[ARCHIVE] Custom Jutsu Submission - II

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NightKiing

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Re: Custom Jutsu Submission

Cfs approved
(Sai no Michi : Kuikkuhanmā) Way of the Sai : Quick Hammer
Type:Defensive/Offensive
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:
Similar to Fork Vengeancethis is a very quick counter attack switching to the Munouchi grip with BOTH Sai and using the Yoku to stab the attacking limb whilst at the same time striking with the other Sai and hitting the opponent with an electrified Tsukagashiri (butt end of the Sai) like a hammer to slam into the body of the opponent which sends a quick pulse of lightning through the enemies body paralyzing them for a turn leaving a big opening for attack.
- Must know Way of the Sai CFS
- can only be taught by -Shino-
- Can only be used twice

Approved



(Sai no Michi : ) Way of the Sai : Harsh Prong
Type:Offensive
Rank:A
Range:Short - Mid
Chakra:N/A ( 30 With Wind)
Damage:N/A ( 10 Taijutsu Punches)( 60 With Wind)
Description:
The User holds their Sai in such a way so that the middle blade seems to stick out between his ring and middle finger, the fingers grip the bridge between the munouchi and tsuka tightly and this is used in comprehension with Taijutsu when they punch the opponent they will stab them with the Saki causing extra Damage.
-Must know way of the sai
-Can only be taught by shino
-lasts for three turns
-can only be used twice

✦ Declined, what does Wind have to do with this? Do you channel wind chakra into the Sai as part of your jutsu? If so, it should be included in the description. And where is the translated name? ✦
 
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Erzo

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Re: Custom Jutsu Submission

Oversoul Approval:

(Tairei: Poppu Gurīn ) - Oversoul: Pop Green
Rank: S
Type: Attack/Defensive/Supplementary
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: A simple jutsu with different uses, Pop Green is one of the most flexible jutsus made for Oversoul. The overall concept is focused around channelling chakra into a piece of cloth and shaping it into a ball/marble like shape, each just bigger than a baseball, allowing the user to comfortably hold it in hand and throw/kick it, or alternatively having it shoot off towards the required area through chakra manipulation. Upon it's formation and travel, the user can time this jutsu and perform a single hand seal (which differentiates depending on what the outcome is to be), causing the ball to erupt and unleash strings and cloths for different purposes.

The first type is one known as the Vermilion Bird (Zhu Que) of the South. After the piece of cloth is thrown and formed into a highly condensed baseball size ball made of Cloth, the user performs the Dragon hand seal causing it to suddenly erupt releasing hundreds thin strings of cloth which would appear to form a large Vermillion bird, soaring through the sky using the cloth linings to capture, bind, and even suffocate (if concentrated around the face area) opponents. The strings made of extremely thin cloth would get tighter and tighter, piercing throw opponents skin, causing them bleed from the areas affected and becoming even more painful the longer they're wrapped around the opponent. They would be able to travel at speeds comparable to that of Lightning jutsu, allowing them to even capture incoming jutsus which may be coming towards the user, capturing and sending them a different way, or even back at the opponent if they're physical objects. The strings have a 10 meter reach, allowing the bird's dispersed bands of cloth linings to capture almost anything around the immediate area, tangling itself around objects and opponents alike, with absolute ease.

The second type is one known as the Black Turtle (Xuan Wu) of the North. After the formation of the highly condensed cloth ball, the user performs the Dog hand seal, causing the ball to erupt releasing hundreds of pieces of cloth which spiral around each other, forming a compressed shell which would be 5 meters in both height and diameter (maximum size, can be reduced if needed). The shell is able to provide great protection against any Ninjutsu the same rank and lower due to spirally and woven cloth straps, making it quite density as well as extremely compressed. This feature has allowed this jutsu to become one of the greatest defensive jutsus of the Oversoul fighting style. This type doesn't do damage like the others, unless the opponent runs into it at speeds, in which case blunt damage would be dealt.

The third type is one known as the White Tiger (Bai Hu) of the West. In this case the user would perform the Tiger hand seal, causing the ball to explode releasing extremely thin threads of cloth and lining, giving them much greater sharpness and resilience, acting like iron threads. This is the most offensive type in this sequence of jutsus and has the ability to deal grievous damage if not appropriately countered before it makes contact with the enemy. The strings of this jutsu are roughly 10 meters long and can be manipulated to perform synchronised attacks, closing spots which may otherwise be used by opponents to escape.

~ Each type can only be used once per battle, and after using one type, the user must wait 2 turns before being able to use the others. After using a type, the same turn the user can't use oversoul techniques over A-rank, whilst the next turn he is left unable to use Oversoul techniques over S-rank. Can only be taught by Erzo.

✦ Declined, while I like this a lot, a few issues exist. The cloths are infused with raw chakra, so the second form wouldnt be able to deflect jutsus of equal rank if they are Elemental Ninjutsu as Elem. Ninjutsu > Raw Chakra Ninjutsu. The part about controlling the threads to perform synchronized attacks is iffy as it can be exploited up to mid range from the threads. if used in mid range, it can literally affect the entire field with freeform movements. I understand what you mean but it needs to be clarified more for the sake of others. Other than that, I like this lol ✦
(Tairei: Poppu Gurīn ) - Oversoul: Pop Green
Type: Attack/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: A simple jutsu with different uses, Pop Green is one of the most flexible jutsus made for Oversoul. The overall concept is focused around channelling chakra into a piece of cloth and shaping it into a ball/marble like shape, each just bigger than a baseball, allowing the user to comfortably hold it in hand and throw/kick it, or alternatively having it shoot off towards the required area through chakra manipulation. Upon it's formation and travel, the user can time this jutsu and perform a single hand seal (which differentiates depending on what the outcome is to be), causing the ball to erupt and unleash strings and cloths for different purposes.

The first type is one known as the Vermilion Bird (Zhu Que) of the South. After the piece of cloth is thrown and formed into a highly condensed baseball size ball made of Cloth, the user performs the Dragon hand seal causing it to suddenly erupt releasing hundreds thin strings of cloth which would appear to form a large Vermillion bird, soaring through the sky using the cloth linings to capture, bind, and even suffocate (if concentrated around the face area) opponents. The strings made of extremely thin cloth would get tighter and tighter, piercing throw opponents skin, causing them bleed from the areas affected and becoming even more painful the longer they're wrapped around the opponent. They would be able to travel at speeds comparable to that of Lightning jutsu, allowing them to even capture incoming jutsus which may be coming towards the user, capturing and sending them a different way, or even back at the opponent if they're physical objects. The strings have a 5 meter reach, allowing the bird's dispersed bands of cloth linings to capture almost anything around the immediate area, tangling itself around objects and opponents alike, with absolute ease.

The second type is one known as the Black Turtle (Xuan Wu) of the North. After the formation of the highly condensed cloth ball, the user performs the Dog hand seal, causing the ball to erupt releasing hundreds of pieces of cloth which spiral around each other, forming a compressed shell which would be 5 meters in both height and diameter (maximum size, can be reduced if needed). The shell is able to provide great protection against any Elemental Ninjutsu A-ranked and lower due to spirally and woven cloth straps, making it quite density as well as extremely compressed. This type doesn't do damage like the others, unless the opponent runs into it at speeds, in which case blunt damage would be dealt.

The third type is one known as the White Tiger (Bai Hu) of the West. In this case the user would perform the Tiger hand seal, causing the ball to explode releasing extremely thin threads of cloth and lining, giving them much greater sharpness and resilience, acting like iron threads. This is the most offensive type in this sequence of jutsus and has the ability to deal grievous damage if not appropriately countered before it makes contact with the enemy. The strings of this jutsu are roughly 10 meters long and can be manipulated to perform synchronised attacks, closing spots which may otherwise be used by opponents to escape.

~ Each type can only be used once per battle, and after using one type, the user must wait 2 turns before being able to use the others. After using a type, the same turn the user can't use oversoul techniques over A-rank, whilst the next turn he is left unable to use Oversoul techniques over S-rank. Can only be taught by Erzo.

✦ Approved ✦

Dropping:
Hōfuku: Retribution
Rank: S
Type: Weapon
Range: Short
Chakra: 40
Damage: N/A
Descrition: is a Katana forged in ancient times by a man who had specialized in the Earth element. After his death, the Katana was buried within the ground before being found due to erosion of the land. The Katana has two abilities of its own, these abilities allow it to change it's direction. For example, whilst the tip of the sword is facing forwards, the user can command the sword to suddenly change it's angle and turn to 90 degrees from the centre of the Katana leaving the hilt and the bottom piece of the Katana unaffected, whilst the top tip of the Katana would now be facing to either the users left or right. It also has the ability to extend half a meter forward, as if the user had performed a quick yet powerful thrust with the Katana itself. In addition to that, the blade itself is indestructible (doesn't mean it can destroy anything and everything.) The Katana is roughly smaller than the length of Zabuza's SSOTM Sword, whilst being considerably thinner.
Note: The changing angles (by 90 degree) can only be used twice.
Note: The ability to extend half a meter (as a quick thrust) can only be used twice.
Note: Each of the abilities count towards one of the users 3 jutsu per move.
Example of blade turning angles, 2:45 - 2:47

X-Pending-X I have problems with youtube, leaving for another mod.

~Approved~
For:

(Rada no Enjo - Aiwendil)- Radagast's Aid - Aiwendil
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The staff known as Aiwendil is one which has a height of roughly one and half meters, made of wood which is reinforced on the inside with a hard unknown metal which makes the staff indestructible, however this does not mean it can destroy anything and everything. At the top end of the staff the wooden structure opens up to reveal what appears to be a crystal ball similar to that which Hiruzen used in naruto pre-shippuden to watch Naruto. The staff is somewhat sentient in the sense that it has an aura of it's own and knows the difference between the user and others who may try to wield it but due to it's structure, it does not have the means to move independently. In terms of abilities, the staff has the ability to change it's vibrational frequency, allowing it to mimic different forms of energy and/or matter which comes close to it's vicinity (short range). This ability allows it to nullify physical and/or energy attacks which are in short range within it by altering its vibrational frequency to displace the incoming form of energy and/or matter. In order to use this ability, the user must simply focus chakra into Aiwendil and the staff would use that chakra to perform this defensive technique. This ability requires 40 chakra points and because of the high chakra count needed to use it, it can only be used twice per battle. Due to the way it works, it is able to nullify attacks regardless of rank or power. This move is known as Istari's Will.

Moreover, the staff also uses the crystal which resides at the top of it to be wielded in battle to give the user an advantage. This feature is able to reach out to mid range and require the user to first send chakra into the staff, albeit a smaller amount as compared to the first ability. Once the user sends 30 chakra points into Aiwendil, the crystal would release a bright shinning light which would act as a flash, blinding the opponent. However, all those who are on the receiving end of the flash of light are caught in a genjutsu which uses sight to capture it's targets. Within the genjutsu, the opponent would find themselves pierced with what appears to be Lightning spears, these spears would 'hit' the opponents just as they try to once again regain their eyesight after the sudden flash. The spears would once hitting the opponent spiral/coil around all their limbs, leaving them standing still, almost as if they were crucified, unable to move and in immense pain, slowly bleeding out. This would count as an A-ranked genjutsu and can only be used 3 times per battle. This move is known as A view of Gladden Fields.

In addition, the user has the ability to channel 20 chakra points into the staff and split into two smaller (both girth and length would be halved) staffs which can be used as way to have dual weapons when required. The staffs would still have chakra channelled into them when separated, and would retain their strong characteristics. Moreover, on top of that they have the ability to vibrate mildly, allowing them to deflect other weapons which may come into contact with them. This does no grievous harm if used directly to hit a human target but will violently push them away whilst causing some blunt damage which could lead to bruising. It's generally more useful when being used to deflect other type of weapons or thrown Kunais. The ability is considered B-ranked (damage dealt and chakra needed.) This vibrating feature is a jutsu named Yaznog's Demise. Lastly, the user can use the crystal to act as flash bombs, but without the genjutsu. This would be to simply blind the opponent and only requires 5 chakra points.

~ Can only be taught by Erzo
~ All of the abilities would count as part of the users jutsus excluding the flash bomb feature which is just a fancy way of using a flash bomb without physically throwing it on the floor, but remaining just as effective and not any more dangerous. Due to this, it can be performed passively, becoming quite useful when in close quarter combat. To use Istari's Will, and Yaznog's demise, the user must have some training in Sound as they're both sound based concepts. Yaznog's Demise can be used without the separating Aiwendil, chakra cost and damage would remain the same and the ability would remain activated until deactivated by the user, costing 5 chakra points each turn left in use.
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✦ Declined, alright for one the first ability. You say it works by channeling 40 chakra, which is equal to an S rank jutsu. Logically, it's not going to work on anything over S rank, and A rank in relation to abilities it's weak to. The genjutsu abilities is fine by the last one contradicts itself with the restriction. For one, you mention that they have the ability to vibrate and deflect weapons, something you only note when talking about the staff being split into two but later say it can be used with the full staff. Yaznog's Demise would be tied to the dual staffs whereas Istari's Will will be tied to the full staff, not both and Yaznog needs to be defined more clearer. It says it can deflect attacks but of what strength and speed? Logically some attacks should be able to bypass this if they're either fast enough or are of a stronger elemental affinity and rank. And the flash bomb thing is iffy....not sure how I feel about it yet. ✦
(Rada no Enjo - Aiwendil)- Radagast's Aid - Aiwendil
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The staff known as Aiwendil is one which has a height of roughly one and half meters, made of wood which is reinforced on the inside with a hard unknown metal which makes the staff indestructible, however this does not mean it can destroy anything and everything. At the top end of the staff the wooden structure opens up to reveal what appears to be a crystal ball similar to that which Hiruzen used in naruto pre-shippuden to watch Naruto. The staff is somewhat sentient in the sense that it has an aura of it's own and knows the difference between the user and others who may try to wield it but due to it's structure, it does not have the means to move independently. In terms of abilities, the staff has the ability to change it's vibrational frequency, allowing it to mimic different forms of energy and/or matter which comes close to it's vicinity (short range). This ability allows it to nullify physical and/or energy attacks which are in short range within it by altering its vibrational frequency to displace the incoming form of energy and/or matter. In order to use this ability, the user must simply focus chakra into Aiwendil and the staff would use that chakra to perform this defensive technique. This ability requires 40 chakra points and because of the high chakra count needed to use it, it can only be used twice per battle. Due to the way it works, it is able to nullify attacks of equal rank and/or power, and lower. Of course this excludes the Wind element due to sound's inherent weakness of the element. This move is known as Istari's Will.

