[ARCHIVE] Custom Jutsu Submission - II

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Sharingdork

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Re: Custom Jutsu Submission

(Genjutsu: Uzumi no Yūwaku) | Illusion Release: Uzumi's Temptation
Type: Supplementary | Offensive
Rank: S
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: Uzumi's Temptation is a testament to a shinobi's mastery over genjutsu. A technique requiring four handseals (Jin, Boar, Rat, and Seal of Confrontation), it displays the mark of a true master of illusionary techniques - the ability to influence all five senses of an opponent at once. After performing the Seal of Confrontation, the final handseal in the sequence, the illusion takes place, the user's chakra affecting the mind of the target. The purpose of this illusion, contrary to a few other techniques which "trick" the senses into believing something is there that is not, or disabling senses altogether, is rather to enhance perception. The user's chakra puts the target's brain into overdrive, causing every one of the sensory receivers in the brain to amplify all of the signals they receive as they register them. While in this illusion, the regular environment around the target become like weapons assaulting them at all times.
All light, both direct and reflected, is intensified to the point of "blinding".
All sound is intensified to the point where ambient noise from the environment (bugs flying, a breeze passing by, the ground crunching under foot, etc.) become a constant drone of sound, as if someone were continually yelling only a foot away from the target, and all other sound increased by the same factor.
All smells become overpowering and can easily make one feel as though it's difficult to breathe, as though they were in a "stuffy" room, and even sick to their stomach even if at normal "sensory levels" the scent is pleasant. This is similar to Naruto defeating Kiba with flatulence in the Chuunin Exams, but several times more acute to the point where even the smell of fresh grass at one's feet can overwhelm a regular shinobil
Tastes, too, become stronger. The target becomes acutely aware of the various flavors in their mouth (naturally generated saliva, their breath (from previous meals) etc.) as well as airborne particles in the air the target breathes in through their mouth, especially should they forgo breathing through their nose to avoid the intense smells.
Finally, as if the other effects of the illusion weren't enough, the most memorable effects of the illusion are the increased sensitivity in the sense of touch, and by extension, pain. The target, under the effects of the genjutsu, has their sense of touch increased to such a high degree that even the pressure from a light breeze on the battlefield creates the sensation that the target is pushed against a solid wall, and while they can still move against the weak wind, it only increases their perception of the "wall of wind" pushing back against them. Slight trembling in the ground from an earth technique being used comes to them like an earthquake, causing them to lose all sense of balance. Even with something like fur, the target will be able to feel every individual strand of hair like a needle pushing into their skin, never penetrating. Of course, because of the increased sense of pain, their pain receptor is triggered every time their sensation of touch is, causing sharp, consistent pain.​
The overall effect of the genjutsu is such that the sensory overload generated in the target's brain renders all of their senses, and anything derived from said senses (ability to "smell" the air with a snake-like tongue through taste, perception of pain through touch, ability to literally see chakra with a dojutsu through sight, etc.), useless while at the same time inducing in them pain/uncomfort in different forms per sense.
Note: ~Can only be taught by Sharingdork
~Lasts for two turns
~Can only be used once per opponent, twice per battle
~The illusion does not affect "sixth" senses such as heat perception or general chakra sensory
~In order to break the illusion through pain, the target must induce real pain on the body equal to what is required - causing themselves physical pain to the point where their mind believes it is enough will not work as the point of the illusion is to amplify all senses, including pain
 

Aomine Daiki

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Re: Custom Jutsu Submission

(Fuuton/Suiton Ran Torento: Hari Hōtai)Wind/Water style: Turbulent torrent: Needle Swathe
Type:Offensive
Rank:S-rank
Range:Short – Mid range
Chakra:40
Damage:80
Description: The user, after performing the dog – dragon- horse – ram- hare – monkey handseals, gather a ball of water in his palm, about the size of two rasengan, and by holding the ball close to his mouth he exhales a stream of wind on the ball of water, causing the water to blow away straight forward in front of him. As he does so, the user by using shape manipulation, transforms the water into dozens of sharp needles with great cuttingpower, being able to pierce through solid rock.

Note: Can only be twice per battle
Note: User cannot perform any water or wind technique above B-rank for the next turn
Note: Can only be tought by Kαkαshi Hαtαke

♦ Approved ♦
(Fuuton/Suiton Ran Torento: Hari Hōtai)Wind/Water style: Turbulent torrent: Needle Swathe
Type: Offensive
Rank:S-rank
Range:Short – Mid range
Chakra:40
Damage:80
Description: The user, after performing the – dragon- horse – ram- handseals, gather a ball of water in his palm, about the size of two rasengan, and by holding the ball close to his mouth he exhales a stream of wind on the ball of water, causing the water to blow away straight forward in front of him. As he does so, the user by using shape manipulation, transforms the water into dozens of sharp needles with great cuttingpower, being able to pierce through solid rock.

Note: Can only be used twice per battle
Note: User cannot perform any water or wind technique above B-rank for the next turn
Note: If the user has water as his main affinity, he can perform this technique with a single handseal.
Note: Can only be tought by Kαkαshi Hαtαke

Changes: shortened the handseals, added annother note, added "Used" in the first note

✦Approved, pretty much the same thing as it's already understood that if you have Water specialty, it's done with one seal ✦
 
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-Best-

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Re: Custom Jutsu Submission



Hidden Piranha Arts : Piranha Infusion Technique ☤ Pirania Geijutsu : Pirania Yueki Gihō
Type: Supplementary
Rank: B rank
Range: N/A ( Depends on the water technique )
Chakra: 20
Damage: N/A ( +20 to the water techniques that is used )
Description:

The user Bites his thumb and draws a small amount of blood and wipes it throughout his palm on both the hands!. On doing so, The user will be able to summon a school of flesh eating tiny, viscous and deadly Piranhas anytime during the battle!. Now, When the user uses any water based technique, Both stream and projectile, They are able to summon 100's of Flesh eating tiny Piranhas in the water of technique as it is released!. Hence, when these water techniques hit the opponent, In addition to the normal damage of the technique, The opponent will also suffer Biting damage by the Sharp teeth of the flesh eating Piranhas!. Only water based techniques that Originate from the user's body can be used with this technique!. However, If the user alone or both the user and opponent is on a water source, then Piranha's can be summoned on all the water based techniques!

- Can summon the school for 4 turns.
- Must have a two turn gap before using it again.
- Can be used only thrice per battle.
- Cannot summon any of the Piranha summons while using this technique!
- Can only be Taught by -Best-

☼ Declined ☼

Whats with the exclamation points? o_O

This type of technique can't be a sustained one. Its a one use thing, so make it that way.




Water style : Poseidon's Blanket | Suiton : Poseidon no buranketto
Type: Supplementary / Offensive
Rank: B rank
Range: Short - Long
Chakra: 20
Damage: 10 ( +10 for opp's normal projectiles | +15 for opp's big projectiles | +30 for opp's Shuriken Shadow clone projectiles )
Description:

The user will first throw a Water chakra infused kunai towards the opponent!. When the user makes a single hand seal on it's path towards the intended target, Suiton chakra present in the kunai is manipulated in such a way that it quickly forms a 5x5 thin layer of sticky, adhesive syrup like liquid in the shape of a Blanket!. Now, when this Blanket comes into contact with the opponent, due to the sticky nature of the opponent the movement of the opponent is restricted. If In case the opponent throws a projectile at the blanket, It get's itself sticked to Blanket due to the adhesive property and pierces the opponent when the blanket comes in contact with the opponent! Damage produced depends on the number of projectile. The forming of the Blanket is something similar to how the Umbrella opens.

- Must have a turn gap before using it again.
- Can only be taught by -Best-.

☼ Declined DNR ☼





Illusion Arts : Misleading Hands | Genjutsu : Gokai Maneku Yōna Te
Type: Supplementary
Rank: B rank
Range: Short - Mid
Chakra: 20
Damage: N/A
Description:

This is more of a tricky Genjutsu. With the use of a single hand seal, the user will focus his chakra into the opponent and place him in a genjutsu. The effect of the genjutsu is that, When the user places the opponent in a genjutsu,The opponent is made believe that both the arms of the opponent till his elbow region has suddenly disappeared ! This make his loose holding of any weapons or projectiles that he is having in its hands and also looses control of the technique that the opponent controls with his hand like the Lightning beast run technique etc etc.!. Since the hands are disappeared, It make's it impossible to release this genjutsu by using Kai.

- Must have a turn gap before using it again.
- Can only be taught by -Best-
- No genjutsu above A rank whilst this is active.
- Last for two turns and after that the hands return's back to normal.

☼ Declined DNR ☼
 
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Pekoms

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Re: Custom Jutsu Submission

New:

Blue Model: Ixa
Type: Puppet/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: A muscular, human-esque puppet; it's a unique amalgamation of lightweight, carbon-steel alloy and wood taken from a unique, chakra-sustained tree. Ixa wears a blue cape attached to its shoulders by two pins, gauntlets on either arm, black pants with an X-shaped belt, shinguards with circles near the top, and a winged helmet upon its head. Combat-wise, Ixa is equipped with a wide variety of projectile weapon mechanisms that utilize shape-manipulated chakra as the means of 'ammunition'. Its sheer versatility is matched only by the extent of its raw power, even at considerable distance, thus Ixa's true niche is all mid-long range engagements.

At the very cory of Ixa is a large metal vessel that contains chakra. To facilitate precise shape manipulation of chakra, each subordinate mechanism calibrates the chakra released from the metal vessel. Moving distal to proximal along the arms, the first mechanism of Ixa involves all of its digits. Indeed, the fingers and thumbs on both hands may detach (connected by chains) to reveal small openings through which compressed chakra is released in the form of pellets. Whilst boasting both great piercing capacity and high rate of fire, the former aspect pales in comparison to the mechanism located in the hands, themselves. When both hands are clapped together, Ixa can generate a large javelin of chakra easily as long as the average person is tall. Due to their size and the way they are formed, Ixa can only release them individually by throwing them, albeit, with enough force to not only effortlessly pierce bodies, but also propel the impaled victim several meters back. The third mechanism, now located at the wrists, allows Ixa to form a long bow by drawing it out from special cuffs. Arrows, also formed of chakra, are produced in its head and notched via the mouth. The final mechanism, boasting the highest raw damage, involves specially modified metal gauntlets equipped to each arm. At a moment's notice, metallic cylinders stored in each gauntlet will emerge and together, begin generating a very large sphere of dense chakra immediately in front of the puppet, which can then be launched with force akin to a cannon.

Note: Blue Model: Ixa may only be used by Pekoms and is stored in a small scroll marked as イクサ
Note: Both the long bow shots and chakra pellets released from the puppet's digits are of B-Rank.
Note: The javelin produced by the hands are of A-Rank. One can be made/used only once per turn.
Note: The large sphere of chakra, generated from twin gauntlets, is S-Rank. It can only be used once per fight.
Note: All of the puppet's aforementioned projectile weapon mechanisms have short-long range.
Note: Every mechanism that has a clearly stated rank counts as one of the puppeteer's allotted moves per turn.


 Declined  Name is missing...Japanese name that is. Unless Ixa is the japanese name. Please clarify that. Rest is ok to be approved. Don't forget all his abilities draw your own chakra for them. So if its S-rank, it draws 40 chakra from you.




: I removed all references to senbon, instead, hand-seals are utilized to perform the genjutsu.

Permission to sign the Monkey Contract: [ ]

Kuchiyose no Jutsu: Sanbiki no Saru | Summoning Technique: Three Monkeys
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Mizaru, Kikazaru, and Iwazaru: the three brothers who, together, embody the proverbial principle to "see no evil, hear no evil, speak no evil". Individually, their power is merely moderate, though their high-ranking status in the monkey hierarchy coupled with their profound teamwork indicates considerable danger. Their primary means of attacking utilize strong illusions via inserting chakra-infused pin needles into their victims. Each of the brothers have their own pin needles, which are stuck in small pincushions tied to each of their arms, and they use different illusions. In addition, all three of the monkeys are individually, physically stronger than the average human ninja, and just as fast as kage-ranked taijutsu specialists. Lastly, the brothers are noted for their ability to transform into a nearly indestructible Adamantine Three-Section Staff via a combination transformation.

♦ Mizaru: The illusions produced by his pin needles primarily affect the victim's sense of sight. Once they've been struck, the victim may specifically find that looking at preordained things in their line of sight will induce an illusion in which it seems as though their vision has very suddenly gotten blurry, to the extent that they can see nothing particularly well. The adverse effects last one turn, but may be repeated up to three more times if the same preordained object(s) have been viewed by the victim directly again.

♦ Kikazaru: The illusions produced by his pin needles primarily affect the victim's sense of hearing. Once they've been struck, the victim may specifically find that hearing certain, preordained sounds will induce an illusion in which it seems as though they've been pierced by numerous giant needles, effectively binding their movements for the remainder of the turn, or until the illusion is properly countered. The adverse effects last one turn, but may be repeated up to three more times if the same preordained sound(s) have been heard by the victim once again. Up to 3 sounds may be selected, and must be stated.

♦ Iwazaru: The illusions produced by his pin needles primarily affect the victim's capacity to speak. Once they've been struck, the victim may specifically find that saying certain, preordained words will induce in an illusion in which it seems as though their mouth has very suddenly filled with an adhesive substance preventing the opening/closing of it. The adverse effects last one turn, but may be repeated up to three more times if the same preordained word(s) have been spoken yet again. All of the words must be stated.

Note: To summon them, one must have signed the Monkey Contract and been taught by Pekoms.
Note: They are summonable once per battle, and will remain on the field 4 turns in his monkey form.
Note: So long as they are on the field, no other animal summonings may be initiated by the user.
Note: All of the possible illusions are B-Rank, and each counts towards the user's allotted moves per turn.
Note: Any two of the illusions may be freely layered, following the general genjutsu layering guidelines.
Note: None of the illusions may be dispelled fully until the pin needles piercing the victim(s) are removed.

 Declined  Good one though there is one small part missing: how does the insertion of senbon (that is the name of ninja ninjas btw) trigger illusionary states? You need to explain that. Be careful not to make it collide with existing CFS though which deal with creating illusions through physical/on touch induction of chakra fluctuation and therefore genjutsu. The idea, effects, etc are all good though you need to explain that part better to make it approvable.
Kuchiyose no Jutsu: Sanbiki no Saru | Summoning Technique: Three Monkeys
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Mizaru, Kikazaru, and Iwazaru: the three brothers who, together, embody the proverbial principle to "see no evil, hear no evil, speak no evil". Individually, their power is merely moderate, though their high-ranking status in the monkey hierarchy coupled with their profound teamwork indicates great danger. Their primary means of attacking utilize strong illusions via hand-seals to hinder their foe(s) before proceeding to mercilessly beat them to death. Moreover, all three of the monkeys are individually, physically stronger than the average human ninja, and just as fast as kage-ranked taijutsu specialists. Lastly, the brothers are noted for their ability to transform into an Adamantine Three-Section Staff via a unique combination transformation.

