their toxic spines which they are able to launch at will, having them appear as senbon which is a C ranked ability usabale once per turn. Isis is able to manipulate water to a high degree, and is able to use up to B rank water, while Osiris is able to manipulate up to B rank lightning. However, if the user so chooses he can have them perform a special combo attack. So, upon being summoned, they bring with them a fairly large water source about 10 meters in diameter, which Isis and Osiris are inside. They are summoned about a meter above the opponent, assuming that he is within at least mid range of the user. As they are summoned, Isis manipulates the water source, and has it capture the opponent inside of it with both Osiris and Isis. The opponent is within a ten meter by ten meter condensed cube of water, with two pufferfish, the cube is A ranked. As this happens, Osiris would use an omnidirectional blast of generic unfocused B rank lightning which would electrocute the opponent, and also cause the twins to disperse back home.
Note: Isis and Osiris can only be summoned once per battle
Note: Last four turns until they disperse
Note: Any elemental jutsu they use counts as a move
Note: Can only be used by summoners of the Pufferfish contract

✦ Declined, your contract submission says they can fly for short periods of time, so they cant fly for more than one turn straight. Also, if the venom is able to cause a loss of consciousness, then the senbon ability shouldn't be C ranked. And no to the summoning above people. ✦

Summoning Arts: Bastet(Kuchiyose no Jutsu: Bastet)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user wipes blood across their summoning tattoo, and summons a mild mannered Pufferfish named Bastet. Bastet is about the size of a household cat while unenlarged. As she expands, she becomes about the size of a small human child. Unlike other pufferfish, she has absolutely no flight or venemous capabilities. In fact, she can't even launch out her sharp spines. However, she has a strange ability; when summoned, she comes with a large amount of water in her gullet which she expels as a large water source that the user can use. In addition, she has a high affinity for water, although she cannot use any actual water ninjutsu except for her own unique variety. She can attatch to the user's back, by impaling him with the spines on her back. Upon attatching to the user, she becomes able to see everything that he sees, and communicate with him telepathically. In addition, she has a sensing ability, which allows her to be a great supplementary summon for the user. In addition, once per battle she is able to send a surge of chakra throughout the user's chakra system, and 'jump start' it, flushing out any foreign chakra. This counts as a move of course. However, that is not the extent of her abilities, as she brings with her a large amount of water stored in her gullet, she can manipulate this water as a form of automated defense for the user, similar to gaara's sand defense. She can manipulate the form of the water into almost anything, within reason of course, although she can't use it to attack. The water defense costs a move, and it costs a full turn before she becomes able to use it again. This defense however, is able to defend against up to S rank fire, but A rank other elements. In addition, this jutsu won't protect against large scale techniques such as majestic annihilation. It is also vulnerable to extremely fast speeds, such as when an opponent activates the third gate.
Note: She stays on the field for four turns until she disperses
Note: She can only be summoned once a battle
Note: Automated defense, and chakra surge ability both count as a move.
Note: Can only be used by signers of the Pufferfish contract.

✦ Approved ✦

Wind Release: Testament of Fūjin-(Fūton: Yuigo no Fūjin)
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user concentrates wind chakra, and focuses upon an already existing tornado, dust storm, hurricane, gust, etc. Using his chakra, the user first figures out the main direction that the winds are blowing in this type of jutsu, before quickly producing an equal and opposite force of wind to combat and cancel out the existing one. For example if the user has an A rank wind tornado, the user can use this jutsu to reverse the tornado by creating winds which rotate in the opposite dorection near the tornado. This equalizes and cancels out the tornado's original force, and causes the area to clear. This jutsu is mainly used in order to combat the opponent's vortexes, and such by creating an equal and opposite force. This can be used even if the opponent produces multiple wind vortexes or tornadoes. If the user makes two tornadoes of B rank, instead of one tornado of A rank, this jutsu can still be used to disrupt them both. Although, if the collective power of the tornadoes is greater than S rank, then this jutsu will not work.
Note: Can only be taught by Vex
Note: Only usable thrice per battle
Note: Must wait at least one turn before using again
Note: Works on same rank Wind ninjutsu and below

✦ Approved ✦
 
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Gααrα

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Re: Custom Jutsu Submission

Kaados (Cards)
Type : Weapon
Rank : S
Range : Short-Long
Chakra : -20 To throw them to long range
Damage : 80
Description : These are cards made of steel used for the Technique called Card Arts (Needs to be Sent)
They are thick like two cards stick with eachother (1 centimetre thick and 4 inch in height and 2.5 inch in width) so there are in total. They were made by a boy who was like Rock Lee, He also cant use Ninjutsu and Genjutsu, He likes to throw cards and hit targets made by him.
They can be thrown to long range and they are fast also because they can be infused with chakra and can pierce through the Target. They are very durable and can take up to A-Ranked damage
- Can only be taught usage by Waaiz
- Users who have mastered Card Arts (This needs to be sent) can carry 26 Cards. They have just 10 cards with them.

