[ARCHIVE] Custom Jutsu Submission - II

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Selendrile

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Re: Custom Jutsu Submission

(Doton: Rokku no Tepu o Kakudai)- Expanding Rock Tape
Type: Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage Points: N/A
Description: The user performs three hand seals, and then directs their doton chakra into the earth. Ten earth strips with similar physical characteristics as tape erupt from the ground around the opponent, as close as a meter away from him. If the rock tape touches the opponent, it will attach itself to the opponent’s skin, remaining there harmlessly unless removed by outside means. After attaching itself to the opponent, the user will disconnect the tapes from the ground. If not removed from the opponent's body before the next turn, the user will perform the Snake hand seal and expand the tape. This expansion amplifies the tape's density very rapidly, increasing its weight. This anchors the opponent to the ground due to the immense weight, rendering the part of the body immobile.
- Usable three times per battle
- The opponent must have contact with the ground in order for the tape to attach itself to them
- No Doton above S-rank the same turn

Approved

Declined. You're basically making it stronger, more versatile and reducing the restrictions at the same time. Borderline DNR, though will give you one chance to resubmit with proper restrictions.
(Doton: Rokku no Tepu o Kakudai)- Earth Release: Expanding Rock Tape
Type: Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage Points: N/A
Description: The user performs four hand seals, and then directs their doton chakra into the earth. Ten earth strips with similar physical characteristics as tape erupt from the ground around the opponent, as close as a meter away from him. If the rock tape touches the opponent, it will attach itself to the opponent’s skin, remaining there harmlessly unless removed by outside means. After attaching itself to the opponent, the user will disconnect the tapes from the ground. If not removed from the opponent's body before the next turn, the user will perform the Snake hand seal and expand the tape. This expansion amplifies the tape's density very rapidly, increasing its weight. This anchors the opponent to the ground due to the immense weight, rendering the part of the body immobile.
- Usable three times per battle
- The opponent must have contact with the ground in order for the tape to attach itself to them
- No Doton above B-rank the same turn

-Update Approved- Added the proper English name for you since its an update of an old technique and it might have slipped your mind. Be sure to check the template next time.

(Suiton: Kaizoku no Uragiri no Ikari)- Water Release: Rage of the Sea King’s Betrayal
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: The user will perform three hand seals, and then channel their suiton chakra to their feet. By stomping on the ground, the user will perform nature transformation on their chakra, changing it into water. The stomp on the ground raises a domed, hollow cylinder of water, with the user inside. The cylinder of water is very thin but does not compromise its strength, which allows the user to easily see through it. This can be used to defend against attacks. Once the domed cylinder is formed around the user, they have the option of performing another hand seal, which unwraps the cylinder starting from the back, wrapping it around to the front, forming a straight water wall. The wall will then release hundreds of marble sized bullets of water as it is unwrapping, covering the entire battlefield in front of the user. These bullets can reach up to long range.
- No water techniques above A-rank for the same turn
- Usable twice per battle

Declined. Wrong template: Type goes before rank.
(Suiton: Kaizoku no Uragiri no Ikari)- Water Release: Rage of the Sea King’s Betrayal
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: The user will perform three hand seals, and then channel their suiton chakra to their feet. By stomping on the ground, the user will perform nature transformation on their chakra, changing it into water. The stomp on the ground raises a domed, hollow cylinder of water, with the user inside. The cylinder of water is very thin but does not compromise its strength, which allows the user to easily see through it. This can be used to defend against attacks. Once the domed cylinder is formed around the user, they have the option of performing another hand seal, which unwraps the cylinder starting from the back, wrapping it around to the front, forming a straight water wall. The wall will then release hundreds of marble sized bullets of water as it is unwrapping, covering the entire battlefield in front of the user. These bullets can reach up to long range.
- No water techniques above A-rank for the same turn
- Usable twice per battle

-Update Declined- Its just an update designed to make it less restrictive in every regard. “Same turn” restrictions are a lot less taxing than “next turn” ones. If you want, I'll change it to “No Water above A-Rank next turn” and approve it.

(Ninpo: Chisana Shuriken no Jutsu) - Ninja Art: Small Shuriken Technique
Rank: C
Type: Offensive, Supplementary
Range: Short-Mid
Chakra cost: 15
Damage points: 30
Description: The user will throw a projectile towards the enemy, and will then use his chakra to rapidly decrease the projectile's size. The size can be reduced down to the size of a marble. However, with the size being decreased, the damage done by the projectile is also dramatically decreased. This technique is based upon the less advanced version, "Ninja Art: Giant Shuriken Technique."
*Note: Can only be taught by Selendrile

±± Approved ±±
Updating to:

(Ninpo: Tan'ya) - Ninja Art: Metalsmith
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra cost: 20 (+5 each reformation)
Damage points: N/A
Description: The user simply needs to make physical contact for this technique to function. By touching a weapon, the user is able to insert chakra into the object. By doing so, the user is freely able to manipulate the weapon’s size. This can be used on both held weapons (such as katanas, kunai, staffs, etc.) and thrown weapons (kunai, shuriken, senbon, etc.) The user is able to change the shape of any weapon-type object up to any size, following logic and reasoning. A small weapon such as a shuriken can be increased to the size of a windmill shuriken, or reduced to the size of a single marble. If thrown, the user is continually able to freely change the object’s size, expending another 5 chakra, but cannot alter its path or anything of the like. This technique is based upon the less advanced version, "Ninja Art: Giant Shuriken Technique." After this technique ends, any altered objects will revert back to their original size at their current location.
- Usable four times per battle
- Effects last two turns


-Update Approved- Nice update.
 
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Luther

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Re: Custom Jutsu Submission

(Genjutsu:Shin no zetsubō) Illusionary Arts: True Despair
Type: Offensive
Rank: A -Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs the rat and dog hand-seals in quick successions and casts his opponent under a genjutsu where they experience viscous horrors and situations unique to them. The situation is unique to the opponent being that it preys on their greatest fears however unreasonable or daunting it may seem to a normal person.

*Can be used 3 times per battle*
*Can only be taught by luther*


 Declined  Done before countless times. DNR
 
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Priest

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Re: Custom Jutsu Submission


† Bekuta Kobura: Buraku Mamba - Vector Cobra: Black Mamba †
Type: Sup/Off
Rank: B
Range: Short-Mid
Chakra: 20(-5 p/turn)
Damage: 40
Description: The user releases at will, vectors in any area of their body to form a particular weapon or an object of sort. The user can release say up to 4 vectors at once from his hand and as soon as they are released, they weave/merge themselves into a weapon, for example, a huge blade(7m max) long and can use it to attack and defend. There are plethora of weapons and tools that can be made, though one at a time. Examples: Sword, Scythe, Axe, umbrella, fan, staff, spear, etc, depending on the user's imagination. However, the vectors are still connected to the users hands unless shed. The user can instead of morphing the vectors into offensive weapons, morph them into more supplementary tools. Example is the user can release vectors from his back and weave them into a pair of wings which would apparently aid him to gain flight as the vectors are connected to the user's body unless shed. Another example is the user can release vectors from his legs and morph them into a makeshift surfboard so that he is able to move along water surface or perhaps ride strong wave of water current.
The contructs however are able to revert back to their coily form at will. This allows to move around solid object/obstacles. Example is when the vectors, in sword form, clashes with an object, the user may make the sword to form back into slithery vectors and quickly wrap around the object, binding it or traping it or perhaps to disarm the opponent from their weapon.
The vectors due to them being a result of advance Fuin+Chakra manipulation, plays neutral in terms of elemental strenghts and weaknesses. If the user wants, he may infuse a particular element into the weapon/tool to gain special elemental affects of the element in question.
NOTE: The user can make two different weapon on his two hands with each having a B-rank power. However this counts as two moves
NOTE: The user can't use A-rank and above Fuinjutsu while this jutsu is in play.
NOTE: The vectors would continue to linger until the user calls them back, though the user would continue to sacrifice some of his chakra while they are in play.


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✦ Declined, for one, this isn't Advanced Fuuinjutsu. Advanced Fuuins would be S and Forbidden ranked, so your claim of it besting same rank ninjutsu isn't valid. Furthermore, if it were, your inclusion of Elemental chakra would then mean that these B ranks when channeled with elemental chakra would be stronger than average elemental jutsu, which creates an almost paradoxical output. In addition to this, your restriction about using A rank and above Fuuin isnt really valid either as it is barely a significant restriction as most of the A+ rank Fuuins are very situational and the fact that you cant create S and up ranked Fuuins, so the restriction would be even more useless practically. This also has no usage limit ✦

† Bekuta Kobura: Buraku Mamba - Vector Cobra: Black Mamba †
Type: Sup/Off
Rank: B
Range: Short-Mid
Chakra: 20(-5 p/turn)
Damage: 40
Description: The user releases at will, vectors in any area of their body to form a particular weapon or an object of sort. The user can release say up to 4 vectors at once from his hand and as soon as they are released, they weave/merge themselves into a weapon, for example, a huge blade(7m max) long and can use it to attack and defend. There are plethora of weapons and tools that can be made, though one at a time. Examples: Sword, Scythe, Axe, umbrella, fan, staff, spear, etc, depending on the user's imagination. However, the vectors are still connected to the users hands unless shed. The user can instead of morphing the vectors into offensive weapons, morph them into more supplementary tools. Example is the user can release vectors from his back and weave them into a pair of wings which would apparently aid him to gain flight as the vectors are connected to the user's body unless shed. Another example is the user can release vectors from his legs and morph them into a makeshift surfboard so that he is able to move along water surface or perhaps ride strong wave of water current.
The contructs however are able to revert back to their coily form at will. This allows to move around solid object/obstacles. Example is when the vectors, in sword form, clashes with an object, the user may make the sword to form back into slithery vectors and quickly wrap around the object, binding it or traping it or perhaps to disarm the opponent from their weapon. If the user wants, he may infuse a particular element into the weapon/tool as they are made to gain special elemental affects of the element in question, though doing this makes the vectors submit to elemental strenghts and weakness.
NOTE: The user can make two different weapon on his two hands with each having a B-rank power. However this counts as two moves
NOTE: Usable 5x per battle
NOTE: The vectors would continue to linger until the user calls them back, though the user would continue to sacrifice some of his chakra while they are in play.