♦ Mizaru: The illusions utilized by him primarily affect the victim's sense of sight. Once the illusion has been induced, the victim may specifically find that looking at preordained things in their line of sight will induce an illusion in which it seems as though their vision has very suddenly gotten blurry, to the extent that they can see nothing particularly well. The adverse effects last one turn, but may be repeated up to three more times if the same preordained object(s) have been viewed by the victim, directly, once again.​

♦ Kikazaru: The illusions utilized by him primarily affect the victim's sense of hearing. Once the illusion has been induced, the victim may specifically find that hearing certain, preordained sounds will induce an illusion in which it seems as though they've been pierced by numerous giant needles, effectively binding their movements for the remainder of the turn, or until the illusion is properly countered. The adverse effects last one turn, but may be repeated up to three more times if the same preordained sound(s) have been heard by the victim once again. Up to 3 sounds may be selected, and accordingly, must be stated.

♦ Iwazaru: The illusions utilized by him primarily affect the victim's capacity to speak. Once the illusion has been induced, the victim may specifically find that saying certain, preordained words will induce in an illusion in which it seems as though their mouth has very suddenly filled with an adhesive substance preventing the opening/closing of it. The adverse effects last one turn, but may be repeated up to three more times if the same preordained word(s) have been spoken yet again. All of the words must be stated.

Note: To summon them, one must have signed the Monkey Contract and been taught by Pekoms.
Note: They are summonable once per battle, and will remain on the field 4 turns in their monkey form.
Note: So long as they are on the field, no other animal summonings may be initiated by the user.
Note: Any two of the illusions may be freely layered, following the general genjutsu layering guidelines.
Note: All of the possible illusions are B-Rank, and each counts towards the user's allotted moves per turn.


 Declined  Why does hearing, seing, etc a given thing would trigger the illusion? The illusion is triggered by the handseals. Also, that makes it very exploitable in how generic it is. You can basically do anything with these 3 genjutsu without much hinderance. Adding to this, each one can do ONE illusion, not "illusions". Illusion. You need to define it better and more objectively. The effect of negating a sense is ok but how it can be triggered by something as trivial as a word is not.




Kouen Ren
Type: Puppet / Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: A predominantly wooden, human-esque puppet, Kouen Ren assumes the general outward anatomical appearance and structure of Koumei's older brother. Standing at six feet in height, the puppet has been modified extensively to include a plethora of hidden mechanisms centered around flames and combustibility at various distances.

Built within both forearms are metallic pipes that protrude slightly from the puppet's palms; streams of oil and fire are released from the left and right pipes, respectively. On a more superficial note, a compact crossbow is mounted on the left arm, with unique arrows that are replaced automatically. On the other arm, twelve small bulbs can be found, partially imbedded in the arm's structure, itself, which release a highly flammable gas upon breaking. Also, the right hand of Kouen Ren houses three retractable, titanium claws laced with poison, which are positioned in between the knuckles of all but the thumb. The thumbs of both hands are imbedded with flint and the middle fingers of both hands are imbedded with steel, which extend from the last joints to the finger tips. Upon snapping the fingers, several sparks are produced. Lastly, to defend against its own lethal mechanisms, the entire puppet frame has been modified to make it highly flame-retarded.

Note: Kouen Ren may only be used by Pekoms and is stored in a small scroll marked as 燃え影.

The unique arrows launched from the left forearm's crossbow do not have a conventional point, rather, their ends are cylindrical. Upon impact, the cylinders will disperse a highly flammable gas with a range equivalent to that of a standard smoke bomb. Also, each arrow's ending has an explosive tag stored in it that detonates approximately three seconds after impact. The crossbow reloads automatically once every turn, and shooting an arrow counts as a move for the puppeteer.

The puppet, flame retarded as it is, is capable of withstanding fire techniques of C-Rank and below.
The stream of fire produced from the right arm boasts flames of A-Rank power. Counts as a move.

The left forearm is detachable and can be used remotely, via the puppetry technique.
The head of the puppet is detachable and can release highly flammable gas from its ears and has explosive tags inside. Thus, the detonation can only be used once in a given battle before rendering the main puppet body completely useless.

Everything barring the retractable titanium claw can be used short-mid range, from wherever the puppet is.
, but seeking edits:
Red Model: Ideo
Type: Puppet/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: A tall, human-esque puppet: it's a unique amalgamation of lightweight, flame-retarded metal and wood taken from a unique, chakra-sustained tree. Ideo has crimson-colored hair and a similarly colored beard. Its two shoulders are abnormally elongated, extending over its head. Yet another unusual feature is a compact metallic chamber protruding from the back, that generally resembles a sharp bud. Combat-wise, Ideo is equipped with a wide variety of potent vapors and explosive mechanisms, enough so that its considered highly dangerous in close-quarter-combat. Even the puppeteer must be wary of their positioning in relation to the puppet's attacks.

Built within both forearms are metallic pipes that protrude slightly from the puppet's palms; pressurized streams of acid may be released from them. By twisting its wrists like knobs, Ideo can condense the streams so as to also inflict cutting damage. To increase the force behind its punches, Ideo may also build up pressure via steam from an internal furnace. When all the steam is released, it will depart via openings at the top of Ideo's elongated shoulders. On a more superficial note, a compact crossbow is mounted on the left arm, with unique arrows that are replaced automatically. Also, the right hand of Ideo houses three retractable, titanium claws laced with poison, which are positioned in between the knuckles of all but the thumb. Located at the navel, fragile spherical containers the size of standard smoke bombs may be dispensed one at time. Each of these spheres contain a fair amount of potent pepper-spray, which forces the victim to close their eyes while also impairing them with difficulty breathing, runny nose, and coughing. Instead of traditional patella in the legs, small metal plates with multiple moderately-sized pores may be found, which raised 90° with the respective thigh will release forward a dense cloud of poison gas. Lastly, directly from the metallic bud-like chamber protruding from Ideo's back, a substantial amount of highly corrosive gas (crimson-colored) may be released into the immediate vicinity at will. Upon contact with most forms of exposed organic tissue, severe chemical burns will result within a few seconds.

Note: Red Model: Ideo may only be used by Pekoms and is stored in a small scroll marked as イデオ.
The unique arrows launched from the left forearm's crossbow are nonmetallic and do not have a conventional point, rather, their ends are cylindrical. Upon impact, the cylinders will disperse a highly flammable gas with a range equivalent to that of a standard smoke bomb. Also, each arrow's ending has an explosive tag stored in it that detonates as soon as all the gas has been dispersed. Each explosion is B-Rank regarding their overall power. Once one arrow is released, it takes another turn for a subsequent arrow to be automatically set by the puppet.
Note: The puppet, flame retarded as it is, is capable of withstanding fire techniques of B-Rank and below.
Note: An A-Rank stream of fire may be released from the puppet's mouth, which reaches mid-range.
Note: The head of Ideo is detachable and contains 4 explosive tags. It can also rapidly release highly flammable gas from its ears. Though the head's detonation is quite powerful (A-Rank) and has an impact radius of 12m, it may be used only once in battle before rendering the main puppet body completely useless. Even if the head is not yet detonated, the puppet body will be unable to function at all until it's been fully reunited with Ideo's head.
Note: The acid released from the puppet's palms has corrosive potency of B-Rank.
Note: Every mechanism that has a clearly stated rank counts as one of the puppeteer's allotted moves per turn.


 Declined  This is not the update of an old puppet but rather a new one, name and all.
 
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Scorps

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Re: Custom Jutsu Submission

New Cycle

Everyone knows the deal. The thread is opened for a new cycle. Due to the recent back up that the customs have suffered, I decided to make a one time exception for this cycle and this cycle alone. As such, you can submit 4 customs throughout this cycle instead of the customary 3. This is to try and compensate members for the issues we've faced that have also affected your experience in the RP. The cycle, as usual, is valid for one week from today or until the next marker is posted or the thread closed.

As always, I must remind everyone to read the rules in the first post of this thread as well as the battle rules before making a submission. This includes following the template for techniques defined in the rules. Its a simple matter of copy/paste. You know, ctrl+c and then ctrl+v? Shouldn't be too hard people. It also means no formatting is allowed and that you need to posted the needed links for us to check your techniques/submissions.

Additionally, I'd like to point members towards the RED rule. Don't bash, complain or insult moderators for their custom checks. If you find some error or something unfair was done, I'm the Moderator in charge of everything custom (jutsu, fighting styles, elements, clans, etc) and canon (bio rules and techniques) and as such my PM is always open to receive your input and your observations. This said, be sure that your complaint is valid and not some random rant. Proper channels exist and there is no reason why you should suddenly return to the old days of spamming moderators inboxs and walls with complains, insults and bashing messages because of customs.

That is all folks!​
 

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Re: Custom Jutsu Submission

(Ea yūbokumin no sutaffu) Staff Of The Air nomads
Type: Weapon
Rank: A-Rank
Range: Short
Chakra: 30 (to activate flight) (+5 per turn to sustain)
Damage: N/A
Description: A hand crafted staff created by the air nomads of old, the staff itself is made from a special type of wood that is sturdy as it is and also mixes incredibly well with chakra making it incredibly solid and dense when the user inserts his chakra into it to the point that a sharp blade infused with wind chakra or lightning chakra can not cut through it, the staff itself is crafted to match the user's specifically and is thus unique to the user and cannot be wielded by anyone else, it is just a little bigger than Kirikoe himself coming to 5,10" in height, However within this staff lies a few secrets, being that it also doubles as a glider, its ability when activated with chakra is to control the natural air currents around it which allows the user to fly due to the air currents being manipulated around the glider. This glider can be used to maneuver/stop the user if being thrown through the air to take control of himself and can use evasive manuevers in order to dodge incoming jutsu however dodging an incoming jutsu in this way counts as one of the user's 3 jutsu.

The staff/glider can be used to perform wind techniques which requires a fan however must have the glider at one end open to do so, so that it resembles a fan. It can be used to perform normal wind techs as well which do not require hand signs

Note - User can still perform jutsu whiles gliding however must still have his hands free for jutsu which require handseals
Note - User can only remain in the air for 3 turns and must wait 2 turns before taking flight again
Note - User can only take flight twice per battle

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Leaving for another mod.

☼ Declined ☼

There's a difference between flight and gliding, saying it gives you the ability to fly should be removed. The dodging needs usage limits and it needs to be clear that not all attacks are dodgeable.
Resubmitting

(Ea yūbokumin no sutaffu) Staff Of The Air nomads
Type: Weapon
Rank: A-Rank
Range: Short
Chakra: 30 (to activate the glider) (+5 per turn to sustain glide)
Damage: N/A
Description: A hand crafted staff created by the air nomads of old, the staff itself is made from a special type of wood that is sturdy as it is and also mixes incredibly well with chakra making it incredibly solid and dense when the user inserts his chakra into it to the point that a sharp blade infused with wind chakra or lightning chakra can not cut through it, the staff itself is crafted to match the user's specifically and is thus unique to the user and cannot be wielded by anyone else, it is just a little bigger than Kirikoe himself coming to 5,10" in height.

Within this staff lies a few secrets, being that it also doubles as a glider, its ability when activated is to control the natural air currents in the air around it which allows the user to sustain the gliding in the air for a more prolonged time due to the air currents being manipulated around the glider.

The glider can be used to maneuver/stop the user if being thrown through the air to take control of himself and can use evasive manuevers in order to dodge incoming jutsu within reason. (Large wide scaled techniques would obviously be harder to dodge and those that cannot be detected cannot be evaded) however dodging an incoming jutsu in this way counts as one of the user's 3 jutsu and a jutsu can only be dodged in this way a total of 3 times per battle

The staff/glider can be used to perform wind techniques which requires a fan however must have the glider at one end open to do so, so that it resembles a fan. The staff can be used to perform normal wind techniques as well which do not require hand signs and have the wind technique come from the staff itself, such as Kaze no yaiba could be performed from the staff rather than the users fingers

Note - User can still perform jutsu whiles gliding however must still have his hands free for jutsu which require handseals
Note - User can only remain in the air for 3 turns and must wait 2 turns before taking flight again
Note - User can only take flight twice per battle
Note - User can only dodge during flight a maximum of 3 times per battle

Declined: 3 turns and 3 time per battle? + in those 3 turns you can use it as much as you want to avoid jutsus? You can basically avoid 9 jutsus while gliding. It's too much. Restrict it further.





(Fuuton: Shifuto-fū) - Wind release: shifting winds
Type:supplementary|Offensive| Defensive
Rank:A
Range:Short - Long
Chakra:30
Damage:60
Description: The user, after manipulating their wind chakra behind or in front of there opponent, the user then performs a pulling or pushing action in which they manipulate the wind with their wind chakra and create a large and fast forceful air current which comes from behind or in front of the opponent forcing them in closer towards the user or further away from the user. (Knocking them from long range - medium range, Medium range - short range ect.)

The Air current due to the force and speed of the air current create a bludgeoning effect in which the opponent is left with a seriously fractured bones and bruises making it hard for them to make complex movements afterwards

Technique can be used to reverse the flow of a fire technique B rank and below back at its user by pushing the wind towards the opponent catching their fire jutsu in the process causing the fire to take the same flow as the wind.

The fire technique would increase in rank due to the Wind technique empowering the fire (B rank would be empowered to A rank at most)

Note - Can only push back B rank Fire and below
Note - Can only be used three times per battle
Note - must wait 2 turns before using again
Note - Can not use wind techs above S rank for a turn

Declined, DNR. Similar jutsus have been made ample amount of times.






(Fuuton - Kaze kyōmei) Wind style - Wind resonance
Type: supplementary/Attack
Rank:A/S
Range:Short (A rank) Mid (S rank)
Chakra: 40 (i have kept the chakra at S rank as its necessary if i choose to fire the S rank)
Damage:80 (60 if its the wind pulses)
Description: Wind resonance. A technique that Kirikoe came up with throughout his travels around the ninja world and through constant use of his wind element. The user Channels his wind chakra into the pole arm while containing its power inside the weapon, all the while constantly feeding it chakra allowing the wind chakra inside to resonate. Eventually the chakra becomes so condensed through constant constraint that it eventually over flows as the weapon can no longer contain anymore chakra.

The side effect of this occurance is that whenever the pole arm is swung it emits a large and powerful bludgeoning wind with power equal to A rank which extends out to short range around the user.

This effect last's until all the chakra within the Pole arm that the user has been feeding the weapon has run out

Alternatively the user can spend all the Chakra that he has gathered within the pole arm and release it in a large and powerful bludeoning wave of wind by swinging his pole arm in an arc motion releasing the powerful winds from the other end of the polearm sending it forth with great speed that reaches to mid range that would easily break bones if it connects with any one.

However by releasing all the built up chakra within the weapon the technique ends right that moment.

Note - Requires a polearm
Note - techniques lasts 3 turns unless the wave is fired
Note - can only be used 2 times
Note - must wait 2 turns before activating again once the technique ends
Note - If the S rank technique is used the user cannot use S rank techs or above the following turn

☼ Declined ☼

So you can shoot out an unlimited number of the A-rank blasts without it taking up a move slot?




(Shōrinji kurēn tora kauntā kaihi) Shaolin crane tiger counter evasion
Type:Defensive|Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A technique of Kirikoes own creation after studying shaolin five animal style for over 11 years. This technique utilises the aspects of two shaolin animals to make a devastating couter attack to avoid a kick and turn it into the users favour.

After the opponent has initiated with a kick ( front kick, side kick ect..) The user will swiftly evade to the outer side of the leg with a diagonal shuffle evasion. As the User does this he will quickly shift his body weight and using the crane lower block (Crane hand form using the forearm and wrist to move the leg aside) will maneuver himelf across his opponents body to move the opponent leg across their body shifting them into a slightly different position and throwing them off balance (for example. Moving them from a front facing stance to a sideward stance)

After successfully evading and defending from the kick the user will continue with the momentum of the shift and the block and swiftly maneuver their hands whiles gathering chakra in them into the tigers claw position and bring there hands round to the side of the opponents head striking them with a powerful blow using the lower palms whiles they are still off balance completely sending them crashing to the floor.