✦ Declined, clashes with Cursed Prince's CW ✦
 
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Zanithe

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Re: Custom Jutsu Submission

(Ranasu Detto Guripu) Runner's Death Grip
Type: Weapon
Rank: A
Range: Short (Sword & sometimes Staff) , Mid (Staff) , Long (Chain)
Chakra: 30
Damage: 60
Description: The Runner's Death Grip is a thick, greyish black staff. The user uses a shrinkable staff (15 inches) to make it change into 3 forms. There are two buttons at the middle of the staff, a red button for the sword and a blue button for the chain. In its left side, the sword form can be accessed by pressing the red button. The sword is capable of cutting, stabbing and other uses of regular swords. Kenjutsu techniques work for this sword. In its right side, the chain form can be accessed by pressing the blue button. After pressing the chain will quickly get out or extened out of the baton. After pressing again the chain will return. The chain can last up to long range. The staff form can be accessed by quickly pressing both of the buttons (red and blue) at the same time. This causes the shrinked staff to quickly extend up to eight meters. This can reach up to mid range. However if the user only extends it from one to five meters it is considered as short range. The right size with the sword form has a small hole near its end, which attracts wind chakra. By spinning it about 5 times, a wind force is sent to the enemy which is the same size as the staff. It is strong enough to move at a fast rate and can reach up to long range. At the left side with the chain form, it has another small hole near its end, which attracts lightning chakra. After getting in contact with any object, it can paralyze an opponent enough for him to lose one move of his three moves.

-Usage can only be taught by Zanithe
-Wind force ability can only be used two times in a battle
-Lightning paralysis ability can only be used two times in a battle
-The staff extends in both sides. Meaning fully extending leaves the buttons in the middle.

✦ Declined, clarify the ranks of both the Wind force and Lightning paralysis. Also, it attracts lightning chakra, clarify and explain that as well. Also, if the staff extends on both sides, I assume you mean on one end the sword extends and the chain on the other, you should clarify this more. ✦
 
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Beifong

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Re: Custom Jutsu Submission

(Kikai: Bomuhei) - Machinery: Bob-omb
Type: Offensive
Rank: C - S
Range: Short - Mid
Chakra: 10 - 40
Damage: 20 - 80 (per Bob-omb)
Description: Bob-ombs are moving mechanical bombs with painted eyes with working mechanical feet being powered by a wind-up key found in the back of the construct. Bob-ombs were based on the combination of a children's toy and high explosives allowing the user to catch the opponent off guard. They come in four different variations each being used for different scenarios and each being situational. They also range in size and depending on their size have a different strength and speed; the higher the rank, the stronger and faster they will be. C rank Bob-ombs are only three inches tall and three inches wide they are very weak in comparison to the rest having the power of roughly five paper bombs with an explosive force of a C rank attack these are rather slow moving much slower then a well-trained shinobi can ran being roughly as fast as a S-jounin ranked ninja. Next are the B rank bob-ombs which are double the size of the C rank variation being four inches tall and four inches wide. They are somewhat more powerful then the C rank variation being double the strength and speed able to move about as fast as a Jounin running full sprint their explosive force being enough to leave a small crater and take out low ranking earth jutsu B rank and below. The A rank variation is double the size and power of the B rank variation being 8 inches tall and 8 inches wide the explosive force is enough to take out large earthen constructs A rank and below their power seems somewhat surprising for their mediocre size their speed is about that of a Sanin ranked nin being rather fast able to keep up with most opponents. Finally the largest of the bob-ombs are nearly a foot and a half tall being 16 inches tall and 16 inches wide their explosive force is the highest of them all being able to take out even giant earthen constructs S rank and below. Their speed is that of a kage ranked ninja able to run and move at a fair speed keeping up with nearly any opponent who isn't under the affect of some kind of speed enhancing technique.

The Bob-ombs come in four different types each only denoted by the color of their eyes which are painted on their mechanical face. The first is red, the next is yellow, the third is blue and the fourth is green. Each type has a special ability that can be used in battle to help the user in an offensive manner.