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✦ Approved ✦

for reference.
Fuin
(Seijutsu-Raiton/Fuinjutsu:Shokku Terapi) Holy Art- Lightning/Fuinjutsu: Shock Therapy
Type: Supplementary
Rank: A
Range: Close
Chakra: 30
Damage: 0
Description: This jutsu requires the user to have a pair of unique tattoo seals on his chest where his heart is located. The seal activates whenever the user goes unconcious but still alive. Upon activation, the seal discharges subtle lightning current/shock throughout the body and a controlled on the heart. Sorta works like a defibrillation machine. This causes depolarisation of the heart muscles and re-establishes normal conduction of the heart’s electrical impulse to the brain makes normal neural activities to resume and the user once again gains conciousness.
NOTE: Only usable 2x per battle
NOTE: No Fuin and Raiton above S-rank the next turn
NOTE: Can not be used to get out of genjutsu, unless the genjutsu actually causes the user to go in a state of unconsciousness (for example: sleep, or heavy pain which causes the effect if stated in the description of the genjutsu)

Approved with additional note
Fuin

Fuinjutsu: Shokku Terapi II - Sealing Arts: Shock Therapy II
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: 0
Description: A mutated level technique to "Shock Therapy". The user has 3 small tatoos seals at the left side of his head(behind the right/left ear). The seals are drawn to form a triangle and as each seal is used, the seal disappears after usage. The seal responds willingly or reflexively to distinct activity in the brain and thus discharges subtle controlled lightning chakra to charge/change the brainwaves for different affects. It is said the brain is made up of billions of brain cells called neurons, which use electricity to communicate with each other. The electrical activity of the brain is a cyclic, wave-like nature called Brainwave pattern thus our mind is able to regulate its activities by means of electric waves which are registered in the brain, emiting tiny electrochemical impulses of varied frequencies. The seal responds to the frequencies emitted by the brain due to a certain situation and then it activates, pouring lightning chakra inform of subtle electric current to correct the brainwaves' frequency to a more prefered one.

Beta : This is the type of Brainwaves emitted when we feel agitated, tensed, afraid, confused(not thinking clearly due to mind curruption or mind clutter). The brain emmits frequencies in the range of 13-60 pulses per seconds.

Alpha: This is emitted when we are in a state of physical and mental relaxation, although, we are aware of what is happening around us. Frequency ranges from 7-13 pulses p/sec.

Theta: This is emitted when we in a state of somnolence, with reduced conciousness(a very sleepy state, drowsiness). Frequency from 4-7 Pulses p/sec.

Delta: This is emitted when there is unconciousness, deep sleep or catalepsy. Emits between 0.1-4 pulses p/sec.

Now from all the 4 brainwaves pattern, Alpha is the normal one. The seal responds to Beta, Theta and Delta brainwave and then activates. Upon activation, it immediately corrects the brainwaves, reverting it back to Alpha.
NOTE: Cannot be used to break from any illusions except illusions that brings the mentioned affects of Beta, Theta and Delta.
NOTE: There are only 3 sealing marks so therefore, it can only be used 3 times
NOTE: No fuinjutsu above A-rank can be used the turn this is used

-Pending- I think you're taking a simple technique too far but I'll leave this for someone else.

✦ Declined, collides with too many existing Fuuinjutsus ✦

Dropping

Bàtáá - Bata
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A(-5 per turn when active)
Damage: N/A
Description: Priest in the last of his journeys stumbled upon a lost artifact of the Sage of Music. While harnessing it for himself as a master of sound himself, unleashes the power of Bàtáá.
Bata is a crucifix that when activated, tranforms into pair of ear morphs with an angellic apperance that appears as if the user has a pair of elvish ears. The ear morphs are fixed on the user's ears and won't come off unless the user deactivates it thus making it tranform back to a crucifix. The indestructible black colored ear-morphs is fabricated from an unknown material, tightly fixed that it won't fall off even during complex movements until the user removes it himself.
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Bata would at all times, be in link with the user's auditory senses, brainwaves and chakra system and is able to manipulate sound chakra which he can now use/release in 4 different ways/beats.

Ìlù Àgèrè - Beat of Tranquility :
This is a basic and passive ability of Bata that is always on as long as he is active. Apparently, when Bataa is active, the user is shut from any form of external sound making him totally deaf. However, Bata passively records external sounds and by itself translate it in an alternate electromagnetic form directly to the user's sense of touch. By this, the user can't hear sound but can feel them. This is akin to using sound as a sonar to be able to feel and sense matter due to the sound they give off, a similar phenomenon to "Inner Sonar Skill". The user having being used to the consequencies of Bata and the drawback which is deafness, although he can feel sound, he could not actually feel what exactly is being said if the particular sound is a conversation thus making him train to be able to read lips.

Sákárà - Beat of Gloat
At the outside part of Bata, the tip of the ears, Bata is also able to produce his own sound. The sound produced, however are able to cause affects and put those who hears it into genjutsu.(to be submitted in Bàtáá Arts)

Ìlù Àgídigbo - Beat of Barm
Bata responses whenever the user wants to perform sound techniques. While wielding Bata, whenever the user wants to conjure any sound technique, Bata taps into the user's chakra system and pushes the molding of sound chakra even further than the user attemped, thus making the user spend 5 more chakra for every of his sound jutsu. This however makes that particular sound jutsu to be more powerful than it should have been, gaining +10 damage or stronger supplementary effects.

Ìlù Gángan - Beat of Exorcism:
Bata is able to tap into the user chakra, draw them out and use it to form a shield/barrier of sound. Bata reacts to this upon sensing an incoming entity though it may or may not require the user's will depending on the situation. If the user isn't able to utilize his will due to him being unconcious(though still alive) or in a will-subduing jutsu of any kind, then Bata reacts itself so far the user still has chakra that it can leech. If the user can use his will properly, then it requires the user's will to form the barrier. The shield is able to deflect/bounce back A-rank and below jutsu and depending on the kind or area affected by the incoming jutsu, the shield can be large, small, parabilic or even spherical, encompassing 360deg around the user. This can only be used once per turn and count as a move.
NOTE: Can only be wield by Priest
NOTE: The user sacrifices 5 chakra point per turn while its active. The user however, can deactivate it anytime thus loosing access to the weapon's abilities.
NOTE: When Bata is inactive and worn on the neck as a crucifix, it serves no purpose but for fashion.
NOTE: Activation and transition of Bata from crucifix to ear-morphs is instant and takes no time whatsoever.
NOTE: While Bata is active, the user spends more chakra in using wind jutsus thus spends +5 more chakra for any wind jutsu he uses.
NOTE: The user recieve +10 more damage when hit by sound techniques that affects the sense of touch/body while Bata is active.

-Pending- Leaving for another mod
✦ Declined, this has too many abilities for me to approve this. Remove some before I actually check this ✦
 
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Gααrα

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Re: Custom Jutsu Submission

(Doton: Hoshoku-sha no shozo-ga) | Earth Release: A Predator's Portrait
Type: Attack
Rank: S Rank
Range: Mid
Chakra Cost: 40
Damage Points: 80
Description: The user begins by clapping both his hands together as if he were praying. By channeling his earth chakra into the ground, he creates up to 4 huge alligators
made of mud and rock, mid-range around the opponent/s, each 4 meters in length. Although it has a heavy body, it is capable of short bursts of speed especially in short
lunges (short range). With their massive jaws, they can tear apart a massive chunk of the opponent's flesh with a single bite, and can move around inside water terrain as
well. Their body is made up of rocky exterior which provides an excellent defense against certain attacks, and muddy interior that helps in its flexibility. On the top portion,
they have a foot long spikes of rock that protrude, that will hurt the opponents, should they try to attack from top. An ability of these alligators is that, with a single
handseal, the user can make these rocky spikes shoot towards the opponents (B rank, 20 chakra, 40 damage) which cost a move, should they try to jump up and evade. But after that, the
alligators won't have any rocky defense on their back.
Note:
Can only be used thrice
No Earth Jutsus of S rank and above in the same and next turn
Alligators last for 3 turns on the field
Can only be taught by Waaiz

-Declined- Venom has an advanced version of this technique called Tyrannical Aggravation



(Doton/Katon: Pottā no u~isshu) | Earth/Fire Release: The Potter's Wish
Type: Attack
Rank: C-S Rank
Range: Short-Long
Chakra Cost:15-40
Damage Points: 30-80
Description: This is a simple technique created by a ninja potter, who survived by making artistic pottery and other creation out of his own chakra, sold it it and made money
to live. Using his affinity to manipulate his earth chakra, he could make various objects, animals and structures out of mud. Drawing inspiration from Earth Fist Rock
technique and Earth Golem Technique he could directly create an entity in his hand or from his mouth (a kunai, a bird etc.) or by slamming his hands on the ground, he could
create larger structures (like a giant golem) that he could use to attack someone. The size and weight of the structures depended on the user's imagination ex. He could
create a giant bird (giant golem sized) or a small elephant (sparrow sized), but it would never exceed the size of Demonic Statue of the Outer Path. Once created, the potter
could simply channel his fire chakra into it to make it alive. Birds could fly, while the fishes could swim. Snakes could burrow in the earth, while giant structure could simply
walk on earth. Now since the entities contained the potter's fire chakra, he could simply form a single handseal, to blow up the structures and cause wide-spread destruction.
Note:
Entities are alive for 2 turns
Can only be used twice
Can only be taught by Waaiz
Can not use any Earth or Fire techniques above S rank in the same technique

-Declined- Been done before in multiple ways. DNR.





Suiton: Dono You Na Bouei | (Water Release: What A Defense)
Type: Defensive
Rank: A-Rank
Range: Short (Close)
Chakra: 30
Damage: 60
Description: The user will perform a single hand seal which is tiger then the user will release water chakra from all of his 361 tenketsus and then The user will apply shape manipulation to it and shape in to a sphere which covers the user from all sides keeping a one foot distance, even underneath the opponent and keep spinning around the user. The user cant see his opponent while being inside it.

-Can only be used Three times.

-Declined- What a defense indeed. You can't see your opponent, for some reason this forms around you and somehow underneath the opponent and worst of all this is a canon technique. DNR.
 