All of the above happens within a mere few seconds and is by no means a slow movement. the techniques is performed without stopping and should flow swiftly

Note - Can only be taught by Kirikoe
Note - Can only be used 4 times

Visual help

Tiger claw form

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Crane hand form

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leaving for someone else

☼ Declined ☼

This seems achievable with freeform.
 
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Nathan

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Re: ±±Custom Jutsu Submission±±

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



Training proof: [ ]
Taking ownership proof: [ ]

(Gurifin Kuchiyose No Jutsu: Chalchiuhtlicue) - Griffin Summoning Technique: Chalchiuhtlicue
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Chalchiuhtlicue, the water empress. Chalchiuhtlicue is a fairly giant Griffin, she is the size of Ibuse (salamander summoning), she is able to carry a max of four people on her back. Chalchiuhtlicue has beautiful white fur covering her whole body. Chalchiuhtlicue has the water affinity which allows her to extract moisture from the air and gather it between it's feathers this in turn allows her to create a few special water attacks, therefore she can fly over the top of her opponent after collecting the moisture and rain down this moisture in the form of the following water, oil, or even water syrup. Each of these forms have different effects depending on how they are used. For example, if she was to release the oil from her wings, drench the opponent in it and then a fire technique is used a dangerous combination is created, while with the usage of the syrup can slow down the movement of the opponent, and the basic water form is just rain of water that be used to multiple purposes, it's all left up to the users imagination. Chalchiuhtlicue is known as goddess of water, rivers, seas, streams, & storms.
♦ Note: Chalchiuhtlicue can only be summoned once per battle.
♦ Note: Each one of Chalchiuhtlicue abilities count as 1 of the 3 moves, and are equal to S-rank in terms of power. With a reach of long range.
♦ Note: Each one of Chalchiuhtlicue abilities can only be used twice per-match each.
♦ Note: Chalchiuhtlicue can stay on the field for 4 turns per battle.
♦ Note: Must have signed the Griffin contract.
You must be registered for see images

☼ Declined ☼

The abilities don't really seem to warrant S-rank. It appears to be just a rain of water, oil, or syrup. Two of those can already be achieved with a C-rank technique, so what makes these special? Also, do these last X amount of turns? Or is it just a one time thing?


-------

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



Training proof: [ ]
Taking ownership proof: [ ]

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

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

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



Training proof: [ ]
Taking ownership proof: [ ]

(Gurifin Kuchiyose no Jutsu: Hanuke) – Griffin Summoning Technique: Toothless
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Toothless is young among the Griffin population. Yet his young age does not hinder his abilities in combat nor his personality or intelligence. Toothless is an intelligent Griffin capable of easily communicating with his summoner and his fellow Griffins. He boats a friendly personality with his dry humour, teasing, and playfulness. In his home Toothless is very popular with his friends and children. All appreciate his playful behaviour. In heated combat however Toothless allows his intelligence to take over and put him into a calm and collected state. Toothless boasts a large size with a wingspan of 8.5 meters. His feathers are nearly all black allowing him to easily blend in with dark surroundings such as caves and the night sky. In flight, he is incredibly graceful and can fly as fast as any Griffin regardless of size. As a mature Griffin Toothless is highly capable of manipulating his chakra like any other living being. Toothless is noted for his unique saliva and its properties when he infuses his chakra into it. His saliva offers both offensive and supplementary purposes to the summoner allowing them to access either of its abilities depending on the situation. The first use is the usage of the saliva as a powerful adhesive. Normally, water can take on a glue like state. However, this takes that to the next level. The adhesive properties of Toothless’s saliva make it almost an instant glue (similar to Water Style: Starch Syrup Capture Field but slightly different) when it connects with the target. The glue is incredibly powerful and makes it nearly impossible to break without the use of a high ranked external technique (S-rank raw chakra based technique, or A-rank elemental technique). In this state his saliva also has a burning property to it, this burning is produced by the 50 different types of bacteria that Toothless has in his saliva. While the glue hardens quickly it will also burn the target causing 2nd degree burns on contact causing immense pain. Toothless’ saliva can also take on a supplementary use as well allowing him to heal his summoner when he covers the summoner’s wounds in the saliva. The saliva is not an accurate or precise heal. It will simply stop the bleeding of surface wounds, anything deeper than that the saliva will have no effect on. It cannot repair severed limbs or anything of that degree. Simply it can stop any immediate danger and allow the summoner to fight on longer. Toothless creates this supplementary saliva by dividing the bad types of bacteria from the good ones, so he doesn't harm the user. Toothless’s final ability is one that allows him to change the colour of his black feathers to anything he wishes allowing him a potent camouflage which takes advantage of his surroundings. This is incredibly versatile and makes it so anyone outside of short range of Toothless makes it impossible to see him without the use of dojutsu or sensory.
Notes:
- Can only be summoned once.
- Will remain on the field for a maximum of four turns.
- Toothless’s saliva ability counts as two different abilities – an offensive burning glue or a supplementary healing technique. Both are S-Rank techniques. Both techniques have a mid-range reach. Each technique can be used twice.
- The camouflage technique is an A-Rank technique. Lasts for two turns unless he uses another one of his abilities.
- Each one of Toothless abilities count as a move.
- Must have signed the Griffin contract.
But with fur:
You must be registered for see images


☼ Pending ☼

Leaving for another Mod, not sure about all that bacteria.


✦ Declied, yeah 50 types of bacteria is too much. Also be sure to review Lili's CC to make sure this bacteria and such of the saliva doesnt collide with any of her stuff. Also, healing is something that is limited mostly to medical arts, even if minor in it's application. I dont generally approve healing abilities (didnt notice this last time) though in this case, its minor enough to approve. Also, the part about needing an external source to break it is basically saying that if it hits the target, they arent able to break it as their defense would be internal, as it would come from them likely. It would require a third party jutsu to break it, which is too much, given the wording. Also, even if he changes his feathers, through movement, he will cause a ripple like effect that would easily be noticeable should one look or pay attention. ✦
---

Dropping if the below is approved:

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

X-Approved-X
Getsushō | Moon-Piercer
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Getsushō looks like a katana with an extremely long blade, reminiscent of a nodachi. It sports a red and black coloured, western-looking hand guard and has a traditional yellow and red hilt-wrapping flanked by golden-coloured plates on the hilt, which ends in a very ornate, carved pommel. The sheath belonging to it is lacquered red. Because of its unusually long blade, Getsushō is noted to be difficult to handle, something which is further enhanced due to the hardness of its blade also making it heavier than a normal katana; as such, much training and physical strength are necessary to wield it properly in battle. Getsushō's hardness, however, makes for strong blows and a similarly strong defence, rarely, if ever bending from blocking techniques and even able to absorb the force of an enemy's attack, which can be redirected back at the enemy in the form of a tornado-like blast.

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Getsushō's primary strength, as shown in the hands of Nathan, is its ability to store large amounts of chakra channelled into it at the start of an battle by its wielder. Utilizing this chakra, Nathan can lessen the chakra he uses from his own reserves in battle (The user is able to channel up to S-ranked fire chakra in Getsushō), allowing him to continue fighting for longer periods of time. Particularly, he stores fire natured chakra in Getsushō, and then channels wind chakra into it during a fight, combining these elements for a special form of chakra flow she calls the Wind of the Fire Sword (Hiken no Kaze).

Secondary abilities - Wind of the Fire Sword utilizes Getsushō ability to store chakra over long periods of time, and then combines this stored chakra with chakra she flows into the blade during the heat of battle. Nathan accumulates chakra of the fire nature inside of Getsushō, until the katana possesses a great enough reserve of that chakra, which is necessary for the technique to be used without exhausting the chakra supply. When Nathan flows his wind chakra into the blade, it works together with the stored chakra; first, flames erupt around it, and then the wind comes forth, taming the flames and condensing them against the blade like another layer of metal, just that this one displays an intense orange glow. This has multiple effects: for one, the wind strengthens the fire, resulting in a super-heated blade which can easily meld rock and cauterize the wounds inflicted with it; it also dramatically increases the cutting potential of Getsushō.

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Hiken no Kaze: Issen Hōshutsu/Wind of the Fire Sword: Flash Burst - Utilizing both the fire and wind stemming from her special form of chakra flow, Nathan releases the chakra at the tip of Getsushō's blade as a crescent-shaped projectile at an intended target, appearing like a orange glowing shock wave. It is, however, also possible to release the chakra as thin, barely noticeable waves with precise timing (track-able by normal eyes but with slight difficulty, doujutsu/sensory will be able to see it perfectly), allowing Nathan to increase his cutting range dramatically to cut multi-story opponents such as large summonings with ease.

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Notes & Restrictions:
- Absorbing the force of an enemy's technique counts as a move, and can absorb up A-rank techniques, only. Redirecting also counts as a move, the redirection of the attack gains one rank from what was absorbed.
- The storing of the fire chakra ability counts as a move, and must be done at the start of the match, and it can be stored there for as long as the user needs. But needs to be filled at the starting of every match.
- Wind of the Fire Sword: Flash Burst counts as a move and has a long ranged reach. Can only be used with the Wind of the Fire Sword transformation, and may only be used twice while in said state.
- Wind of the Fire Sword transformation lasts a max of four turns. After that the sword reverts back to it's standard form, and will not be able to channel any more chakra into it for the rest of the match. Also will be unable to use any fire or wind techniques for two turns after the revert.
- Each ability can only be used twice with a one turn cool down each.
- May only be wielded by Nathan, and who he chooses.


☼ Declined ☼

The damage should be N/A. The absorption/redirection isn't approvable, in the first paragraph it sounded like it was only for clashing weapons, but in your notes it makes it sound like its available for every technique. The rest of the abilities needs ranks.

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



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

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


Kyu Doragon Jutsu: Kinji Kasokudo Kohai | Nine Arts Dragon: Forbidden Acceleration Devastation
Type: Offensive
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: 90 (-20 to the user)
Description: The user applies the dangerous aspects of the Nine Arts Dragon and builds up an incredibly high amount of fuuton chakra throughout their entire body. After using the basic application of the Nine Arts Dragon to propel the user high into mid-air they user will then release this technique to come crashing down upon their target. Before releasing it the user will position themselves to target their opponent and then release this incredible amount of chakra. They will, in a sudden and uncontrollable burst of wind, become a missile to come crashing down on their opponent in a single linear direction. They will fly down at the speed of Sound Release: Massive Echo Assault Skill. Upon coming within range of the ground they will release a huge amount of fuuton chakra. The fuuton chakra serves one purpose. That purpose is that the fuuton chakra released will rip the ground below them apart creating a large crater that spans up to the end of short range and is about two meters deep. The user does not have to release the second burst of wind if they use this to directly strike their opponent. The damage done by a direct hit is incredibly high and can make for a very fatal attack and happens incredibly fast. The user however will suffer from the effects of the attack regardless of how they use it. They will suffer slight damage from the amount of chakra they suddenly released while also damage on their body from the debris created from the destruction of the ground if used in such a manner. This, unlike other Nine Arts Dragon, does not operate on a stable level. As such while they are spiralling down on their target the user can only stop by using Nine Arts Dragon: Whisper Origin Thrust in the opposite direction.
Notes:
- Can only be used once per battle.
- The user cannot use any Nine Arts Dragon techniques for the rest of that turn and the following 2 turns.
- The user cannot use any fuuton techniques above A-Rank for 2 turns.
- The user cannot use any A-rank techniques for 1 turn.
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon

✦ Approved ✦
 
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Re: Custom Jutsu Submission

(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? ✦
(Kōton: Saboten no mori) - Steel Release: Cactus forest
Type: Offensive/Defensive/Supplementary
Rank: A-Rank
Range: Short-Mid Range
Chakra: 30 Chakra (+5 chakra for shooting the needles)
Damage: 60 Damage (+10 damage of the needles for both opponent and user)
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 small forest of steel cacti that covers a mid-range area around the user. 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. Shooting the needles can harm both the opponent and the user, anyhow, the user can protect himself by using proper steel release jutsu. After making the cacti, they stay on field as a natural structure or till they're destroyed.
note: can be used four times per battle.
note: the needles barrage counts as a move and can be done once per cactus.
note: the needles barrage is a C-Ranked ability
note: only Beifong can teach this jutsu

changes in bold

Declined. Ok for the most part, except half a cm for the small ones? Do you know how small that is? In the heat of battle, noticing such a thing and having the reaction time to deal with it is difficult, if not near impossible if you are defending from another jutsu already. Change the part, make them at least noticeable enough so the opponent can calculate them into his defenses. Also: 4 times is too much + a small forest makes no sense, if you have a note saying once per cactus. How many cacti are that? 50? 20? 100? Don't use such a vague description, only to then give yourself the opportunity to exploit it.




(Kōton: Fu no kishi) - Steel Release: Negative Knight
Type: Offensive/Defensive/Supplementary
Rank: A-Rank
Range: Short Range (on self)
Chakra: 30 Chakra
Damage: 60 Damage
Description: This Technique is a combination of two steel release techniques, (Kōton: Mori Yuubu ) Steel Release: Lance of Valor and (Kōton: Suchīrushīrudo) - Steel Release: Steel Shield with adding an extra new steel creation to them. The user performs Bird → Horse → Rat → Bird handseal, combining the two technique together into one by enveloping the user's dominant arm with a steel lance made by (Kōton: Mori Yuubu ) Steel Release: Lance of Valor and the other hand will be covered by a steel shield made by (Kōton: Suchīrushīrudo) - Steel Release: Steel Shield. The new steel creation is that the user will start creating a full-body armor made of steel plates that will cover all parts of the user's body except his eyes and an opening for breathing. The Armor ability is B-Ranked and the two other jutsu are the same as original. The steel armor's purpose is full-body protection only and it counts as a B-Rank ability. Thus, it's able to protect the user from A-rank and weaker water and earth jutsus, B-Rank and weaker steel, fire and wind jutsus, C-Rank and weaker lightning and lightning based (CEs and KGs) jutsu. However, the user is able to take A-Rank and weaker Taijutsu techniques without being affected and any kind of normal ninja tool (non-chakra infused) won't be able to deal damage to the armor.
note: can be used four times per battle.
note: lasts for three turns or till the user cancels the technique.
note: Only Beifong can teach this jutsu.

Declined: DNR. Don't try to merge 2 techniques. There's a reason they are 2 techniques and not 1 >_> Layering different elements together is different than 1.

