[ARCHIVE] Custom Jutsu Submission - II

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Lord of Kaos

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Re: Custom Jutsu Submission

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


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

2. ( Fuuinjutsu: Fukurokuju ) - Sealing Arts: Fukurokuju
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40 (+100 chakra points to the user when alternate usage is used)
Attack points: Twice the chakra absorbed per use
Description: Based on similar principles to and Madara's trademark Uchiha Return jutsu, the user erects a 5 meter radius barrier from his gunbai that he uses to absorbs chakra that comes into contact with it. However, unlike the canon Uchiha Return, the chakra is not immediately absorbed into the gunbai. Instead this chakra is contained within the barrier itself, essentially locking it into place. When inside this barrier, the chakra is "purified" or rather mixed with raw chakra to cleanse it's nature and form in order to convert said chakra to a more raw and concentrated form. After this chakra is purified, the user is able to either shape the barrier into a shape that can't exceed five meters and fire it off towards the opponent, dealing damage equal to twice the chakra within the barrier.

Alternately, the user is able to absorb the purified chakra into himself, restoring and healing a flat rate of 100 chakra and damage to himself per usage. For this to take place, the user must absorb at least an A rank jutsu that he purifies each usage. Meaning, to heal 300 chakra and damage, the user must have absorbed at least 3 A rank jutsus and purified them. In order to do this, the user must first use the Uchiha Return jutsu and then purify said chakra with this jutsu and then erects the barrier with the already absorbed chakra inside of it, purifying further and then absorbing into himself.


Note: This can only be used collectively (both primary or alternate usages) a max of 3 times per opponent.
Note: Requires a break of at least 2 turns in between usages.
Note: Requires Gunbai Uchiwa to be performed.
Note: Counts as a move of the user.
Note: The user must use the Uchihagaeshi before using this ability, intercepting an attack of at least A-Rank strength, then, instead of releasing it, use this ability to absorb the chakra into himself for the alternate usage to work.
Note: Chakra absorbed via the primary usage can be absorbed using the alternate release as well, taking the place of two jutsu per turn.

3. ( Fuuinjutsu: Bishamonten ) - Sealing Arts: Bishamonten
Rank: S
Type: Supplementary/Defensive
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Based on similar principles to Madara's trademark Uchiha Return jutsu, the user holds the gunbai in his hand and erects a barrier from it that coats his body. This barrier has the same properties of the Uchiha Return jutsu, absorbing chakra that makes direct contact with the user or rather, the barrier. The main difference between this and the Uchiha Return jutsu is that now the absorption ability extends a wider range and allows the user a wider range of mobility alongside it. The user is able to use this to absorb energy based attacks directly into the thin barrier around him that is then siphoned into himself if needed, gaining the chakra absorbed. When facing physical/matter based attacks, the user's barrier is able to grant a partial defense to them. This means that the chakra within is absorbed from them, weakening the rank by one ( 1 ) level as the barrier itself grants a partial immunity to B ranks and below. This immunity doesnt work with A ranks and above, meaning even if an A rank has it's chakra drained, it will still defeat the barrier itself.
Note: Can only be used up to 3 times per opponent, each usage lasting 3 turns.
Note: While in use, the user isn't able to use any Forbidden ranked attacks without negating the barrier prematurely, unless they utilize the Uchiwa Gunbai to be executed.
Note: After ending, the user cannot use any Gunbai jutsu for two turns.
 
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Bruce Banner

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Re: Custom Jutsu Submission

(Doton: Densetsu-tekina guntai ) - Earth Release: Legendary army
Type: Attack/Defense
Rank: S
Range: Short
Chakra: 40 (+80 per turn)
Damage: 80
Description : The user perform 3 serial hand seal then waving his hands to his sides, afterward he slam his both hand thus shouting "Arise...!". Then rise 100 legendary army of greece from beneath the ground with loud noise crack of the ground. The whole troops are made of rock, a very solid rock and strong like steel, they known as the “Greek Warriors”. The army equipped with blade, spear, bows, shield, mace and harness which of course also made of rock. The army formed in 5 rows, each row consisting of 20 people.

The first line consists of regular troops were holding a sword and shield. The second row consists troops carrying spears, the third row consists of archers,The fourth row consist of forces with long chain mace and each equipped with shield made of a very thick rock, and the fifth row consists of horse cavalry equipped with armor, harness and 3 meter long sword. They can attack in unison or attack the enemy simultaneously line by line basis in accordance with the functions and direction of the user, but the user must inject chakra continuously and draw in large amount of chakra if they want to remain on the field.