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Gutsy

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Re: Custom Jutsu Submission

CFS approved:

Tomahōku no Michi: Doramu o uchikudaku | The Way of the Tomahawk: Shattering Drums
Type: Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: A simple but devastating technique. When the opponent is in close range of the target, the wielder will channel his chakra through two of his tomahawks, holding one in each hand and will then swing them with tremendous force into the respective sides of the target's head. The tomahawks have been reinforced with the chakra previously channeled into them causing a layer of chakra to have been formed around the blunt side of the weapon which dramatically increases the weight and strength of it. The simultaneous strike to each of the opponents side of their head, more specifically aimed onto each ear. The force of the blow and weight of tomahawks completely disrupt the eardrum, inner ear and side of the skull. Should the target survive the blow, the destruction and damage to his inner ear would render him unable to balance himself, thus removing his ability to walk upright for more than a few seconds. It also greatly disorientates the target, practically nullifying the ability to hear and blurring their vision, along with the great pain they must endure, due to their shattered ear drum and possible broken skull as well as a massive headache.
Note:
- The technique may be performed trice per battle
- Each of the Tomahawks blunt sides has the equavalant power of a B-rank technique
- The Tomahawks in hand can be used to counter A-rank Taijutsu and Kenjutsu techniques within reason

✦ Approved ✦

Tomahōku no Michi: Jötunn Burēkā | The Way of the Tomahawk: Jötunn Breaker
Type: Attack/Defense
Rank: S-Rank
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: This technique makes use of the intricate style of using 4 tomahawk at once to perform a brutal yet elegant counter attack. The user first takes on his battle stance, similarly to the stance bee took to do his 8 swords style. The user has a tomahawk in both hands, in between the crease of his bent and risen left knee with the blade to the outside (how bee held a sword), and a single tomahawk in his mouth with the blade on the right side of his face. With this stance, the user uses raw chakra around the blades to suddenly expand into larger versions of the blades, dramatically expanding the length of the blades (about 2m blades now), that hold more cutting and slicing power. Using the now enlarged holes in the tomahawk blades the user can use the tomahawks in his hands to intercept taijutsu or weapons attacks within the holes to redirect their Trajectory to a different direction. As the tomahawks in the hands are being used to defend or redirect an incoming close range attack, the user swiftly rotates his hips to perform a brutal slash to the lower body of the opponent whilst also using the tomahawk in his mouth to perform a slash to the upper body. This essentially creates an attack and defense all in a single motion of intercepting an opponent. Essentially this technique can be used to create vicious and unpredictable slashes and cuts towards the opponent as well as redirect and counter incoming attacks swiftly, by moving and spinning in an unpredictable manner.
Note:
-Each Chakra tomahawk blade is B-rank in power.
-The Tomahawks in the hand can be used together to stop A-rank elemental matter based jutsu within reason
-Only usable 3 times

✦ Approved, edited slightly ✦

Dropping CW (Destiny Kunai) first post:

Nakkuruzu Tyr no Kami Ta | Knuckles of Tyr the God of War
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The Ancient knuckles known for having been wielded by the God of War, Tyr. It is said that they were forged by the smithies in the kingdom of Asgard and they were made specifically for Tyr whom always fought great battles and against beasts, using his bare hands. These knuckles are shaped to fit around the knuckles obviously and are designed to preserve and concentrate a punch’s force by directing it towards a harder and smaller contact area. This already results in increased tissue disruption, including an increased likelihood of fracturing the victim’s bones on impact. The extended and rounded palm grip also spreads across the attacker’s palm the counter-force that would otherwise be absorbed primarily by the attacker’s fingers, reducing the damage to the attacker’s fingers. These knuckles are decorated with ancient runic writing as well as the symbol of the bull. These knuckles having said to have been created by some of the mightiest smithies to walk the earth for the God of War, these knuckles have been proven to be composed of a unique and powerful metal which makes these knuckles unbreakable.

These mighty knuckles possess a set of abilities that makes it lethal in so many ways. This set of knuckles has a total of 3 abilities derived from the lightning element. It naturally has the ability to conduct electricity, yet this is none of the three abilities.

The first ability that the knuckles possess is the ability to produce a forward light that blinds the opponent. This light can be produced within a moment’s notice by the wielder releasing his lightning based chakra into the knuckles causing the light to appear and blind the opponent. This light reaches long range, and can be controlled to how much light they emit. Finally this light is not lethal in any way, it only acts to blind the opponent. While emitting the light the wielder can still move and attack the opponent as he is unaffected by the bright light.

The second ability that the knuckles possess is a more defensive based technique. This is something that is done whenever the opponent directs a lightning based attack towards you. When this happens the wielder would conduct lightning into the knuckles, whereas the wielder would follow up by striking the knuckles into the lightning technique causing the lightning to be absorbed into the knuckles and therefore effectively negating the incoming lightning technique.

The third and final ability that these knuckles possess is the ability to generate and release a powerful whip of lightning from one or both knuckle. These whips are able to pierce through an opponent’s muscles, bones and even pierce rocks and earth structures, allowing the wielder to swing the whips of lightning around in any manner or fashion that they wish.
Note:
- The knuckles are indestructible due to their unique composition as stated in the description
- The first ability of the knuckles is equal to a B-rank technique.
- The second ability of the knuckles is equal to an A-rank technique.
- The third and final ability of the knuckles is equal to an A-rank technique.
- Each of the three abilities of the knuckles count towards the move count.
- The first ability can be performed trice per battle, while the second can be performed twice per battle and the third one can also be performed twice per battle
- May only be wielded by Gutsy Jiraiya and the people he sees fit

-Declined- Not a single one of these three abilities are allowed. The light concept is becoming overused and you can't control the intensity of the light. Chakra absorption weapons are also disallowed.
 
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-Best-

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Re: Custom Jutsu Submission

(Jiongu: Masuku Kyuuzou) – Earth Grudge Fear: Masked Explosion
Type: Offensive
Rank: Forbidden
Range: Short - Long (Explosion is Short-Ranged)
Chakra: 50
Damage: 90 (-40 damage to the user)
Description:
Kakuzu will focus his chakra into one his elemental masks (whether its inside or outside of his body) to cause it to erupt into a devastating Forbidden Ranked blast of its respective element. Due to differences in transition states (solid, liquid, gas and energy-based), the various effects that can be produced by this technique will differ widely. However, they all follow the universal rule that once an elemental heart as been forced to "explode", until its replaced the user will become unable to utilize the sacrificed element. If this jutsu is used on a mask currently inside of the user's body, the jutsu will go ahead as planned but the user will be killed in the process.

Fire Mask
When forced to erupt, the Katon mask will release an intensive omni-directional burst of fire which will swiftly incinerate anything and anyone caught within its five-meter radius blast radius. Whilst inherently small scale, the sheer heat and power of these flames is enough to reduce almost anything to ashes if they're unfortunate enough to be caught inside in its reach.

Lightning Mask
When forced to erupt, the Raiton mask will burst into an eruption of bright light and surging electricity, capturing the opponent in a cube composed of solid-like confines (similar to the one produced Lightning Release: Plasma Ball) whilst they are ravaged inside by countless wild bolts of lightning, tearing them apart on a near-molecular level. The initial explosion of lightning serves the simultaneous purposes of blinding and paralyzing the opponent, rendering them near helpless if caught within the explosion. This elemental explosion seems to resemble the process of demolecularization used in Dust Release, albeit on a much lesser scale. The plasma cube will encase anything within a five meter radius of the initial "explosion".

Wind Mask
When forced to erupt, the Fuuton mask will suddenly implode in on itself capturing everything within a five meter radius into a dome of slicing winds. The dome will exhibit properties similar to those produced in Rasenshuriken, with the microscopic blades of wind cutting and slicing the opponent on a molecular level, severing all nerve channels in the body, leaving the target unable to move after being struck. They also attack the entire chakra circulatory system, which cannot be repaired by any form of medical ninjutsu whatsoever. Unlike the other elemental "explosions", this one is the only one which does not directly kill but simply leaves the opponent in a vegetative state, unable to move or mold chakra, making this very effective against medical shinobi.

Earth Mask
When forced to erupt, the earth mask will explode into a copious quantity of adhesive mud that will ensnare anything within short-range of its position. The mud on contact with anything will harden into rock and so will effectively petrify anything caught within its reach.

Restrictions:
- Can only be used up to four times per battle (once on each mask)
- Can only be Taught by -Best-
- User loses access to elemental affinity of the destroyed mask
- Cannot be used on consecutive turns
- Cannot be used on clones of the masks, only the originals
- Only a single mask can be made to explode per usage

✦ Declined, an F rank with 4 usages? Clear no, 2 is the max, even if this has 4 different possible usages. A 2 turn break is also needed, and what happens after you use it in that turn? You need a restriction on what limits you during that turn. ✦



(Jiongu: Masuku Maruchipuru) – Earth Grudge Fear: Masked Multiplicity
Type: Supplementary
Rank: B
Range: Short - Long (Clones made short-range of target)
Chakra Cost: 20
Damage Points: N/A
Description: The user will focus his chakra throughout his body before using it to create up to four clones of any and all of his masks. This technique can create one clone of each mask, two of two masks, two of one mask and one of two others, all four of a single mask, etc. This jutsu can be used on masks inside Kakuzu's body or anywhere on the field. If used on masks inside of Kakuzu's body, they are created within short-range of the user. If used on masks outside of the body, they will be created within short-range of the cloned mask(s). If an outfield mask was cloned and the original re-enters his body, the masked clones will not disperse. The same applies if a mask inside of Kakuzu leaves the body after being cloned. These cloned masks possess the same strengths and weaknesses of Kakuzu's masks except they're only as durable as ordinary shadow clones. These cloned masks cannot enter and incorporate themselves into Kakuzu's body like the originals and if for example the lightning mask is destroyed then all of the lightning mask clones will disperse too.

Note: Can only be taught by Best
Note: Abides by all rules of cloning techniques
Note: Only a maximum of four clones can be created



✦ Declined, I cant approve this. DNR ✦



Genjutsu : Yotounheimu Kara Chiru No Kaze | Illusionary Arts : Chill breeze from Jotunheim
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description:

A double layered genjutsu. The user will perform a sequence of two hand seals and trap the opponent in a double layered genjutsu. As soon as the opponent is trapped in the genjutsu, he will suddenly feel a chill breeze blowing towards him. As the breeze is blowin, the opponent's leg, hand and whole body muscles start to shrink and he starts to grow old and feeble suddenly. His hands and legs starts to shake continuously like a person who has nerve weakness. His body suddenly loses his strength such that he won't even be able to raise up his hands nor make any hand seals. He won't be able to take more than a step from his current position due to his feeble legs. He is made believe that he has aged up rapidly and his entire body has become weak. If by any means the opponent snaps out of the genjutsu, the second genjutsu kick's in. In the second genjutsu the opponent will feel a severe cold air surrounding him(around 5[SUP]o[/SUP] C). Once again the opponent's hands and leg start to shiver rapidly due to the coldness of the air surrounding him. If the user uses any water technique against the opponent now , due to the opponent being trapped in a genjutsu where he is made to believe that severe cold air surrounds him, the water jutsu will hit the opponent as a very cold water( around 5[sup]o[/sup] C since 0 Deg will turn it to ice. ) . The part of the body of the opponent that gets hit by the water technique B rank and above will go numb as cold water has the property to make the body go numb. Numbness only lasts for a turn. While traditional methods (normal releases) will release only one genjutsu at a time, strong enough pain or an external chakra source will release both at the same time. A strong armour like a S rank Earth armour can protect the opponent from the severe cold air since he won't be able to feel the coldness. Both the genjutsus lasts as long as the opponent releases it.

Restrictions :
♣ Can only be used three times per battle.
♣ No genjutsu above A rank while this genjutsu is in play.
♣ Each Genjutsu is of B rank in strength.
♣ Two turn gap before using this genjutsu again.
♣ Both the Genjutsu are casted at the same time.
♣ Can only be taught by -Best-

♠ Pending, leaving for Kurisu ♠

♦ Approved ♦
This genjutsu needed updation. Refer Madara Uchiha for more details. z.z. Reworded it completely.