(Kōton: Mori Yuubu ) Steel Release: Lance of Valor is a , the first of A-ranks.
(Kōton: Suchīrushīrudo) - Steel Release: Steel Shield is created by me and approved
The user will look like this once the jutsu is done:
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(Tonfāburasutā: Reboryūshonzu) - Tonfa Blasters: Rave-olution
Rank: S
Type: Weapon
Range: Short - Mid
Chakra Cost: 40 (20 when striking)
Damage Points: 80 (40 when striking)
Description: Rave-olution is a pair of hollowed out Tonfa with the ability to compress and release the user's scorch chakra into blasts and fair sized spheres that resemble bullet like constructs similar to those created by Scorch Release: Extremely Steaming Murder. Each Tonfa can create two bullet like constructs that can be shot out toward an opponent at short - mid range when shot off one by one each of these bullets are S rank if two are shot off simultaneously they are each A rank and so on if all four are shot off in one turn each count as roughly a B rank attack. This only counts as one jutsu no matter how many of the bullets the user shoots off in a single turn but due to the reduced power per bullet this evens out. These bullets have enough heat and force to evaporate jutsu two ranks stronger then themselves allowing the user to easily overpower a water user and can also cause deep internal burns if direct contact is made.
The second ability is to create small blast like explosions that emanate from the Tonfa themselves when striking an opponent the Tonfa release a mass of scorch chakra creating a blast of scorch flames that travel through whatever the user is striking causing superficial burns as bad as second degree and evaporating any moisture it comes into contact with. This can leave an opponent in a weakened state due to the removed moisture and cause their skin to peel, crack and turn black due to being charred. This is roughly B rank in power and can be used once per turn allowing for the user to pull off three reinforced strikes with the tonfa before they need a one turn cd. These Tonfa cannot be broken and can also be summoned if not with the user at the start of a battle.
Notes:
-Can only fire off four sphere like bullets their power being reduced by the number
-Can only use the explosive ability once per turn allowing for three strikes (power shared between them) before a one turn cd is needed
-only Beifong can use it

Scorch release: &
Credits to Howard

Leaving for another mod.

✦ Declined, you arent releasing this over the span of a turn and have it count as one jutsu for one. If you start to use it, stop, and perform another jutsu, you will have to reuse it. The part about evaporating jutsu two ranks above needs to be removed because it is already known that's what Scorch does in relation to water jutsu, it's just unnecessary filler info to include otherwise. Deep Internal burns needs to be clarified as well. The explosion based ability needs to be removed, as described it seems more of a Blast Release ability that evaporates water. And this would be the equivalent to a CW, so if you have one you will need to quote and drop it as well. ✦



(Doton/Kōton: Jūryoku koa) - Earth/Steel Release: Gravity Core
Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Range
Chakra: 30 Chakra
Damage: 60 Damage
Description: Being already in midair, the user will perform Bird → Snake handseals and create a big sword made of steel. Although the sword is already heavy since it's made of steel and its size is very big, the user will use the (Doton: Kajūgan no Jutsu): Earth Style: Added Weight Rock Technique to increase its weight drastically. Due to the sword's weight, the user will get pulled downward swiftly due to the effect of gravity and as the sword hits the ground it will cause a tremor (which effect up to mid range around around the user) due to the impact, strong enough to make big summoning of Gamabunta's size lose their balance and fall down, and will make a big cloud of dust and sand to cover the whole field. The impact of the sword is strong enough to destroy any A-Rank or weaker steel structure, S-Rank or weaker Earth structure, B-Rank or weaker structures made of solid elements harder than steel. The sword is destroyed upon impact with the ground or a structure of rank equal to it, elemental weaknesses and strengths are applied.
note: can be used 4 times per battle.
note: the user must be in midair and fall from at least 5 meters high to cause the tremor.
note: only Beifong can teach this jutsu.

the sword looks like this
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Declined. Really, gamabunta? Think things through before making a CJ.
 
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Re: Custom Jutsu Submission

(Katon: Hōhei Sanpu Shotto) - Fire Release: Artillery Scatter Shot
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20 Chakra
Damage: 40 Damage
Description: This fire technique has two phases. First phase: The user will weave the dog and boar hand seals and exhale, repeatedly, up to eight, baseball sized fire bullets into the sky on a vertical slant towards their opponent or in between the user and their opponent. These pellets will come down fiercely and hit either the opponent or the terrain. Once set, the second phase is ready to take place.

Second phase: The user will weave a hand seal and choose one to two of the fireballs to burst into a flame frenzy (whether on the opponent, in the air or on the terrain). These fireballs have a blast/burn radius of one meter. The fireballs are also capable of melting solid techniques such as earth techniques or steel techniques. However it does not spread, increase or decrease it's capabilities and acts as if it has landed on the ground but instead, on the solid technique.

Note: Choosing to make the fireball(s) explode take up one technique.
Note: Once the initial technique/phase is placed, the user may choose to ignite one to two fireballs at any given time, whether it be in the air, on the current terrain, or on the opponent.
Note: The user may only choose two fireballs to explode per turn and each explosion costs 5 chakra.
Note: This technique can only be taught by Moxxi

Declined. Nope, you're not going to melt stuff with that.

(Suiton: Tenshi no Matsuge) - Water Release: Angel's Lashes
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user weaves a hand seal and raises their dominant hand, expelling four very fine and thin strings of water from their palm and into the sky. Once the strings of water reach a certain rang (close, medium, or long range), the connection from the user's hand and the technique is severed and the rest of the strings are used to form the rest of the technique in the sky. The strings of water meet up with the lingering ends in the sky and form four, very small but extremely lethal buzz saws made of water. These saws are easily capable of cutting through A rank and under earth techniques, and B rank and under steel techniques. With the use of another hand seal, the saws come straight down and cut anything on their way down. The speed of which the saws come down are nearly instant.

Note: Can only be used thrice per battle
Note: Once the technique has been stated and set up, the user may choose when the buzz saws come down but when this occurs, it takes up a technique, so in the same turn, you may only use two other jutsu.
Note: Can only be taught by Moxxi

declined. First off all: nearly instant? I doubt it. Second of all: how are these formed? Are they highly pressured water beams? If they are just thin streams of water, gravity will cause them to fall down. If they aren't, the pressure will cause them to splat against each other when the touch each other and then cause the saws to fall down (which might have been your point, but the description was quite unclear on that). If that is the case however, the blades would fall down randomly, making the chance to hit an opponent as big as the chance to hit you. Adding your notes on to that: you can't control gravity.

Arashi Zensen - Stormfront
Type: Weapon
Rank: S
Range: Short
Chakra: 20 per use of damage enhancement
Damage: +10 to Suiton and Fuuton techniques
Description: Arashi is a folding fan, similar in shape to that of Temari's fan but entirely different in terms of usage, techniques and looks. Arashi is a fan that was crafted by the first of five Sages of the Sea and passed down through the generations of the Sages of the Sea. Therefor, the fan landed in the hands of the current Sage of the Sea, Moxxi, who was given a title from a close friend. The title was "Sage of the Beautiful Blue". The fan has an iridescent shade and is pitch black in color and has a pitch black trim that depending on what angle you're looking at it from, changes to a sea green. When opened, the fan shows five, bright blue emblems that almost looks like they are glowing. Symbols for things such as "Storms", "Life", "Tides", "Destruction" and "Wrath". Each symbol etched onto the fan by an owner. Wrath was the symbol made by Moxxi. Although the two last symbols are completely contradicting the first three, the symbols only upheld that of which the sage in possession of the fan stood for. Although Moxxi didn't display just her emblem, but all five of them, making her a very unique wielder of Arashi.

Abilties:

1: Arashi Zensen has the capability to enhance the damage and destructive power of suiton and fuuton techniques by 10 when the user uses the mentioned elements (suiton and fuuton) in unison with Arashi Zensen, but when done, it also takes 20 more chakra points on top of however much chakra the original technique(s) takes up.

2: Because of the chakra and force it can dish out because of the way it is made, it is able to push wind and water techniques that are short range, to mid range, and mid range techniques, to long range.

3: Using two hands, the user is able to channel suiton and fuuton chakra into Arashi Zensen and fan Arashi up and down, quickly producing an artificial "tsunami". More specifically: big waves of water and a windy environment. This technique is capable of altering an entire environment to a sea-like state. It costs 30 chakra to do so, takes up two technique slots and cannot be used before the user performs any other technique in that turn.

4: Like most fans made for combat, Arashi has the basic capability of blocking/deflecting certain ninja tools such as kunai, shuriken, senbon, etc. and is also sturdy enough to be used against an opponent with a sword when folded. However, it can get broken and be unusable for the duration of a battle (not an event) if hit with an A rank technique or above directly.

5: One of Arashi Zensen's other abilities is the ability to create artificial clouds of wind and able to rearrange or move already existing clouds. Swinging Arashi towards the sky, the user of Arashi can create up to five artificial clouds of wind costing 4 chakra each. These artificial clouds can be used for techniques that need clouds for a technique to be performed. After using an artificial cloud for a technique, the cloud disperses and is no longer usable. The user is able to create only five clouds during a battle. Whether it be five at one time or separated throughout the battle, once five clouds have been created, no more clouds may be created after the fifth cloud. Creating clouds, whether it be one or five, only takes up one technique slot out of the usual three. To rearrange or disperse existing clouds, it costs 10 chakra and takes up a technique slot.

6: The user of Arashi Zensen is able to summon an animal with it with the stroke of blood on the fan itself. With this, the user may swing Arashi whichever way, and have the summon blown by wind to a certain location or ride a gigantic wave to a certain location.

Note: Can only be given to others by Moxxi

Dropping my first custom weapon which was approved here [ ] if this weapon gets approved.

Declined: First of all this is borderline DNR. The only reason i'm not doing it is because I assume you put a lot of work into it.
So: you're just stacking thing after thing. 6 abilities?
First one is basically a rip-off of the nb swords. pushing away wind and water techs due to sheer force of the weapon... just no. You're not getting a free way to just push away everything coming in your way. Creating a tsunami is meh. Pretty generic. No rank on it either, so hardly any counterplay there (abilities don't take the rank of your CW. Specify it!). Nr 4 is the usual, Nr 5 is a nice one, when combined with rain. Nr 6 has been used in so many other CWS before so leave that out. Also: no damage booster on elements with a CW.


Summoning Animal: Barracudas
Scroll Owner: Moxxi
Other Users who have signed contract: None
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: The barracuda is a ray-finned fish known for its large size and fearsome appearance. Its body is long, fairly compressed, and covered with small, smooth scales. The barracuda is a fish of the genus Sphyraena, the only genus in the family Sphyraenidae, and is found in tropical and subtropical oceans worldwide ranging from the Eastern border of the ocean of Kirigakure to the ocean of Amegakure. Although barracudas vary in size, most barracuda summons are as big as a modern shark that is an adult. Barracudas can be summoned accompanied with a body of enough water to fill an entire field. Barracudas have basic abilities such as great swimming speeds that are slightly faster than that of a shinobi's swimming speed, can chomp down on enemies and objects with their strong jaws and many sharp teeth. Because of the barracudas' natural upbringing in water, they typically have an affinity to water techniques, but this doesn't limit them to water techniques.

Note: Dropped my second contract: Turtles, owned by Axle. Proof here [ ]. Now I only have the Ladybug contract.

Declined. An entire field of water... Really? You're not going to fill an entire field of water to get your summoning inside all together in the contract. You can use an existing pool of water (if it is stationary, not just a jutsu) or create it maximally up to mid range from you. And even that is a lot, for only a contract.
 
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Vegeta

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Re: Custom Jutsu Submission

(Reinin' Rijjihandosutoraiku) - Rainin' Ridge hand Strike
Rank: A
Type: Offensive/Defensive
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user begins gathering raw chakra to their fists to enhance the force of their blows, then performs the ridge hand strike (up to 6 strikes total, +10 damage each). Like a chop, but the inside of the hands is used for the strikes (predominately the side of the thumb and pointer knuckles instead of the pinky finger region) performed with an inward whipping hook type motion, driving fierce pounding strikes. Because of range of motion, the blows would generally be aimed towards the sides of the head or low if done vertically to be most effective, however, by swaying ones body slightly like a tree bends in the wind, a user can lean their torso regain out of the way of a strike pulling back the shoulder blade while extending their striking arm outwards, striking straight striaght forwards with the attack, dodging and counter-attacking almost in one motion.

~Notes~
-Only usable 3x's per battle
-Must be taught by -Vegeta

Declined. Format is wrong: first Type, then Rank.




(Saido byōtō chakura suiryoku) - Side-wards chakra thrust
Rank: C
Type: Supplemental/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user jumps into the air by up to one meter and then sends out a small gust of chakra from his foot lowest to the ground, sending him a little higher as the user spins their body to the left or right and throws their body weight in the direction they want to go. Using their momentum from the spinning and chakra, they manage to thrust their body in the direction they wish, up to mid range.

~Notes~
-Must be taught by -Vegeta
-reference-

what Kimimaro does after jumping to his left

Declined. Format is wrong: first Type, then Rank.
-fixed formatting-

(Reinin' Rijjihandosutoraiku) - Rainin' Ridge hand Strike
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user begins gathering raw chakra to their fists to enhance the force of their blows, then performs the ridge hand strike (up to 6 strikes total, +10 damage each). Like a chop, but the inside of the hands is used for the strikes (predominately the side of the thumb and pointer knuckles instead of the pinky finger region) performed with an inward whipping hook type motion, driving fierce pounding strikes. Because of range of motion, the blows would generally be aimed towards the sides of the head or low if done vertically to be most effective, however, by swaying ones body slightly like a tree bends in the wind, a user can lean their torso regain out of the way of a strike pulling back the shoulder blade while extending their striking arm outwards, striking straight striaght forwards with the attack, dodging and counter-attacking almost in one motion.

~Notes~
-Only usable 3x's per battle
-Must be taught by -Vegeta

Leaving for another mod

✦ Declined, whoever wrote this have them rewrite it because I barely understand any of the vagueness this jutsu has. ✦



(Saido byōtō chakura suiryoku) - Side-wards chakra thrust
Type: Supplemental/Defensive
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user jumps into the air by up to one meter and then sends out a small gust of chakra from his foot lowest to the ground, sending him a little higher as the user spins their body to the left or right and throws their body weight in the direction they want to go. Using their momentum from the spinning and chakra, they manage to thrust their body in the direction they wish, up to mid range.

~Notes~
-Must be taught by -Vegeta
- Can be used 3 times.
-reference-

what Kimimaro does after jumping to his left

Approved: added a maximum amount of usage. Remember that techniques need to be countered in some way, so using this to "avoid" techniques can be extremely risky in terms of breaking the rules. also add the video as a reference in battles.




-Would have bolded changes but all I did was delete stuff-

Summoning Animal: Narwhal
Scroll Owner: -Vegeta
Other Users who have signed contract: None yet
Summoning Boss if existing: None yet
Other Summoning Animals tied to contract: Will create later
Description and Background: Nicknamed "The Unicorn of the sea", the narwhal, or narwhale (Monodon monoceros), is a medium-sized toothed whale and possesses a large "tusk" from a protruding canine tooth. The narwhal males are distinguished by a long, straight, helical tusk, which is an elongated upper left canine.

Like the beluga, narwhals are medium-sized whales. The males are slightly larger than the females. The average weight of an adult narwhal is 800 to 1,600 kilograms (1,800 to 3,500 pounds). Narwhals do not have a dorsal fin, and their neck vertebrae are jointed like those of other mammals, not fused as in dolphins and most whales.