Moreover, the staff also uses the crystal which resides at the top of it to be wielded in battle to give the user an advantage. This feature is able to reach out to mid range and require the user to first send chakra into the staff, albeit a smaller amount as compared to the first ability. Once the user sends 30 chakra points into Aiwendil, the crystal would release a bright shinning light which would act as a flash, blinding the opponent. However, all those who are on the receiving end of the flash of light are caught in a genjutsu which uses sight to capture it's targets. Within the genjutsu, the opponent would find themselves pierced with what appears to be Lightning spears, these spears would 'hit' the opponents just as they try to once again regain their eyesight after the sudden flash. The spears would once hitting the opponent spiral/coil around all their limbs, leaving them standing still, almost as if they were crucified, unable to move and in immense pain, slowly bleeding out. This would count as an A-ranked genjutsu and can only be used 3 times per battle. This move is known as A view of Gladden Fields.

In addition, the user has the ability to channel 20 chakra points into the staff and cause it to vibrate mildly, allowing them to deflect other weapons which may come into contact with them. This does no grievous harm if used directly to hit a human target but will violently push them 4 meters away whilst causing some blunt damage which could lead to bruising. It's generally more useful when being used to deflect other type of weapons or thrown Kunais. The ability is considered B-ranked (damage dealt and chakra needed.) This vibrating feature is a jutsu named Yaznog's Demise. Lastly, the user can use the crystal to act as flash bombs, but without the genjutsu. This would be to simply blind the opponent and only requires 5 chakra points.

~ Can only be taught by Erzo
~ All of the abilities would count as part of the users jutsus excluding the flash bomb feature which is just a fancy way of using a flash bomb without physically throwing it on the floor, but remaining just as effective and not any more dangerous. Due to this, it can be performed passively, becoming quite useful when in close quarter combat. However it can only be used a maximum of 5 times per battle. To use Istari's Will, and Yaznog's demise, the user must have some training in Sound as they're both sound based concepts.
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✦ Approved, edited bits ✦

(Doton: Rōsha No Hibana ) - Earth Release: Deaf Spark
Type: Attack/Defence/Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: N/A
Description: An activation of sorts, this jutsu allows the user to use other Earth techniques but with a slight difference which allows the jutsus used to have a different layer of Earth emerge simultaneously. This layer of Earth would add no extra damage to the Earth used but merely scrapes against it continuously, at fast speeds, causing the original Earth, beneath the layer to be extremely hot due to frictional heating. As this process occurs, the Earth jutsu being used creates sparks which fly off 2/3 meters from the source, the sparks do no damage if they manage to land on the opponent, however, if left on clothing, they have the ability to slowly burn the piece of clothing, unless put out within a turn (can be put out by simply patting it away with your hand). This whole process allows normal Earth jutsus used to deal scorching damages equivalent to that of a C-ranked Fire technique, however, as already mentioned the rank of the Earth jutsu used remains the same and so can be destroyed by an appropriately ranked technique, according to the strengths and weaknesses of the Earth element. Moreover, this jutsu would have no effects on the mud based Earth jutsus as the layer of Earth has no source from which it can emerge from when used.
~ Can only be taught by Erzo
~ Can only be used thrice; Lasts 5 turns
~ Once used, the user must wait a turn before using agan.


 Declined  I find it illogical mainly because not all earth techniques are hard rock and thus this wouldn't work in all earth techniques. And while you say it does no damage, it then states it does C-Rank fire damage. If I am to approve something like this it can't be used on all earth techniques and it cannot simply have a cost for activation. It has to have an additional chakra cost for every technique you use with this effect. You post it and for X turns it adds this effect to the technique but every earth technique with this added effect has to have an additional Y chakra points spent.​
(Doton: Rōsha No Hibana ) - Earth Release: Deaf Spark
Type: Attack/Defence/Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (-5 to maintain the jutsu) (-10 when used alongside other Earth techs)
Damage Points: N/A (30 if contact with heated Earth/Rock is made)
Description: An activation of sorts, this jutsu allows the user to use other Earth techniques (only those which consist of rock/hardened Earth) but with a slight difference which allows the jutsus used to have a different layer of Earth emerge simultaneously. This layer of Earth would merely scrapes against it continuously, at fast speeds, causing the original Earth, beneath the layer to be extremely hot due to frictional heating. As this process occurs, the Earth jutsu being used creates sparks which fly off 2/3 meters from the source, the sparks do no damage if they manage to land on the opponent, however, if left on clothing, they have the ability to slowly burn the piece of clothing, unless put out within a turn (can be put out by simply patting it away with your hand). This whole process allows normal Earth jutsus used to deal scorching damages equivalent to that of a C-ranked Fire technique, however, as already mentioned the rank of the Earth jutsu used remains the same and so can be destroyed by an appropriately ranked technique, according to the strengths and weaknesses of the Earth element. Moreover, this jutsu would have no effects on the mud based Earth jutsus as the layer of Earth has no source from which it can emerge from when used.
~ Can only be taught by Erzo
~ Can only be used thrice; Lasts 5 turns
~ Once used, the user must wait a turn before using agan.

✦ Approved, edited bits ✦

New:

(Katon: Neko Asobi) - Fire Release: Cat Play
Type: Offensive
Rank: C
Range: Short
Chakra: 15 (-5 per turn)
Damage: 30
Description: A simple Fire technique in which the user would release his Fire chakra onto the tips of his fingers, allowing them to radiate extremely hot fire in the form of wire-thin whips. The length of these whips can be manipulated in order to fit the situation, but can not exceed 5 meters (short range) from the user. The main use of this jutsu comes in close quarter combat where the user can use this jutsu with extreme speeds due to the fact that its a low rank and no hand seals requiring jutsu. It can be used to deal non-fatal but extremely hindering damage to an opponent, depending on areas of the body hit. The Fire released can be in two different forms. One form is basic and has no physical presence, making it handy to burn flesh but extremely useless when it comes to dealing blunt damage and deflecting things. The second form works in a similar way to the A-ranked 'Dragon Flame Release Song Technique' Fire jutsu, in the sense that the chakra is compressed, giving the fire physical attributes allowing the whips to deflect low ranked jutsus (according to elemental strengths/weaknesses) as well as deal scalding hot blunt damage.
Note: Can only be used 4 times.

✦ Approved ✦
 
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Daemon

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Re: Custom Jutsu Submission

Partial Samehada Infusion Technique - Fuzen Samehada Senjigusuri no Jutsu
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-10 per turn)
Damage Points: N/A
Description: Branching from the (Samehada Fuka Yuukai no Jutsu) - Samehada Shark Fusion Technique, Kisame uses this technique on a smaller scale . By partially infusing with Samehada(i.e. covering only a limb or appendage of his body) Kisame is able to achieve higher levels of strength for a short period of time. When partially infused with Samehada, Kisame gets a +10 boost in strength. Some of the traits of the full Shark Fusion technique carry over albeit in a lesser form. Each time the opponent makes physical contact with the part of the body Samehada is fused into, a mere 75 chakra points will be drained from them. Due to this being a partial infusion, a water source is not needed. However, Kisame has full access to Samehada's techniques while partially transformed just like in his full transformation. Another downside to the transformation is swimming speed does not double(even if Samehada fuses with Kisame's lower half).Samehada can only stay partially fused with Kisame for two turns before having to be ejected. The partial transformation is usually done in the spur of the moment, hence Samehada and Kisame do not have time to completely sync their chakra like the full transformation. Because their chakra is not completely synced, the fusion only lasts the duration of the full transformation.
Note: Can be used 3 times per battle; two turn cool down between usages
Note: Must have a Kisame bio
Note: Each use lasts 2 turns.

☼ Declined ☼

+10 boost in strength of what? Physical strength? Taijutsu? All techniques? If this is localized to one limb I would think that boost should also be localized to said limb. Also what does this partially transformed limb look like? I see it as the arm/leg/whatever getting covered in sharkskin teeth like Samehada looks like, which would be cool. Kind of just use your arm for example as if its Samehada. But there's no description of it.


(Same: Tisu ) – Shark: Teeth
Rank: B-A
Type: Offensive
Range: Short - Long
Chakra Cost: 20-30
Damage Points: 40-60
Description: Using his access to the shark contract, Kisame is able to generate the teeth of shark. However, the teeth can only be made short range from him as this jutsu is bound by the rules of summoning techniques. The user generates the teeth by physically summoning them to the field. These teeth are from from short range of the user and can travel up to long range. The technique is multi-rank due to the size differences within the teeth. If created with 20 chakra and 40 damage, the length of the tooth is equivalent to the width of their torso. When made with 30 chakra and 60 damage, the teeth are equivalent to the length of the user's arm. No matter the variant of the technique, the user can shoot as many teeth as he wishes at one time but they must all add up to either B rank or A rank depending on the variant used.
Note: Can only be used by a shark signer.
Note: Can be used 4 times per battle.

☼ Declined ☼

Pick one of the ranks, doesn't need to be both. What do these shark teeth do when summoned? Are they thrown? Do they just fall on someone?





☼ Kuchiyose: Hydros - Summoning: Hydros ☼
Rank: Forbidden
Type: Offensive/Defensive
Range: Short(with Long range reach)
Chakra Cost: 50
Damage Points: N/A (-20 to the user)
Description: At roughly around the same size of Manda, Hydros is a wide shark, closely related to the ancient shark, Megalodon. Hydros 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. Sharks are known to have an enhanced denticle but Hydros takes this to a higher level, having a bite force estimated to be around also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through A ranked jutsus. While having no affinity with any particular element, Hydros shares a great resistance against them, allowing her to take damage of A rank jutsus unaffected, and up to 2 S ranks. Her method of hunting is to emerge beneath her opponents, creating a gargantuan vortex of Suiton chakra before swallowing them whole. This vortex is of such power that it is able to crush anything that passes through it, essentially grinding and compressing things until they disappear, an S ranked ability of Hydros. This vortex can also be used against underwater attacks and objects on the surface of the water, crushing them as it pulls them down with a powerful pull.
Note: Can only be used by a shark signer.
Note: Can only be summoned 1 time a battle
Note: Lasts up to 4 turns
Note: Can use up to S rank water jutsus and S rank vortex ability, which counts towards the user's jutsu per turn.

☼ Leaving for someone else ☼

✦ Pending, leaving for someone else ✦
(Same: Tisu ) – Shark: Teeth
Rank: B
Type: Offensive
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: Using his access to the shark contract, Kisame is able to generate the teeth of shark. However, the teeth can only be made short range from him as this jutsu is bound by the rules of summoning techniques. The user generates the teeth by physically summoning them to the field. These teeth are formed in short range of the user and can travel up to long range. If created with 20 chakra and 40 damage, the length of the tooth is equivalent to the width of their torso. The user can shoot as many teeth as he wishes at one time but they must all add up to B rank. These teeth can be used in two ways 1) They can be thrown or shot out at the opponent by shooting these teeth from the body. 2) The teeth can be summoned above the opponent making them crashing down upon him/her.
Note: Can only be used by a shark signer.
Note: Can be used 4 times per battle.