By forming a human shield, they can defend off an elemental attacks up to S-Rank. in the following order:
The first line up until third line will weakened the attack.
The fourth and fifth as they stronger than the previous line, they are will be able to Dispel fully the attack but after pass the first until the third line.

Notes :
- No Earth jutsu can be use when this army appear or remain on the field.
- The earthen warriors can not using any jutsu.
- Can only be use once and last for 3 turn.
- Drain 80 point of chakra if still hold them in the field per turn.
- Can only be taught by Oasis Nara

-Declined- Using 80 chakra per turn to maintain is way too hefty a cost. You don't have to change it but I recommend lowering this to at least 40 chakra per turn. The third paragraph is completely redundant, so remove that. Normally I would allow a sentient creation technique to be maintained passively with no significant drawbacks to the user but this one is too powerful. Instead of the first restriction, I want this to limit you to earth while this is active. Remove any references to Greece.


(Doton: Akuma no purēto) – Earth Release: The Devil’s Plate
Type: Offensive
Rank: S
Range: Short – Long
Chakra: 40
Damage: 80
Description: The user after performing the required hand seals Horse → Dog → Bird → Ox → Snake then slam his both hand into the ground to rise up a giant plate in circle shape with 5 meters tall and 10 meters wide also in diameter, The plate will rise up from beneath the opponent’s ground thus lift him up several meters away while the earthen plate start spinning with an average speed, making the opponent off balance unable to stand completely and throw him from the center of the plate, utill collide with the plate edge or fall down to the ground around him, causing a severe bone fracture.

Note :
- No S-Rank Earth for the following turn
- Can only be use 3 times
- It’s a one shot jutsu then vanished in the following turn

-Declined- This is essentially an aerial version of Selendrile's Rotator Plate. DNR

( Saru o gekitai ) - Repulse Monkey
Type: Supplementary
Rank: C
Range: Long
Chakra: 15
Damage: 30
Description: This is a distrcation ninjutsu where the user use this to escape from a battle or to take a minor injury from his opponent. After clearing his mind, the user take a deep breath and exhaling slowly to gain more relaxation. He then gather his pure chakra on his both palm, and swing alternately his right and left hand with an open palm, from backward to forth where he will be able to bounce back his opponent with just a small push when comes in contact with the opponent. This may only causing the opponent a very minor injured, but it can defend the user and will keep distance from the opponent.

Note:
- Can be use 3 times.
- No Ninjutsu for 2 turn.

-Declined- Lol, this simply has too many flaws. Its solely supplementary but it inflicts damage? It requires contact but the range is Long? The list goes on. The concept itself isn't original and I don't understand why you can't just strike the opponent to achieve the desired effect. DNR.
Resubmitting

(Doton: Densetsu-tekina guntai ) - Earth Release: Legendary army
Type: Attack/Defense
Rank: S
Range: Short - Long
Chakra: 40 (+ 40 per turn)
Damage: 80
Description : The user perform 3 serial hand seal then waving his hands to his sides, afterward he slam his both hand thus shouting "Arise...!". Then rise 100 soldiers made of earth from beneath the ground with loud noise crack of the ground. The whole troops are made of rock, a very solid rock and strong like steel, they known as the “Greek Warriors”. The army equipped with blade, spear, bows, shield, mace and harness which of course also made of rock. The army formed in 5 rows, each row consisting of 20 people.

The first line consists of regular troops were holding a sword and shield. The second row consists troops carrying spears, the third row consists of archers, The fourth row consist of forces with long chain mace and each equipped with shield made of a very thick rock, and the fifth row consists of horse cavalry equipped with armor, harness and 3 meter long sword. They can attack in unison or attack the enemy simultaneously line by line basis in accordance with the functions and direction of the user, but the user must inject chakra continuously and draw in large amount of chakra if they want to remain on the field.

Notes :
- When this jutsu active, the user can only use Earth Release techniques.
- The earthen warriors cannot use any jutsu.
- Can only be use once and last for four turns (unless cancelled).
- Drain 40 point of chakra if still hold them in the field per turn.
- Can only be taught by Oasis Nara

‡ Approved ‡ Edited.
 
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Beifong

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Re: Custom Jutsu Submission

(Kōton: Urami no Mordred) – Steel Release: Malevolence of Mordred
Type: Offensive
Rank: A
Range: Mid-Long (Explosion is Short)
Chakra Cost: 30
Damage Points: 60
Description: The will focus their Kōton chakra into any structures of steel of up to A rank outside their body to unleash a violent outburst of hardened steel bullets from every point on those objects/tools/constructs as projectiles in all directions. Any structure this technique is used upon will effectively "detonate" into an explosion of metallic bullets that move as fast as arrows and they will travel outwards radially to cover the full scope of short-range around the initial position of "detonated" structure. In terms of shape and size, they do not differ from ordinary bullets but logically the number of bullets released will depend on the scale of the structure this is used upon.