The male narwhals occasionally dive up to 1,500 metres (4,900 feet) in depth, with dives lasting up to 25 minutes. Narwhals, like most toothed whales, communicate with "clicks", "whistles", and "knocks". However, these ones can communicate with their summoner. Narwhals can live up to 50 years old.
-reference-
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Approved
(Kuchiyose No Jutsu: Narley ikkaku)- Summoning Technique: Narley the Narwhal
Type: Summoning
Rank: S Rank
Range: Short
Chakra: 40
Damage: 80
Description: The user bites their thumb, then presses it into their right palm to summon Narley the King of the Narwhal summons to the field. Hailing from north of the Hidden Moon country, Narley is midnight blue in color, and is nearly 40 years of age, the eldest and most powerful of the Narwhales. Narley is 6 meters in height and 8 meters long, and has a silver sharp, long, straight helical tusk which is an elongated upper left canine tooth short range in length, using it similar to a sword or spear, as well as a Y shaped tail that he can strike with in a whipping manner, doing major damage from his great strength. A Master at the element of Suiton, he can use water jutsu's up to S rank without the need for seals. He also has a blow hole on top of his head that he can spew water from, creating a rain like effect thru-out the field, or a small source of water for water jutsu's to be used (Only large enough for B rank and below).
~Notes~
-Must have signed the Narwhal contract
-Must be summoned in a water source, however can breath outside of water when surfaced
-Using it's horn or blowing water from the blow hole count as a move towards the 3 move limit
-Must be taught by -Vegeta
-Last 4 turns

Approved




(Futon - Tenha Kassatsu) Wind Style - Heaven's Impalement
Type:Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Tenha Kassatsu rescues the user from the brink of peril without having to touch the opponent. By focusing wind chakra to the users fists, they are able to thrust forwards with both hands quickly, four fingers pointed outwards in a square on one hand and 3 fingers at an angle on the other, forming the shape of the Big Dipper constellation. Upon thrusting the hands forwards, seven bullets shaped bursts of wind chakra will shoot outwards in a tight grouping towards the enemy, capable of piercing straight thru the enemy, sending them flying backwards
~Notes~
-Must be taught by -Vegeta
-Can only be used twice per battle, with a 1 turn cool down
reference-

Declined: Please rewrite the description. I found it pretty difficult to understand what you meant without watching the video. Also: why the constellation? It gives no value to the technique. Also remember the wind is visible, unlike in your video.
 
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Naruto.

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Re: Custom Jutsu Submission

Katon: Kamino Hikari - Fire Release: The Light Of The Gods
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user will gather a large amount of Fire chakra and will weave a single handseal(Ram), channeling his Fire chakra to the ground in front of the opponent. As this is done, a blinding light of fire shaped like a pillar emerges in front of the opponent, blinding him thus. Then, the user will weave the Dog → Hare handseals as the flame pillar, bursts into a massive blast of fire which travels outwards and forwards in a 120 degree manner having the capability of destroying everything in it's path and leaving a gigantic crater behind, which can be used to damage boss summons and take down entire forests within seconds. The specialty of the blast is that is that fire blast has explosive properties.

Notes:
- Can be used twice per battle with a two turn cooldown
- No S-Rank or above Fire jutsus in the same turn.
- The user needs to focus on his chakra to fuel the explosion.
- Can only be taught by Frozen Rain.

Declined. Power wise (description) this seems too much, especially for only these restrictions you add to it. The second part is also very generic, even for a custom. You have canon techs that can do that.

Mokuton/Genjutsu: Sengensou No Tanjou - Wood Release/Illusionary Arts: Birth Of A Thousand Illusions
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Following the same principle as Wood Release: Birth Of Dense Woodland, the user will gather a large amount of chakra and weave the Dragon→Snake handseals and make massive trees burst forth from the ground, forming an entire forest in seconds, in the same way as the original canon technique. However, these trees aren't normal trees. By weaving a single handseal, the user can make the entire forest move in a slanting motion, respectively left and right. This said motion causes the opponent to be trapped in an illusion, wherein his entire body will be nailed to a massive wooden tree, as he feels his body separating into two, in the same motion as the trees moved, i.e. causing a great amount of mental trauma, which will cause him to pass out for one move.

Notes:
- Can only be taught by Frozen Rain.
- Can only be used once per battle
- The technique counts as two moves
- No S-Rank or above Wood/Genjutsu techniques in the same move.

Declined. DNR. Long range genjutsu is a no-go, and you're trying to change a canon technique into making it stronger and more beneficial. This, and you're encorporating it into your technique. If you want to make this, make a technique that follows up on the actual canon tech, and not one that tries to combine it with your own made up effect. This differs from making variants. Here you're just changing them and adding stuff to it.

Suiton: Nenchaku Seisui Baasuto - Water Release: Sticky Water Burst
Type: Defensive
Rank: Forbidden
Range: Short/Long(Short range of the user/Long range upon reach)
Chakra: 50
Damage: 90(-20 to the user)
Description: The user gathers a massive amount of Water chakra through his entire body and releases it from every single tenketsu of the body, manipulating it form a defensive shield of sorts, which forms 360 degree around the user. The shield can defend the user from Wind and Fire techniques upto S-Rank, and other elemental techniques, following the elemental restrictions, obviously weakening the shield when S-Ranked techniques are used. However, the shield is vulnerable to lightning based techniques B-Rank and above and only 'thrusting' jutsus work on the said shield, to pierce through it. This water shield is completely sticky and has the same adhesive properties as the Swamp Of The Underworld and if any objects like kunais, shurikens, make contact with the shield, they get stuck to it. The user can form two handseals (Dragon → Horse) and disperse the shield in whatever direction he wants, by compressing the chakra in one single area, which can travel upto long range. Upon contact, the shield clings to the opponent's body and using lightning techniques to disperse it would shock the opponent.

Notes:

- Can be only taught by Frozen Rain
- Due to the high amount of chakra released at once, it can cause minor burns to the user's body, giving him a -20 damage.
- Can be only used once per battle.
- No S-Rank or above Water jutsus in the same turn.
- The user needs to maintain focus over his chakra to maintain the shield.


Declined. This is hardly forbidden as to what effects it has, and for a forbidden rank the amount of restrictions (and the power of the restrictions) are far too low. Also: why would you only be able to block up to S-rank fire, and also S-rank wind? Try to think through how you make your jutsus before making them, because you seem to make the same mistakes in all of them where you throw just seem to throw them into a cooking pot and hope they taste good.

Updating:

Approved here:

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

☼ Approved ☼

Just removed the part where you called it "blunt force" damage, because its not. Blunt force is something like punching, but the needles here are piercing. No need to describe what type of damage it is, as its self-explanatory.
(Katon: Haino Kumono Shi) - Fire Release: Ash Cloud Death
Type: Offensive
Rank: A
Range: Short-Long(Short range of the opponent)
Chakra Cost: 30
Damage Points: 60
Description: A variant of Asuma's Ash Pile Burning. Following the same procedure as that technique, the user weaves a single handseal and converts the smoke of his cigarette into superheated ash and spews it out in the form of a circular cloud which surrounds the opponent, being 4 meters in width and 2 meters in height. Even the slightest contact with the ash can burn the opponent severely, inflicting 3rd degree burns. The specialty of the ash is that once it comes in contact with any medium, it forms a violent explosion, upto mid-range at a 360 degree radius. Similar to it's canon counterpart, the ash cloud stays in the atmosphere for one turn. After forming the cloud, the user makes a hand gesture, after which it reforms into a thousand needle like structures which pierce the opponent, although the primary use of the ash needles are to inflict major burns on almost every point of the body with pinpoint precision.
Notes:
- Can be used thrice per battle.
- The user needs to know Ash Pile Burning to perform this.
- Needs a two turn cooldown between usages.
- No A rank or above Fire techniques the next turn.
- Can only be taught by Frozen Rain.


Declined. Explain medium. Do you mean a solid? Does water count? Air is seen as a medium to move sound through, so is air one as well? Be clear.
 
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Edward

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Re: Custom Jutsu Submission

( Genjutsu: Nui hari ) - Illusionary Arts: Sewing Needles
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user will press their index finger over their lips, as if they were "Shushing" someone and disrupt the enemy's normal flow of chakra to induce an illusion. The illusion is simple: The enemy will believe - visually see and feel - a needle and a thread sewing their mouths together quickly. The initial effect of such a simple illusion is preventing the enemy from talking, which is most useful in between speeches to annoy and anger the target. Another application, which adds special effects depending on the situation, is using it whilst the enemy is spewing out stream-based elemental techniques. It works by forcing the enemy to think that their mouths has been sown shut, thus completely preventing the stream from continuing towards the user and having the previously released stream build up inside their mouths. All this happens in the illusion, thus forcing the target to halt the release of the stream in reality. The special effects are just as simple simple: Earth-based streams adds a sense of choking, Water-based streams adds a sense of drowning, Wind-based streams makes the enemy believe that their mouth has been sliced from the inside, Fire-based streams adds a sense of burn damage in the mouth, and lightning adds a sense of paralysis in the mouth. These side effects are, of course, only applicable if the illusion is performed while the enemy is spewing out the stream and are merely illusions. Furthermore, because there is a short time-interval between the moment a stream is released, and the moment when the stream actually makes contact with the user, the second application can only be used if the enemy is using a stream and is at least mid-range from the user.
Notes and Restrictions:
Note: Can only be used four times, with a two turn cooldown before each usage
Note: Can only be taught by Edward.

Declined: no-long range genjutsus. Secondly: wouldn't it make sense that these jutsus would just cut through the thread? It's a thread. Fire burns it up, water and wind would burst it open as well as sound. While I get that you're trying to be specific for each element, by doing so you kind of undermine your jutsu and what you say it does. It is merely for closing their mouths and stopping streams. Why would it choke him if he has earth in his mouth? At that point, it might as well just be chakra and logically a shinobi has control over his chakra control, so he could just halt it in the first place. I don't know, the jutsu is just too contradictory towards itself and its purpose.

( Genjutsu: Kirin Kojou ) Illusion Arts: Isolated Giraffe
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user will perform 3 handseals, casting an illusion on the area around. Any target within range will then immediately feel all they senses dilate and stretch, as if someone is impossibly pulling their neck. This illusion creates a constrain on the brain's interpretation of stimuli, not unlike Agnosia. In essence, all the user's stimuli perception arrive as if strained from a very long and thin channel, making them not only really delayed but also incomprihensible. The user does not have to comprehend or possess the stimuli being stunted, like targets with extrasensorial abilities, chakra-wise, superhuman, awareness of other forms of energy or substances, etc, because Isolated Giraffe creates an universal strain by stretching the brain's perception. The targets affected by this genjutsu will feel like they're stretched out into the void, and become isolated from reality. To better understand this genjutsu, think about the sensorial organs as windows to the outside world and the brain as the organ responsible for the target's interpretation of the information that comes from those organs. Isolated Giraffe inserts chakra in the brain, which slows down and distorts the channels that link the organs to the brain and, thus strain the path of the external information, in a way that it isolates the target from the senses

*Can only be used thrice per battle*
*Can't be used on consecutive turns
*Can only be taught by Edward*
*The technique's effect only happen in the genjutsu. In actuality, the opponent his reflexes and such work fine.*

Approved: added a note and removed the part about modes and what not, not working (because chakra surges wouldn't work that way, and it would be a way less to get out of it: as you're fully aware of. Don't try to sneak stuff like this in).

New Submission:

(Suiton: Mizu Kamigami no Zangyakuna Fukushū) - Water Release: Atrocious Vengeance of the Water Gods
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40 (-15 per turn)
Damage: 80
Description: With the use of three hand seals, the user can summon forth a large vortex of water around the enemy and the user, or around the enemy only. The vortex of water is circular, with a maximum diameter of 15 meters and a minimum diameter of five meters therefore, the target must be within mid-range. It reaches the height of twenty meters and spins at a dangerously fast speed, such that physical contact with the spinning vortex would be capable of cutting off limbs. The vortex itself is more like a spinning wall of water shaped like a circle rather than a vortex, because it is hollow inside and serves as a water source and to keep the enemy inside. Once the "vortex" of water is created, the user, with the use of shape manipulation, will shape hundreds of basketball-sized goldfishes with pressurized 1 foot horns. They attack from all directions, except the direction the user is standing on if he was to create the vortex around him as well to avoid the technique from backfiring. They jump out of the wall/vortex of spinning water as if it was a river and jump out to attempt to impale the target(s). The goldfishes jumping from the walls have a long-reach, therefore, they are able to jump from one side of the vortex and land on the other one and continuously jump back and forth to repeatedly attack the enemy.
Notes & Restrictions:
Note: Useable three times per battle with a four turn cooldown before each usage
Note: Can only be taught by Edward.
Note: Lasts 2 turns per usage.

Declined. Clean up the description. You're throwing visualization into it at every sentence. Is it a vortex or a circle? Isn't a vortex circular? You're contradicting yourself over the course of two sentences. Also, an amount of water such as that, materialized out of thin air is a bit overkill, especially given the shape manipulation and control you need over it (as it spins fast enough to cut off limbs. Also, you can probably release it during the same turn? How does that affect the power? You need to try and incorporate these kind of things.

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Resubmitting: Basically took out the confusion with the circle/vortex. It is just a vortex that is hollow inside. I also added a short sentence on the bottom, hoping that it is what you meant when you asked about releasing it in the same turn.

(Suiton: Mizu Kamigami no Zangyakuna Fukushū) - Water Release: Atrocious Vengeance of the Water Gods
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40 (-15 per turn)
Damage: 80
Description: With the use of three hand seals, the user can summon forth a large vortex of water around the enemy and the user, or around the enemy only. The vortex of water is circular, with a maximum diameter of 15 meters and a minimum diameter of five meters therefore, the target must be within mid-range. It reaches the height of twenty meters and spins at a dangerously fast speed, such that physical contact with the spinning vortex would be capable of cutting off limbs. It is hollow inside and serves as a water source and to keep the enemy inside. Once the "vortex" of water is created, the user, with the use of shape manipulation, will shape hundreds of basketball-sized goldfishes with pressurized 1 foot horns. They attack from all directions, except the direction the user is standing on if he was to create the vortex around him to avoid the technique from backfiring. They jump out of the wall/vortex of spinning water as if it was a river and jump out to attempt to impale the target(s). The goldfishes jumping from the walls have a long-reach, therefore, they are able to jump from one side of the vortex and land on the other one and continuously jump back and forth to repeatedly attack the enemy. Releasing it in the same turn is generally only used if, A) The technique was successful, or B) The enemy was able to properly defend from it, or completely destroy it. If, for whatever reason, the user chooses to release the technique, the enemy will take in no damage unless they've been pierced by goldfishes, in which case, they will take the S-rank damage
Notes & Restrictions:
Note: Useable three times per battle with a four turn cooldown before each usage
Note: Can only be taught by Edward.
Note: Lasts 2 turns per usage.

Declined. While a lot clearer, I still find it a bit too much in power. Tone it down a bit (description wise, not restriction wise). Getting such an enormous amount of water to continuously spin (up to the point it cuts off limbs) and create such a high amount of fishies while controlling all of it together is too much for S-rank.

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New Submission

(Sōhei no Junban: Noxian Girochin) ✖ Order of the Warrior Monks: Noxian Guillotine ✖
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The practitioner of this style will perform take the staff of the non-dominant hand and plunge it into the ground. The target, upon seeing the motion of the large staff drilled into the ground, will be trapped in a very simple illusion that serves as the traditional "distraction" basis of the style. The illusion is quite a useful illusion, where the staff would very quickly, glow into a shining yellow, seemingly devouring their sight with light. The light would force the enemy to squint their eyes, but seeing through it is still not impossible. Taking the very limited vision of the target as an advantage, the user would grab the opposite staff and leap to the opponent, taking the staff and driving it down the targets' skull, whether horizontally or vertically, hard enough to render the target unconscious for one turn
Note: Can only be taught by Edward., Can only be taught to Practitioners of Order of the Warrior Monks.
Note: Can only be used four times per battle with a three turn cooldown.
Note: The effect of the illusion is dispelled whenever the user moves the staff that activated the illusion, whenever the target dispels the illusion themselves, or a turn after it is used.