Red-Eyed Bob-ombs: These are the basic Bob-ombs the explosive variation mentioned above. Their power has already been mentioned above and are the easiest to created and use. They take only a single hand-seal to create and their power and speed depend heavily on the chakra put into them. Only this variation has the explosive properties the rest either release something or create something from themselves. This vacation also creates a bright flash upon detonation able to temporrily blind anyone in short range of them if they're looking at it. This lasts about as long as the blindness created from a flash bomb.

Yellow-Eyed Bob-ombs: The Yellow-Eyed bob-ombs are loaded with various ninja weapons and depending on their size the weapons and tools vary. No matter the power they only cover a short range area with the weapons. The C rank version is full of simple caltrops. When detonated these bob-ombs release a omni-directional burst of them that land on the ground and make walking harder causing piecing and tearing damage to the soles of the opponent's feet. The B rank version can be loaded with various small weapons such as caltrops, senbons and shuriken these will cause cutting and ripping damage to anything in a short-mid range area attacking everything mercilessly. The A rank version can be loaded with any of the previous weapons as well as kunai, sais and tantos. Finally the S rank version can be loaded with any weapon like swords, sais, chains, sickles anything stated before etc. These don't have much explosive force but instead release the weapons outward in a pulse allowing for the user to create bursts and pulses of weapons to force the opponent into a defensive stance.

Blue-Eyed Bob-ombs: The Blue eyed variation is filled with chakra infused smoke or chakra infused gas that can make breathing nearly impossible. C rank is enough to fill up a small area such as short range, B rank can fill up a short-mid range area, A rank can fill up a short-long range area and S rank can fill up the entire battlefield akin to the Hidding in Mist technique. However if the opponent is stuck inside of the gas/smoke cloud he'll be affected as well.

Green-Eyed Bob-ombs: These are arguable the most useful. They can be charged with a chakra nature and when detonated will release that chakra into the state it would naturally take. EG: if katon chakra is used the bob-omb will release a pulse of fire comparable in strength to the rank of the bob-omb. This can be done with the basic five elements allowing for the user to add an elemental nature into his fighting style. Katon chakra will create fire, fuuton chakra will create cutting wind, suiton chakra will create water, raiton chakra will created unfocused lighting and doton chakra will create mud. These bob-ombs aren't filled with the element itself but the chakra that will create it the detonation acts as a trigger allowing the user to mold the chakra by performing two handseals.
Notes:
-The user can create or use the equivalent of an S rank with this technique so if he uses the S rank version he can only create a single bob-omb if however he uses something like the B rank version he'll be able to create four bob-ombs.
-Bob-ombs have a three turn cd and can last for two turns before being forcibly detonated.
-Can only be used four times a battle


Changes in bold

CFS approved here

✦ Declined, few issues exist. One, your CFS makes no mention to elemental affinities alongside this style, ergo you cannot make jutsus that create elemental affinities with it. The Blue eyed bombs are iffy as you are not a smoke user and using chakra infused smoke is generally a trait of Smoke manipulators. Furthermore, you say that it makes breathing nearly impossible put dome clarify and expand on what this really means battle wise. And filling something from short to long range is essentially filling the entire battlefield, making the S ranked version useless. Other than that, nice job Howard! ✦
(Kikai: Bomuhei) - Machinery: Bob-omb
Type: Offensive
Rank: C - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80 (per Bob-omb)
Description: Bob-ombs are moving mechanical bombs with painted eyes with working mechanical feet being powered by a wind-up key found in the back of the construct. Bob-ombs were based on the combination of a children's toy and high explosives allowing the user to catch the opponent off guard. They come in four different variations each being used for different scenarios and each being situational. They also range in size and depending on their size have a different strength and speed; the higher the rank, the stronger and faster they will be. C rank Bob-ombs are only three inches tall and three inches wide they are very weak in comparison to the rest having the power of roughly five paper bombs with an explosive force of a C rank attack these are rather slow moving much slower then a well-trained shinobi can ran being roughly as fast as a S-jounin ranked ninja. Next are the B rank bob-ombs which are double the size of the C rank variation being four inches tall and four inches wide. They are somewhat more powerful then the C rank variation being double the strength and speed able to move about as fast as a Jounin running full sprint their explosive force being enough to leave a small crater and take out low ranking earth jutsu B rank and below. The A rank variation is double the size and power of the B rank variation being 8 inches tall and 8 inches wide the explosive force is enough to take out large earthen constructs A rank and below their power seems somewhat surprising for their mediocre size their speed is about that of a Sanin ranked nin being rather fast able to keep up with most opponents. Finally the largest of the bob-ombs are nearly a foot and a half tall being 16 inches tall and 16 inches wide their explosive force is the highest of them all being able to take out even giant earthen constructs S rank and below. Their speed is that of a kage ranked ninja able to run and move at a fair speed keeping up with nearly any opponent who isn't under the affect of some kind of speed enhancing technique.