Note: Can only be used four times per battle and every 2 turns
✦ Approved ✦



(Kikai: Maikurobotto) - Machinery: Microbots
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Microbots are incredibly small machines each roughly a centimeter to an inch in length and width. When in use they resemble the usages of Iron Sand or the basic Sand element moving in large swarms of microbots that form together to do varying things. These microbots can work together to form constructs in seconds.
The microbots are created within short range of the user but can be manipulated up to long range simply by thought. They can form anything imaginable such as blades, shields, golem/animalistic like constructs as well as be used for transportation. They move as fast as a Kage-ranked shinobi.
note: can only be used three times per battle
note: only Beifong can teach this jutsu.

Made it A-rank, specified a base speed (kage rank speed, in bold z.z)



-Pending- Leaving all of these for Madara

✦ All approved, made edits here and there. ✦
(Kikai: Maikurobotto) - Machinery: Microbots
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30 (+15)
Damage: 60 (+30)
Description: Microbots are incredibly small machines each roughly a centimeter to an inch in length and width. When in use they resemble the usages of Iron Sand or the basic Sand element moving in large swarms of microbots that form together to do varying things. These microbots can work together to form constructs in seconds.
The microbots are created within short range of the user but can be manipulated up to long range simply by thought. They can form anything imaginable such as blades, shields, golem/animalistic like constructs as well as be used for transportation. They move as fast as a Kage-ranked shinobi. By performing the seal of confrontation the microbots can be augmented with a shallow amount of chakra upon creation. This in essence turns them into small bombs able to move and traverse a large distance while being physically stable. They cannot be activated or detonated by other jutsu ie fire and lightning won't make them explode and they won't be nullified by water. By preforming an additional hand seal the microbots in unision all explode creating a massive explosion relative to their accumulated size. A larger source of microbots will create a larger explosion allowing for the destruction of even S rank earthen defenses and constructs.
note: can only be used three times per battle
note: only Beifong can teach this jutsu.

added things in bold

✦ Update Declined, I literally just approved this last cycle and you're already trying to update it? o_O No. ✦



(Kōton: Shouri no Camelot) - Steel Release: Conquest of Camelot
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (+40 chakra if long-range version is used)
Damage points: N/A (80 Damage if user/opponent comes into contact with it)
Description: The user will focus their Kōton chakra into a source of earth and convert it into black steel. This conversion will not gradually spread across the earth source in question but will instead change the composition of entirety of the area targeted by this jutsu at once. Converting the earth to and within mid-range in terms of size into steel expends the chakra of a single technique but converting the earth long-range away from the user in terms of size will expend the chakra of two S-Rank techniques (80 chakra). This conversion will mean both the user and the opponent cannot use any earth-based techniques from that source for this jutsu's duration except Steel Release ones. This technique can convert any type of earth encompassed in Doton e.g. solid rock and mud. The latter works by simultaneously petrifying the mud into solid rock and then seamlessly converting it into steel. This technique cannot be used to convert the opponent's techniques directly but it can be used to counter jutsus which emerge from the earth by changing the ground into steel before they begin surfacing or as they surface. The latter method works by cutting off the technique's source of earth and overpowering the opponent's doton chakra and thus it will be unable to form completely.

Note: Conversion lasts for four turns
Note: Can only be used twice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Steel in the user's same turn

‡ Pending ‡ Leaving all for Madara
✦ Declined, so you plan on converting the entire field into Steel instantly? Just stick Steel chakra in the earth and suddenly the entire field will be Steel. Nah, this needs to spread from your location, you being the epicenter and it spreading in a wave outwards. Long range is also too far imo as this then becomes potentially abuse because, knowing NK, I know he is creating a steel jutsu that likely converts all Earth into Steel jutsu. ✦

These stink of NK.
 