Approved CFS:

✦ Declined, your style is listed as Ninbojutsu, meaning Ninjutsu and Staff arts, genjutsu isn't a trait of your style. DNR ✦
 
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Lord of Kaos

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Re: Custom Jutsu Submission

1. ( Ήφαιστος' Καταραμένο Άρσεναλ Khryselakatos ) - Hephaestus' Cursed Arsenal of the Golden Shaft
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Attack points: 80
Description: Derived from the , the user channels fire chakra to his hands, coating them in a highly flammable and hot ash which begins to "overflow" from his hand, pieces of ash being seen falling from it as it ever grows, constantly dropping chakra and constantly reforming it, forming a Odama Rasengan size of cloud like ash in his hand. As this ash constantly grows, the user holds his arm outwards, adding lightning chakra to this creation, giving it a hotter temperature as well as causing it to maintain a corrosive like property, capable of eating through earth jutsus of one rank higher and below. As the lightning is channeled, the user draws his remaining hand back as multiple arrows begin to form from the ash. Forming the arrows, the user wills them forward, causing the ash to be released in a powerful burst, the ash lingering in trails as the arrows are released. Upon reaching their target, these arrows strike with great force despite it's pseudo-solidity properties due to the lightning chakra imbibed in the arrows, piercing through earthen defenses with little power or momentum lost, the ash spreading across the earth jutsu defense corroding it (this only works if the earth jutsu is of equal or lower rank), the lightning in the ash allowing for this. Should the arrows reach the target, the user is able to control these arrows via hand movements, the trail of ash still emanating from the arrows. Upon his signal, the user can cause the arrows to detonate, causing an explosion that spans short range of these arrows and cause the trails of ash to detonate, creating an A ranked stream of fire behind these arrows, following the path the user willed the arrows to travel.
Note: Can only be used twice
Note: After using, takes 2 turns before being able to use again
Note: Cannot use any Fire jutsu of S rank and higher next turn and no lightning above S rank next turn.
Note: Can last up to 3 turns if the user continiously controls the arrows, spending 10 chakra per turn


 Declined  Corrosive part is eluding my understanding. Don't you mean the ash will erode the targets through friction and grinding? Corrosion is associated with a wear and aging effect to a material, normally through oxidation in metals or through acidic/alkaline properties in chemical interactions. Basically, ash doesn't corrode. Also, if its dual elemental manipulation, it needs to be done in two separate steps and cost 2 moves or you'll need to have Yin/Yang mastery to control 2 elements at the same time.
1. ( Ήφαιστος' Καταραμένο Άρσεναλ Khryselakatos ) - Hephaestus' Cursed Arsenal of the Golden Shaft
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Attack points: 80
Description: Derived from the , the user channels fire chakra to his hands, coating them in a highly flammable and hot ash which begins to "overflow" from his hand, pieces of ash being seen falling from it as it ever grows, constantly dropping chakra and constantly reforming it, forming a Odama Rasengan size of cloud like ash in his hand. As this ash constantly grows, the user holds his arm outwards, adding lightning chakra to this creation, giving it a hotter temperature as well as causing it to maintain an erosive like property, capable of eating through earth jutsus of one rank higher and below through burning through the earth at high temperatures via fire chakra and the natural effect lightning has on earth jutsus when in contact with one another. As the lightning is channeled, the user draws his remaining hand back as multiple arrows begin to form from the ash. Forming the arrows, the user wills them forward, causing the ash to be released in a powerful burst, the ash lingering in trails as the arrows are released. Upon reaching their target, these arrows strike with great force despite it's pseudo-solidity properties due to the lightning chakra imbibed in the arrows, piercing through earthen defenses with little power or momentum lost, the ash spreading across the earth jutsu defense erroding it (this only works if the earth jutsu is of equal or lower rank), the lightning in the ash allowing for this. Should the arrows reach the target, the user is able to control these arrows via hand movements, the trail of ash still emanating from the arrows. Upon his signal, the user can cause the arrows to detonate, causing an explosion that spans short range of these arrows and cause the trails of ash to detonate, creating an A ranked stream of fire behind these arrows, following the path the user willed the arrows to travel.
Note: Can only be used twice
Note: After using, takes 2 turns before being able to use again
Note: Cannot use any Fire jutsu of S rank and higher next turn and no lightning above S rank next turn.
Note: Can last up to 3 turns if the user continiously controls the arrows, spending 30 chakra per turn. If active, the user can only use one technique per turn.
Note: Costs 2 moves of the users 3 per turn


 Approved 


3. ( Kuchiyose: Achelous ) ♆ Summoning: Achelous
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 10 meters, Achelous sharks are a genus of sharks closely related to Great White Sharks with a Lightning affinity. Achelous sharks displays countershading, by having a white underside and a grey dorsal area (sometimes in a brown or blue shade) that gives an overall mottled appearance. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Achelous sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. Like their real life counterpart, Achelous sharks, like all other sharks, have an extra sense given by the Ampullae of Lorenzini which enables them to detect the electromagnetic field emitted by the movement of living animals. Every time a living creature moves, it generates an electrical field and great whites are so sensitive they can detect half a billionth of a volt. Even heart beats emit a very faint electrical pulse. If it is close enough (within short range), the shark can detect even that faint electrical pulse. Due to this sense, Achelous sharks are able to detect lightning jutsus when they are being performed, and able to use the Ampullae of Lorenzini to absorb lightning jutsus passively up to S rank, making them essentially immune to the element. This works well with their ability to use Lightning jutsus up to S rank without electrocuting themselves, something that is much needed due to innate ability as sharks to live within water. Achelous sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks.

Inversely, the user is able to summon baby Achelous Sharks (each roughly a meter long) in place of a fully grown one with benefits and drawbacks of their own; Still having the Ampullae of Lorenzini, baby Achelous Sharks are able to detect lightning jutsus but unlike their adult counterparts, they can only absorb up to B rank lightning jutsu and use up to C ranked lightning. They are also able to bite through up to C ranked jutsus. As up to 10 baby Achelous sharks can be summoned at a time, collectively they are able to attack in the shape of a giant white shark, channeling A ranked chakra as they rush at high speeds, speeds of the average ninja, exploding in an electric shockwave that encompasses the entire short range before they disperse. While only one Achelous shark can be summoned alone, up to 10 baby sharks can be summoned, their powers only working when they collectively attacking/defending. These baby sharks are unable to affect singularly, instead attacking and defending as a collective school of sharks.
Note: Lasts 4 turns at max.
Note: Can only be summoned once per battle; baby Achelous sharks are able to be summoned twice. But if baby Achelous sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Achelous sharks more than once.
Note: They are able to use up to S rank lightning (Baby Achelous sharks are able to use up to C rank).
Note: Usage of lightning counts as a move per turn and the ability to turn into a massive Lightning white shark.


 Declined  My only issue here is the logic behind the electrical detection/sensing. Sharks do have that yes, but it works because they are immersed in a salt solution which conducts electricity. The air does not. And you didn't explain how this shark would be summoned. In theory, only in a water source right? Also, the biting through techniques...I've approved that in the others but just to make sure, it pertains only to physical stuff, not to energy.
2. ( Kuchiyose: Achelous ) ♆ Summoning: Achelous
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 10 meters, Achelous sharks are a genus of sharks closely related to Great White Sharks with a Lightning affinity. Achelous sharks displays countershading, by having a white underside and a grey dorsal area (sometimes in a brown or blue shade) that gives an overall mottled appearance. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Achelous sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. Like their real life counterpart, Achelous sharks have an extra sense given by the Ampullae of Lorenzini which enables them to detect the electromagnetic field emitted by the movement of living animals. Every time a living creature moves, it generates an electrical field and great whites are so sensitive they can detect half a billionth of a volt. Even heart beats emit a very faint electrical pulse. If it is close enough (within short range), the shark can detect even that faint electrical pulse. Due to this sense, Achelous sharks are able to detect lightning jutsus when they are being performed when they are summoned. Upon being summoned in a water source, they create a thick mist to form atop the water and around it, allowing them to sense lightning chakra being created in or near the mist ( 3 meters ) and able to use the Ampullae of Lorenzini to absorb lightning jutsus passively up to S rank, making them essentially immune to the element. This works well with their ability to use Lightning jutsus up to S rank without electrocuting themselves, something that is much needed as sharks live within water. Achelous sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked solid, matter based jutsus like most sharks.

Inversely, the user is able to summon baby Achelous Sharks (each roughly a meter long) in place of a fully grown one with benefits and drawbacks of their own; Still having the Ampullae of Lorenzini, baby Achelous Sharks are able to detect lightning jutsus but unlike their adult counterparts, they can only absorb up to B rank lightning jutsu and use up to C ranked lightning. They are also able to bite through up to C ranked jutsus. As up to 10 baby Achelous sharks can be summoned at a time, collectively they are able to attack in the shape of a giant white shark, channeling A ranked chakra as they rush at high speeds, speeds of the average ninja, exploding in an electric shockwave that encompasses the entire short range before they disperse. While only one Achelous shark can be summoned alone, up to 10 baby sharks can be summoned, their powers only working when they collectively attacking/defending. These baby sharks are unable to affect singularly, instead attacking and defending as a collective school of sharks.
Note: Lasts 4 turns at max.
Note: Can only be summoned once per battle; baby Achelous sharks are able to be summoned twice. But if baby Achelous sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Achelous sharks more than once.
Note: They are able to use up to S rank lightning (Baby Achelous sharks are able to use up to C rank).
Note: Usage of lightning counts as a move per turn and the ability to turn into a massive Lightning white shark.

3. ( Kuchiyose: Amphitrite ) ♆ Summoning: Amphitrite
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Amphitrite sharks are genus of sharks closely related to Tiger sharks with Fire affinity, capable of reaching lengths of 5 meters long. blue to light green with a white or light-yellow underbelly, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through solid based A ranked jutsus like most sharks. Due to their unique ability to use Fire chakra, a rarity amongst sharks, Amphitrite sharks skins are naturally adapted to great heat and are able to survive extremely high temperatures, allowing them to passively swim through Fire based attacks of high temperatures unharmed and attacks with otherwise deadly temperatures, excluding Lightning for obvious reasons. This works by the sharks approaching the incoming attack and superheating their own body to match temperatures rivaling the attack, allowing them to overcome these attacks easily. This however can only be done outside of water, a special ability of these sharks allowing them to survive in arid temperatures for no more than a turn at a time, requiring them to submerge at least their gills in water in order to stay summoned. This passive ability of superheating their own body allows them to superheat water sources nearby them as well without evaporating them as that would cause the sharks to poof out of the field. In addition to their fiery nature, Amphitrite sharks use their speed to their advantage, moving at high speeds while a target has been detected. Once the shark has come close, a speed burst allows it to reach the intended prey before it can escape, moving at twice it's natural speed in an attempt to ram into the opponent with a heated body, capable of causing 3rd degree burns on contact, making it an S ranked attack. These sharks, by nature, are able to use up to S rank Fire.

Amphitrite sharks are also able to be summoned in their younger form, summoning Baby Amphitrite sharks, each the size of 2 meters. These sharks are remarkably similar to their adult counterparts, and are able to bite through C ranked jutsus swim through fire jutsus at a faster rate, moving at speeds similar to when grown Amphitrite sharks rush a foe with heated bodies. A special trait that baby Amphitrite Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. Creating up to 10 baby sharks, these sharks are able to superheat the water around them, forming a large shark shape of supercritical water that is able to use an altered form of Ash Pile Burning, gathering said ash within the inside of the tiger shark shape. As it collides at a foe at high speeds, the sharks are able to release the ash as a burst of explosive ash that the user is able to detonate remotely. If the sharks collide with the target, this is considered an A rank ability, however if they release the explosive ash and strike the target, the ensuing explosion causes this to be considered an S ranked attack. Igniting the ash can only be done the same turn it was released, however it can be used as a source for future ash jutsu but it cannot be used to detonate in this case. These 10 baby Amphitrite Sharks are only able to attack and defend collectively, no one individual shark can be utilized by itself.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Amphitrite sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Fire up to S Rank (up to B rank for baby Amphitrites).
Note: Using Amphitrite sharks to collide with the opponent counts as a move of the user and deals S ranked damage.

4. ( Suiton: Achelous' Hakai Atorantisu-gō ) - Achelous' Destruction of Atlantis
Rank: Forbidden
Type: Attack
Range: Short – Long
Chakra cost: 50
Damage points: 90 ( +20 if jutsu is absorbed )
Description: Based on Great Shark Missile Technique, the user forms a lone seal whilst gathering copious amounts of Suiton chakra. Infusing the water nearby with said chakra, the user creates a gigantic shark around him, encompassing a radius of 10 meters. What differs from this shark and the normal one is that in conjunction with the forming of the shark, the user creates the water in a way that it causes a massive outwards explosion of up to mid range on contact with things stronger than it or of equal rank, spreading the water outwards. However, attacks of 40 chakra and below are able to be absorbed into the shark, with it taking on properties of said release, if logical. This means fire chakra will superheat the water, lightning will send an electrical current through it, Wind will make the shark's teeth and nose sharper, capable of slicing through a foe easier and Water will add to the mass. Interestingly, Earth chakra doesn't affect the shark like this, instead it slows it down but causes a more powerful hit on contact.
Note: Can only be used once per battle.
Note: Can only be performed with a water source.
Note: Can absorb up to 40 chakra with notable exceptions in the cases of fire and earth. With Earth, it can only absorb up to A rank, and with fire it can absorb Forbidden ranked jutsu.
Note: After using, the user cannot use Water above A rank for two turns or Shark based jutsu for the same amount of turns.


 All Approved 
 
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Re: Custom Jutsu Submission

(Frigatebird Jutsu: Gular Pōchi Shīrudo) Frigatebird Technique: Gular Pouch Shield
Type: Defense
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: When one of the Frigatebirds is under attack, they can use chakra to enlarge/inflate their gular pouch and increase its hardness, durability and give it defensive power. They can use this enlarged gular pouch to defend against some attacks.
Note: Can only be used thrice per battle.
Note: Can only defend against C-rank and below ninjutsu and taijutsu
Note: Cannot protect against anything sharp or jagged
Note: Can be used by any frigatebird
Note: Must have signed frigatebird contract
Note: Link to contract's approval:
Note: Link to -Jiraiya- giving me the contract:
Note: Can only be taught by The JuubiGod
__________
-Approved-
(Gunkandori Jutsu: Gular Pōchi Shīrudo) Frigatebird Technique: Gular Pouch Shield
Type: Defensive/Supplementary
Rank: C - A
Range: Short
Chakra: 15 - 30
Damage: N/A
Description: When one of the Frigatebirds is under attack, they can use chakra to enlarge/inflate their gular pouch and increase its hardness, durability and give it defensive power. They can use this enlarged gular pouch to defend against some attacks. The amount of damage a frigatebird can take in through their gular pouch depends on their rank. A B-rank Frigatebird can block up to B-rank jutsu which would require a B-rank usage of this technique. However, a S-rank frigatebird can only use the jutsu up to A-rank. In addition to being used for defence, this jutsu can be used to knock back an enemy in close range, using the force of the rapid inflation of the gular pouch.
Note: Can only be used 3 times per battle in total, not per bird.
Note: Cannot protect against anything sharp or jagged
Note: Can be used by any frigatebird
Note: Must have signed frigatebird contract
Note: Can only be taught by Scarecrow.