Genjutsu : Yotounheimu Kara Chiru No Kaze | Illusionary Arts : Chill breeze from Jotunheim
Type: Offensive/ Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description:

A double layered genjutsu in which both the genjutsu are casted at the same time. The user will perform a sequence of two hand seals and trap the opponent in a double layered genjutsu. As soon as the opponent is trapped in the genjutsu, it will appear as if the user has disappeared into the wind and hits the opponent as a chill breeze. The whole battlefield starts to snow and the ground under starts to turn into blocks of ice and snow. Severe cold temperature surrounds the opponent. As this happens the opponent feels certain changes happens to his physique too. As the breeze blows, the opponent's leg, hand and whole body muscles start to shrink and he starts to grow old and feeble suddenly. His hands and legs starts to shake continuously like a person who has nerve weakness. His body suddenly loses his strength such that he won't even be able to raise up his hands nor make any hand seals. He won't be able to take more than a step from his current position due to his feeble legs. Rapid hair and teeth loss with slightly blurred vision. He is made to believe that he has aged up rapidly and his entire body has become weak. The user's disappearance and making the opponent feel a chill breeze around him with the environment suddenly covered by snow is one genjutsu and the opponent aging up rapidly turning into an old and feeble man is another genjutsu. However, the genjutsu that changes the environment is A rank in strength whilst the genjutsu that makes the opponent grow old is B rank in strength. Since the opponent is made to believe that the entire environment is changed into ice, all water release techniques will appear as ice release techniques to the genjutsu hit opponent. Even his own water release techniques too. The part of the body of the opponent that gets hit by the water technique B rank and above will go numb as cold water/Ice has the property to make the body go numb. Numbness only lasts for a turn. While traditional methods (normal releases) will release only one genjutsu at a time, strong enough pain, an external chakra source or a strong chakra surge (S ranked) will release both at the same time. Both the genjutsus lasts as long as the opponent releases it.

Restrictions :
♣ Can only be used three times per battle.
♣ No genjutsu above A rank while this genjutsu is in play.
♣ Two turn gap before using this genjutsu again.
♣ Both the Genjutsu are casted at the same time.
♣ Can only be taught by -Best-

-Update Declined- This is no longer a double layered Genjutsu
 
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Osmon

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Re: Custom Jutsu Submission

-Changed the jutsu completly ^_^

(Fuuton: Yoake no avil) - Wind Release: Anvil of the Dawn
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses their fuuton chakra in their hand and condenses it so that it takes the form of a small war hammer only about 30 cm in size. The hammer is composed of 6 thick layers of wind which are held together by chakra. The hammers layers can be released from the hammer each time the user swings the hammer with a moderate amount of strength. When the hammer is swung the layer is released as a B-rank large wave of wind and the hammer diminishes in size slightly. The hammer itself can break apart objects and jutsus C-rank and below, following elemental strengths and weaknesses, and within reason (so because of the hammers size it wouldn't be able to completely stop a large wave of water for example.) A maximum of two layers can be released in one swing, and the strength of the wave created is increased depending on how many layers are released. If its two layers then an A-rank wave of wind will be given off. The other way that the hammer can be used is when the user drops, slams, throws; anything that means the hammer will be touching the ground. When that happens the remaining layers are all released at once and an A-rank wave of wind is released omnidirectionally and it is capable of pushing the opponent back a range(so if they're in short range they'll be pushed into mid range) and giving them deep cuts. If the user uses this then the hammer is instantly dispersed afterwards.
- Wind techniques above S-rank cannot be used in same turn as its use.
- The hammer can be maintained for 3 turns but it can be dispersed at will or if all the layers are used
- Can only be used twice per battle
- Can only be taught by Osmon

Declined: while the core foundation behind this CJ is excellent, and refreshing (kudos to you!) I have one small issue. The fact that you need to be able to keep the layers together with chakra, and that you can use it whenever you want means you have to maintain the technique (even if it's only to keep it together) to keep it active. This small issue makes it so it's impossible to use other jutsus while using this one (except if you have yin-yang). You'll need to work around that in order for it to work. I also noticed your format was wrong with this jutsu. First type, then rank. Not the other way around. Keep it in mind as it will auto-decline it for this turn.
(Fuuton: Yoake no avil) - Wind Release: Anvil of the Dawn
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses their fuuton chakra in their hand and condenses it so that it takes the form of a small war hammer only about 30 cm in size. The hammer is composed of 6 thick layers of wind which are held together by chakra. The hammers layers can be released from the hammer each time the user swings the hammer with a moderate amount of strength. When the hammer is swung the layer is released as a B-rank large wave of wind and the hammer diminishes in size slightly. The hammer itself can break apart objects and jutsus C-rank and below, following elemental strengths and weaknesses, and within reason (so because of the hammers size it wouldn't be able to completely stop a large wave of water for example.) A maximum of two layers can be released in one swing, and the strength of the wave created is increased depending on how many layers are released. If its two layers then an A-rank wave of wind will be given off. The other way that the hammer can be used is when the user drops, slams, throws; anything that means the hammer will be touching the ground. When that happens the remaining layers are all released at once and an A-rank wave of wind is released omnidirectionally and it is capable of pushing the opponent back a range(so if they're in short range they'll be pushed into mid range) and giving them deep cuts. If the user uses this then the hammer is instantly dispersed afterwards

Note: Wind techniques above S-rank cannot be used in same turn as its use.
Note: The hammer can be maintained for 3 turns but it can be dispersed at will or if all the layers are used
Note: Can only be used twice per battle
Note: Can only be taught by Osmon
Note: While the hammer is active other jutsus cannot be used

-Approved-

(Suiton: Owari no nai Bōruto) -Water Release: Endless Vault
Type: Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user performs two handseals concentrates a large amount of suiton chakra and channels it into the ground under him and they focus it at several points in a straight line.The chakra builds up and at the users command, which is signified by the one-handed seal of confrontation, water suddenly bursts out of the ground, in the areas that the chakra was gathered. The water is concentrated and takes the form of separate pillars which rise to the sky from each separate location. It is similar to the image in the spoiler except instead of ice it's water and less pillars. The line of attack is 10 meters long and each pillar is around 2 meters wide so 5 pillars are created. The speed of the rising pillars would send anything or anyone standing on the ground flying 15 meters into the air. This jutsu is unique because it releases dozens of pillars from the ground at once and it can be used to attack low aerial targets, extinguishing incoming fire attacks or simply sending groups of enemies into the air. Once the pillar fires the opponent up, the water cascades back down and can be used as a water source.
Note: Can only be used twice per battle
Note: No water jutsus S-rank and above in the next turn
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-Declined- You said this jutsu was unique and it wasn't. DNR
 
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Re: Custom Jutsu Submission

(Niji no Rekuiemu) - Requiem of Rainbows
Rank: S
Type: Weapon
Range: Short-Mid
Chakra Cost: N/A
Damage Points: N/A
Description: Niji no Rekuiemu(Requiem of Rainbows) is a special scarf which is said to have been created by the Gods themselves. At first the scarf gives you the idea of a normal looking one, but it's secret stands in it's composition. It's composed of a super light, flexible and nearly indestructible material. The scarf itself has many abilities. Firstly, because of it's composition, the scarf can stretch up to Mid Range. The scarf is permeated by some lines, which act as a medium to transfer chakra from the user to the scarf. The user, by transferring chakra to the scarf, can make the scarf edges very sharp, strong and thin, which can cut easily through human flesh. It can also be used to protect the user against incoming weapon projectiles and D rank attacks by changing the form of the scarf to a shield like structure, thanks to it's composition. Another usage is that it can trap incoming opponents while in mid-air by turning into a net-like shape structure. The best and most useful ability of this scarf is that is can be enlaced by any elemental release, basically covering and turning itself into fire,earth,wind,lighting and water. But it can only do such, meaning it can't shoot projectiles or perform any elemental attack. The damage the scarf can cause in any of it's elemental form varies depending on how much chakra the user puts into it, starting from D-rank to S-rank. The user, to prevent damaging himself, surrounds the palm he is holding the scarf with a thick layer chakra, so that the elements used in the scarf won't hurt him.

Note: Can only be used by Exōn.
Note: The lines act as an indicator when the user transfers elemental chakra through them. The lines turn green for wind, red for fire, blue for water, brown for earth and cyan for lightning. This kinda gives the opponent a warning of what the user will use next.
Note: When the scarf is covered in any of the five elements, it needs one turn cool down to switch to another.
Note: The user cannot keep the the scarf covered in any of the elements more than one turn.
Note: The user cannot do perform more than 2 of his scarf's special abilities in one turn.

The scarf extending
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The scarf's cutting power
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Scarf's flexibility and the ability to trap opponents
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Scarf's example of a shield like structure
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The color of the lines changing

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‡ Declined ‡ My main problem with this is that it essentially becomes a D to S-Rank technique at will.



(Ninpou: Ichaival no Okurimono) - Ninja Art: Ichaival's Gift
Type: Offensive
Rank: S - Rank
Range: Short-Long
Chakra: 40 Chakra
Damage: 80 Damage
Description: The user uses either of both hands he has free and pulls in the 2 last fingers, the pinkie and the ring finger into his palm. He extends the other two(middle and index fingers) and simply bends them at the first knuckle creating a space between both of those fingers. The user pulls the thumb inwards, also bent. In that pose the user starts charging chakra into either hands, while with shape manipulation he creates a line of chakra in the hook created by the space between the middle and index finger, which looks like a bow. The chakra connects to the thumb from high up and from below the pinkie, until it creates a small string like shape. The rest of the palm starts glowing bright in chakra and then starts changing shape into a very small bolt made out of compressed chakra, which can be fired in any form just by releasing the "string" with his thumb. The bolt will fly towards the enemy in great speed. The bolt, when released, will use every bit of the chakra the user put into it. Before the bolt of compressed chakra hits the opponent, the highly compressed chakra is released, resulting in a big explosion.
Note: Can only be used 3 times per battle.
Note: Must have one turn cool down between usages.
Note: Can only be taught by Exōn.
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-Declined- Not sure if Sniper Arts extends to crossbows but this isn't original enough to warrant an approval anyway. Also, why is this a ninjutsu technique? It would be better as an elemental technique. Use those comments if you find a way to make this more unique.



(Fuuton: Furasshusuteppu) - Wind Release: Flash Step
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: The technique is pretty basic and simple. The user will transfer and concentrate wind chakra at his right/left arm and his right/left leg. After doing so the user will raise and bend both his arm and leg. After the chakra is concentrated well enough, the user will release the wind chakra in the direction in front of his arm and leg. This will make the wind chakra get released rapidly. The wind will move the user 180 degree from his original position, due to the position of his arm and leg, which makes it possible for the user not to move in a straight live but in a curved line.
Note: Can only be taught by Exōn.
Note: It can be used 5 times per battle.
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-Declined- Just another generic movement/evasion technique.
 
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Re: Custom Jutsu Submission

(Yūkan'na no Nageki) – Lamentation of the Intrepid
Type: Weapon
Rank: S
Range: N/A
Chakra: -5 per turn
Damage: N/A (+10 to Ameton techniques produced by the bow)
Description: The Lamentation of the Intrepid (勇敢なの嘆き) is a weapon forged during times of old and lost during the numerous Shinobi World Wars. Rediscovered by Alexander during his travels to Iwagakure the Lamentation of the Intrepid is an artifact roughly the same size and shape as a small coin composed of the purest iron and forged by a smith of legendary status. The Lamentation itself however draws its powers from its natural affinity toward water and rain. The Lamentation naturally seeks chakra from its wielder causing it to passively drain 5 chakra from him or her per turn.