☼ Approved ☼



(ZX Basutā: Moderu ZX: Sāberu ) ZX Buster: Model ZX: Saber
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 45
Damage: 90(-10 to the user)
Description: Model ZX is one of the most powerful forms of ZX Buster. Mainly, it derives from the parent technique Weapon Burst. As described Weapon Burst uses "leaked" chakra from the battlefield to form solid constructs for weaponry or defense. Model ZX takes that to the extreme. Instead of manipulating the leaked chakra in the short and immediate area around the user's body, Model ZX takes control of "leaked" chakra over the scope of the entire terrain. The user attracts leaked chakra from around the terrain into one central location, their dominant hand. Using chakra shape manipulation, the user condenses all the "leaked" chakra into one solid chakra saber. All the leaked chakra compacted into a flat and thin saber is bound to be unstable. ZX Buster's secondary ability takes effect. Forming the Saber is not as taxing on the user since its not all his/her chakra thus lowering the overall chakra cost while still having power behind it. The user quickly stabs Model ZX: Saber into the ground at the same time rapidly releasing the large amounts of leaked chakra into the ground. Once all the chakra is released into the ground the Saber disperses. Suddenly, the ground breaks apart in front of the user ranging to the other side of the battlefield at long range. Thin pillars of chakra spring up from the cracks, cutting in a linear fashion. The pillars of thin and compressed leaked chakra cut through anything in its path. These pillars erupt simultaneously stretching from the length of the battlefield. The pillars erupt in a small time frame(About the time it takes to perform a kick). After the pillars erupt, a vertical crafter is left along the ground.
Note: Can only be used once per battle
Note: No ZX Buster jutsu for the next 2 turns
Note: Must have mastery of ZX Buster

✦ Declined, Keotsu created the style, meaning if you are submitting customs for it, you need to post 1) the link to the style being approved, 2) the link to the style being taught to you, and 3) a link to him giving you permission to submit. This is to be done each time a student submits CFSJ, no exceptions ✦
 
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Kerrah

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Re: Custom Jutsu Submission

(Doton: Barzani no Senjutsu) - Earth Release: Barzani's Tactic
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: A technique that encompasses the density of Earth and it's applications. By channeling chakra to a certain point on the ground within range, the user will massively increase its density to the point where the ground begins to act separately from the rest of the Earth, bending inwards on itself and forming a minuscule hole at said point. The deterioration extent is to a certainty where the ground does not break apart, but instead an external structural shift occurs, where this minuscule point begins to alter the behaviour of the terrain, acting as a epicenter for exaggerated geotropism to occur at irrational speed, where matter in the form of structures will be attracted and have their trajectory path changed towards the minuscule point. If matter is formed using the ground as a source (e.g. Earth techniques requiring the ground) Their growth will be altered in the way a plant faces where light intensity is at the most. Due to the Earth's natural attraction to the point created, the structures tops will ultimately bend towards it as it protrudes the Earth, differentiating from it's initial target and will fully grow/move at a different angle. This attraction from geotropism only works on techniques that have a constant, solid contact with the ground, since that is what is being altered. Therefore any techniques that don't adhere to this law (Fire, Wind and Lightning techniques) will not feel the effect of the gravitational pull on the ground. If a technique that is less in rank is affected by this, it will break apart as it reaches the point. Though on the other hand, the attraction also isn't strong enough to pull techniques of a higher rank and power towards itself, nor any living organism.
~Can only be used twice per battle.
~No techniques above S-rank for this and the following turn.
~No Earth above A-rank whilst this is active.
~If not destroyed, will last three turns.

☼ Approved ☼

(Doton: Ocalan no gōon) - Earth Release: Ocalan's Roar
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: N/A (-20 to user)
Description: A technique that maximizes the potential scope of Earthern particles; the smaller and less dense dust packs that float in the atmosphere, which in origin have no harm to any person, but if applied and manipulated correctly, they can be vital. This technique is not intended to damage any living organism, but rather it is to disturb the integrity and rigidness of other Earth related techniques. By accumulating these dust particles at various certain points on any structure composed of Earth (e.g. Spike, Wall, Armour etc.) these particles will place themselves inbetween the small spaces and layers that form the structure, and with the user's chakra, destabilize the solidity of the structure, cascading it in a coat-like appearance visible to the naked eye. This manifestation results in the movement and rigidity of said structure to be inhabited by the dust particles' placement, and the structure will quickly begin to compress into itself as the particles overwhelm and manifest it whole. Reducing it to it's smallest possible structured point before it breaks down into rubble. Being one of the most strongest Earth techniques in power, but silent in style and exponential in growth, it has the capability to reduce the most dense and rigid Earth structures to nothing but dust. However the process only applies on solid structures and has no effect on any structures that have a sense of flexibility, since this disallows the dust particles to layer themselves in the first place.
~Can only be used once per battle.
~No Earth techniques in the same turn
~User suffers extreme exhaustion after use, limiting them to A-ranks and below for the next turn.
~Counts as 2 techniques.

☼ Declined ☼

This seems more suitable for a sand technique than earth.


(Doton/Hachimon: Omu no Talabani) - Earth Release/Eight Gates: Talabani's Parrot
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: A technique requiring at least the Sixth Gate; The Gate of Life, open. And can only be utilized by EIGMs. Having opened the gate, the user gains immense speed and power, and being an EIGM allows the user to manipulate chakra up to a certain point. Combining these two the user can, from a range, repeatedly punch the ground beneath them, not with power but rather with speed, whilst releasing chakra at small amounts with each punch, that accumulate beneath the ground. Each punch also simply makes a small contact with the ground, so as to not break it apart but rather cause it to build a pressure up inside, that when mixed with the chakra moves in a linear line within the Earth as it keeps accumulating pressure and gradually builds up until it reaches the ground directly underneath the opponent and results in a explosion of chakra and built-up pressure that destroys the surface of the ground and blows away anything that was standing underneath it. As the explosion surfaces, it morphs into a parrot's head, with the beak wide open and moving in an upwards direction. The radius of the explosion itself is smaller than short range, though the attack can be initiated anywhere within the specified range.
~Can only be used once.
~The user will feel complete exhaustion after use in his hands, disabling any Taijutsu involving hands above A-rank for the next 2 turns.
~No techniques above S-rank in the same turn.

✦ Declined, this isnt even taijutsu ✦

(Hachimon: Odori no Shiro Tora) - Eight Gates: Dance of the White Tiger
Rank: S
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage: 80
Description: A form of Taijutsu that is deceptive to the naked eye and the untrained, but extremely powerful in it's nature. Through activation of the sixth gate - The Gate of View; the users physical prowess is pushed to the limits, allowing him to move at extremely fast speeds. With immense training, this speed can be used to augment the user's limbs, so that they may be utilized in an offensive way by producing afterimages. Being short ranged from the opponent, the user will release a barrage of attacks (could range from both upper and lower body, including but not restricted to: Palm thrusts, uppercuts, simple jabs, knuckle punch, high kick, low kick, sweeping kick etc.) The main ability of this barrage of attacks is the speed applied into each limb, the user's limbs will move at excessive speeds allowed by the activation of the sixth gate. Hence, the gestures produced by the user's limbs will appear as simple afterimages to the opponent, acting as a decoy since the action the opponent is observing has already occurred. As the barrage continues onwards, there is a cycle of produced afterimages correspondent to the user's limbs. Leading on for each afterimage to act as a decoy whilst the next is attack coming from in from another angle. Essentially creating a chain of events where the opponent's eyes are tricked by the speed of the user's limbs, creating more and more afterimages of previous positioning whilst continuously firing in more damage inducing hits.
~Can only be used once per battle and only by EIGM.
~Due to the excessive speed applied to augment the user's limbs, both his feet and hands will undergo severe pressure after usage, disabling taijutsu above B-rank for the following 3 turns.
~No techniques above that of S-rank in the same turn.
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✦ Approved ✦
Resubmitting due to the recent 6th gate update.

(Hachimon: Odori no Shiro Tora) - Eight Gates: Dance of the White Tiger
Rank: S
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage: 80
Description: A form of Taijutsu that is deceptive to the naked eye and the untrained, but extremely powerful in it's nature. Through activation of the sixth gate - The Gate of View; the users physical prowess is pushed to the limits, allowing him to move at extremely fast speeds. With immense training, this speed can be used to augment the user's limbs, so that they may be utilized in an offensive way by producing afterimages. Being short ranged from the opponent, the user will release a barrage of attacks (could range from both upper and lower body, including but not restricted to: Palm thrusts, uppercuts, simple jabs, knuckle punch, high kick, low kick, sweeping kick etc.) The main ability of this barrage of attacks is the speed applied into each limb, the user's limbs will move at excessive speeds allowed by the activation of the sixth gate. Hence, the gestures produced by the user's limbs will appear as simple afterimages to the opponent, acting as a decoy since the action the opponent is observing has already occurred. As the barrage continues onwards, there is a cycle of produced afterimages correspondent to the user's limbs. Leading on for each afterimage to act as a decoy whilst the next is attack coming in from another angle. Essentially creating a chain of events where the opponent's eyes are tricked by the speed of the user's limbs, creating more and more afterimages of previous positioning whilst continuously firing in more damage inducing hits.
~Can only be used once per battle and only by EIGM.
~Due to the excessive speed applied to augment the user's limbs, both his feet and hands will undergo severe pressure after usage, disabling taijutsu above A-rank for the following 2 turns.
~No techniques above that of S-rank in the same turn.
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☼ Pending ☼

Leaving the EIG stuff for our resident EIG peoples.


✦ Approved ✦
 
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Imperfect

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Re: Custom Jutsu Submission

CSC Contract Approval: [ ]




(Tategami Ōkami Kuchiyose no Jutsu: Akanou) Maned Wolf Summoning Technique: Akanou
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A (+10 to Lightning while Storm Call is active)
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Akanou. Akanou, meaning "Flash in the East", is the acting Boss of the Maned Wolf Summoning contract. His nickname among the Maned Wolves is the Raijū, the Lightning Beast, due to his unnaturally high affinity with the Lightning Element, which he can manipulate up to S-Rank. Akanou is a 15ft tall Maned Wolf with shaggy fur in various shades of silver and tints of blue, and his mane is even more so. While he, or someone on the field uses Lightning Release Jutsu his fur will stand on end, while the fur in his mane shapes into spikes, giving him a menacing and fierce look. He has a scar that circles around his neck, which he tries to hide with his mane, and is a reminder of a great battle he fought in many years ago. Finally he has 2 Tails, a symbol of great age and tremendous power among the Maned Wolves. As for his personality, that depends. To other Maned Wolves, he is kind or at least tolerable and sometimes even likeable, but he despises humans. Through his eyes, they only care of one thing, themselves. In battle he is aggressive and relentless, swearing to completely destroy his summoners enemies. When Akanou is summoned, thunder clouds will begin to gather as his roar echoes through the sky, tearing the sky itself asunder. On the first turn Akanou is summoned lightning clouds will begin to gather in the sky and for up to the next 3 turns, a natural lightning storm will ravage the skies above the battlefield. This is independent of Akanou's will, following him wherever he goes, ironically granting credibility to his given nickname. This increases the power of Akanou's Lightning Style Jutsu +10 while active. If the energy from the Storm is used, for example in the case of Kirin, the Storm disappears soon after, as the energy that constitutes it is used up in whatever Jutsu the energy was directed into.

Note: Remains on the field for up to 4 turns.
Note: Requires Maned Wolf Summoning Contract.

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☼ Declined ☼

The thunderstorm would need to be an activated technique, and it can't be something that once activated keeps being regenerated passively by the wolf, it needs to be removable. This would undoubtedly lead to someone using Kirin every time the wolf is summoned, whether it be you or your opponent.





(Tategami Ōkami Kuchiyose no Jutsu: Jakunikukyōshoku) Maned Wolf Summoning Technique: Law of the Jungle
Type: Summoning
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon any animal associated with the Maned Wolf Summoning Contract. At the same time, they will perform a secondary Summoning Jutsu with their other hand to Summon "The Pack". The pack is not a simple gathering of a few Maned Wolves, it is the embodiment of the packs strength, of the Maned Wolf's strength. Through this summoning, the user is able to summon up to 3 Maned Wolves, or "pack", but these aren't any ordinary animals. Unlike most animals of this contract, they don't have a natural affinity, or level of proficiency with any skill or form of Jutsu. Instead these wolves have one single ability. Adaptability. Hidden within their home is a sacred primordial tree, more commonly known across the world as the "Litmus Tree" though this one is much older and powerful, and through living with this tree they have gained it's ability to absorb the nature of Chakra that they come in contact with. When they are summoned with another summon they are summoned within the same area of that Summon and "borrow" or "adapt" to their natural elemental affinity. But there is a catch, they are only borrowing the other Summons power, and thus they can only use the borrowed ability up to B-Rank. "Jacks of all Trades, Masters of None" as it were. They remain on the field for as long as the Summon they are summoned with does, up to the regular maximum of 4 turns, providing assistance to the Summon and the Summoner alike.

Note: Remains on the field for up to 4 turns, or until the original summon disperses.
Note: If used, the user cannot perform the Shadow Clone Jutsu in the same battle.
Note: Requires Maned Wolf Summoning Contract.

☼ Approved ☼

Toned it down to 3 (makes 4 including the original summon, just like the limits on other clone jutsu) and removed the gen/nin/tai leaving just elementals. If you don't want this let me know and I'll decline.


‡ Declined ‡ On submitter's request.




(Tategami Ōkami Kuchiyose no Jutsu: Durian) Maned Wolf Summoning Technique: Durian
Type: Summoning
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Durian. His nickname among the Maned Wolves is the Nioijū which means "Smelly Beast", which he earned by utilizing debilitating smells in combat. He is a 4ft Maned Wolf who relies on deception, debilitation and distraction tactics, rather than a straight forward fight. His brownish-orange, black and white fur is covered in scars, all reminders of his failures in battle. He's rather shy, but does try and converse with people he is familiar with, although the mask he wears usually gets in the way and no one can understand a word he is saying. To ensure he doesn't feel the effects of his own gasses, or those of his opponent for that matter, the mask he wears has a filtration system, similar to those found in Samurai helmets, and always carries a spare for his Summoner. While he doesn't have any skill or affinity for Jutsu, Durian always carries several canisters of weaponized Maned Wolf scent combined with various gasses, plants and various other natural agents, that have effects that range from confusion or disorientation to respiratory and motor problems, while hiding himself amongst the cover provided by the gas. The gasses emitted by the canisters will dissipate over the course of the turn they are used in, but can be blown away with a large Wind technique of any Rank. The different cans of gas Durian carries on the holster on his back are color coded, and are as follows.

Yellow Canister: The Yellow mix is simply a more concentrated batch of the regular Maned Wolf odor. It provides a deep, thick screen of yellow gas. Durian uses this screen to attack in confidence with his Summoner, increasing their combat effectiveness, while the smell and density of the gas lowers the opponents sense of smell and sight. Besides allowing the Summoner and Durian to attack from cover while hidden amongst the gas, the Yellow Mix has no other special features. (Smokescreen lasts for 1 Turn.)