Link to contract's approval:
Link to -Jiraiya- giving me the contract:

Approved. Changed usage to 3 times again as you already upgraded it so it wouldn't be fair to use it more as well.

(Doton: Kumo no Mure) Earth Release: Swarm of Spiders
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: First, the user creates earth chakra in his body and spews a great mass of mud onto the ground. Using his chakra to manipulate the mud, the user will then shape the mud into a large amount of mud spiders that quickly harden into rock, with pointed legs and thick, razor-sharp fangs. Each spider is around half the size of an average adult human. The spiders spread out to cover a wide area and follow the target, spitting heavy webs of sticky mud to hold them down and immobilise them, before tearing them apart using their fangs and piercing them with their legs. The spiders can focus on more than one target.
Note: Can only be used thrice per battle
Note: The amount of spiders that can be created with a usage of this jutsu is 3-10
Note: The user needs to continuously focus on the technique for the spiders to do anything
Note: Can only be taught by Scarecrow.

Declined: too many spiders, too many usages (you could summon 30 spiders over three moves basically). Also, range is too high. max mid.

(Futon: Seiten) Wind Release: Clear Skies
Type: Supplementary
Rank: B
Range: Long
Chakra: 20 (-10 per turn)
Damage: N/A
Description: The user begins by creating a dense orb of wind chakra high in the sky by gathering a large amount of wind from the air, which is done with great speed. Then, after performing a handseal, all of the wind packed into the orb will spread out in all directions, clearing any clouds from the sky. This is useful for combatting techniques that rely on clouds, such as lightning strikes and rain jutsu. The user can also keep the orb stationary in the air and wait until it is needed before activating it, but he will need to use chakra to maintain the technique.
Note: Can only be used four times per battle
Note: The user can keep the orb in the sky for as long as he wants as long as he pays the chakra cost
Note: Can only be taught by Scarecrow.

Declined: you seem to not understand the usage of chakra very well. If you use a technique like this one and the one you submitted before that requires you to keep on funneling chakra into it (unlike for example, a fuuinjutsu technique) you will not be able to perform other techniques. So I suggest you edit those parts out a bit, as I don't want to do it for you and possibly change the core of what you expected from the technique.

(Meiton: Kurai no Gōremu) Dark Release: Dark Golem
Type: Offensive
Rank: A
Range: Short
Chakra: 30 (-20 per turn)
Damage: 60
Description: After absorbing chakra, the user will clap their hands together, using the Dark Release marks on their hand. The user then creates a large blue sphere and it forms into a golem of light blue chakra to aid them in battle. The golem can inflict damage with physical attacks, such as puching, kicking and biting. It can also fire blasts of light blue chakra from its hands. When an attack is headed towards the golem, it can open its mouth to reveal a small sphere of darkness, like the one in Dark Release: Ultimate Inhaling Maw, that siphons any enemy technique within short range towards itself, absorbing it.
Note: Can only be used by Dark Release users
Note: Can only be used thrice per battle
Note: Stays active for three turns
Note: The chakra blasts can only be used three times per battle and costs a move
Note: The absorbtion ability can only be used twice per battle and costs a move
Note: The absorbtion ability is as strong as Dark Release: Inhaling Maw
Note: The user can use other jutsu while the golem is active
Note: After using, the user has to wait at least two turns before using again
Note: Can only be taught by Scarecrow.

Declined: state the rank of the blasts and up to which rank and what you can absorb. I know you refer to the canon jutsu, but put it in your jutsu as well as to avoid any confusion or argument.
 
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ZandaT

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Re: Custom Jutsu Submission

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

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

☼ Leaving for another Mod ☼
(Fūinjutsu: Mizu no omo-sa) Sealing Arts: Water Weight
Type: Supplementary
Rank: A
Range: Short/Mid.
Chakra Cost: 30(-25 to opponent per turn)
Damage Points: N/A
Description: Mizu no omo-sa is a fūin seal consisting of kanji that takes on the formation of a small square that uses water as a medium to trap their targets. It can be triggered after placing the seal on the opponent, in conjunction with a water technique released by the user, or by placing it on top of a water source of a certain size. When placed on a target and triggered, a small water source will burst forth from the seal as it simultaneously engulfs the opponent in water that forms into the shape of a square with the opponent in its midst. The process of engulfing the opponent within the water is swift, and upon forming the water greatly increases in density, preventing the target's movement as the seal drains away their chakra. This seal can also be used in conjunction with a water jutsu created by the user, triggered with an additional 2 hand seals, forcing the water technique to capture the target once they are within the water jutsu's midst creating a square whose relative size depends on the amount of water used. In this case, once the water forms into a square a larger version of the seal appears on one of its sides as its effects are triggered. With this application multiple targets can be affected by this fūinjutsu as long as they are within the waters midst once it forms into a square. The seal can also be created and placed on top of a liquid source with no disturbing movement, like currents within it. For example, a user made or already existing water source with the target in its midst, the user can then place this seal creating the square kanji on its surface activating its effects as long as the entire source doesn't exceed a 5m volume. The seal gradually weakens with time hence why once placed it only lasts for a limited time, and targets trapped are unable to mold the needed amount of chakra for S rank and above techniques.
NOTES
►Can be used 3x per battle
►When used in conjunction with a water tech. this jutsu counts as one of the users 3 jutsu per turn
►The water jutsu used must produce enough water to fully engulf the target(s)
►Seal lasts for 3 turns, with a 1 turn cooldown after the technique stops
►Can only be taught by ZandaT

Declined. I'm tempted to DNR this because of the fact a few things. First of all, your restrictions make no sense. Ok, you can use it three times per battle, that's not a big deal since every jutsu basically has that restriction on A-rank and above. Second: It counts as a turn of the 3 jutsus you can use? Really? You put THAT as a description? Of course it costs a turn, it's a bloody technique. Third: the water must be enough to fully engulf the target. Obviously, since that is basically the core of your technique. Seal lasts for 3 turn, does that mean the seal itself or when it is activated, it lasts 3 turns? Very vague. Apart from that, Nope, you're not going to block people their chakra as it makes no sense. You use your seal for a different purpose, it's not like all of a sudden it's a hybrid seal that can drain your opponent's chakra, or restrict their abilities. It doesn't make sense and it's OP. Other than that: Volume is measured in cubic meter, not meter.

(Fuuton: Taifū no me) Wind Style: Eye of the Storm
Rank: A
Type: Offensive
Range: Short/Mid.range
Chakra Cost: 30
Damage Points: 60
Description: Taifū no me is a simple technique that revolves around the user manipulating a small area of the air of around them by focusing on a single point. The user uses their wind chakra to cause a swift build up of air currents that forms a mini 8 inch horizontal tornado that starts out as thick as a needle at its front, and expands in width as you move further up to its back like the top of a normal tornado. What makes this technique dangerous is the properties and destruction this horizontal projectile caries. Due to it being created by the concentration of two eyes, the forming of the projectile is rather quick, taking less than a few seconds to form before it shoots forwards at a swift pace that is quite similar to the pace of an extending chidori spear. Upon contact the horizontal mini tornado drills, reaching a length of 4 inches and a width of 2 inches, into its victims delivering numerous rapid slashes within the diameter of penetration before the concentrated air currents releases their bond separating in various directions causing even more damage as the tornado explodes outwards as a cluster of sharp air currents. The jutsu will drill into its targets, ripping up the skin, underlying tissue, muscle, etc., before amplifying the damage done upon the jutsu exploding. Multiple mini tornadoes can be released back to back, adding up to a total of 6 tornadoes, all of them amounting to A rank, and like most wind techniques they are intangible and translucent with a slight greenish hue making them very hard to catch with normal eyes. This is an assassin type technique due to the fact that the signs of this jutsu is very easy to miss and it travels at a swift speed. When this technique travels it sounds like a small gust of wind that can only be heard within short range of a person, and a few veins can be seen in the users eyes momentarily upon creation of the technique.
NOTES
►Can be used 4x per battle
►Must be created within short range with a mid.range reach
►Can only be taught by Zanda

☼ Declined ☼

A few things and I think this should be good to go. When the tornadoes expand after hitting their target, how much do the expand/explode? Not really relevant when hitting a person as either way will most likely kill them, but necessary if this is used to defend against something else. The second, I get the whole "eye of the storm" using your eyes, but its sounding way too much like a dojutsu technique. The veins popping out and the "Due to it being created by the concentration of two eyes, the forming of the projectile is rather quick" bit need to go. Just say they get created where the user is focusing. Finally, there needs to be a limit as to where these can be formed. If you're concentrating on the opponent's body, is the tornado just going to form basically already on them? We can't have that.

(Fuuton: Taifū no me) Wind Style: Eye of the Storm
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Taifū no me is a simple technique that revolves around the user manipulating a small area of the air of around them by focusing on a single point. The user uses their wind chakra to cause a swift build up of air currents that forms a mini 4 inch horizontal tornado that starts out as thick as a needle at its front, and expands in width as you move towards the back,resembling a mini tornado. What makes this technique dangerous is the properties and destruction this horizontal projectile caries. The user creating this technique by focusing on an area within the air, the forming of the projectile is rather quick taking less than a few seconds to form before it shoots forwards at a swift pace that is quite similar to the pace of an extending chidori spear. Upon contact the horizontal mini tornado drills into the target, reaching a depth of 4 inches affecting a 2 inch diameter, delivering numerous rapid slashes within the diameter of penetration before the concentrated air currents releases their bond separating in various directions causing even more damage as the tornado explodes outwards as a cluster of sharp air currents that expands 2m from the epicenter of the technique. The jutsu will drill into its targets, ripping up the skin, underlying tissue, muscle, etc., before amplifying the damage done upon the jutsu by exploding. Multiple mini tornadoes can be released back to back, adding up to a total of 6 tornadoes all amounting to A rank, and like most wind techniques they are intangible and translucent with a slight greenish hue making them very hard to catch with normal eyes. This is an assassin type technique due to the fact that the signs of this jutsu is very easy to miss and it travels at a swift speed. When this technique travels it makes a whistling sound that can only be heard within 2m of their target, and the technique needs to be made at least 4m away from the target in order to allow the jutsu to build enough rotation speed in order for its effects to take place.
NOTES
►Can be used 4x per battle
Jutsu has a 1 turn cooldown
►Must be created at least 4m or more away from target
►Can only be taught by ZandaT

Declined: the way you change it in is that you basically make it stronger. You change the radius in which it can be heard, and the way you described the first part is a mess. Why not just say it's a horizontal tornado, instead of giving it a long explanation that will just confuse people more than help them understand it? Also why are you changed measurement system in the middle of your technique? You use inches first, then meters. For the most part this jutsu is ok, you just need to clean it up and format it properly.



(Magirawashī kenbu: Arago no katamuki) Misleading Sword Dance: Arago's Tilt
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The epitome of Magirawashi kenbu techniques, this jutsu is triggered while the user is twirling at high speeds. While twirling the user will align the blades of his sword so that they are parallel to each other while held on opposing sides of their body. Channeling chakra along the blades edges creating a ring as the chakra connects in the midst of spinning, the user will then stop as the ring expands outwards 5m from the user at a very swift pace. The chakra ring slices through anything within its path as it traverses even being able to cut through earth techniques of the same rank with ease. An elemental factor can be added to this technique by simply using the nature chakra desired, boosting the techniques destruction as an elemental aspect is now added. Fire chakra makes the ring so hot that it cuts through other materials like butter while leaving their interior burned at the location where the contact was made. Water chakra makes the ring lose its definite shape upon release making it resemble more of an omnidirectional wave, as the technique increases in height below and above the initial ring by 1m. The water ring loses its cutting properties delivering a blunt hit instead. Earth chakra increases the density of the ring to the point where it loses its cutting aspect but instead gains a more concussive one that is able to push back targets upon contact while delivering a devastating blunt blow. Lightning chakra increases the speed of the already swift technique being the fastest outwardly expanding application of the ring while delivering a numbing feeling upon the place of contact. This numbing lasts for 1 turn. Wind chakra increases the cutting potential of the ring even making it intangible as the ring expands outwards slicing anything in its path with ease. All rings, except the wind ring, will be broken once physically stopped by a stronger force anywhere along its path, but the wind ring will need to be stopped by a form of energy due to its properties. In the case that the user's swords aren't already drawn, they are allowed to twirl first then draw the swords in order to perform this technique, but its starting process will be slower than if the swords were already drawn.
NOTES
►Can only be used 1x per turn
►Basic usage can be used 6x per battle
►Elemental usage can be used 4x per battle
►Can only be used by practitioners of this style

✦ Approved, edited and removed small bits ✦

(Fūinjutsu: Erementaru ori) Sealing Art: Elemental Weave
Rank: A
Type: Offensive/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The base of this technique revolves around a special Fūin seal, made by Zanda, commonly placed on scrolls. The Fūin seal consists of two intertwined spirals and a total of three Kanji. One kanji, meaning "Store", is placed at the start of each spiral and at the end of the intertwining circle is the last Kanji for "Release". Before battle the user stores an element chakra into one spiral, and another non opposing element chakra into the other, giving themselves access to the premade scrolls during battle. Each "Store" kanji can hold up to A rank chakra of non opposing elements. The Fūin seal is activated by performing 3 hand seals and inserting chakra into the middle kanji releasing an elemental combination of the two chakras at the opponent.
Different Seal Combinations
Fire/Lightning Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of fire and lightning creating a continuous unidirectional electrical fire blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates.

Water/Wind Seal
After activating the "Release" kanji before or after placing the scroll on the ground, the scroll releases an elemental combination of water and wind creating a tall water typhoon that stands 7m tall as it travels towards the opponent. The typhoon, being skinny at its base, starts out at 1m and widens up to 3m as it reaches the top. Unlike normal typhoons this one is self sustained and does not need a water source. It can also travel up to mid.range before dying out.

Earth/Wind Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and wind creating a wave of numerous highly dense earth splinters coated with wind resulting in faster travel movement and enhanced cutting abilities. The wave has a length of 5m and starts 2m off of the floor reaching up 4m in the air. The wave has a mid.range reach before the technique ends.

Water/Lightning Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of water and lightning creating a continuous unidirectional electrical water blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates.

Earth/Fire
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and fire creating a large molten earth dragon. The dragon travels towards the opponent and wraps around them severely burning them in the process. The dragon can reach up to mid.range before falling apart and collapsing.
NOTES:
►No Fūinjutsu for the next 2 turns
►User can only have all scrolls made, but can only use 3 per battle
►User cannot use any jutsu of the two combining elements in that same turn, and 1 turn after
►Can only be taught by Zanda
___________________
-Approved- nice one, though keep in mind that each of those combos are A-ranked
-Updating- Thought this was highly restricted for an A rank jutsu

(Fūinjutsu: Erementaru ori) Sealing Art: Elemental Weave
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The base of this technique revolves around a special Fūin seal, made by Zanda, commonly placed on scrolls. The Fūin seal consists of two intertwined spirals and a total of three Kanji. One kanji, meaning "Store", is placed at the start of each spiral and at the end of the intertwining circle is the last Kanji for "Release". Before battle the user stores an element chakra into one spiral, and another non opposing element chakra into the other, giving themselves access to the premade scrolls during battle. Each "Store" kanji can hold up to A rank chakra of non opposing elements. The Fūin seal is activated by performing 3 hand seals while focusing chakra into the kanji releasing an elemental combination of the two chakras at the opponent. Insertion of the chakra can be performed remotely as long as the scroll is within short range of the user.