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Pekoms

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Monkey Contract Permission: [ ]

Kuchiyose no Jutsu: Zepar | Summoning Technique: Zepar
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: One of a dozen important figures in the monkey hierarchy, Zepar is also summonable by Koumei. In regards to physical appearance, he is a very unusual-looking monkey with a rather humanoid appearance. With a somewhat upright posture and long purple hair, he is quite diminutive compared to the average adult. Clothing-wise, his standard attire consists of a long skirt and a pointed hat, traditionally believed to be worn by witches. Most interestingly, though, is that Zepar wraps most of his upper-body in bandages, which serve to conceal the mass number of holes strategically located throughout his being. As the eldest member of the monkey hierarchy, he carries himself with a distinguished sense of wisdom and combat experience. Moreover, his advanced age has afforded him time to explore the expansive field of Sound Release, which he has a natural affinity for. His application of the element is unique, in that he relies on the holes throughout his body made via needle/rod piercings to generate a variety of sound-based effects via his movement patterns (wind passing through the holes) and rhythmic release of chakra. Both of Zepar's peculiar dances induce unique sound-based illusions.

♦ Zepar synchronizes his steps and the sounds resonating from the holes along his being with a steady release of chakra. The chakra, emitted as high frequency, low energy sound waves, travel at the speed of sound, to affect all the inner ears of selected targets within short-mid range. Symptoms of exposure to this 'dance' include loss of limb coordination and loss of tactility in supposedly afflicted regions, as would be expected in cases of severe necrosis. The induced illusion of necrosis moves distal to proximal at a rapid rate, and is visually perceived as the afflicted limb(s) turning a grayish-black hue. Moreover, the illusion is a gradual process, with the digits and hands/feet afflicted first (turn), followed accordingly by the arms/legs up to the elbows/knees (second turn), and lastly, the entirety of the arms/legs (third turn).

♦ Dancing in a manner akin to a fast-paced tango, Zepar synchronizes all of his steps and the sounds resonating from the holes along his being with a steady release of chakra. The chakra, emitted as high frequency, low energy sound waves, travel at a blistering pace to affect all the inner ears of selected targets within short-mid range. Symptoms of exposure to this 'dance' include tactile/visual components, both regarding an adhesive goo that seemingly emerges from the the victim without their consent/control. The goo can form anywhere two or more parts of the victim touch. For example, speaking would induce the sensation of adhesive goo in the mouth; speech would become impossible, as well as techniques utilizing the mouth. Another example, clapping hands together, would result in it seeming as though adhesive goo has emerged directly between them, ultimately resulting in the given victim(s) being unable to pull their hands apart or use techniques requiring nearly any usage of hand-seals whatsoever.​

Zepar's physical strength exceeds that of most ninja, and he can easily break bones if his freeform blows fully connect. In terms of speed, he is on par with sage-ranked taijutsu specialists. Lastly, he is distinguished by his ability to transform into a nearly indestructible Adamantine Horn, which can extend/retract with great speed.
Note: To summon Zepar, one must have signed the Monkey Contract and been taught by Pekoms.
Note: Zepar is summonable once per battle, and will remain on the field 4 turns in his monkey form.
Note: So long as Zepar is on the field, no other animal summonings may be initiated by the user.
Note: Every sound technique (dance) performed by Zepar is D-Rank, and each counts as a move.





Kuchiyose no Jutsu: Belial | Summoning Technique: Belial
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: One of a dozen important figures in the monkey hierarchy, Belial is also summonable by Koumei. In regards to physical appearance, he is a very unusual-looking monkey with quite a humanoid appearance. With a lanky figure figure and ruffled, cerise-colored hair, he stands a head and half over the average adult. Clothing-wise, his attire consists of brown pants and bright webbing all across his upper body. Most interestingly, though, is that both of Belial's arms (elbow-distal) are actually prosthetics made by Koumei, modeled after the puppets he utilizes. Amongst all of the monkey upper echelon, he is oft characterized as the most optimistic, though this was not always the case. Indeed, with his arms earlier rendered useless due to poison, Belial, had for a time, been in a state of deep depression. It wasn't until meeting Koumei, whom offered new limbs and a new purpose, that his will to live was rekindled like never before. Moreover, his prosthetics gave him an entirely new 'strength'. Combat-wise, Belial is able to utilize a wide variety of projectile weapon attacks that utilize shape-manipulated chakra as the means of 'ammunition'. His sheer versatility is matched only by the extent of his raw power, even at considerable distance, thus Belial's true niche is mid-long range engagements he is summoned to partake in.