The artifact’s most basic ability allows the user to release their suiton chakra into the atmosphere and cause a light rain to begin to fall. The unique quality of this rain however is that there are no clouds present in it. Simply the basic technique will cause a sort of cloudless rain phenomenon. The rain that falls, however, does not possess the same sensory qualities that Rain Tiger at Will does and simply will fall as normal rain water with no special qualities. The rain will last for five (5) turns before needing to reactivated at the cost of a move. This counts as a D-Rank technique.

The artifact’s second basic ability is that, through the use of a source of rain, can gather rain drops falling and form an exoskeleton of a bow around the artifact. The bow produced is roughly as tall as the user and has semi-straight arms tapering off into points, with the handle being far less thick than the remainder of the bow. The bow created from the rain water is infused with the user’s chakra and becomes effectively solid upon creation. As such it can be used to launch regular arrows. Creating the bow from the artifact can be done passively. Reverting the artifact from its bow exoskeleton to coin can be done passively as well. In its bow form the Lamentation is capable of producing small-scale Ameton techniques from it as well such as Hidden Rain Slash, Rain Spear, and their variants.

The advanced ability of the Lamentation of the Intrepid is that it is capable of condensing rain droplets within the user’s vicinity to create a hollow hardened sphere of rain water which will extend outwards from the user up to short-range. The sphere of rain water however is not static in its creation and movement. Similar to Vortex Storm Technique the rain water that creates the sphere will spin extremely rapidly acting as both a defense and offense to anyone who come into contact with it. This counts as an A-Rank technique and can only be used twice per battle. It can only be used once every two turns. The sphere can be sustained at the cost of 10 additional chakra per turn during which the user can utilize the sphere to produce additional rain techniques. The user must remain stationary during the sphere’s creation and sustainment.

Note: The wielder of the Lamentation of the Intrepid must have mastered Ameton as well as have a biography capable of utilizing Ameton.
Note: The artifact itself is indestructible. However the bow created from rain water can be dispersed temporarily within elemental weaknesses and strengths of Ameton.
Note: Each of the abilities mentioned can only be used at the cost of a move, unless otherwise mentioned.
Note: Can only be wielded by Drackos and those who are instructed.




-Declined- The more I read, the more I couldn't shake the feeling that this isn't a CW but rather simply a set of techniques rolled into one. The second ability is the only real one which resembles the abilities of custom weapons but the other two don't fit at all.

(Katon: Hepaisutosu no Seiiki) – Fire Release: Hephaestus’s Sanctum
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Mid – Long
Chakra: 40 (-10 per turn to sustain)
Damage: 80
Description: Hephaestus’s Sanctum is a technique in which the user is able to produce flames in the air on the battlefield through the rapid conversion of fire chakra by quickly weaving the Tiger, Boar, and Snake hand seals. The flames produced undergo heavy shape manipulation which are then materialized in at a minimum of a radius of mid-range from the user treating the user as a center point effectively creating a dome of fire around the user. The fire, having undergone extremely precise shape manipulation becomes effectively solid. Upon completion the user may maintain the dome for as long as they please or they may produce from it, through the use of an additional hand seal, spikes that can reach up to a maximum of short-range from their point of creation on the walls of the dome either inside or outside. Should the user desire to end the technique they may either release it as normal or cause the dome to converge on the center point. The dome, being made of the user’s chakra, will not harm the user upon convergence. Once fully converged upon the user the dome will suddenly expand outward creating an immense firestorm that reaches up to long-range around the user.
Note: Can only be used once (1) per battle.
Note: No S-Rank and above techniques in the same turn. No F-Rank or higher techniques in the following turn.
Note: The user must maintain this technique; as such they cannot use other techniques while this technique is active.
Note: Can only be taught by Drackos

✦ Declined, "No F-rank or higher techniques in the following turn". Well shit. You just taught me something, I never knew there were jutsu higher than F rank in the RP, that's some pretty cool shit there. But like....what was the train of thought that made you think "he said no S ranks and higher wasnt a good restriction so I'm going to go with no F ranks and higher"? Like that is worse than no S ranks and higher. Dont just insert filler restrictions, restrictions are supposed to actually restrict and have real drawbacks, not small negligible things like that ✦
(Katon: Hepaisutosu no Seiiki) – Fire Release: Hephaestus’s Sanctum
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Mid – Long
Chakra: 40 (-15 per turn to sustain)
Damage: 80
Description: Hephaestus’s Sanctum is a technique in which the user is able to produce flames in the air on the battlefield through the rapid conversion of fire chakra by quickly weaving the Tiger, Boar, and Snake hand seals. The flames produced undergo heavy shape manipulation which are then materialized in at a minimum of a radius of mid-range from the user treating the user as a center point effectively creating a dome of fire around the user. The fire, having undergone extremely precise shape manipulation becomes effectively solid. Upon completion the user may maintain the dome for as long as they please or they may produce from it, through the use of an additional hand seal, spikes that can reach up to a maximum of short-range from their point of creation on the walls of the dome either inside or outside. Should the user desire to end the technique they may either release it as normal or cause the dome to converge on the center point. The dome, being made of the user’s chakra, will not harm the user upon convergence. Once fully converged upon the user the dome will suddenly expand outward creating an immense firestorm that reaches up to long-range around the user.
Note: Can only be used once (1) per battle.
Note: No A-Rank or above fire techniques in the same or next turn.
Note: The user must maintain this technique; as such they cannot use other techniques while this technique is active.
Note: Can only be taught by Drackos

-Approved- Slightly edited. I'll generally do things like this: A-Ranks require 10 chakra to be maintained, S-Ranks require 15 chakra and Forbidden ranks require 20 chakra.

(Doton/Katon: Uma no Kōshin) – Earth/Fire Release: Procession of the Horse
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: Through weaving a set of three hand seals (Ram → Snake → Tiger) the user manipulates their earth based chakra to open up a portal, similar to the one from “Earth Release: Sticky Earth Drop” and “Earth Release: Dropping Lid”, in the sky. From this portal an earthen horse construct will fall from the sky down to the surface of the earth. The horse produced by this portal is quite immense in its size being 10 meters from head to tail and roughly 7 meters tall. The horse however, is not entirely solid. The horse itself has quite a thick earthen body offering substantial protection within elemental weaknesses and strengths. However, packed tightly within the horse is a highly volatile and flammable ash that is identical to the ash produced by “Fire Release: Ash Pile Burning”. As previously mentioned the horse will drop from the sky and, should the user desire, can take control of the horse’s movements by maintaining the Tiger hand seal. Should the user desire to control its movements it will drain the user of 10 chakra per turn while also limiting the user to being only able to perform Earth and Fire based techniques. The horse will move as fast as an average ninja while being controlled and manipulated by the user. The horse itself possesses two abilities that it is capable of performing while being maintained by the user. The first of its basic abilities is to spew from its mouth highly packed blasts of the highly volatile and flammable ash. The ash, being extremely heated, is easily capable of producing very painful burns should it make contact with an enemy. Additionally, should the user desire, they can click their teeth to ignite and detonate a blast of ash. This is equivalent to a B-Rank ability, costs a move, and has a mid-range reach from the horse. The second ability of the horse is that it can release a haze of explosive ash from its entire body into the air surrounding mid-range of the horse. Entering the ash haze will cause 2nd degree burns on the victim and suck the oxygen out of the air making it incredibly difficult to breathe and subsequently move about the longer the victim remains within the ash. This counts as a B-Rank technique, counts as a move, and has a mid-range reach around the horse. Should the user not desire to maintain the horse they can simply ignite the ash within the horse with the use of the Snake hand seal ad clicking their teeth causing a deadly explosion surrounding the horse which reaches 15 meters away from its body.
Note: Can only be used twice per battle.
Note: No Fire/Earth Release techniques A-Rank or higher in the same and next turn of creation.
Note: Cannot be used in consecutive turns.
Note: Will remain on the battlefield for three turns until it will disperse.
Note: While maintaining the horse through the Tiger hand seal the user is limited to Earth and Fire related techniques.
Note: Procession of the Horse requires two of the user’s three jutsu per turn.
Note: Can only be taught by Drackos

-Declined- You'd need Yin-Yang for this to be viable. Instead make it so you create the horse with flammable mud inside its body. The first ability would still work (instead it spews mud rather than ash) but remove the second ability altogether. This isn't a summon and so you can't stack abilities on top of each other. Of course make this solely Earth rather than Earth/Fire.
 
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SSW Imp

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Re: Custom Jutsu Submission

(レムナント炎のロングソード):Zanka no Tachi
Type:Weapon
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description: During Yamamoto's long and well lived life, he learned the secrets of Scorch release with intense practice and time commitment. Retrieving special ore from a land unknown and most likely hidden in the shadows, Yamamoto started the 20 year process to create the blade. What made the ore special was the fact that when made into a metal it could have scorch chakra flowed through it and could be heated to extreme temperatures without fracturing. After multiple techniques to make the strongest blade, he decided on the traditional folding technique. Folding the special metal each day 200 times for 20 years straight, Yamamoto had forged an indestructible weapon. Learning to weld the blade with 100% proficiency, Yamamoto made special techniques specific to the blade.
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Higashi: Kyokujitsujin- Passively activated upon the release of Scorch chakra into the blade, this technique concentrates the intense heat of Scorch chakra into flames that become visible along the edge of the blade. It is so hot that when put into contact with human flesh, it almost instantly dehydrates the body to the extreme of which areas affected start to crumble into ash. The sword being S Rank while in this mode, can cut through water jutsu A rank and below, evaporating most if not all of the technique in reason.

Kita: Tenchi Kaijin- After channeling Scorch chakra into the blade the user will release B rank wave of heat toward the opponent (up to mid range). The wave looks like a general heat distortion in the air. When in contact with the opponent it will cause second degree burns on the opponent.
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__________
-Declined- Chakra infusable swords are not allowed, and have been like that for a long time.
Resubmitting after making clear i am not infusing my chakra into the blade for long term use

(レムナント炎のロングソード):Zanka no Tachi
Type:Weapon
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description: During Yamamoto's long and well lived life, he learned the secrets of Scorch release with intense practice and time commitment. Retrieving special ore from a land unknown and most likely hidden in the shadows, Yamamoto started the 20 year process to create the blade. What made the ore special was the fact that when made into a metal it could have scorch chakra inserted into it and could be heated to extreme temperatures without fracturing. After contemplating multiple techniques to create the strongest blade, he decided on the traditional folding technique. Folding the special metal each day 200 times for 20 years straight, Yamamoto had forged an indestructible weapon. Learning to weld the blade with 100% proficiency, Yamamoto made special techniques specific to the blade.
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Higashi: Kyokujitsujin- After inserting of Scorch chakra into the blade, this technique concentrates the intense heat of Scorch chakra into flames that become visible along the edge of the blade. It is so hot that when put into contact with human flesh, it almost instantly dehydrates the body to the extreme of which areas affected start to crumble into ash. The sword being S Rank while in this mode, can cut through water jutsu A rank and below, evaporating most if not all of the technique in reason. The technique is acivated after a insertion of 40 chakra

Kita: Tenchi Kaijin- After inserting Scorch chakra into the blade the user will release B rank wave of heat toward the opponent (up to mid range). The wave looks like a general heat distortion in the air. When in contact with the opponent it will cause second degree burns on the opponent.