Red Canister: The Red mix is a combination of the usual Maned Wolf odor and flammable gasses that ignite when lit. When the canister is opened it releases a steady stream of reddish-brown gas. This can be thrown, creating a "stream" of gas, or placed on the ground to create a large shroud of flammable gas. When ignited as a stream, it's simply ignites, creating a linear stream of fire to the canister. When ignited in a large quantity (eg. as a shroud or smoke screen), it ignites at once and creates a large explosion, dealing severe burns to anyone unfortunate enough to be within. (Small quantity has power equivalent of a C-Rank Fire Jutsu. Large quantity has power equivalent of a B-Rank Fire Jutsu.)

Green Canister: The Green Mix is one of the more effective canisters in Durian's arsenal, and acts as a mild Anesthetic. It's based on a combination of Maned Wolf odor and Nitrous Oxide, otherwise known as "Laughing Gas". Once it's inhaled, it relaxes the muscles, making any who inhale it move erratically, as though they were drunk. If the opponent inhales any of the Green mix in, they will be perfectly lucid, but they will be unable to move their limbs properly for a small amount of time. Durian uses this when against Taijutsu centric opponents, to allow his Summoner an edge in the fight. (Effects of the Green mix last 2 turns.)

Blue Canister: The Blue mix is a very unique concoction, even amongst the various canisters Durian carries. It's a blend of the usual Maned Wolf odor and a secret mix of some combination of the following: Salvia Divinorum, Datura, Belladonna, Mandragoria, Hyoscyamus (Henbane) and Brugmansia (Angel’s Trumpet). This combination of ingredients makes the Blue Mix part Deliriant, part Weaponized Hallucinogen. One breath is able to impart surreal visions, akin to a Genjutsu, but it isn't illusory, it's physical hallucinations. Whatever they see or experience is completely unique, but can't actually actually harm them. Durian uses this mix to incapacitate his targets long enough for either himself or his summoner to land a finishing blow. (Effects of the Blue Mix last 2 turns.)

Black Canister: The Black mix is considerably Durian's worst mix, as it irritates the mucous membranes in the eyes, nose, mouth and lungs, and causes crying, sneezing, coughing, difficulty breathing, pain in the eyes, and temporary blindness. The smoke itself is white/ gray and is essentially Tear Gas, completely incapacitating any who are in it's midst. Durian only uses this as a last resort, as it's an unpleasant experience to watch grown humans weep and cry out in pain. (Effects of the Black Mix last for 3 turns.)

Note: Remains on the field for up to 4 turns.
Note: Using a canister counts as a move towards the users 3 per turn.
Note: The effects of only one of the Green, Blue or Black canisters may be active at any time.
Note: Requires Maned Wolf Summoning Contract.

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☼ Declined ☼

I'm okay with you trying to use their odor in battle, but you're trying to do way way way too much here.





(Tategami Ōkami Kuchiyose no Jutsu: Sif & Repede) Maned Wolf Summoning Technique: Sif & Repede
Type: Summoning
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Sif and Repede. Their nickname among the Maned Wolves are the Hajū, otherwise known as the Blade Beasts. They got this name for their skill and potential with swords and Kenjutsu, which they wield in their mouths and while they have the same level of proficiency in Kenjutsu, their general skills and approach to the same battle differ greatly. They are both highly intelligent and smart animals, as they have the intelligence to understand human language, but the smarts to remain silent. Sif is a 8ft Maned Wolf with gray fur who carries a massive great sword that he uses to completely crush his opponents with raw blunt force and his sheer size. He isn't afraid of charging head first into danger or death so long as he does his duty, and will continue to defend his charge or Summoner to the end. Repede is a 4ft Maned Wolf with blue and white fur and carries a small blade that he draws from a specially made holster on his right shoulder that allows for quick drawing and nimble strikes, both due to the size of the blade and the ease of access the holster provides. With his short sword, Repede makes use of his agile physique and lighter load to cut and sever key points on his targets, restricting or preventing movement through severed joints and potentially fatal blows at vital points. On their own Sif and Repede are formiddible opponents, when they are together in a team, they are one perfectly balanced force to be reckoned with.

Note: Remains on the field for up to 4 turns.
Note: Requires Maned Wolf Summoning Contract.

Sif
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Repede
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☼ Declined ☼

I'm assuming you plan on using Kenjutsu techniques with these two, what rank can they use up to?
 
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Re: Custom Jutsu Submission

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

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

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

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

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

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

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

☼ Declined DNR ☼

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

☼ Approved ☼

Removed the "destroy anything and everything" bit, as they don't.


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

☼ Declined ☼

The idea is fine, but the logic is flawed. For you to create a soundless area in this way, the vacuum would have to remove all air in the area, making it impossible to breath within it. You can't just pick and choose which effects of vacuum you want to exist.


Submitting new
(Ninjutsu: Shitai fujiyū puraido) | Ninja Arts: A Crippled Pride
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: This jutsu is inspired by and is an application of the basic technique, "Walking on Water/trees". Following the same concept, the user channels chakra into his feet and instead of making him stick to the objects (trees/walls), makes the objects (like swords, kunai, shuriken etc.) to stick to his feet. Using this technique, the user can make the objects stick to his feet and throw them towards the opponent instead of actually reaching out for the object, which not only saves time but also can be used to create taijutsu combinations. Users who have mastered this technique, can channel their chakra into the ground below their feet, and make it stick to their feet. When they decide to perform a kick, a huge chunk of earth breaks apart from the ground and sticks to their feet, which they can launch it at the opponent (considered C-rank).
Note:
Can only be taught by -Darth-

☼ Declined ☼

You're trying to do too much with this basic technique. That earth part would require the use of an earth jutsu, and the weapons bits would require magnetism.
 
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Re: Custom Jutsu Submission

(Gōman)- Arrogance
Type: Weapon
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80 [-20 per turn for when in Axe of Ruin form]
Description: Arrogance is a large double - headed battleaxe, with a pair of rounded blades and a slit-eye pendant in the middle of its focal point. Arrogance is a conscious being, being capable of communicating with it's user for as long both of them are within a range of 5m. Being a conscious being, Arrogance is alerting it's user of upcoming dangers however a fascinating ability of Arrogance is that it is capable of moving. Moreover, Arrogance is capable of portruding spikes from it's shaft's and it is possible for these spikes to be utilised as projectiles by releasing them upon the enemy. A single strike from Arrogance is capable of dealing A Rank damage. With the exception of A rank hit, all of the above are passive abilities of Arrogance and do not count as a move. An exceptional ability of Arrogance is that it is capable of transforming it's shape, at which point it is referred to as 'Axe of Ruin'. Maintaining this form costs 20 chakra per turn and the Axe is capable of using Fall and Great Fall abilities of it during this form. Moreover, during this form; the user itself undergoes a transformation. However, it is only a transformation of appearance and the user gains no special abilities from his transformation. However, when the axe transforms into Axe of Ruin form, it constantly releases chakra [20] into the surroundings which grants the user the ability to sense anything whether underground or not; that is close range with the user.
(Aki) - Fall
The main ability of Arrogance. It involves absorbing chakra from the user and releasing highly reactive and unstable chakra molecules. That is, with a special slash of the battleaxe; Arrogance is capable of releasing a wave of unstable chakra molecules. This wave of unstable chakra molecules are capable of disrupting the structure and properties of elemental techniques. Constant collision, in millions by these chakra molecules with elemental chakra molecules results in the properties of an elemental technique being altered which in turn results in the elemental technique [Wave of Fire, Water etc] resulting in it reverting back to chakra and eventually dispersing off.
Note: Any elemental jutsu used by the user in the same turn as this, goes down by 1 rank. So an S rank shall become a A Rank. This happens because certainly, unstable chakra is emitted from Arrogance and this chakra may affect the user's jutsus.
Note: This counts as S rank
Note: This jutsu extends to upto Mid range for farther shall result in the unstable chakra dispersing as well.
Note: The sword must be in Axe of Ruin form
Note: This can be used 3 times per battle

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Note: The user cannot use S Rank or above Elemental Jutsu while the sword has transformed into the Axe of Ruin/Gran Caida form.
Note:
It is an indestructible sword
Note:
Can only be wielded by Hell Autarch and those he allows

✦ Declined, how does it communicate with the user? Absorbing chakra is a no as well. It's capable of creating A rank spikes as well as shooting them out. I'm okay with that part. But "A single strike from Arrogance is capable of dealing A Rank damage." is a heeeeeellllll no because you can basically deliver a 3 strike combo at A rank damage for each hit. Too much. And you mention Fall and Great fall abilities but only list the Fall abilities. Also, this "transformation" is a no, you arent transforming with the sword. The Fall's abilities have already been done, releasing waves of chakra and moreso the way you explain it exists as a 7SM Sword ability and as such isnt allowed here ✦
 
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Noni

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Re: Custom Jutsu Submission

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

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


Declined: Like Adachi, I really don't see the use of this technique. You use your own lightning, and then re-use it with a second jutsu do make it do the exact same thing? The only thing you somewhat get out of this is that you have a small "element of surprise" but that doesn't make sense as the user will protect from it anyways, considering he noticed the lightning in the initial technique in the first place. This is just an incredibly long description for a jutsu that in reality won't be useful or won't make any sense. If you can't use it on natural lightning, it loses its essence in the first place. Adachi stated that natural lightning is rapidly gone AND is scarce to come by. She didn't mean it was out of the question to actually use it. I suggest you re-think this one through quite some more before resubmitting it, because in its current form, it will just be DNR'd if submitted again.
(Raiton: Perëndi Keseki Una) – Lightning Release: Perëndi's Miraculous Song
Rank: A
Type: Supplementary/Offense
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on the technique)
Description: The user will perform one hand seal and release their chakra towards preexisting lightning, specifically lightning that is combined with other elemental techniques or objects that conduct lightning. As the user takes control of the lightning, they will perform a basic hand seal and force the lightning out of the object/technique (metal, earth, water, etc) causing it to jump and re-aim it like a projectile or guide it through hand gestures. A concept very similar to that of Lightning Release: Thunder Dragon Tornado, where how the lightning can jump out the vortex, that concept is taken and expanded in this technique. A kunai with a lightning current conducted on it could be an example of usage, as the user uses the kunai and throws it at the opponent, last second he can have the lightning current jump out and shock the opponent. This can be applied to a much more larger scale as well. Note the size, rank, and damage capabilities depend on the initial current of the first lightning. So back to the kunai example, if charged with nagashi, that would make it A-Rank lightning with a paralyzing capability, with size of similarity to the nagashi. However that is just an example, for lightning combos with other techniques/objects have that same effect. So it depends entirely on the initial lightning current/attack. The lightning, when jumped out can at most move up to mid range in distance, but the initial technique where the current is conducted or being used can be anywhere on the battlefield short to long range. The jump of the lightning can be directed towards different locations, aimed at different targets as projectiles, this allows the user to attack other enemies, technique, or summons that linger on the battlefield. It can jump over a technique that was meant to attack the initial combo, allowing it to strike the opponent in a continuation of movement (still will be able to react and notice the lightning) This technique excels highly at stealth like usages. If used on elemental combos, depending on the initial rank of the technique, it will be halved when the lightning is separated, so for example if a lightning/water combo jutsu was S-Rank, when the lightning jumps out, it will be A-Rank lightning now, so on and so fourth, applies only with elemental combo associated with lightning. Lightning has been see as something that can remain dormant for a duration, things like holding the nagashi on a sword, or lightning currents in water sources/techniques. The technique would simply act to take control of the respected lightning in the elemental combo and force it to jump out and attack the opponent or aim for different targets on the field, in a deceptive and stealthy mode. Also, how an opponent reacts to the initial lightning elemental combo comes into factor (Time Frame, as well), depending on how the opponent reacts to it at first can depend if the technique can be used safely and in time as well.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: Requires Lightning Mastery
Note: Can not be used with natural lightning (e.g. Kiri), because of its scarce and how limited it is to control
Note: Can not be used against an enemies lightning technique

☼ Approved ☼

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

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

Declined: While I really like the basic concept of this, it wouldn't work. Wind being intangible doesn't mean it can simply phase in and out of stuff. If that were the case, it would shift right out of the object it is infused with again. If that weren't the case, you wouldn't be able to infuse it in the first place. You're using the advantages of intangibility but you do not limit it with the disadvantages. Try to limit your technique down, because it's just too strong and unrealistic for the RP at this point.
(Fuuton: Kakure Geiru)- Wind Release: The Hiding Gale
Type: Supplementary/Offense
Rank: A
Range: Short-Long
Chakra Cost: 30 (+10 for every technique used)
Damage Points: 60
Description: The user will gather their wind chakra and release it outward to create a large gust of wind. However, this gust of wind takes on a very similar characteristic to that of Wind Release: Wind Blade. Not only do they appear the same in color and destructive ability (due to its deadly cutting nature), but it retains another similar ability; the wind gust created will be intangible. Now, the main difference is, the user will release the wind gust into certain structures or tool sets, this includes earth-like jutsus(or CE/KG similar) or even metal weapon(s). This happens because of the intangibility of the wind, being able to phase through solid matter objects, however through precise control with chakra, the user will aim the wind gust towards the body of the structure, almost seeming like an infusion of sorts; in reality the wind has just caught up and made contact with the structure, this can be done through the speed of which wind naturally moves allowing it to catch up to other elements in time for the infusion to take place, this method is best used in combining with other projectiles. The initial infuse can be done by blowing the gust of wind into the initial technique (This method is best used in combining with other projectiles) or (for streaming usages only) they create a intangible- almost invisible (because of the similarity of the wind blade)- portal upfront of the user for which they will allow those similar solid structures to pass through and fuse into, or in better terms, the wind will begin to guide at the same direction of which the streaming technique is moving because of its fluid movement that wind has as a property. Now, with the wind infused in the object(s), this prevents certain opponent from being able to detect the wind which is hidden in the structure, however this does not apply to most dojutsu and sensory. The strong offensive use for this technique is its ability of deception and surprise attack, for even if they destroy the initial technique used for the wind to infuse within, it can still bypass and continue to the opponent, however no longer be considered intangible after it bypasses the first attack, because of the "protection" the other technique had for the wind. The size of the gust of wind, is rather medium sized in nature (can cover around a five meter radius), but it can be practically infused with any type of size structure such as Earth Release: Great Stone Golem Technique, however using the Golem as example, it must be used strategically as the Golem is about to attack for the wind does not remain dormant in other colossal like beings or structures, Yin/Yang would be needed. If the technique makes contact with the opponent, it can surely push the opponent back and deliver serious cuts and bruises because of its sharp nature. The user can also use this wind gust and infuse it into more then one object however it would cause more chakra consumption. This technique can only be used on the users own technique, and after the wind is re-released it will no longer be an intangible substance, it will be a regular gust of wind with the same rank and damage output. When using this technique, depending on the speed of the technique attempting to phase through it, the user can either use a clone/ally/summon and launch the techniques at the same time for them to stay at similar pace (only applicable to water based techs KG and CE alike), this technique can be used right before earth and metal based techniques, because wind is naturally much faster and is able to catch up to these slower moving elements.