Fire/Lightning Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of fire and lightning creating a continuous unidirectional electrical fire blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates. This combo carries intense heat that can scar the battlefield as it burns away natural vegetation, leaving the earth itself black if contact is made, as well as anything anything in its path.

Water/Wind Seal
After activating the "Release" kanji before or after placing the scroll on the ground, the scroll releases an elemental combination of water and wind creating a tall water typhoon that stands 7m tall as it travels towards the opponent. The typhoon, being skinny at its base, starts out with a 1m width and widens up to 4m as it reaches the top. Unlike normal typhoons this one is self sustained and does not need a water source, and it can also travel up to mid.range before dying out.

Earth/Wind Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and wind creating a wave of numerous highly dense earth splinters coated with wind resulting in faster travel movement and enhanced cutting abilities. The wave has a length of 6m and reaches up to 6m in the air. The wave has a mid.range reach before the technique ends, and the projectiles drop and become useless.

Water/Lightning Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of water and lightning creating a continuous unidirectional electrical water blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates. Anything caught within the blast will receive blunt damage as they are mangled by the water as well as being electrocuted by the current moving within the water.

Earth/Fire
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and fire creating a large molten earth dragon. The dragon travels towards the opponent and wraps around them before losing its shape becoming a large pile of molten earth that severely burns the target in the process. The dragon can reach up to mid.range before falling apart and collapsing.
NOTES:
►User can have all scrolls made, but can only use 3 per battle
All elemental combinations amount to a strong A rank technique
►No Fūinjutsu next turn
►User cannot use any jutsu of the two combining elements above A rank in the turn used
►Can only be taught by ZandaT

Pending: willing to make it B rank, and the two turns no fuuin stays. VM me if you agree and i will approve it. If you don't, I'll obviously decline it. :)
 
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The_Empire

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Re: ±±Custom Jutsu Submission±±

Link to Chainsaw Arts CFS----->

Surgery for the CFS------>

Current bio with chains------>

Chainsaw Arts: First Gear (Chenso Gigei: Saisho no Gia)
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: This is the first gear which is like a car(first gear, second gear, third gear etc) of Chainsaw Arts. The user channels their chakra into the chains that are located on both legs. The chakra sends the chains into rotation and give the users kicks more powerful and enabling them to cut through flesh and other soft materials quite easily. The user can even use this gear as transportation between villages to get there faster when on a mission then you would on foot. This gear can cut through B rank and below Earth Style techniques.

______________
±± Approved ±±


Chainsaw Arts: Second Gear (Chenso Gigei: Sekandogia)
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This is the second gear which is like a car(first gear, second gear, third gear etc) of Chainsaw Arts. The user channels a great deal of chakra into the chains located on both legs. The chakra rotates the chains and giving the users kicks even more powerful kicks then Gear 1. This gear is able to cut through B rank and below Wood Style techniques.
-Can only be used five times and must wait one turn to use this again.

______________
±± Approved ±±


Chainsaw Arts: Third Gear (Chenso Gigei: Sādogia)
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: This is the third and final gear which is like a car(first gear, second gear, third gear etc) of Chainsaw Arts. The user channels a large amount of chakra into the chains located on both legs. The chakra sends the chains in rotation giving the users kicks more powerful then Gear 2. This is like a rare gear to see. This gear is able to cut through A rank and below Kaguya techniques.
-Can only use it three times and must wait one turn to use this again.

______________
±± Approved ±±
Updatin the above to combined them into one jutsu.

Chainsaw Arts: Mulitiple Gears (Chenso Gigei: Fukusū no Gia)
Rank: C-S
Type: Supplementary/Offensive
Range: Short
Chakra Cost: 15-40 (+10 per turn to use)
Damage Points: 30-80
Description: This technique is the general technique of the whole style of Chainsaw Arts. This technique used from small to large amounts of chakra to increase or attack the opponent with the chains. Each gear(rank) increases in power and damage(cutting) ability against certain of certain things(the ones below, there are other things but this is a template of what it can cut through and then go on with other things following the template below still).
Earth: C-S rank
Wood: D-A rank
Kaguya Bones: D-A rank
Steel Release: D-A rank
-S rank is used only ever other two turns
-A rank is used every other one turn


✦ Declined, this was fine as is, no need to combine them ✦

( Tsumibukai Genjutsu: Don'yoku to Yokubō) Sinful Illusionary Arts: Greed and Lust
Type: Supplementary
Rank: A
Range:Short
Chakra: 30
Damage: N/A
Description: Greed and Lust, the mothers of the 7 sins are merged into one. The user will place the target into an illusion, targeting the sense of all the basic 5 senses. The target will find them self on a throne, were the target is the king of the illusion world they are placed in. The user will all the money and women or men as they desire to the target, causing the illusionary people to touch and speak to the target in ways of trying to lust the target, touching him/her in sensitive areas to stimulate the targets need of sexual desire and the money or power of having their own kingdom to rule, overwhelming the target with thoughts every second try to corrupt his/her mind. In reality the target suffers no damage however there 5 senses are cut making it hard for them to snap back into reality and due to the constant thoughts and distractions make it even easier on the user to trap the target.
-Usable four times per battle
-Last two turns
-Use every other turn





Max 3 times, and genjutsus last until broken, not a certain amount of time. Next to that, you CAN NOT temper with their senses outside of the illusion, only inside of it at a maximum. Next to that, resubmitting on others their behalf is a no go, as this basically gives you both a version of the technique. Submit it apart from whether or not it has to do with someone else his "style" as sinful illusions is not a thing, and if it is a CFS of some sort (which I assume it isn't, but still) you aren't allowed to do so either.
 
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Re: Custom Jutsu Submission

( Doton/Fuuton: Kaze no būdo~ū ) - Earth/Wind Release: Wind Voodoo
Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing earth chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large earthen pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

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




♦ Both Approved ♦

Resubmitting both. Changing wind Voodoo to a pure wind jutsu and Giving the funnel jutsu an option of using it without a clone.

(Fuuton: Kaze no būdo~ū ) - Wind Release: Wind Voodoo
Type: Attack
Rank: S-Rank
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing wind chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large solidified wind pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

• Usable twice with 2 turn cool down between uses
• The jutsu can be performed at long range, but the radius of the pillars is mid range only..
No Fuuton above A-rank next turn.

Declined: I don't really see the use of why you'd change it to solely wind. You made it in the first place to use wind and stone. If you change it to wind alone, you completely change the jutsu and how to defend/build it up, thus making it a new jutsu. If you submit it again, it'll have to be under another jutsu, and not as a resubmission.

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

♦ Both Approved ♦

(Futon: Jougo)- Wind Release: Funnel
Type: Attack
Rank: A Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user first creates a clone then with that clone both of them gather up Fuuton chakra within their bodies. Once a sufficient amount has been gathered the user and his clone both perform a sequence of 3 hand seals. After doing the hand seals the user or the clone raises their hands to the sky and releases a translucent disk of wind chakra 10m into the air. The disk rotates rapidly and drifts off in whatever the direction the user's hands direct it. Once the desired location is reach the user will clap his hands causing the rotation from the wind disk to "exhale" basically releasing a violent column of rotating wind on whatever it is over top of. While this is happening the clone releases yet another translucent wind disk which travels by ground. Same principles apply it goes in the direction of the clone's hands. Once the disk reaches the desired location the clone claps his hand causing the disk to erupt into a column of rotating wind. When the two disks are below and above each other a funnel effect happens as the two disks rotate opposite each other. Along with the opposite rotations the direction in which the column of air is released are also opposite which would produce rapid lifting then floating in mid air. The bottom disk sends something up and the top sends something down while the two columns shred whatever is in between the two disks. When the columns aren't directly above/below each other, they can act alone but with lower degree of affects. The one above will have enough wind power blowing down to pin enemies to the ground and do B-rank cutting damage, while the column below someone would rapidly and violently toss someone upwards while doing B-rank cutting damage. As an alternative use, the user, without a clone, can perform the jutsu alone but with only a single disk in which he'd choose if it was created on the ground or air. When used this way, the single disk would hold the entire strength of the jutsu, being A-rank but it wouldn't have the versatility of attacking from both above and below simultaneously.
Note: Both Disks are 5 meters in diameter and can lift up even summons like the human sized toads.
Note: Counts as 2/3 per turn unless used without the clone.
Note: Must have a clone or partner (other member) that has learned this jutsu to use the clone version
Note: Can only be used 3 times per battle
Note: Can only be taught by Shady Doctor

Approved

Resubmitting both

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

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

☼ Declined ☼

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



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

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

Approved: Cool beans. Nice jutsu!

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

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

☼ Declined ☼

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



Fuuton: Bāsākākikku | Wind Release: Berserker Kick
Type: Attack/Defense
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
This jutsu was crafted from a wind specialist that wanted a quick acting attack that could serve as a defensive mechanism also so he wouldn't be left with many opening when he attacked. He came up with the idea of the "Berserker Kick". By channeling mass amounts of wind chakra into his lower body, the user would swiftly stomp on a surface as he released the wind chakra from his legs in conjunction with the stomp. The wind suddenly bursts out in a 360 degree manner, but the moment it is leaving the legs, the user applies great chakra control in the form of shape manipulation. The wind would instantly be molded into numerous legs identical to the user's but twice the size. The legs of wind rapidly kick in every direction besides upwards, looking like a bunch of white/translucent legs are bicycle kicking everything away from the user. The 360 degree range of the legs create a sort of "barricade" of legs surrounding the user, the barricade being up to the user's hip. This successfully creates a barricade of kicks that will rip through anything within 5m of the user while protecting him from anything that comes in range. The user can fuel chakra into the barricade to sustain the kicks, but can't perform jutsu whilst doing so. Due to the kicks even going below the user into the ground, attacks from below would be defended from also if reasonable. The attack itself leaves a 5m crater around the user because of the destruction it holds with the wind kicks.

• Only Teachable by Shady
• usable 3× with a turn cool down
• No wind Above S-rank in the same turn

Approved. Changed to 3 though, instead of 4.
 
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Zanithe

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Re: Custom Jutsu Submission

Summoning Animal: Tiger
Scroll Owner: Zanithe
Other Users who have signed contract: N/A
Summoning Boss if existing: Zeus, the Lightning Tiger
Other Summoning Animals tied to contract: Poseidon, the Water Tiger ; Hephaestus, the Fire Tiger ; Eurus, the Wind Tiger ; Gaia, the Earth Tiger (more to be submitted)
Description and Background: The Tigers are half the size of Gamabunta (however some are smaller). Their stripes vary with their affinity, Zeus has lightning bolts while Poseidon has water droplets. Most of them are orange, however there are some few who differ. They are very fast animals, too.

Zuke Uchiha was travelling, nothing special to the Land of Water. As he was travelling by sea, he discovered an island. This is where the tigers lives. He lived with the moody leader Zeus. Eventually Zuke befriended Zeus and Zeus gave him their contract. Zuke returned to his home and later when he died, his disciple Shane hid it. Shane gave it to Zuke's younger brother, Minho. The contract is currently in possession of Zanithe.
Signers gain this tattoo:
You must be registered for see images


Pending: going to check if this is possible or not since it's pretty broad to say tigers. I'm pretty sure it's not an issue, but I want to be sure before I approve it and have to disapprove it later on.

☼ Declined ☼

You would need permission from Akiza for this. I'm tempted to say no even with permission since there are already white tigers and tiglons, and though I can't find it I can't believe nobody has tried to submit normal tigers before.
 
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Re: Custom Jutsu Submission

Katon: Hi No Ryouken - (Fire Release: Hounds of Fire)
Type : Offensive/Defensive
Rank : A
Range : Short-Mid
Chakra : 30
Damage : 60
Description : Gaining inspiration from Earth Style: Mud wolves, this jutsu was created to form an invisible defense against an unsuspecting opponent. The user will form a single handseal and release his katon chakra in a radius of 5 metres around him/her. The chakra activates the moments the source of the foreign chakra (the opponent) comes close to it (2 meters). The moment the opponent is near, the chakra would emerge from the ground to shape itself in the form of two huge hounds made of fire (Size of Pein's Dogs). These hounds will pounce on the opponent and bite off his flesh withv their huge sharp teeth, cause huge burns and unmeasurable pain.
Note:
The hounds stay active for 2 turns after they emerge.
The chakra stays in the ground for 3 turns.
Can only be used thrice.
Can only be taught by Waaiz


Declined: change the size of the dogs. 2 dogs of the Animal path's dog size is too much. :) Change it to regular lions or something like that. If you would have based your jutsu on the mud wolves tech, you would see they aren't huge either.





Ikari no Roddo | (Rod of Fury)
Type : Weapon
Rank : A
Range : Short
Chakra : N/A
Damage : N/A
Description : Rod of Fury, is an ancient weapon first used in the first world war. The noble family that first used this weapon passed it down to their successors and it has now found its new master - Waaiz. Rod of Fury is a one meter long rod, pure metal black in color. The rod has a diameter of 2 inches which makes it easy for it to be held in hand. Due to being made of some unknown metal, this rod is actually indestructible. One end of the rod has a semi-spherical end, while the other end is sharp and conical. The rod has in it, some hidden compartments which stores innumerable needles which cannot be distinguished due to its black color. Five times in a battle, by channeling his chakra into this rod, the user can release these barrage of hidden needles from the sides of the rod, none of which are larger than 2 inches. These needles can reach up to mid-range distance when shot and can easily pierce through a huge stone/rock. Additionally, the rod can be channeled with the user's elemental chakra to give it certain properties.
Fire: By channeling his fire chakra, the user can coat the rod in fire. It causes additional damage by giving burn marks at the area of contact.
Lightning: By channeling his lightning chakra, the user can coat the rod in lightning. It causes additional damage by paralysing the limb at the area of contact and/or breaking through Earth defenses of appropriate rank.
Wind: By channeling his wind chakra, the user can coat the rod in wind. It causes additional damage by providing additional cutting ability to the rod. It can be used to fight against lightening swords.
The beauty of this rod is that chakra can be channeled into this rod remotely, and hence giving the user a wide range of options to use it creatively. Also, the needles launched when the rod is being coated with elemental chakra, will have the elemental properties to them.
Note:
- Channeling chakra into the rod is an A-Ranked move. 30 chakra, 60 damage and lasts 3 turns.
- Can only be taught by Waaiz

Declined: most of it is ok, but 5 times using the needles is too much as you're giving it an elemental coating, and the needles need to be visible when fired and 2 inch in the heat of battle is little. Next to that, shooting the needles should cost mana (or coating them), not channeling the chakra into the staff. Take out the reference of the first world war, this is the narutoverse.



(Katon: Panda no bāningu yokubō) | Fire Release: Panda's Burning Desire
Type: Attack/Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: Inspired by Blazing Shuriken Dance, where the user can make the shuriken ignite remotely on his mental command, the user of this technique creates a technique where he can add fire chakra to his existing jutsus. WIth a single handseal, whenever the user has any technique on the field (say like a Stone Golem or and Lightening, Wind or Earth technique), he will channel his chakra into the structure/jutsu to ignite it on fire. This will increase the potency and dectructive ability of the parent jutsu, increasing 40 more damage points.
Note:
- Can only be taught by Waaiz
- The fire lasts for 3 turns
- Can only be used 5x

Declined, DNR. Has been done many times before.
 
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