To facilitate precise shape manipulation of his chakra, each subordinate technique of his prosthetic limbs calibrates the chakra released in accordance to his intentions. Moving distal to proximal along the arms, the first technique of Belial's arms involves all of his digits. Indeed, the fingers and thumbs on both hands may detach (connected by chains) to reveal small openings through which compressed chakra is released in the form of pellets. Whilst boasting both great piercing capacity and high rate of fire, the former aspect pales in comparison to the mechanism located in the hands, themselves. When both hands are clapped together, Belial can generate a large javelin of chakra easily as long as the average person is tall. Due to their size and the way they are formed, he can only release them individually by throwing them, albeit, with enough force to not only effortlessly pierce bodies, but also propel the impaled victim several meters back. The third technique, now located at the wrists, allows Belial to form a long bow by drawing it out from special cuffs. Arrows, also formed of chakra, are released from his mouth and notched afterwards. The final technique, boasting the highest raw damage, involves specially modified metal gauntlets equipped to each arm. At a moment's notice, metallic cylinders stored in each gauntlet will emerge and together, begin generating a large sphere of dense chakra directly in front of Belial's person, which can then be launched with force akin to a ballistic cannon. Lastly, he is distinguished by his ability to transform into a nearly indestructible Adamantine Scepter, which can extend/retract with great speed.
Note: To summon Belial, one must have signed the Monkey Contract and been taught by Pekoms.
Note: Belial is summonable once per battle, and will remain on the field 4 turns in his monkey form.
Note: So long as Belial is on the field, no other animal summonings may be initiated by the user.
Note: Both the long bow shots and chakra pellets released from Belial's digits are of B-Rank.
Note: The javelin produced by the hands are of A-Rank. One can be made/used only once per turn.
Note: The large sphere of chakra, generated from twin gauntlets, is S-Rank. It can only be used once per fight.
Note: Each and every one of Belial's aforementioned projectile weapon techniques boast short-long range.
Note: Every technique that has a clearly stated rank counts as one of the summoner's allotted moves per turn.



Kuchiyose no Jutsu: Glasya-Labolas | Summoning Technique: Glasya-Labolas
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Amongst the dozen important figures in the monkey hierarchy, twin sisters, Glasya and Labolas stand tall and proud, whilst also being summonable by Koumei. In regards to physical appearance, both are rather tall, relative to most humans (5'10'') and most of their lithe bodies (including limbs) are covered by light violet fur. Clothing-wise, their standard attire consists of matching long-sleeved, dark blue dresses that fall just below their knees. Whilst physically both the girls are near identical, their personalities differ greatly. Glasya is primarily identified as introverted, shy, and meticulous in her habits. Conversely, Labolas is identified more so as extroverted, witty, and overly violent in combat. Though young in age, the twins' creativity has allowed them to explore the elemental field of Lightning Release, which they both have a natural affinity for. Their application of the element is unique, in that they both rely on an assortment of adamantine totems, six in total (three each), that are so profoundly imbued with their chakra, they can be manipulated at will and thus, levitate. Each totem displays a facial expression depicting one of the six primary emotions: anger, disgust, fear, happiness, sadness and surprise. Given their adamantine nature, all six of the totems are nigh impervious to damage. Moreover, the totems can be used for varied offensive and defensive measures via the release of stored chakra. The most rudimentary offense of the totems is to individually release small electric spheres as fast-moving projectiles from different angles, but they are capable, collectively, of significantly more dangerous displays of raw power.

♦ Line Formation: At their command, three/six totems gather in midair, proceeding to then connect by standing on top of one another. From such linear formation of totems, a large, vertical crescent-shaped beam, roughly taller than a human, is released towards the opponent. Unlike normal beams, this type of attack cuts through its targets, and possesses enough cutting power to cleanly bifurcate even the ground.

♦ Baryon Formation: At their command, all six totems position themselves in a hexagonal pattern whilst in midair. A large whirlwind is produced around the formation, and from the latter's hollow center a massive and powerful beam of lightning is quickly generated, which is subsequently fired towards the target. Such attack is capable of causing mass destruction, creating a large explosion upon contact. (S-Rank power)

♦ Wall Formation: At their command, three/six totems gather in midair, proceeding to then connect side-by-side to one another. From such horizontal formation of totems, a large, wide convex-shaped plasma barrier (similar to Plasma Ball) is swiftly generated immediately in front of all the assembled totems.

Now, their physical strength is higher than most ninja, and they can easily break bones if their freeform blows fully connect. In terms of speed, they're on par with kage-ranked taijutsu specialists. Lastly, they're distinguished by their ability to transform into a nearly indestructible Adamantine Sword and Shield pair, which extend/retract.