-Declined- First ability feels like a more powerful version of one of the abilities in Naruta's Scorch CW. The second ability isn't allowed (no elemental releasing weapons).

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Summoning Animal: Sea Anemone
Scroll Owner: Sir Hoshigaki
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: Sea anemones are a group of water-dwelling, predatory animals of the order Actiniaria. They are found in many of the seas throughout the Ninja World. They are named for the anemone, a terrestrial flower. Anemones often have large polyps that allow for digestion of larger prey. Sea Anemones are related to corals, and jellyfish. A sea anemone is a sessile polyp attached at the bottom to the surface beneath it by an adhesive foot, called a basal disc, with a column-shaped body ending in an oral disc. Some however, can freely move through the air. They can have from a few tens to a few hundred tentacles, depending on the size of the anemone. A few species are pelagic and are not attached to the bottom; instead, they have a gas chamber within the pedal disc, allowing them to float upside down. The Sea Anemones vary in shapes and sizes, with a certain amount of chakra, the user can summon very large anemones.

Anatomy of the anemones
The mouth, is in the middle of the oral disc surrounded by tentacles armed with many cnidocytes, which are cells that function as a defense and as a means to capture prey. The Cnidocytes that sting are called nematocysts. Each nematocyst contains a small vesicle filled with toxins (actinoporins), an inner filament, and an external sensory hair. A touch to the hair mechanically triggers a harpoon-like structure that attaches to organism, and injects a dose of venom in the flesh of the aggressor. The venom is a mix of toxins, including neurotoxins. The neurotoxins main use is to paralyze the prey.Circular fibers are found in the body wall and, in some species, around the oral disc, allowing the animal to retract its tentacles into a protective sphincter. Since the anemone lacks a skeleton, the contractile cells pull against the gastrovascular cavity, which acts as a hydrostatic skeleton. The anemone stabilizes itself by shutting its mouth, which keeps the gastrovascular cavity at a constant volume, making it more rigid. Although generally sessile, sea anemones are capable of slow movements using their pedal disc, or of swimming, using either their tentacles or by flexing their bodies.

-There are two general types of anemone

The Sea Anemone
Sea Anemones are often called the "true anemones". The summonings are water in nature. They have an adhesive pedal disc or foot used to hold them in place on surfaces, a hollow cylindrical or column shaped body, and an oral disc, or mouth, at the top which is surrounded by a circle of tentacles containing stinging nettle-cells or nematocysts. These stinging cells are used to capture prey and push it into its mouth. With only a slight touch, the tentacles shoot harpoon-like filaments into passing prey, injecting it with a paralyzing neurotoxin, and then guiding it into the mouth.

The Tube Anemone
Tube Anemones are also known as Tube-dwelling Anemones or Burrowing Sea Anemones. The animals are earth specialists. They are solitary animals, living and withdrawing into tubes that are buried in soft sediments like mud, or earth. Tube Anemones look very similar to sea anemones, but they have elongated bodies adapted for burrowing and they lack the pedal disc or foot. The cylindrical shaped body is covered by a tube of secreted mucous and is usually hidden in the muddy substrate. The mouth is on a central disk, surrounded by short tentacles in the center and longer tentacles on the margins. Usually only the tentacles are visible above the ground. These summonings can be summoned under the grounds, or if summed above ground can burrow into the ground

-Summoner will draw blood and wipe it on the summoning tattoo
-Signers of this contract will receive this summoning tattoo
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(Red one at the very top)


☼ Declined ☼

As far as I know you are not allowed to drop a contract in this way. The only way to get rid of a contract is to pass ownership of said contract on to another person.
Resubmitting after giving my ownership of the Camel summoning contract to

-Declined- A submission usually after comes after the quote lol.
 
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Robot Boy

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Re: Custom Jutsu Submission

~new submission~

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

contract:

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

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

-Declined- You say he can form a tornado around his body yet nowhere do you state he has the fuuton affinity.

~New Submission~

(Katon: Gouzen Fo-me-shon) – Fire Release: Roaring Formation
Type:Offensive
Rank:B
Range:Mid
Chakra:20
Damage:40
Description: The user after making the dragon hand-seal, will gather significant amounts of fire chakra in both hands and create a weapon similarly to lightning release: ascending earth. When thrown and upon impact with the ground, the weapon will disperse and divide, extend, and travel towards the targets. Once the fire is under the targets, the lightning will rise and form 4 fire versions of the roaring earth technique, one for each target, shooting upward and burning the targets.
-Can be used up to three times
-Physical contact with the ground must be made
-Can only be taught by fang

roaring earth:

(Raiton: Joushou Yajuu) – Lightning Release: Ascending Beast
Type:Offensive/Supplementary
Rank:B
Range:Short-Mid
Chakra:20
Damage:n/a(40 when used to attack)
Description: After focusing significant amounts of lightning chakra into a hammer, the user then slams his hammer releasing the lightning. The lightning is shot upward and using shape transformation, takes the form of the lions head from the beast blow technique, resulting in the lightning to shock and significantly damage the target. It is strong enough to knock the target into the air and backward. Alternatively and without harming himself, the user can aim the lightning on the ground in front and under him to launch himself into the air, and making it appear that the user is riding on top of a flying Lion.
Restrictions:
-the hammer must make physical contact with the ground
-Requires the use of a hammer
-can be used up to three times per battle

beast blow:

-Both declined- Concepts are too simple and have been done before.
 
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Trollo Lucilfer

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Re: Custom Jutsu Submission

(Meiton: Meideppo) - Dark Release: Dark Gun
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description:
After absorbing the chakra of the opponent's technique using Dark Release: Inhaling Maw, the user focuses the absorbed chakra in their hand (the one with the Diamonds mark on it) and mimics a gun using the same hand and through the use of shape manipulation a small powerful bright purple orb appears on their index. The user aims at a target and shoots the orb that heads like a bullet towards it at a tremendous speed and finally pierces through the target upon impact.

Note: It can only be used 4 times per battle.
Note: The orb can only kill the target when it pierces through fragile parts of the body (heart, head, throat...) however if the orb hits a different part of the body it would cause a grave injure.

-Declined- This has been done before. Also, I won't allow things like "tremendous speed".
 
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Avonomemi

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Re: Custom Jutsu Submission


(Genjutsu: Hitojichi) Illusion Technique: Hostage
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes a snake hand seal,whilst inducing the target into a strong illusion, instantly making them notice a kunai that is held to their neck, the kunai is wielded from behind the target by an exact copy of the user thus making it difficult for the opponent to tell if its an illusion. Once the target become aware of the kunai at his/her neck, the target hears threatening words from the illusion clone telling him/her to be completely still or get their throat slit. Basically the clone question the target on his/her resolve of life and death.
Restriction:
- Usable thrice per battle
- Require a turn gap before usage
- The target is held hostage for the period of 2 turns then the illusion disperses leaving the target unharmed.

-Declined- Fairly sure something like this has been done.

(Genjutsu: Panhīto) Illusion: Pan Heat
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 (+5)
Damage points: 60
Description: This is an illusion that is based on the opponent's sense of calculation of distance, the user after forming one hand seal, cast an illusion where a stainless mirror(lens) of just the same size and shape of the ocular lens will appear in front of the opponent's visual aid (eyes) then with the mirror in place the user makes the opponent see things/people/jutsu/terrain further or closer than they actually are. The constant disturbance of the opponent eye's focus leads to disorientation, dizziness then pass out.
The stainless mirror is made up of chakra and can not be detected by the normal eye, only by those possessing dojutsu can see it.
Restriction:
- Usable four times per battle.
- Illusions that affect the eyes of the opponent wouldn't work while this technique is active.
- The adjustment of the mirror ability after the first turn count as a move and it takes an additional + 5 chakra point to maintain

-Declined- Genjutsu techniques which affect the opponent's sense of distance already exist

(Ranton: Futatsu No Hitto Shōgai) Storm Release: Two Hit Disorder
Type: Offensive
Rank: B
Range: Short
Chakra cost: 20
Damage points: 40
Description: Using the same mechanism with a regular ninja variety bomb (that is smoke bomb, paper bomb etc,) A storm user infuse their storm chakra into a bomb then toss it at their target. Unlike regular ninja bomb that upon ignition spark then explode vigorously, this particular storm bomb does not, rather it first split in half and forcefully sprinkle fluid in all direction then an electric surge occur in the split bomb parts, using the sprinkled fluid as a conductor, the electricity will conduct externally creating an electric field briefly, The electrocution is capable of killing the target.
Note: the sprinkled water has a short range reach from the source.
Note:
Restriction:
- The user can release 3 to 5 storm bomb per turn.
- Require a one turn gap before use again.
- Usable four times per battle

-Declined- Similar to a technique called Storm Grenade and I need to check if storm can actually create lightning-infused water rather than bolts of lightning or thunder clouds.
 
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Glad Of War

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Re: Custom Jutsu Submission


(Katon: Usui haku) - Fire Release: Thin foil jutsu
Rank: A
Type: Offense
Range: Short-Long
Chakra Cost: 30
Damage Points: 60 (-20 on Alternative methods)
Description: The user first performs the Tiger hand seal and kneads chakra into flames, which are then manipulated and exhaled as a flat thin foil of immense fire capable of causing third degree burns upon contact. Afterwards the user immediately manipulates this thin foil fire jutsu and wrap it around the target completely, which would Burn the target immensely rendering them completely immobile. Alternatively the user can also simply wrap it anywhere around the opponents body e.g Hands, Legs. or Neck

Note:
► Can only be used 3 times in battle.
► Only water jutsu's from A-rank can seemingly stop it.
► Can only be taught by Flawless.

-Declined- Been a while but this is definitely a canon fire technique (might be called Flame Wrap).

(Katon: Kasai sureddo) - Fire Release: Fire Laser Bullet
Rank: B
Type: Offense
Range: Short-Long
Chakra Cost: 20
Damage Points: 60
Description: The user gathers their raw chakra, Using Nature transformation, the user swiftly transforms their raw chakra into actual Fire chakra and direct it into the Right arm Index finger. Then the user raises up their right arm whilst stretching out their Index finger pointed at the opponents heart. In the tip of the Index finger, the user condenses their Fire chakra into a very thin type of laser and release it horizonally towards the opponent's heart which would certainly pierce it with relative ease.