Note: Can only be taught by Noni
Note: Can only be used three times
Note: This technique does not work with lightning, wind, and fire
Note: Requires one turn cool down before re-use
Note: Can not use wind techniques above S-Rank during the turn used and next turn
Note: This technique can only be used to supplement and phase, not allowed to be used as an individual attack or defense, unless used along with another technique

☼ Declined ☼

The basic concept of this technique is flawed. The intangibility of the wind blade isn't a unique property to that technique, it is just the basic property of wind not being a solid construct. If the wind blade hit a wall of earth, it would still clash with it. It just can't be blocked in the sense of clashing with another sword.


(Doton: Hotei no Tacchi)- Earth Release: Touch of Budai
Type: Supplementary
Rank: A
Range: Short (Short range contact to inject chakra)
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A
Description: This is one of the advancements of earth release, a corresponding technique with the Added/Light Weight techniques. The user will inject his chakra into an already existing earth technique, or infuse it with a technique that is already being created (an activation based technique). This technique grants its fellow earth-based jutsu the ability, on touch, to freely manipulate the weight of an object. This is done through similar means of how a actual ninja does it, by simply making physical contact and injecting his/her chakra into the objects manipulating the weight towards their own desire. This is essentially the same thing, but with earth-based techniques injecting the chakra instantly on contact, the earth technique is nothing more then a medium to allow for this to happen, the users chakra is what manipulates the weight ultimately. This technique allows for either to manipulate the weight of an object/living being to increase dramatically or decrease exponentially, to achieve similar effects of the Added/Light weight techniques, either to increase the weight of a being, preventing his movement, or decreasing the weight of other earth techniques, making it weaker in damage. Different usages could be, for example, the user can rise a spike that impales the opponent, after done so, using the earth spike as a medium they will inject their chakra into the opponent, freely manipulating his/her weight, however way the user wishes to go about it. This is only an example, but it is fairly unlimited to anything that is logical and bound to the rules of the Added/Light Weight technique, this includes KG/CE earth based, metal objects, living beings, etc. This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). The activation of this technique if requested, is instantly, and lasts up to four turns. The reason for its instant activation is because it basically does no harm or effect until an earth object has touched and injected its chakra. When the earth technique is infused, it does not lose any of its physical damage capabilities or defensive stature. It remains with the same effects, the ability is only activated on touch. After the structure has touched and injected its chakra to manipulate the weight, it essentially loses the ability to do it anymore, unless the user, performs this very same technique once again to grant it the same ability.

Note: Can only be used three times
Note: Can only be Taught by Noni
Note: The activation lasts up to four turns

☼ Declined ☼

I see this being easily abused with something like moving earth core. It would be unavoidable in that situation if I'm reading this correctly.


(Katon: Bhasmasur no Dekiai)- Fire Release: Fondness of Bhasmasur
Type: Offense/Supplementary
Rank: S
Range: Short-Long (Created short range, long range maneuverability)
Chakra Cost: 40
Damage Points: N/A (Explosion is 80, individual attacks or capture is 20)
Description: The user will gather their fire chakra, and spew out a dense, corrosive, amount of ash, the ash will then continue to take on the shape of a Humanoid being, with similar length and width as the user. The body is made entirely of dense ash, composed and compacted tightly together to maintain its shape. The humanoid has no facial characteristics nor actual distinguishes to set it apart. His body color is dark red. This being can move by the users control, or set to move as a projectile at a specific target the user has set for it, following the target wherever until he makes contact. This being takes up similar properties of ash, this includes being blazing hot, explosive (if set with a cloud form), and can skin a person alive if he slashes or attack them. Along with just basic attack that this being can perform at the target (punches, kicks, etc), there is a special ability, with the user performing the Tiger hand seal, can cause the being to completely turn into a cloud of ash, from their the user can choose two choices, either allow the cloud to remain and burn the opponent, potentially explode them, or perform one more hand seal (Tiger) and cause the ash to once again compact into a blazing rock of ash, that will trap the opponent, suffocate them, and burn them completely all over the body. The difference between allowing it remain as a cloud, or become a simple rock, is that the cloud is much more capable to explode, while the rock formation can simply be set ablaze burning the target slowly through its ignition, but not completely explode and finish the target off. This also includes the humanoid shaping of the ash, because he is tightly compact, an explosion will not be set powerfully, the humanoid being can at most, attack the opponent through body movements (almost Taijutsu like).
Note: Only lasts for three turns
Note: Can only be used three times
Note: Can only be taught by Noni

☼ Approved ☼

Removed the ability to capture just specific parts of the body.


As a side note, your descriptions can use some work. There's a lot of repetition and clarifications that don't need to be there making them longer than need be. Work on making them a little more concise.
 
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Re: Custom Jutsu Submission

Meiton: Mei Yara Dark* Spear
Type: Offensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: The user after absorbing at least an A Ranks amount of Chakra is able to compress and form dark chakra into a spear that is shot from the palm of his hand in a straight line capable of reaching long distances in the blink of an eye.* Once contact has been made it bursts into a maelstrom of blue flames completely incinerating the target.
-Can only be taught by - Blade-

Meiton: Mei Nami Dark Wave
Type: Offensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: The user begins molding absorbed chakra inside their hands and slams their hand(s) on the ground releasing a large amount of Dark Chakra causing it to flow towards the target in a massive wave of flames.* The flow can either travel via massive wave the size of Great Fire Annihilation or in a simple line of flames.
-Must absorb at least an A-Ranks amount of Chakra
-Can only be taught by - Blade-

✦ Both Declined, you should probably read the thread in the time that you weren't here ✦
 
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Re: Custom Jutsu Submission

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

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

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

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

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

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

(Raiton: Itsuwari no obujekuto) Lightning Release: Deceitful Objects
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The Technique known as Deceitful Objects, is a technique developed by a single ninja, and it is developed on the principles of its mother technique; Spiked Body. With this technique the practitioner will release lightning chakra into metallic objects on their own body, or anywhere on the battlefield, that is within range of course. From there the practitioner will perform the Serpent hand seal, activating the said chakra, causing a multitude of small bubbles of lightning to form on the said object or objects, as if they were emerging from it. This technique can of course only be performed on metallic objects such as kunai, shuriken, armor; swords etc. since it is metallics that can conduct lightning. These lightning bubbles are very small and can have the capability of electrocuting, numbing and paralyzing an opponent, if they are touched by the bubbles on the objects. Utilizing this technique the practitioner is capable of utilizing this technique on a maximum of 3 objects at a time. Furthermore the bubbles of lightning that emerges from the said object, only has the capability of electrocuting, numbing or even paralyzing the said limb or area that it touches. As an example if the opponents arm is touched by these and it is paralyzed, he cannot utilize this arm in combat for the remainder of his following turn. Of course the lightning bubbles will send surges of electricity through that particular body part.
Note:
- May only be performed twice per battle
- For every usage of the technique, the practitioner can infuse a total of 3 objects
- The numbing/paralyzing effect that these bubbles cause are only in play for the opponents following turn before the paralyzis or numbing is lifted

✦ Approved ✦

Dropping this weapon (First post - Flying Destiny Kunai):

(Shi O Kuchibue) Whistling Death
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This is a unique and modified arrow. It is not an arrow that you particularly use together with a bow or crossbow. This arrow is made of an extremely strong and durable type of metal which has been shaped and sharpened to look exactly like a normal arrow. Yet this arrow is utilized in a unique fashion, while it is situated in a small scabbard, ready to be used. The arrow itself is very strong and can pierce objects of lower density such as flesh, bone, wood etc. The arrow was made not to create devastating impact, but simply to be able to pierce a target with pinpoint accuracy and as such hit the desired arteries, organs etc. in question. This arrow is approximately 40 centimeters in length and it is only 1 centimeter in diameter, and it possesses a tiny hole at its base. While the piercing edge has been modified with a drill like texture, making it so if the user desires, the arrow may spin and drill through a person or object. Now there is only one way to utilize this arrow and that is through whistling. Whenever a user is given this arrow, he is also granted with a scroll as he is being taught how to make the correct whistling to make the arrow move. The arrow moves on different whistling noises. The arrow changes speed, direction, drilling effect, moving back and forward and even moving in an arc, depending on the unique whistling that the user performs. Of course these unique whistling noises are so unique that the opponent is incapable of mimicking them to perfection and as such incapable of controlling the arrow. As such the arrow is capable of moving seemingly by itself in the free air, hovering beside the user, flying in any direction he wishes etc. Yet to make the arrow more lethal towards the target, the user will be using chakra to not infuse but revolve his chakra around the arrow in a flowing motion so when the arrow strikes a target, the chakra will react and form at the piercing edge, granting it with a stronger piercing force. Of course if the user stops whistling, the arrow will stop what it is doing, saying if it is in mid-air it will simply stop and hover there, or if it is piercing a body, and the user stops whistling, the arrow stops. The speed in which the arrow moves is determined by the user, but the maximum speed that the arrow can move is twice the speed of a normal flying arrow, kunai, shuriken etc.

The user is capable of performing a unique technique with this arrow, which is called; The Sowing Contest. This technique is used when there is attached a thin metallic wire to the arrow, where the user will then whistle. This will activate the arrow, and then he will continuously whistle different noises, resulting in the arrow to continue to pierce and go through the target, sowing them together over fifty times. This technique will not only pierce and sow them together so they cannot move, it will also make them loose a lot of blood as well as hit arteries and organs, basically any body part the user desires. As a result this technique will not only leave the target incapable of moving it will also make them enter a state where they are near death.
Note:
- The arrow can only be wielded by those who have been taught the whistling (It can only be used by those I allow)
- The arrow can pierce solid techniques of up to B-rank, yet each time it does so it counts towards the move count
- The technique known as The Sowing Contest is considered an A-rank technique and it counts towards the move count

✦ Declined, for one a specific metal needs to be named, because the way you describe it means it's unique and if its too unique, then it likely is a CE or not a basic metal. Whistling to control it is also a no, that would make this much akin to Sound Release jutsu. And I believe this would somewhat fall under Mathias' Sniper Arts as well ✦
 
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Re: Custom Jutsu Submission

(Futon: Fukenkōna Kūki no Kumo) - Wind Release: Unhealthy Air Clouds
Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing 2 hand seals, the user inserts their futon chakra onto the air surrounding an area of their choice (could be at a target's location, or in a ring around the user, etc). The targeted area can be anywhere on the battlefield, but if the user enters it, he/she will also suffer from the jutsu's effects. User controls air of their desired area to separate two particular components in the air from one another: they use their futon chakra to manipulate air, making oxygen leave the area they wish to control (basically "extracting" oxygen from a particular place and release it outside) while carbon dioxide remains. In normal air people breathe, carbon dioxide does not cause any harm because there normally is a very small percentage (below 0,1%). However, inside the controlled area, the percentage of carbon dioxide would exceed 10% because of there being significantly less oxygen. This becomes something dangerous to breathe and will affect shinobis and animal summons inside the controlled area in various ways: headache, abnormal heart rate and an increase in blood pressure. Because of this, they become dizzy and physically weaker to the point where even standing would become a challenge. If not properly countered within one turn, they'll eventually loose consciousness because of lacking oxygen and because of intoxicating themselves by breathing the air which contains a significantly higher percentage of carbon dioxide. Although it is rather difficult, this affected area can be seen with the naked eye despite being majorly transparent (people inside and outside of it can see eachother).

Note: Thrice per battle and one turn cooldown between usage
Note: If someone remains inside the controlled area for one complete turn, they'll loose consciousness
Note: The affected area keeps a ratio of 10% carbon dioxide for one complete turn before starting to turn back to normal by itself because of the user no long controlling it
Note: While inside the controlled area (while still conscious), one cannot perform techniques which requires great concentration such as genjutsu, or techniques that lasts for more than one turn.

✦ Declined, for one it's too complex for such a simple concept: You are using wind to make it hard to breathe. That's been done before, all the percentages and science presented doesn't take from that. ✦

(Itsusen'ichiya) - One Thousand And One Night
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description: Itsusen'ichiya is a large nodachi-type sword wrapped with a dark blue clothing which is dotted with small white stars, resembling the night sky which in turn gave the weapon its name. It is most commonly carried on the user's back due to the sword's length. Whenever the user grabs the nodachi, the clothing wrapped around it will loosen and drop to the ground, which allows a proper sword attack to be dealt if the user does swing their sword. The nodachi's blade is black in color and has carved kanjis for each animals which represent the basic handseals in an aligned manner on the blade (Bird, Boar, Dog, Dragon, Ox, Tiger, Snake, Rat, Horse, Monkey, Hare, Ram). The blade's length is of 130 cm while the nodachi in its entirety is 170 cm.