Note: To summon Glasya-Labolas, one must have signed the Monkey Contract and been taught by Pekoms.
Note: Glasya-Labolas are summonable once per battle, and remain on the field 4 turns in their monkey forms.
Note: So long as Glasya-Labolas are on the field, no other animal summonings may be initiated by the user.
Note: The strength of Line Formation and Wall Formation is all dependent on the number of totems used, with either three (B-Rank) or six (A-Rank) possible. No other numerical combination of totems is feasible for either. As for the individual shots, each totem, alone, can expel electric spheres (C-Rank), but only up to two spheres can be released per technique usage. Whilst alone, they are fairly weak, using two makes it more akin to B-Rank.
Note: Every technique that has a clearly stated rank counts as one of the summoner's allotted moves per turn.
 

Punk Hazard

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Re: Custom Jutsu Submission

(Raiton: Gama Naifu)Lightning Release: Gamma Knife
Type:Offense
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user will create a jagged, concentrated mass of lightning in their dominant hand, similar to that of a knife made of lightning. The mass of lightning is rather large and gives off a low frequency, but not as loud or distinct as the Chidori, sounding more like a droned out "Bzzzt." The user will then stab the knife into the opponent, delivering a cut measuring about 2 inches in width but very deep, plunging more than half of the knife into the opponent's body. Should the user succeed, and once the blade is inside the opponent's body, the blade will then expand, dispersing into multiple bolts of lightning that damages the opponent's internal organs, making it a highly potentially fatal technique.
~Can only be used once per battle~
~No A-rank or above Raiton can be used for three turns~
~Can only be taught by Riker Slade~

Frame of reference:
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‡ Declined ‡ This has been done before.

(Doton: Tera Kaikaku) Earth Release: Terra Reformation
Type:Supplementary
Rank:E-S
Range:Short-Mid
Chakra:10-40
Damage:N/A
Description:Terra Reformation is a supplementary technique that affects formations of earth. The user will infuse their chakra into the surrounding earth after it has been changed in some way or a preexisting earth technique, whether it be his own or an opponent's, where they will then use shape manipulation to reverse the change or technique, returning the earth to its previous state immediately before the change was made or its state before used for a technique. For example, if the user's stone golem technique was destroyed, he can use this technique to have the earth that consisted this technique reform into the golem. Or, if the ground is lowered or raised up, using this technique on the section of the earth that was will return it to its previous state.
~Can only be used four times per battle. Only two of these usages can be used on an opponent technique.~
~In order to affect an Earth technique, the user must use chakra equivalent to one rank above that that created the technique in order to "push out" the chakra that previously controlled the technique. For example, if the user is attempting the reverse the state of a B-ranked Earth technique, then he must use this technique in its A-rank form to remove the previous Doton chakra and take control. To alter earth that isn't under the influence of a Doton technique, then this technique is B-ranked by default. ~
~Can only affect a technique once. For example, if the user reforms their golem after it is smashed apart, he cannot use this technique on that golem again in any way~
~Will only reverse the earth to the state it was immediately before. If one creates two cubes of earth from the ground and then transforms them into spheres, the user of this technique can only reform the spheres to cubes, and not back to its initial state before becoming cubes~
~If an object is moving while this technique is used on it, the object will lose its momentum and simply fall straight down~

‡ Declined ‡ You need to format this better as right now its barely readable. Your "notes" section is longer than the technique itself. The general concept is iffy. Merely reverting things to their previous shape/form isn't that useful in a battle unless you want it to become a ranked technique. However, not all things can be restored in such a way e.g. the stone golem is a sentient creation, merely restoring its body will not make it "come back to life". My jutsu Gift of Gaia already deals in bringing dormant statues to life, so your jutsu would clash with it if you can both reform the golem's body + restore its sentience. This also feels similar to restoration techniques like Houdnii's Earthen Replenishment and Noni's Wolves Reconstruction.
 
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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.
Resubmission:

(Suiton: Mune no sono) - Water Release: Will of the Deep
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: 80
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, within short range. 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(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible.

Note:
~The orb can release a maximum of 4 separate blasts
~The orb is created short range but the blasts can reach up to long range
~Lasts 3 turns before dispersing
~Can only be used 2 times
~Cannot use water techniques above A rank while this is active
~Can only be taught by xHoudinii

‡ Approved ‡ Nice technique. Made small edits. When a checker tells you to change the rank of something, remember to change things like the chakra cost and the damage it inflicts.

New Submission:

(Doton/Katon: Tsuchis Konshasu)- Earth/Fire release: Earths Awakening
Type: Offensive/Defensive
Rank: S-Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description:
The user will begin this technique by performing three hand seals and stomping upon the ground, by doing so they first form a tall and thick earth construct that can take multiple forms. It can be one of three, either a simple wall or pillar shape or a more complex hollow cylinder with no top. This construct is thick and strong and can take a great deal of damage without weakening(following elemental adv/disadv). The second half of this technique however begins when the user performs a further three hand seals and focuses his katon chakra into the earth structure itself, this katon chakra is created similar to that of 'Fire Release: Dragon Flame Release Song Technique' in that the flame is so dense that is almost solid in nature.