The Bob-ombs come in four different types each only denoted by the color of their eyes which are painted on their mechanical face. The first is red, the next is yellow, the third is blue and the fourth is green. Each type has a special ability that can be used in battle to help the user in an offensive manner.

Red-Eyed Bob-ombs: These are the basic Bob-ombs the explosive variation mentioned above. Their power has already been mentioned above and are the easiest to create and use. They take only a single hand-seal to create and their power and speed depend heavily on the chakra put into them. Only this variation has the explosive properties the rest release something these somethings being defined lower in the technique as weapons, smoke, gas, and oil. This variation also creates a bright flash upon detonation able to temporarily blind anyone in short range of them if they're looking at it. This lasts about the length of a single turn enough to create an opening to exploit. The flash only has enough brightness to blind things in a short range area.

Yellow-Eyed Bob-ombs: The Yellow-Eyed bob-ombs are loaded with various ninja weapons and depending on their size the weapons and tools vary. The C rank version is full of simple caltrops. When detonated these bob-ombs release a omni-directional burst of them that land on the ground and make walking harder causing piecing and tearing damage to the soles of the opponent's feet. The B rank version can be loaded with various small weapons such as caltrops, senbons and shuriken these will cause cutting and ripping damage to anything in a short-mid range area attacking everything mercilessly. The A rank version can be loaded with any of the previous weapons as well as kunai, sais and tantos. Finally the S rank version can be loaded with any weapon like swords, sais, chains, sickles anything stated before etc. These don't have much explosive force but instead release the weapons outward in a pulse allowing for the user to create bursts and pulses of weapons to force the opponent into a defensive stance.

Blue-Eyed Bob-ombs: The Blue eyed variation is filled with smoke or gas that can make breathing nearly impossible. Both the smoke and gas burn the linings of the throat, the nose and if breathed in deep enough the lungs causing the opponent to cough and gag uncontrollably. It will also cause burning chest pain to anyone inside the area of effect. This won't stop them from performing hand seals or even kill them but it will force them into a vulnerable state where they won't be able to react properly a lot like the Five Senses Confusion technique and even if they remove the gas and smoke from the area they'll be effected for another turn until they catch their breath. C rank is enough to fill up a small area such as short range, B rank can fill up a short-mid range area, A-S rank can fill up a short-long range area however some of the gas from the S rank version has an explosive property allowing the user to ignite the gas in a short-mid range area around the bob-omb causing damage to anything in the area of effect. This explosion is enough to knock an opponent around breaking bones and causing moderate 1st-2nd degree burns but isn't fatal. After exploding the gas around the area enters the open area surrounding the opponent again in dense thick smoke and gas.

Green-Eyed Bob-ombs: These are incendiary bombs filled with flammable oil. C rank is enough to cover an opponent when they explode. B rank is enough to cover the opponent and a short range area around them in thick flammable oil. A rank is enough to cover the opponent in oil and cover a short-mid range area around the bob-bomb comfortably. S rank covers the entire field in oil a lot like how the smoke and gas variant covers the battlefield this only affects the ground meaning the user will need to be in the air to avoid the oil. This oil can be ignited by any fire jutsu, or any lightning jutsu causing anything covered in the oil to be lit ablaze burning rapidly. Due to it being an oil/grease fire simple water techniques won't extinguish them. The fire is enough to cause varying burns from 2nd to 3rd degree if not quickly dealt with and prolonged exposure can cause even 4th degree burns. The best way to deal with the fire from these flames is to smother them and not try to douse them with water. However a one rank higher Water Technique then the Bob-omb would be enough to put them out.
Notes:
-The user can create or use the equivalent of an S rank with this technique so if he uses the S rank version he can only create a single bob-omb if however he uses something like the B rank version he'll be able to create four bob-ombs.
-Bob-ombs have a three turn cd and can last for two turns before being forcibly detonated.
-Can only be used four times a battle

✦ Declined, okay so a few more issues here. Red and Yellow ones are okay, but with blue: you mention a gas and smoke that causes damage and can later be ignited but the problem with this is it is, in essence, a Fire jutsu-related ability, especially the ignitable gas. The smoke is also unclear as normal smoke bombs only cause slight coughing in the RP and anime, but your smoke and gas is a bit more advanced. Without Fire chakra, it isn't possible to really do this.