Abilities:
This nodachi's main ability is that, whilst within short range from its owner, the user can, instead of performing hand seals with their own hands, send chakra throughout the nodachi and onto the carved kanjis to have an identical effect, as if he/she was actually performing the hand seals. Once the performance of hand seals through medium of the nodachi is done, the chakra will return to its user as the user proceeds to perform their intended jutsu. The speed of hand seal sequence's performance will take the same duration as when normally performed (elements of first speciality will still only cost 1 hand seal and elements of 2nd speciality will be performed at the same increased speed). This allows the user to keep using their sword while still being able to perform techniques which require hand seals, but instead of having to use their hands, the nodachi will be the medium. This also grants them the ability of performing a non-elemental kenjutsu based technique simultaneously as they also perform an elemental technique which is processing through the kanjis of the nodachi. This is done by merely releasing more chakra into the nodachi (in addition to the chakra which is being sent for the hand seal requiring jutsu). This is an ability that is constantly in effect as long as the user sends their chakra to flow through the nodachi and then make it return to their body to perform their intended jutsu.

- Ghostly Strike: An ability convenient to use when the user's sword attack is about to get parried by another sword or blocked by a shield. By channeling katon chakra throughout the blade, the user turns a part of the blade (or all of it) into flames. Those flames will be black due to the blade's color (only esthetic), giving an impression of the blade having dissolved. By performing Ghostly Strike, the user allows their nodachi's blade to "pass through" an enemy's weapon or other obstacles which would've initially blocked the nodachi attack. Once that obstacle has been breached, the nodachi's blade will return to its initial form and continue onward to the user's swinging direction. This is classified as a C-Rank (so spends 15 chakra points) supplementary katon technique and can only be used 4 times per battle. When used, it counts as a move.

Note: Performing hand seals through the CW instead of using hands is an ability that doesn't count as a move. It is basically the user sending the chakra they wish to use for performance of a certain jutsu to the blade then make this chakra return to their own body where he/she proceeds to perform their desired technique.
Note: As they no longer perform hand seals with their own hands, by wielding Itsusen'ichiya, the user gains the ability to perform a non-elemental kenjutsu based technique simultaneously as they are sending chakra to the nodachi to execute the needed hand seals for their jutsu which required hand seals.

✦ Declined, I'm not allowing the first ability. Replacing handseals with that is a no for me at all timess. The second ability, turning a blade into fire to bypass solids, yeah thats been done before. Moreso, it wouldnt work as you describe here either. Well, it would, but it's low rank would hinder it more than help. ✦

(Katon: Benihime, Juzutsunagi) - Fire Release: Crimson Princess, Beaded Mesh
Type: Supplementary/Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique launches condensed fire chakra in the form of a tangible blood-red colored net, generated from the blade length, and simply throws it over the intended target with a simple slashing motion from the blade. The net further binds and restricts an opponent’s movements by constricting to its form. This net appears elongated and somewhat narrow. After throwing the net, the user stabs the net with the tip of their blade, creating orbs of fire along the outside length of the net, which explode like linked land-mines in a domino formation, leading toward the target bound under the net. When the orbs come into direct contact with the intended target, they create a tremendously large and devastating explosion.

Note: Can only be used twice per battle
Note: Has to wait one turn in order to use this technique again
Note: No fire technique of A rank and above in the same turn
Note: Can only be taught by -Tsuki

How the technique looks like:
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-Approved-
Update:

(Katon: Benihime, Juzutsunagi) - Fire Release: Crimson Princess, Beaded Mesh
Type: Supplementary/Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique launches condensed fire chakra in the form of a tangible blood-red colored net, generated from the blade length, and simply throws it over the intended target with a simple slashing motion from the blade. The net further binds and restricts an opponent’s movements by constricting to its form. This net appears elongated and somewhat narrow. After throwing the net, the user stabs the net with the tip of their blade, creating orbs of fire along the outside length of the net, which explode like linked land-mines in a domino formation, leading toward the target bound under the net. When the orbs come into direct contact with the intended target, they create a tremendously large and devastating explosion. Alternatively, instead of swinging their sword, the user can perform 2 hand seal and create the net above their target (which will then freefall), but at a height of at least 5 meters above ground surface. In both ways of usage (swinging one's sword or performing hand seals), the user can perform an addition hand seal to trigger the large explosion at once from any desired part of the net.

Note: Can only be used thrice per battle
Note: Has to wait one turn in order to use again

✦ Declined, was fine as is + the jutsu is designed to come from a sword, using it the alternate way deviates too much from the original jutsu ✦
 
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Re: Custom Jutsu Submission

Permission to submit Oversoul: &

Link to the style:

Tairei: Kamui | Oversoul: God-Robe
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Self
Chakra: 40
Damage: N/A
Description: An incredible Oversoul technique in which the user animates, empowers and manipulates their clothes to create a powerful suit that's tailored to their liking. This technique is executed by infusing vast amounts of chakra into the users garments to bring them to life, with the users newly animated clothes being both freely manipulable by the user, and also capable of acting in the users interests due to their acquired partial sentience - thus the creation of the users own Kamui - Godrobe. A Kamui can be hard, soft, flexible, rigid, elastic or firm according to the users wishes and is thus capable of freely shifting, morphing and growing in shape and length so as to match desire. When the user moves during battle so will the Kamui, the symbiotic clothing moving alongside the user to accentuate their movements, and ultimately resulting in the user being capable of faster, stronger, and tighter movements. Thus a Kamui's ability to shift into and produce cloth based appendages and weapons to attack and defend, as well it's ability to heighten the users physical abilities essentially allows the user to gain supreme close combat prowess - such that the original inventor of this technique, a frail and physically weak little girl, was capable of overwhelming her Ninja Martial Arts instructors through use of this technique.
However a Kamui is not without cost. Each turn the Kamui forcibly drains 30 chakra from the user as, despite being powerful it is unfortunately inefficient. The chakra that the Kamui feeds off uncontrollably seeps outwards to create an colourful aurora that enshrouds the users body. However the aura goes beyond aesthetic purposes as it serves as a chakra flow that enhances the destructive power when a Kamui strikes something.
A Kamui's base form offers some defence to the user as it cannot be burned, shocked or crushed by an inferior technique, however it can be cut by an appropriately focused technique B rank or above (B rank cuts it, A rank+ cuts through it and into the user), and concussive force above B rank can still transmitted to the user. However upon being cut or disfigured a Kamui will quickly restitch itself, thus it can only be completely destroyed by an equally powerful technique of suitable proportions. (This does not apply to its produced offshoots.)

Note:
- Lasts for up to five turns once activated.
- Each turn the user can release Kamui/Oversoul based attacks and projectiles that amount to B rank in overall power. This is free of cost.
- Oversoul techniques created using the cloth of a Kamui gain an additional +20 power due to the excessive chakra infusion and coating.
- The chakra aura alone adds +10 damage to the users physical attacks that involve a Kamui, while a Kamui's actual power is proportional to the users own, even a Kamui's sentience and will is simply a distorted yet real reflection of the users own.
- Once this is over the user is restricted from utilising Oversoul techniques above B rank for the next two turns.
- The users body will also exhibit signs of strain from having worn the Kamui, resulting at them performing below their physical peak for the next two turns.
- The initial creation of a Kamui generally results in the users clothes rearranging or even morphing to their preferences into something akin to their own superhero suit.

✦ Declined, parts of this are a bit unapprovable. For one, releasing burst of oversoul techs per turn need a chakra cost, not free of cost and count towards the 3 jutsu per turn. And I can't allow the colored; it basically allows you to make any creature or shape from the cloth as long as its still attached to you - all freeform. The second to last note needs to be clarified as well; what does "below their physical peak" mean in terms of the RP? No tai of a certain rank? No nin of a certain rank? etc. Also, the restitching part after being cut should require at least some form of chakra usage, even if it's a minimal one. Can't just allow freeform reforming. Also, 5 turns is too much. ✦

Tairei: Seishin no Sokumen | Oversoul: Aspect of the Spirit
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: Through this technique the user applies the concept practiced in 'Gift of Creation' of expanding and granting sentience unto stuffed toys except with a slight twist. This time the user will expand a stuff toy except that the expansion will be centred on them, thus they will ultimately be covered in a stuffed suit. Like 'Gift of Creation' the expanded toy suit will exhibit properties according to it's physical traits and the animal qualities that it mimics - i.e a Bunny suit would have rather pronounced haunches that would work in unison with the user so that, when the user jumps, the stuffed yet powerful haunches would sync and boost their movements to allow the user to jump to uncanny heights or distances, likewise for a gorilla suit that could grant stronger punches or greater brute strength, or a hare suit for greater travelling speed and so on. Naturally, additional appendages that the suit carries would adapt to and be utilised by the user to fulfil their nature purpose, i.e tails for added balance, claws that would be incredibly stiff and allow for slicing and dicing, wings for flight and so on. The applications of this exoskeleton like suit would only be limited by the users inventory, imagination and intentions, the suit can be full bodies or cut off at a certain area, appendages can be situated in different areas according to the users desire, and it can vary between being slightly larger than the user or even a gigantic body in which the user is housed within. (Maximum of seven meters in size) The created suits are partially sentient and are therefore capable of taking the initiative to act upon the users will.

Note:
- This technique can last for up to two turns, the initial expansion creates an outburst of chakra that grants the first set of actions for this technique chakra enhanced power, equivalent to A rank, however after that the suits display capabilities not that much greater than that of their real life (or imagined in the case of mythical based suits) counterparts, except enhanced in proportion to their size and density of course.
- Can only be used 4x
- Two turn cool down in-between usages.
- No Oversoul techniques above A rank the turn after this ends.

✦ Declined, how do you turn a teddy bear into a suit you wear around you? Expanding it's size doesn't make it cover you. ._. And either way, this is extremely vague and will lead to issues later, such as how far you can jump with the rabbit suit, how fast you can swim in a dolphin suit, or how much stronger a gorilla suit makes one, etc. Since no output is given, one could basically alter it each time it's used since it's not clearly stated. And if it's "expanding" an already created bear, then what you can do is limited by the bear itself, not the user's imagination. And no, these suits aren't capable of acting on their own, just to clarify. And I dont get the first note, why is there is an "outburst" of chakra and what exactly is it supposed to do? ✦

Link to the Style:


Resubmitting, completed changed so I omitted the bold, I hope that's okay.

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

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

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

Link to the Style:

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

Note:
Can only be used 3x
Can only be used once every two turns.
A maximum of four strikes can be delivered per use.
Against enemies of equal or higher rank the pain felt for each momentary contact will be around that of a hairline fracture - producing sharp pangs of pain in an area around the contact site that’s no larger than a ping pong ball. (Doubled if sensitive spots such as the plexus, temple, and other spots with significant nerve bundles). That of a breakage with sharper pangs in a tennis ball size area for those a rank lower, and even more severe pain spread across an area exceeding that of a size 5 football for two ranks or lower. In the case of significantly prolonged contact, the pain is only limited by the users intentions. (Basically if the user manages to remain in contact to continuously sustain this technique for an entire turn or more, at the expense of -30 chakra per turn.)
- In battle, the user can generally only apply momentary contact to an opponent; with extended applications generally being utilised for out of battle (RP) torture based purposes and thus utilised to its full extent at the users discretion. However in battle, should the user manage to main contact for an entire turn or more an enemy will be left at their mercy - in too much pain to properly mold chakra and ultimately left incapacitated by pain.
Physical damage is generally minor, at most inflicting bruises on well toned parts of the body or on an odd occasion fractures on weaker, minor bones. However striking a vital or soft spot could potentially cause dire or even fatal injury. (Eyes and so on, throat, so on.)
- The user can of course experiment with the type of pain expericed (Sharp, dull, throbbing, burning, etc)


✦ Approved, I removed the seconds/minutes part and made other edits. ✦

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

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

Declined: again, restrictions. The idea of this jutsu is a bit generic, though the explosive part gives it an ok enough twist. The restrictions though do not measure up to the power this could potentially have.
Katon: Nídhöggr kiba | Fire Release: Fangs of Níðhöggr
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Through the rapid release and conversion of fire chakra from all over their body; the user will create several concentric, orbital rings and crescents of dense fire directly from their being. The crescents and rings are explosive in nature - and thus when coming into contact with something of suitable resistance - such as solid and strong rock, they will explode, the explosion always being angled away from the user and forwards towards the opposition. Aside from that, the shapes can cut and incinerate through softer materials, explode, or be suppressed, on command, or be released towards an opponent in the form of a projectile. Due to their versatility, the rings and crescents can double as both a defence and offence, yet can also be particularly useful when utilised alongside Tai; the flames ravaging a target with each blow so as to deal severe and lethal wounds.

Note:
- Can only be used 2x
- No Fire techniques above A rank for the rest of the turn and no Fire techniques the next turn
- Can only be taught by Scaze.

✦ Approved ✦
 
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Re: Custom Jutsu Submission

Reminder, this cycle will end in 2 days, on the 28th. Don't forget that you can exceptionally post 4 cj's this time. Also, remember to use the template that is on the first page, and follow the steps so your cjs don't get auto declined.
 