By doing so they create multiple 'pockets' of fire inside the structure that are shape manipulated into small bulls with long and pointed horns. These pockets of fire under the great weight of the earth very quickly create a large build up of pressure. This pressure causes the bulls to burst out of the construct at a designated target at high speed, this does not however affect the constructs integrity. As theyare formed the very hot flame that the bulls are comprised off melt the earth that surrounds them and mixes with the fire as they launch out. The result is the bulls launching out of the earthen construct at the target and doing piercing damage with their almost solid nature and long horns, while after doing so the immediate area around where each bull struck would be covered in the pseudo molten earth that the bulls created.

Note:
~Can only be used 2 times
~Can only make a maximum of 5 bulls per use
~Can only use up to S rank earth and fire for two turns after this technique
~Can only be taught by xHoudinii

‡ Declined ‡ I think you should just make a Lava bio.

(Genjutsu: Ganmou Kangae)-Illusionary Arts: Wishful Thinking
Type: Supplementary
Rank: S-Rank
Range: Short - Mid
Chakra: 40
Damage: N/A
Description:
This genjutsu utilises the same concept as other genjutsu in that it uses information that is only present in the opponents mind(i.e their worst fear/images of their loved ones.) The user will point their finger at the target and place upon them a complex illusion that remains dormant until it is activated. Upon the targets next offensive action or technique the illusion will commence, taking over their senses so that it appears that their attack went through as they have planned, killing or injuring as intended. In reality however after the illusion begins the caster is hidden from the target and is free to counter as they would please, all while the target of the illusion would be unaware and vulnerable.

Note:
~Can only be used 2 times
~Cannot use any other genjutsu while active/dormant
~Cannot use genjutsu above A rank for one turn after technique ends
~Can only be taught by xHoudinii

‡ Declined ‡ This is nothing more than wishful thinking. DNR.
 
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Penguin

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Re: Custom Jutsu Submission

I got permission to submit one ability of this DNR'd jutsu right here. Toned it down a tad, made it more reasonable.

->

Suiton: Satori o Aita Pengin no Chisei ✦ Water Style: The Intelligence of the Enlightened Penguin
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30 (-10 per turn)
Damage: (+20 to suiton ninjutsu) (-10 to the user)
Description: This jutsu is a relatively simple but useful ninjutsu created by the Nidaime Hokage, Tobirama Senju to combat his brother's prowess with mokuton and doton ninjutsu. The user would take a kunai from their ninja pouch and begin to make a small and shallow laceration across their palm, and form the Dragon -> Dog -> Bird hand seals. After that, the user would follow up with slamming that hand on the ground. By performing the pseudo summoning technique, hundreds of explosive tags begin to be summoned onto the battlefield within short range of the user. Then, if the user is a suiton specialist, they begin to materialize the moisture in the air around the explosive tags to form a giant penguin the size of a stone golem. The penguin would be built much like a Swiss Cheese, with a bunch of air pockets or holes inside of it to keep the explosive tags from damp. This penguin has no abilities whatsoever, barring the ability to be able to move on it's own. The unique characteristic of this penguin is that Tobirama Senju planted explosive tags inside of it. He did this because after fighting with his brother on multiple occasions, finding his suiton ninjutsu was never enough to even compete with his brother's mokuton and doton ninjutsu, as they were more solid and sturdy in nature, making the water simply bounce off the sturdy attacks. By using the penguin as a source for suiton ninjutsu, the user's suiton ninjutsu becomes amplified with the ability of the explosive tag's explosiveness. The boost in power only comes into play when the user forms the seal of confrontation, causing the explosive tag in their current attack to blow up. This means if exploded, the suiton could negate doton or mokuton ninjutsu up to the same rank, as they are solid and would be blown up. This ability wouldn't be able to work on non-solidified elements, due to the explosive tags being meant to blow up solid things. The downsides to this jutsu are that the user can only use suiton ninjutsu while this jutsu is active, and that the penguin has a limited water source as well as explosive tag source. The user can use the penguin as a water source three times before it runs out of water and explosive tags.

✦ Can only be used three times
✦ Can only use water whilst this is active
✦ No water over S-rank with this jutsu's boost
✦ The penguin can be used as a water source three times
✦ Can stay in play for up to four turns
✦ Can only be taught by Penguin.