Green bombs are a bit iffy as well because of the similar part above, related to the fire jutsu. This flammable oil isnt really createable in the RP these days, as it isn't really a trait of water jutsu anymore, partially due to the Oil CE. But creating an ignitable oil isnt really something valid without an ability to do this, and with the CFS it doesnt fit. Everything else is fine, just not those last two bombs. You have to remember; you cant use anything related to elements other than Steel and Lightning. Maybe a lightning based bomb would work? ✦


Expanded on the smoke/gas removing the chakra infused aspect and explaining how the smoke and gas react to an opponent when inhaled. Completely changed the Green-Eyed Variation and thank you thank you very much MU though I should have read his CFS. Single bolded words were ones I spelled incorrectly. - Howard




(Kōton: Saboten no mori) - Steel Release: Cactus forest
Type: Offensive/Defensive/Supplementary
Rank: A-Rank
Range: Short-Long Range
Chakra: 30 Chakra (+5 chakra for shooting the needles)
Damage: 60 Damage (+10 damage of the needles)
Description: The user will perform the Snake → Monkey → Bird handseals and will start channeling steel chakra to the desirable area. the user will use the steel chakra to make a number of cacti rise from the ground. the size of cacti goes from a small 20 centimeters tall cactus to a 2.5 meters tall one and by using this jutsu the user is able to make a single cactus or a whole forest of steel cacti. As any normal green cactus, the cacti have large numbers of steel needles covering their bodies, the needle is 10 centimeters tall at maximum and half centimeter at minimum. After performing seal of confrontation, the user is able to make some or all of the cacti shoot their needles in all directions making a barrage of needles similar to that of Amegakure's umbrella. However, the user isn't able to control their directions with chakra.
note: can be used four times per battle.
note: the needles barrage counts as a move and can be done once per cactus.
note: only FeelPain can teach this jutsu

✦ Declined, a few things. How long does this last? And a whole forest is too much, shorten it some and make the range up to Mid range. And you do understand that if they are released in all directions, you'd be at harm too, not just 10 damage? ✦
 
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BusinessManTeno

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Re: Custom Jutsu Submission

(Genjutsu: Juubun kibou) Illusionary Arts: Perfect Trick
Type: Supplamentary
Rank: S
Range: Short-Mid
Chakra:40 (10 per turn)
Damage: N/a
Description: This is a rare type of genjutsu, only exclusive to those who mastered and perfected the art of illusionary arts. This jutsu can only be triggered once the user is in a genjutsu, not only being a kai but a counter genjutsu. One the user is caught inside an illusion the user (If able to move) will do 1 handseal using it as a kai to break the genjutsu while at the same time casting a genjutsu on the opponent. The opponent will see nothing change inside the illusion meaning the opponent will still see as if the user is still inside the genjutsu. The unique thing about this technique is that everything that goes on inside the genjutsu is exactly what the opponent want. Meaning every move they do will be successful inside the illusion but the user inside the genjutsu will never appear to be damaged no matter what you do to him, being a way to distinguish this as a genjutsu.

Note: Counts as both Kai, and a Genjutsu using 2 move slots
Note: Can use twice per battle
Note: Last 2 turns unless broken (user using another jutsu no longer fueling the jutsu or the opponent breaking out of it)
Note: 2 turn cool down

✦ Declined, this is a mixture of Kai and a genjutsu I learned, False Completion, that causes the opponent to see their actions going through, as well as being OPed. DNR ✦

(Doton/Fuuton: Chika kaze kaze) Earth/Wind Style: Underground Air Grave
Type: Attack
Rank: Forbidden
Range: Mid-Long
Chakra:50
Damage: 90 (-40 to user)
Description: A very advance jutsu utilizing both wind and earth in conjunction. The user will channel massive amounts of chakra into their hand on a massive degree while slamming their hands on the ground. With precise chakra the user will crush the earth below the surface, not being noticible to the naked eye that the ground below was just crushed to rubble and stone 10 meters deep and 8 meters wide. The surface of the earth will become very weak but still elgible to hold the weight of several humans. The user will then do 2 handseals causing a massive tornado underground to form, causing the remaining earth (The surface) below the opponent to collapse, while sucking them in at the same time. The tornado has very little cutting capacity (though some but not lethal) the real damage comes from all the stones and rubble spinning inside the tornado doing major blunt and slicing damage to the opponent while the tornado spins violently. This jutsu causes a strain on the user body due to him channeling mass earth chakra to crush the earth below the opponent to stones and rubble thus causing fatigue.

Note: Can be used once
Note: Use 2 move slots
Note: Cant use Earth Or Wind In the next turn
Note: Cant use any jutsu above A rank in the next 2 turns

✦ Approved ✦
 
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