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Re: Custom Jutsu Submission

(Ninjutsu: Aku no difendā) - Ninjutsu Technique: Defender of Evil
Type: Offensive | Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: There are various ways of performing this jutsu. Most commonly, the user will perform the Ram hand seal and place their palms outwards. Alternatively, a user can point a sword, Katana, or any long weapon towards the desired direction. Once doing so, the user will send out a large amount of raw chakra in front of the palm, or weapon and as it is released through, the user will shape the chakra into an animal. The animals created from this technique varies; it is capable of creating animals capable of flight, or grounded animals. Offensively, the user can use extreme shape manipulation to create animals made of chakra and send it out as a projectile, towards the intended target with the power of an S-rank Shaped Ninjutsu technique. The user can, if they choose to, separate the power of the animal into four different creations. Of course, each one would be smaller and have a lesser strength, but they would be capable of traveling faster than one large one. The maximum height of the animal created from this technique is twice the size of a normal human (about 4 meters), and with a maximum width of three meters. This technique is capable of creating animals that are larger, or smaller than what they are in real life, like creating a Penguin that is twice the size of a regular human or create a bull as small as 2 meters. The minimum size of these animals is two meters. The attack damage comes from the force the chakra-animal projectiles create upon impact, similar to that of the Rasengan technique, but at a larger scale because of the larger size. Defensively, the user can create an animal to act like a "tank", like a Bear made of chakra that would sit upright that would defend the user. These defenses are capable of defending against elemental techniques up to A-rank, but if it's an attack lower than A-rank, then it'll be able to stay on the battlefield to take on more attacks. (Basically, it acts as a defense until A-rank damage is dealt to it. e.g. 2 B-ranks, 4 C-ranks, etc.
Notes and Restrictions:
- Usable two times per battle with a two turn cooldown and can only be taught by Greed.
- No mythical creatures, like Dinosaurs, or Dragons can be created through this technique.
- No S-rank or above Ninjutsu techniques for the same turn
- The animals do not have the traits exclusive to them. For example, if you were to create a cheetah and send it out as a projectile towards the enemy, it wouldn't be capable of running as fast as it would if it were real. The speed of these projectiles are the same speed as the user when running.

♠ Declined ♠
Looks fine except for one point that needs to be clarified. "Stay on the battlefield until it can take on more attacks." Exactly how long? And can it/they move by themselves? There's a limit to what raw chakra by itself can do.
Resubmitting - clarified a few points Adachi pointed out
(Ninjutsu: Aku no difendā) - Ninjutsu Technique: Defender of Evil
Type: Offensive | Defensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn)
Damage: 80
Description: There are various ways of performing this jutsu. Most commonly, the user will perform the Ram hand seal and place their palms outwards. Alternatively, a user can point a sword, Katana, or any long weapon towards the desired direction. Once doing so, the user will send out a large amount of raw chakra in front of the palm, or weapon and as it is released through, the user will shape the chakra into an animal. The animals created from this technique varies; it is capable of creating animals capable of flight, or grounded animals. Offensively, the user can use extreme shape manipulation to create animals made of chakra and send it out as a projectile, towards the intended target with the power of an S-rank Shaped Ninjutsu technique. The user can, if they choose to, separate the power of the animal into four different creations. Of course, each one would be smaller and have a lesser strength, but they would be capable of traveling faster than one large one. The maximum height of the animal created from this technique is twice the size of a normal human (about 4 meters), and with a maximum width of three meters. This technique is capable of creating animals that are larger, or smaller than what they are in real life, like creating a Penguin that is twice the size of a regular human or create a bull as small as 2 meters. The minimum size of these animals is two meters. The attack damage comes from the force the chakra-animal projectiles create upon impact, similar to that of the Rasengan technique, but at a larger scale because of the larger size. The offensive animals are sent out as projectiles initially, however, the user can manipulate the movement of the animal by continously feeding the creature with chakra, meaning he/she is unable to perform other techniques while manipulating the movement of the animals. Defensively, the user can create an animal to act like a "tank", like a Bear made of chakra that would sit upright that would defend the user. These defenses are capable of defending against elemental techniques up to A-rank, but if it's an attack lower than A-rank, then it'll be able to stay on the battlefield to take on more attacks (It will last up to three turns, or until it is destroyed). (Basically, it acts as a defense until A-rank damage is dealt to it. e.g. 2 B-ranks, 4 C-ranks, etc.
Notes and Restrictions:
- Usable two times per battle with a two turn cooldown and can only be taught by Greed
- No mythical creatures, like Dinosaurs, or Dragons can be created through this technique.
- No S-rank or above Ninjutsu techniques for the same turn
- The animals do not have the traits exclusive to them. For example, if you were to create a cheetah and send it out as a projectile towards the enemy, it wouldn't be capable of running as fast as it would if it were real. The speed of these projectiles are the same speed as the user when running.

✦ Approved ✦

( Doton: Wakideru hakkutsu ) - Earth Release: Gushing Excavation
Type: Offensive | Supplementary
Rank: S
Range: Long (Created at short, has a Long range reach)
Chakra: 40
Damage: 80
Description: Through a single hand seal, the user will send earth-based chakra on an area within short-range, manipulating it to have it erupt upwards to resemble a small volcano head. It has a diameter of about 3 meters, and the height of five meters. Immediately after creation, massive amounts of mud, similar to that found in (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld, is spewed out from the structure created, flowing out with great speed and momentum taking the form of large ten meter waves. It would easily push away anyone within the area of effect. The user can have the mud released outwardly, expanding outwards from the source with a 360 degree scope, or aiming it at a specific area in order to have a stronger effect. An example of the second would be creating the volcano-head and manipulating the mud to spew out towards the opposite side of the battlefield, keeping you safe from harm while attacking the enemy. Alternatively, the user can maintain the handseal and continuously manipulate the movement of the mud to manipulate it to the direction they want to, which would allow them to do a multitude of things like preventing their own technique from harming the user by manipulating the mud away. However, a drawback would be the inability to perform other techniques unless the user is able to use Yin-Yang. Lastly, the damage from this comes from the massive waves of dense mud that would surely crush, as well as suffocate the enemy if left undefended. The technique results in the area targeted to be covered with up to ten meters of mud.
Notes & Restrictions:
Note: Usable twice per battle with a three turn cooldown before each usage.
Note: Cannot use any A-rank or higher Doton techniques for the turn used, and the next turn.
Note: Can only be taught by Draigo

✦ Approved ✦
 
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Avonomemi

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Re: Custom Jutsu Submission

(Kenjutsu: Bureido Fōsu) Sword Technique: Blade Force
Type: Offensive
Rank: B
Range: Short
Chakra cost: 20
Damage points: 40
Description: This is based on sheer power, Gathering abundant energy (chakra) in their striking arms, the user holding their bladed weapon firmly with both hands use all of their might, speed and force to strike hard against a defensive wall or barricade, the impact of the blade will be strong enough to crumble or cut through the defense of the opponent at one strike. Likewise in a clash of blades, this technique will give the user the upper hand.
Restriction:
+ Can affect up to C rank ninjutsu.
+ A Kage ranked ninja can strike with a single hand hold. Sannin and below ranked ninja require a double hand hold
+ Usable thrice per battle.
+ Requires a bladed weapon with a handle to perform this technique.

✦ Declined, has been done before. ✦
(Futon: Mūnraito Hikiiru) Wind release: Moon Lightheaded
Type: Defensive
Rank: B
Range: Mid
Chakra cost: 20
Damage points: 40
Description: The user release wind chakra from his body to form a membrane of wind around the user that span up to mid range(4meters to 10meters) , by appearance the wind look just like any other wind release but this one has a special property, Using advanced manipulation, the user remove all the oxygen present in the wind membrane. When an object or enemy step into the area covered by the wind, they become weightless and begin to float, the effects are similar to that of an astronaut on the moon, simply put gravity becomes zero. And due to the lack of oxygen in the wind membrane the enemy dies from suffocation. Also due to the wind special property, anything (solid, liquid or gas) that pass through the wind membrane becomes totally disoriented or diverted off-course. The Wind membrane last three turns
Restriction:
+ Can only be used three times.
+ Require a turn cool down
+ No B rank and above wind technique for the next turn.

✦ Declined, OPed and if the wind forms around you, you would suffer from a lack of of oxygen as well, DNR ✦

(Katon: Hottokurakku) Fire Release: Hot Cracks
Type: Offensive
Rank: A
Range: Mid - Long
Chakra cost: 30
Damage points: 60
Description: While in mid air the user wave the tiger, dog and ox hand seal then mold fire chakra and proceed to drop down with force, as he touch down, he send fire chakra into the ground, the impact from the user landing cause numerous cracks of various length to occur on the ground then from this cracks fire will emerge all at once from omnidirectional (around the user), the fire will align together from the cracks resembling a wall of fire that rise up to a high height, the fire will burn anything caught within its range, then the fire lowers leaving behind a lava field (heated earth). A short distance from the user will not be affected by this giving the user a standing and safe platform.
Restriction:
+ Can be used three times
+ Require a two turn cool down
+ No A rank and above fire technique for the next turn

✦ Declined, if you are causing cracks to form, then this would be an earth/fire combo, but it ultimately mirrors several Fire jutsu that already exist. ✦
 
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Souji

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Re: Custom Jutsu Submission

- Removed extraneous parts, tweaked it a bit for better utility

(Katon: Hanabira o nenshō) | Fire Release: Burning Petals
Type: Offensive
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will clap their hands together and then create a thin ring of fire around them, with a one meter radius from the center where the user stands, to the edge of the circle. From this ring, golden flames in the shape of eight flower petals will erupt upward, surrounding the user, then immediately “flop” downward, creating an area-of-effect attack on the ground and incinerating whatever comes into contact with it. As a visual representation, when looking at this jutsu’s performance from the top, it looks very similar to a flower head blooming outward. The golden color of the flames is purely cosmetic with no added effects. Each petal is capable of reaching up to mid-range, and in eight separate directions around the user, allowing for a one-time attack. In a variation of this technique, the petals can also be controlled individually to attack specific targets. This requires focus from the user, but they can start and stop the technique at will.

- Lasts for a maximum of three turns if controlled, or until the user decides to stop using the technique
- Can only be used twice per battle
- Can only be taught by Souji
- No A-rank Katon or above for the next turn; the turn right after the jutsu is deactivated
___________
-Declined- Fire can't be created from the thin air >_> it needs a medium, either from your body or from the ground, also this should be a one time attack, not a continuous one, because it's a defensive and offensive mechanism at the same time, so remove that duration.
- Added some clarifying points
- Tweaked some mechanics of the technique


(Katon: Hanabira o nenshō) | Fire Release: Burning Petals
Type: Offensive
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will clap their hands together and then create a thin ring of fire on the ground around them, with a one meter radius from the center where the user stands, to the edge of the circle. From this ring, golden flames in the shape of eight flower petals will erupt outward, surrounding the user, creating an area-of-effect attack on the ground and incinerating whatever comes into contact with it. As a visual representation, when looking at this jutsu’s performance from the top, it looks very similar to a flower head blooming outward. The golden color of the flames is purely cosmetic with no added effects. Each petal is capable of reaching up to mid-range, and in eight separate directions around the user, allowing for a one-time attack. In a variation of this technique, the petals can also be controlled individually to attack specific targets. This requires focus from the user, but they can start and stop the technique at will.

- Lasts for a maximum of three turns if controlled, or until the user decides to stop using the technique
- Can only be used twice per battle
- Can only be taught by Souji
- No A-rank Katon or above for the next turn; the turn right after the jutsu is deactivated


 Approved 
 
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Ańbu Juniør

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Re: Custom Jutsu Submission

(Nezum Kuchiyose no Jutsu: Shu , Suraisu-fū) Rat Summoning Technique: Shu, The slicing wind
Rank: S
Range: N/A
Type: Summon
Chakra Cost:[/B] 40
Damage: N/A
Description: Shu is the weapons specialist of the Underland, standing at 10 feet tall with pitch black fur and red eyes. Unlike most Giant Ninja Rats from the Underland he appears clad in lightweight body armor with two swords that can connect at their hilts to create a spear. Shu is Ańbu Juniør's personal summon and is oriented towards Kenjutsu even though he has an affinity for wind, capable of releasing B-ranked slicing blades of wind from the swing of his Katanas or claws. He is also able to use up to S-Rank Kenjutsu techniques. One of Shu's abilities allows his to release his wind chakra to coat his body and causes his form to sway and flicker, which makes it difficult for opponents to properly judge his actual distance from them, but Does not affect his speed. The Coat of wind also serves to protect him from non focused B-rank and below lightning techniques.
~Can only be summoned once and stays on the field for four turns.
~The Use of Shu's abilities count as a move.
~The coat of wind can only be used once per battle and lasts for one turn.

Picture of the armor below, minus the weapons and shield.
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Contract Validation

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

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

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

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

You must be registered for see images

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

A Rank: 30 Chakra / 60 Damage
S Rank: 40 Chakra / 80 Damage
(Nezum Kuchiyose no Jutsu: Shu , Suraisu-fū) Rat Summoning Technique: Shu, The slicing wind
Type: Summon
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Shu is the weapons specialist of the Underland, standing at 10 feet tall with pitch black fur and red eyes. Unlike most Giant Ninja Rats from the Underland he appears clad in lightweight body armor with two swords that can connect at their hilts to create a spear. Shu is Ańbu Juniør's personal summon and is oriented towards Kenjutsu even though he has an affinity for wind, capable of releasing B-ranked slicing blades of wind from the swing of his Katanas or claws. He is also able to use up to S-Rank Kenjutsu techniques. One of Shu's abilities allows his to release his wind chakra to coat his body and causes his form to sway and flicker, which makes it difficult for opponents to properly judge his actual distance from them, but Does not affect his speed. The Coat of wind also serves to protect him from non focused B-rank and below lightning techniques.
~Can only be summoned once and stays on the field for four turns.
~The Use of Shu's abilities count as a move.
~The coat of wind can only be used once per battle and lasts for one turn.