Note:
► Can be used three times in battle
► Once it pierces the opponent heart, they would certainly bleed to death.
► This technique Can also pass through suiton techniques since the Fire chakra is extremely thin and condense.
► Can only be taught by Flawless

-Declined- Similar to existing techniques

(Fuuton: Supininguharikēn) - Wind Release: Spinning Hurricane
Rank: B
Type: Offensive
Range: Short range
Chakra cost: 20
Damage points: 40
Description: For this technique, the user simply rotate their dominant hand in a circular motion constantly, This would form a kind of wind hurricane. Immediately after this, the user thrust fowards their dominant hand towards the opponent which would blow away the opponent in a spinning circular manner.

Note
► Can be use 4 times per battle.
► Can also be used in conjunction with Katon element.
► Can only be taught by Flawless

-Declined- Similar techniques exist
 
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NightKiing

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Re: Custom Jutsu Submission

(Hyouton:Sen no hahen no dansu|Ice release:dance of a thousand shards)
Type: Supplementary
Rank: B-rank
Range: Mid-Long
Chakra: 30
Damage: n/a
Description:The user makes one handseal and the snow flakes on the field begin to float around the field like gaara's sensory sand.With the help of another handseal,the user turns the flakes into sharp blades which floats around the field without cutting any body on the field.
*Can only be taught by me
*The shards float for four turns after which they fall back to the ground
*Can only be used twice
*Requires two turns cooldown
*No ice techniques in the same turn this is used
*The blades dont have any force nor speed,thats why they dont cut any one in their range


Futon: Yuubi No Balagan - Wind Style: Fingers of Balagan
Type: Defense/Offense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: After two handsigns, Snake and Dragon, the user would begin to gather his futon chakra around himself and form hundreds of tanslucent wind sword that hover and surround him like spikes. The 2ft swords forms facing outwards all around the user 360 deg, except below. The user can then clap his hands together to send them flying towards all angles.
NOTE: Usable 2x per battle
NOTE: 2 turns inbetween usage
NOTE: No S-rank and above wind jutsu the next turn

-All Declined, Do Not Resubmit- At first I thought the Ice technique was simply a rip of the Hidden Blade technique but then I got to the bit where it said "these blades don't cut anyone". That technique couldn't be more pointless. Snow is actually an approved CE but there are some ice jutsus (custom and canon I think) that already achieve what you're going for. Just checked, yep the generic ice technique can make it snow. Link me your Ice training via PM. The second one is merely too simple.
 
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Rayder

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Re: Custom Jutsu Submission

(Suiton: Seputon Riben-Sei) - Water Release: Septon's Convenience
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A (+10 chakra to Water Release techniques)
Damage:N/A
Description: The user will activate an ability which allows them to extract water from the battlefield (for the use of techniques) when its not readily available for the next three turns. Through expending some extra chakra, the user can extract the water residing in oil, sticky water and similar liquids or even from mist. Once the water content of the targeted semi-solid/liquid has been depleted, it will lose its watery consistency. Liquids will simply leave a residue of miscellaneous by-products. Size is taken into regard so large-scale water jutsus cannot be made from a small puddle.Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes a Water Release technique.
Note: Lasts three turns
Note: Can only be extracted from substances with a large water content, but also within reason
Note: Cannot extract water from earth, mud and swamp sources.
Note: Can only be used thrice per battle
Note: Can only be Taught by Danzo

☼ Declined ☼

What does the water do when extracted? Lets say you turn a mist into a water source, where does it go?
(Suiton: Seputon Riben-Sei) - Water Release: Septon's Convenience
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A (+10 chakra to Water Release techniques)
Damage:N/A
Description: The user will activate an ability which allows them to extract water from the battlefield (for the use of techniques) when its not readily available for the next three turns. Through expending some extra chakra, the user can extract the water residing in oil, sticky water and similar liquids or even from mist. Once the water content of the targeted semi-solid/liquid has been depleted, it will lose its watery consistency. Liquids will simply leave a residue of miscellaneous by-products. Size is taken into regard so large-scale water jutsus cannot be made from a small puddle. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes a Water Release technique. For example there's an oil puddle the user activates this jutsu and then performs a C-rank suiton jutsu using the oil puddle as a water source, by precisely extracting enough water from the oil to use for the jutsu, depleting the puddle and leaving remnants of oil behind.

Note: Lasts three turns
Note: Can only be extracted from substances with a large water content, but also within reason
Note: Cannot extract water from earth, mud and swamp sources.
Note: Can only be used thrice per battle
Note: Can only be Taught by Rayder
Note: Cannot be used on living beings

-Approved- Nice technique

(Raiton: No kōdo) – Lightning Release: Lux's Luminosity
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user concentrates their raiton chakra and then channels it through a weapon. The weapons it can be applied on a pretty varied; sword, kunai, shuriken etc. The raiton chakra is incredibly concentrated and the user utilizies his chakra control to keep the erratic nature of the lightning in check, so that no crackling or sparks come flying off the weapon. The only sign that there is any difference with the weapon is that it glows a pulsing blue because of the lightning flowing through it. At the users command the raiton chakra will begin to emanate from the weapon, increasing the weapons brightness as the lightning is steadily released from it.This makes the weapon release a blinding flash of light and it continues to give out this dazzling light for about half a dozen seconds but the user can end it early if he wants to. The blinding light has no effect on the user as the raiton is his own chakra. However the larger the weapon that it has been applied on, the more potent the blinding light. Shuriken being small and not being capable of focusing a large amount of raiton chakra can only give off a weak flash which would only hinder the opponents peripheral vision. If the weapon is larger like a sword or an axe than the blinding light would be much more powerful and the opponent would have to either look away or close their eyes because of its strength and might even leave permanent damage to their vision. The weapons still have their offensive abilities, which aren't boosted by the electricity at all because of the condensed manipulation.

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

✦ Pending, leaving for someone else ✦
Declined. A few things: Overal, the jutsu isn't all too bad but there are a few essential things wrong with it. The light would blind you, as the chakra to up the light is yours, but the light itself (as light isn't essentially raiton, but you make it so that it is) isn't, as it is an effect of the raiton (lightning CHAKRA) creating lightning (not chakra) which blinds you. The light is thus an effect, of an effect created, which would not have your chakra in it directly, as it is not a direct result of it. If you could somehow manipulate it though, that it bends in a certain way, or specify that it the light only moves a certain way, that is a different story. Also: it's borderline light release, which is a CE. Hence why I'm a bit reluctant and strict about the having to be very specific.
(Raiton: No kōdo) – Lightning Release: Lux's Luminosity
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user concentrates their raiton chakra and then channels it through a weapon. The weapons it can be applied on a pretty varied; sword, kunai, shuriken etc. The raiton chakra is incredibly concentrated and the user utilizies his chakra control to keep the erratic nature of the lightning in check, so that no crackling or sparks come flying off the weapon. The only sign that there is any difference with the weapon is that it glows a pulsing blue because of the lightning flowing through it. At the users command the raiton chakra will begin to emanate from the weapon, increasing the weapons brightness as the lightning is steadily released from it. However, the user manipulates the raiton chakra so that the light is only emitted away from the user, leaving roughly 100º facing the user unaffected by the light, with the light only emitted to the other 260º that aren’t facing the user. The user might still partially see the flash, if its from a large weapon, so if need be they can cover or close their eyes beforehand. This makes the weapon release a blinding flash of light and it continues to give out this dazzling light for about half a dozen seconds but the user can end it early if he wants to. As it gives off the blinding light small harmless sparks of electricity fly off the weapon and the pale blue colour gradually fades and after the 6 seconds the sparks stop and the weapon has returned to its original appearance. The blinding light has no effect on the user as the raiton is his own chakra. However the larger the weapon that it has been applied on, the more potent the blinding light. Shuriken being small and not being capable of focusing a large amount of raiton chakra can only give off a weak flash which would only hinder the opponents peripheral vision. If the weapon is larger like a sword or an axe than the blinding light would be much more powerful and the opponent would have to either look away or close their eyes because of its strength and might even leave permanent damage to their vision. The weapons still have their offensive abilities, which aren't boosted by the electricity at all because of the condensed manipulation.

Note: This can be used on large amounts of small weapons, like a bunch of shuriken or kunai but they must all be imbued at the same time and the technique must be repeated to use the jutsu on another batch of them.
Note: Any large weapons, such as swords etc, must have this jutsu repeated to be used on again.
Note: Cannot be used on a CW
Note: Can only be used thrice
Note: No lightning techs over S-rank in the same turn
Note: Two turns must be waited after each use before using it again
Note: It cannot work with explosive tags or any other flimsy weapons
Note: Picture
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-Declined- Originally you were slightly infringing upon the Light CE but now you're full blown manipulating it. Find another way to make this.

(Suiton: ) – Water Release: Daeron's Deception
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: N/A (+10 chakra to Water Release techniques)
Damage Points: N/A
Description: The user will activate an ability which allows them to add small quantities of viscous water into any water jutsus that they use. This is done through expending some extra chakra which is used to make sticky water and then combine it with the water technique. Because of the sticky water, suiton techniques that are released under the opponent would trap the opponent as their feet would be stuck on the ground and techniques such as water walls and shields would capture the opponent if they were to make contact with it. Suiton techniques that directly attack the opponent, like whips or blades, would coat the opponent in the viscous water, hindering their movement, as well as harming them. The larger the water technique, the greater the amount of sticky water that is added to it which means it will be more effective. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes a Water Release technique.
Note: Lasts for 3 turns
Note: Can only be used twice

-Declined- Incomplete and a copy of Scary Yamato's Sticky Infusion
 
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layway

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Re: Custom Jutsu Submission

(Bariēshon no ningyō Maito)Maito the puppet of variation
Type: Puppet
Rank: A
Range: Short
Chakra cost: 30
Damage points: n/a
Description: After gajeel mastered puppetry he decided to make his very own puppet, he didn't want to make wooden puppets for they were common so he started by making a steel puppet : Maito the puppet of variation,Maito physical body is immune to A-ranked attacks and below, maito has flexible joints like other puppets, he can also de attach a joint of his conveniently and attach it back conveniently, Maito was made with spare parts inside all parts of him like if he shoots an arm and it gets destroyed he replace it with another arm placed in it. Maito has a 5metres lond sword stripped to its left side, Another special aspect of maito is that he can be used as a means of transport by the user
Abilities:
Amējingu hikō sutairu
When Maito is summoned into the field the user can decide to use him as a transport median, Maito would stand on its four legs like a four legged animal the user would then sit on his back with chakra strings still connected to him, After sitting on Maito the user will control him to propel chakra serving as boost from its limbs propelling it into mid air, the user can control maito to move in mid air around the field or make him land at anytime
Note:- This move counts towards the user's three jutsu limit
- the boosts are B-ranked so this is a b-ranked jutsu
- the flight lasts for three turns and can only be used thrice per battle
Amejingu kenjutsu noryoku
Maito is also known for its amazing sword fighting skills, Although a puppet's kenjutsu depends on the puppeteer but Maito can perform up to A-ranked kenjutsu techniques.
- Each kenjutsu move counts towards the user's three jutsu limit
Bodi kōkan gijutsu
This is a critical technique, the user will control maito to bring out spike from its Palm and then de attach its elbow shooting it at the opponent, the opponent would be convinced that the spike is what the technique is based on but its not, maito has explosive tags inside its which will explode at the user's will the explosion made from this arm is A-ranked so this serve as an A-ranked technique
-this counts towards the opponent 3 jutsu limit
- this can only be done thrice per battle and when used the third time the arm will not be replaced.
What he looks like:
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‡ Declined ‡ Formatting isn't the best and so you need to fix it. Also, a puppet can't be a master of a field. You control its movements through chakra threads and so its proficiency in sword techniques hinges upon your skills as puppeteer. Some Kenjutsu techniques aren't physical, release waves of chakra or even conduct electrical currents so I won't allow this puppet to use Kenjutsu techniques. The A-Rank and below immunity is also iffy. I will check through other puppets (both canon and custom) to see if any of them have this and decide on my next check whether or not I'll allow that.
 
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Houdinii

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Re: Custom Jutsu Submission

(Teiichi no Chacha)- Origin of Disruption
Type: Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description:
The user will utilise this simple technique by first channelling their raw chakra into an existing technique, either their own or their opponents. The amount of chakra varies to match the target technique. They will then use huge amounts of shape manipulation on this chakra to cause it to spike and fluctuate haphazardly, by doing so this interrupts the technique, collapsing and disturbing the balance of the already present technique and cause it to de-stabilise in an eruption of chakra. This eruption would cause a concussive force composed of the target technique(Fire, water, raw chakra, etc) to blast back anything within short range of it, doing damage equal to the rank of the target technique. Due to the nature of this technique, it has several flaws however. Earths solid structure does not allow it to be de-stabilized this way and thus is unaffected although all other non-solid elements and techniques can be affected. Also since the chakra used to de-stabilise the target technique is formed at a point, it is unable to affect fast moving, or projectile techniques since they would move on before it can affect them.

Note:
~Can only be used 3 times
~Cannot be used on earth element techniques
~It also cannot be used on elemental techniques that are fast moving or are a projectile
~The user is limited to S rank and below techniques for one turn after use
~Can only be taught by xHoudinii

-Declined- This technique is similar to Azrael's but it's the method that renders this unapprovable.

(Suiton: Reikoku Denka)-Water Release: Relentless Charge
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50 (+20 per turn)
Damage: 90
Description:
The user will form the Ox>Bird>Rabbit hand seals and focus their suiton chakra to create a body of water short range from them. This water is 5m tall, wide and long and will be shaped to resemble the head of a goat with curved horns. The user will imbue a huge amount of chakra into this water and give it a few certain special properties in doing so, though they also damage themselves slightly in the process. This body of water once formed will immediately rush at the opponent at high speed in an attempt to slam into them with great force(S rank in strength). The water will relentlessly hunt down the opponent in an attempt to complete its purpose, if it misses it will turn itself in a wide arc and attempt another straight charge, all without the need for the users direction. Thus the user has no control over the technique once unleashed.

The water will use its high speed to smash through any obstacles or techniques that may be in its way(following elemental adv/disadv) and due to its speed it can clear small gaps in the ground without losing height(Up to 5m). The technique is constantly taking in moisture from the air around it to sustain its volume and speed as it moves, and by virtue of this trait if the technique were to be destroyed or dispersed in some way its final special aspect will come into play. Even when this technique is dispersed, due to its nature of constantly absorbing moisture from the surrounding air it is able to reform itself at the users side and begin its charge once again. It cannot however do this if there is little or no moisture in the air and it would fail to reform.

Note:
~Can only be used twice
~The attack itself is S rank in strength
~Can only use techniques up to S rank while this is in play
~The user is unable to form hand seals for two turns after this technique due to the strain and takes 10 damage points
~The water if dispersed will reform short range of the user before beginning to attack once again.
~The water cannot reform if there is little or no moisture in the air.
~The technique lasts a maximum of 3 turns before it disperses and is taking a constant toll on the users chakra while its active
~Can only be taught by xHoudinii

-Declined- A reforming forbidden rank of this nature just won't fly especially since its directly offensive.

(Suiton: Mune no sono)-Water Release: Will of the Deep
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (+10 per turn)
Damage: 60
Description:
The user will focus their chakra and form the Boar>Dog handseals and create a (basketball sized) orb of water that floats in the air next to them, about 1m away. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked, this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed. Due to the nature clash this does not work on fire techniques. This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used.

Note:
~Lasts 3 turns before dispersing
~Can only be used 2 times
~Cannot use water techniques above S rank while this is active
~Can only be taught by xHoudinii

-Declined- Make this an S-Rank, increase the chakra to sustain it to 15 and each time a blast of water is released it should cost you an additional 20 chakra. Change the restriction to water techniques above A-Rank. Change the range to Short since its made within one meter of you. Though really, you can make this within five meters of your position if you want. State this orb can do this a maximum of four times. Elaborate on "compatible" a bit more. I know what you mean but I just need clarification for complete transparency. Its obvious this will work with water and not on fire. Can it be used with Earth? Wind? Lightning? Does this extend to all of their sub-variants? I'm inclined to restrict this to the basic five but I'll hold off until the next cycle.
 
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Ushiro

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Re: Custom Jutsu Submission

(Genjutsu: Saigai Haishutsu) - Illusion Technique: Disaster Discharge
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: A illusion cast on a target(s) where they are trapped in a dark thundercloud and suddenly stuck by lightning. The violent electrocution blinds, deafens, and stuns the victims momentarily as their bodies and everything around them are reduced to ash in a second. The illusion ends immediately after with no actual damage done. This technique can be used to override genjutsu afflicting the target(s) up to S rank.
-Usable twice per battle
-Can only be taught by Ushiro

✦ Declined, uhhhhhh wait im confused hol up. So....the genjutsu causes them to think they are in a thunderstorm and get struck by lightning. The lightning makes them think they are burned and reduced to ashes in a second.......yet it causes no type of damage?????? That's that ****ery I be talking about, that doesn't make sense, it would cause them mental damage if they believe they are being struck by lightning, I dont see why it overrides genjutsu up to S rank, or why it needed to be noted, given the layering rules but hey, to each his own. Also, where are your restrictions? >.> ✦

(Iten no Jutsu) - Relocation Technique
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user slams his hand on a surface, spreading his chakra across it very quickly. The chakra appears as an array of marking resembling arrows pointing at a certain spot that soon disappear from view. Whenever someone attempts to summon an animal, object, ect, on that surface it will instead appear at the position predesignated by the user when this technique was performed.
-Usable 4 times per battle
-Lasts for two turns

✦ Declined, this is essentially a Space/Time jutsu, cant approve this ✦
Resubmitting:

(Genjutsu: Saigai Haishutsu) - Illusion Technique: Disaster Discharge
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: A illusion cast on a target(s) where they are trapped in a dark thundercloud and suddenly stuck by lightning. The violent electrocution blinds, deafens, and stuns the victims momentarily as their bodies and everything around them are reduced to ash in a second. The illusion ends immediately after and in reality the victims collapse due to mental stress.
-Usable twice per battle
-No other genjutsu this turn
-No A rank or higher genjutsu next turn
-Can only be taught by Ushiro

-Declined - A handsealess genjutsu that makes you unconscious like that?
 
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Akuma

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Re: Custom Jutsu Submission

(Jioken Sentō Ho-Ken) – Battle Preservation Fist
Type: Supplementary
Rank: A
Range: Short (self)
Chakra cost: N/A
Damage points: N/A (+ 25% Taijutsu)
Description: Jioken Sentō Ho-Ken is a self placed restrain method, which for all puroses, weakness the body and at the same time makes it much more powerful afterwards. The technique is the result of advance body control, where muscle movement, breathing and body patterns all synch in place together. It allows a user to conserve his body strength, storing it for future use. After activating the stored energy, the user' strength increases dramatically, effectively returning his strength and increasing their damage.
By activation Jioken Sentō Ho-Ken the user will partially 'lock' his body strength away, using only up to 70% of their strength while their body is conserving energy and strength. While this is active the user's taijutsu damage will be reduced by 30% of their original output, thus dealing less damage. For every turn that the user remains in Jioken Sentō Ho-Ken, his Taijutsu damage will gain 25% once this technique is released. The user can release it at any moment after being placed, receiving the incease in damage result of however long they waited. Additionally losing half of the fatigue they endured during the storage of strength (if any). It however can only remain active during five turns for the +25% enhancement, after which their strength goes back to normal in which this technique is no longer in play.
- Can be used once per battle, or twice per NW event.
- Can only be used by a Taijutsu Master.

✦ Declined, sorry but I cant approve this. ✦

(Kōuki Nehan Ashige) – Final Nirvana Kick
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60
Description: Initiated by an upward spin kick with either leg, the user performs the high kick forward. At which point flames are release through the foot as a large blade of fire (several meters high) that grows up to 6 feet infront of the user. The blade is thin however concentrated with flaming power, capable of cutting through a target while burning through the wound as it slashes. After initiating the attack, the user appears to be surrounded by a small ring of fire that forms around them while the main blade of fire attacks/defends (ring has no rank, simply keeps foes from approaching carelessly). It is strong enough to counter elemental techniques following Fire's strength and weakness.

- Can be used thrice per battle, two turn(s) between uses.
- No fire elemental taijutsu can be used in the same turn.
- Looks:
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-Approved-

(Katon: Akuma Kaji) – Fire Style: Fiendfyre
Type: Offensive
Rank: S
Range: Short/Long
Chakra cost: 40
Damage points: 80
Description: The user will throw his chest out as he inhales, performing a row of four handseals to knead Katon chakra into their lungs and mouth. When cast, the user spits out the fire which appears with a roaring, billowing noise. Quickly consuming anything in the vicinity of its caster (thus unreliable when team battles are being practiced) The flames are of abnormally large size and take the shape of fiery monsters and beasts such as snakes, dragons, eagles and chimaeras, constantly mutating into other beasts as they keep charging forward as well as powerful, formless flames that destroy all things before it. The fire even possesses a sentience of its own, a continuous (though far from latent) desire to burn anything it can so long as the user is channeling the jutsu. It will pursue any nearby lifeforms at the will of the caster. Inexperienced casters will be able to conjure the flames but will have virtually no control over the jutsu once it has been unleashed, thereby making the fire a deadly backfire (incomplete fire mastery). Taking 60 damage, and being unable to use S ranks for the next two turns.
- Can only be used twice per battle.
- Must wait a 3 turn cooldown prior second usage.
- The user cannot use any other Fire of S rank or higher next turn.

-Declined- The continuous transformation of the fire was a nice touch but as it is I feel its a little more than cosmetic. You could make this a sentient creation to add another dimension to it but again that's up to you. Removed the fatigue bit as that's subject to interpretation and you need to clarify what kind of damage the user will sustain if this backfires.
 
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