✦ Declined, why would an armor of wind make his form sway and flicker? That doesnt make much sense to me, not to mention that releasing bursts of wind has been tried many times in the past and now. ✦

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

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✦ Declined, the secondary ability contradicts itself; if it's compressing it's self, it is getting smaller and more compact, not spreading out. It wouldn't distribute the lightning through the entire earth. ✦

(Fuuton: Wadjet's Shamen no disuku) Wind Release: Wadjet's Disks of absolution
Type: Defense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This is technique created solely for defense of the user. The technique begins when the user weaves together three hand seals and channels a large amount of wind chakra into both hands. Once done the user will channel the wind outwards and compress it into the form of two disks of cutting wind that span 1 meter radius and can spin in whatever motion the user wishes. Due to it's compression the wind disks develop a certain density to the point where it gains a certain solidarity, enough so that it can directly block offensive physical actions like taijutsu or kenjutsu, but yet still retain it's insolatory ability to dispel most lightning attacks.
~This technique can be used twice per battle, but requires an interval of two turns before it can be used again.
~This jutsu lasts for one turn and no other jutsu can be use while this jutsu is active or the disks of wind will dissipate.

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✦ Declined, has been done before ✦
 
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Shade Dracova

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Re: Custom Jutsu Submission

(Shinseina hogo)Agías Sképi̱s
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra: 50 Every time the user activates an eye
Damage: 20 Each turn the user wears the shield (+20 every time an eye is opened)

Agías Sképi̱s is a golden shield that was made in the early greek times by many great blacksmiths as a shield for their king named Agais to take into battle. Before the shield was completed Agais was assassinated and the Greek empire had fallen. The shield was locked away and sold for it’s value in gold from man to man for centuries until a Japanese blacksmith had bought it as he wanted to complete the ancient shield. The Japanese blacksmith had finally completed after years and years of slaving over it and added three ruby eyes to represent each of the gods watching over named Ama, Tsu, Sus and Su which meant Sun, Moon, Sea and Space. This blacksmith was also a Japanese warrior at the beginning of the era of shinobi and one of the first to be able to use jutsu. The Japanese warrior had taken this veru shield in to battle over a thousand times and it protected him. However, the warrior would sucuumb to a disease caused by the harsh conditions on the battlefield. With less than a year left the black smith had decided he would live on within his shield. Within the timeframe before his certain death, the blacksmith created a jutsu that could permanently attach his soul or rather his chakra to shield. However, this jutsu would bring death to him. With nothing left to lose the blacksmith used the jutsu and attached a small portion of his chakra to the shield. By doing this, the blacksmith gave the shield four special abilities for each of the ruby eyes.

The user will place their arm inside the handle of the shield. Once their arm is within the handle, multiple needles will pierce the arm and begin to suck chakra out of the user’s body. This will paralyze the arm making it impossible to use handseals. Once activated the the shield will begin to brightly glow and give off a red aura (made of chakra) from each of the closed ruby eyes. The ruby eyes each have a unique ability which can be divided into two categories, defensive and illuional. Ama and Tsu are both have defensive abilities. Sus and Su have llusional abilities. The activate an ability, the user must call out the name of the corresponding eye. Once the name of the eye has been called out an eye will open and the ability will activate. This causes antagonizing pain to user which causes them to scream in agony. Once full open it will reveal the blood stricken eye of the black smith himself and one of the following abilities will incur.

Ama
Ama is the first eye of the Agais. Ama stands for the Sun and the warmth and protection it gives to all living things. Ama has the power to create a powerful red chakra shield which can block any S rank elemental technique. The user can choose whether he wants the shield to be in the form of a large wall or in the form of a full orb around the user with zero openings.

Tsu
Tsu is the second eye of the Agais. Tsu stands for the Moon and how it absorbs the sunlight and redirects it to all the people of earth when it is needed. Tsu has the power to absorb any A rank or below technique into the shield and send it back in the form of a short-ranged wide spread chakra blast similar to that of a shotgun. Once chakra is absorbed into Tsu, another eye cannot be opened until the chakra is released elsewhere.

Sus
Sus is the third eye of Agais. Sus stands for the sea and how if you look into water you can only see your reflection but it is blurred when disturbed. Sus has the power to cast an A rank genjutsu where a clone of the target will protrude from their torso destroying theirs organs and strangling them. The shock and fear will paralyze the target and leave them gasping for air. The genjutsu can only be successfully casted if the target hears the user say “sus” and if they are looking in the direction of the opened ruby eye. Once the target has broken the genjutsu the eye will immediately close shut.

Su
Su is the fourth and most powerful eye of the Agais. Su stands for space and the lonely endless darkness of space itself. Su has the power to cast a S rank genjutsu on the target where they find themselves flying above earth in space. The user will appear before them as a gigantic astral god. The user will then grab the target and throw him into the endless abyss of space. The fear and shock will cause the target to scream and tremble in fear. They will also gasping for air and have already lost their center of gravity as in their mind there are spinning thorugh space. This could also cause nausea and dizziness. Once this genjutsu has been broken the ruby eye will shut permanently.

Note: Besides Su, each eye can only be opened twice. If any of the eyes are opened for a third time the shield will instantly shatter into pieces
Note: No jutsu with handseals can be used while or after this weapon has been used. The hand will be bloodied and useless as the needles will destroy the hands nerves and muscles.
Note: The shield can be taken off at any point in the battle but it cannot be put on again the same battle.
Note: To open an eye, the user is put under major chakra drainage antagonizing pain so no A rank or above techniques until the next after the next.
Note: Opening an eye counts a 1 move out of the 3 per turn
Note: You can only open one eye per turn. Two eyes cannot be used at the same time. You must wait one turn to open another eye.
Note: Can only be used by Shade Dracova

♠ Pending, leaving for Scorps ♠
Not even sure if this is viable...


I will be dropping my Forgotten Reaper as it really had no postives


 Declined  Too many abilities, some of which mimic existing CWs. Greece doesn't exist as far as we know on narutoverse. So all of that is hockus pockus. But honestly, this is too much. It has great drawbacks yest but still... Also, +20 chakra means it adds chakra to you which is not the case.



(Dracova no shinigami āto: Houto myou kyouji) Reaper Art Of Dracova: Ways Of The Unholy Teachings
Type:Supplementary
Rank: Forbidden
Range:Self
Chakra: 50 (-10 each turn)
Damage: N/a (20 Each Turn)
Description: This technique is used by the strongest of the strong of the students and was once a lost technique due to how powerful it is with more powerful drawbacks. The user will generate and circulate extensive amounts of chakra throughout their enitre body and scythe. Once done the user will simultaneously release all the generated chakra through every pore in their body causing the user's blood pressure, heart rate and metabolism to increase drastically. This causes a black colored aura made of chakra to resonate on the surface of the users body (similar to naruto' nine tail chakra cloak). This is the adrenaline and the chakra working in perfect sync causing the adrenaline to boost the users chakra, and in vice versa, creating more physical energy. This pushes the user’s body past it’s absolute limit pumping up the users muscles, increasing the users awareness, reflexes and durability. The user gains +10 to taijutsu & kenjutsu techniques, and +15 to reaper art techniques. The user is also able to dodge and/or be unaffected by C rank and below taijutsu and dodge C rank and below kenjutsu (within reason ofcourse) due to their increase reflexes, durability and speed. The main use of this technique is to compliment and/or stregthen all reaper art techniques as they require massive chakra input aswell as massive physical strength to begin with. This technique has major drawbacks because it pushes the users body to be able to preform beyond the scoop of their physical limitations. With each turn that passes, the rush starts to wear off causing soreness and pains. Once the technique has ended the user is drained physically and of chakra. This makes his body extremely fatigue and exhausted not allowing the user to be able to mold chakra above B Rank for 3 turns.
Note: Last 4 turns
Note: Can Only use Taijutsu, Kenjutsu , and Reaper Art (Including this style)
Note: Leaves the user drained of chakra not allowing him to mold above B rank jutsu for 3 turns
Note: Drains the user physically not allowing him to use taijutsu or hold a scythe (Reaper Arts) for 3 turns
Note: Can Only Use Once

♦ Declined, this is just a mode. DNR ♦

(Dracova no shinigami āto: Majin Hanto) Reaper Art Of Dracova: Genie Hunt
Type:Attack
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description: This is one of the 3 main techniques of the Reaper art this being the second. By circulating mass amounts of chakra through the sycthe. This technique resembles a massive halberd-like blade, expanding to 3 meters wide and 2 meters long. This technique is very dangerous to use with others around in a 5meter diameter. The user will swing the sycthe in a 360 degree angle towards the opponent increasing the cutting capability to its fullest degree. As the scythe is swung it will release chakra as a powerful thin line that cuts through anything in a 5meter radius with ease, easily able to cut through human flesh with extreme ease and earth (A rank). The line of chakra is so thin that it can barely be seen by the normal human eye.

Note: Can only be used twice with a two turn break in between usages.
Note: Cant use reaper arts , kenjutsu, nor taijutsu for 2 turns

0:23-0:50


I am the official owner of the Reaper Art

♦ Approved, edited a restriction. When the chakra is released, the chakra around the scythe does as well. ♦

♠ Pending, leaving for Kurisu ♠
(Shinseina hogo)Agías Sképi̱s
Type: Supplementary
Rank: S
Range: Short
Chakra: -30 Every time the user activates an eye
Damage: N/A

Agías Sképi̱s is a golden shield that was made in the early times in the ninja world by many great blacksmiths as a shield for their king named Agais to take into battle. Before the shield was completed Agais was assassinated and his empire had fallen. The shield was locked away and sold for it’s value in gold from man to man for centuries until a Japanese blacksmith had bought it as he wanted to complete the ancient shield. The Japanese blacksmith had finally completed after years and years of slaving over it and added three ruby eyes to represent each of the gods watching over named Ama, Tsu, and Sus which meant Sun, Moon, and Sea. This blacksmith was also a Japanese warrior at the beginning of the era of shinobi and one of the first to be able to use jutsu. The Japanese warrior had taken this very shield in to battle over a thousand times and it protected him. However, the warrior would sucuumb to a disease caused by the harsh conditions on the battlefield. With less than a year left the black smith had decided he would live on within his shield. Within the timeframe before his certain death, the blacksmith created a jutsu that could permanently attach his soul or rather his chakra to shield. However, this jutsu would bring death to him. With nothing left to lose the blacksmith used the jutsu and attached a small portion of his chakra to the shield. By doing this, the blacksmith gave the shield four special abilities for each of the ruby eyes.

The user will place their arm inside the handle of the shield. Once their arm is within the handle, multiple chakra will pierce the arm and begin to suck chakra out of the user’s body. This will paralyze the arm making it impossible to use handseals while the shield is equipped. Once activated the the shield will begin to brightly glow and give off a red aura (made of chakra) from each of the closed ruby eyes. The ruby eyes each unqie abilities. The activate an ability, the user must call out the name of the corresponding eye. Once the name of the eye has been called out an eye will open and the ability will activate. This causes antagonizing pain to user which causes them to scream in agony. Once full open it will reveal the blood stricken eye of the black smith himself and one of the following abilities will incur.

Ama
Ama is the first eye of the Agais. Ama stands for the Sun and the warmth and protection it gives to all living things. Ama has the power to create a mutiple powerful red chakra shields the size of a tires which can block any S rank elemental technique easily. The user can choose whether he wants the shields to spread out and block an attack from multiple areas or come togther to create a large shield for large scale attacks. Alternatively, the user can stand on top of these shields and use it to hover across the entire battlefield.

Tsu
Tsu is the second eye of the Agais. Tsu stands for the Moon and how it absorbs the sunlight and redirects it to all the people of earth when it is needed. Tsu has the power to effectively track the opponent without fail. Once the eye is opened it scans the entire battlefield and looks for the enemy. If the eye catches sight of the enemy, the eye creates a small chakra eye in the air in front of the enemy. This eye follows the target where ever they go and if the eye is attacked it will quickly reappear within seconds. This works as the ultimate method to keeping tracking of your opponents movements.

Sus
Sus is the third eye of Agais. Sus stands for the sea and how if you look into water you can only see your reflection but it is blurred when disturbed. Sus automatically opens when the user is put under a genjutsu A rank or lower. The eye open and begins to flash a vibrant red color. The shield sends it's red chakra into the user getting rid of the genjutsu effectively with little delay.

Note: Each eye can only be opened 3 times
Note: No jutsu with handseals can be made while this weapon is being used. Once the shield is removed the user must wait 2 turns before he gets full control of his hand again as the strain of shield puts the nerves through trauma
Note: The shield can be taken off at any point in the battle but it cannot be put on again the same battle.
Note: Opening an eye counts a 1 move out of the 3 per turn
Note: You can only open one eye per turn. Two eyes cannot be used at the same time. To use an eye you must close the active eye.
Note: Can only be used by Shade Dracova
(Bolded the changes I made)

✦ Declined, Instant S rank defense 3 times a battle, "track the opponent without fail", and releasing A rank gen by opening your eye? This is too much, DNR ✦
 
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Lord of Kaos

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Re: Custom Jutsu Submission

New Cycle

Everyone knows the deal. The thread is opened for a new cycle.

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, Scorps is the Moderator in charge of everything custom (jutsu, fighting styles, elements, clans, etc) and canon (bio rules and techniques) and all complaints and quarries should be asked to him. 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 Have fun submitting!​
 
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