‡ Declined ‡ Using explosive tags wouldn't amplify the damage of your suiton techniques, there is literally nothing special about the water that constitutes the Penguin's body. Also, I won't allow for you to summon explosive tags all across the battlefield.
 
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Kooljay

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Re: Custom Jutsu Submission

Genjutsu: Chromesthesia (Illusionary Technique: Chromesthesia)
Type: Supplementary
Rank: S Rank
Range: Short - Mid
Chakra: 40
Damage: N/a
Description: After performing five hand seals that user can inject their chakra into their target's mind and invoke Chromesthesia. In detail, the user of the jutsu manipulates target's sense of hearing and sight and causes the user's visual cortex to also interpret the sound in the form of colors. The colors themselves that are associated with sounds are unique to the individual but, there is a correlation between the loudness of sound and the amount of colors seen. The louder the sound, the more colors the targets sees. After the genjutsu, if the target hears loud enough sounds their vision will be blocked by an array of colors. In layman's terms Chromesthesia is sound-to-color synesthesia, which means those inflicted with the disorder will see the sounds they hear in the form of various colors.

Note: Can only be used once.
Note: No Genjutsu above B Rank can be used for the next two turns.
Note: Can only be used by those taught by Kooljay.

Example of what the target might see/hear.

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‡ Declined ‡ Effects which linger after an illusion has been broken? Nah.
 
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layway

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Re: Custom Jutsu Submission

(Suiton: duragonsuramu) - Water release: The dragon slam
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user creates a dragon made of water after performing three hand seals the dragon is is ten metres tall and twelve meteres long, The dragon can be formed below the user or right in front of them, The user then controls the dragon to attack the opponent by slamming into them. Upto two dragons can be made with this technique.
★Can only be done thrice per battle
★Requires water source
★Can only be taught by layway.

(Fuuton: fui ima) - Wind release: The blowing current
Rank: B
Type: Supplementary
Range: Mid-long
Chakra Cost: 20
Damage: n/a
Description: The user focuses his suiton chakra all around the battle field causing the wind in mid to long range from him to blow very strong eastwards the current is so strong that it even causes the opponent to lose stance, the wind also blow around dust and dirt forcing the user to cover their eyes to prevent blindning of the eyes.
★Current lasts 3 turns and requires a turn cool down
★can only be done 3× per battle
★can only be taught by layway.

‡ Both Declined ‡ Similar techniques exist. DNR.
 
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ZandaT

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Re: Custom Jutsu Submission

(Magirawashī kenbu: Wakusei sunpō) Misleading Sword Dance: Planetary Dimensions
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Wakusei sunpō is a technique in Magirawashi kenbu that utilizes the dual swords as they spin separately in the user's hands. Channeling chakra along their edges, being rather swift like many other Magirawashi kenbu techniques, the user will form two separate rings of chakra that can be fired towards the opponent at great speeds. The true feats of the ability is that it allows the user to further manipulate the rings onced launched in order to multiply the ring in linear fashions creating various formations that extend within the boundaries of 5m as it traverses. The rings multiply quite rapidly, being able to create very large 5m formations by the time it leaves short range of the user, and multiple formations can be created depending on the amount of rings being released but its damage adjusts accordingly. An elemental factor can be added to the rings over its basic counterpart which may add various effects according to the element being used rather, or on top of, its regular clean cutting ability. This move is best suited with tactical planning due to its unique characteristics.
NOTES
►Can be used 1x every 2 turns
►No Magirawashi kenbu techniques above A rank after use
►Basic application can be used 3x per battle
►Elemental application can be used 2x per battle
►Can only be taught by Zanda



✦ Declined, you're trying too much for just one jutsu. S rank in nature with raw chakra AND the ability to imbibe elemental chakra, making them F ranked? 5 possible usages as well as creating blades that expand to 5 meters long? Plus, you create 2 of them, essentially covering 10 meters with 2 crescents of chakra? Please reevaluate this jutsu ✦


(Magirawashī kenbu: Wakusei sunpō) Misleading Sword Dance: Planetary Dimensions
Type: Offensive, Supplementary
Rank: A - S
Range: Short-Long
Chakra: 30 - 40
Damage: 60 - 80
Description: Wakusei sunpō is a technique in Magirawashi kenbu that utilizes the dual swords as they spin separately in the user's hands. Channeling elemental chakra along their edges, being rather swift like many other Magirawashi kenbu techniques, the user will form two separate rings of chakra that can be fired towards the opponent at great speeds. Upon contact or when triggered the chakra rings explode amounting to a collective A rank power, but the true feats of the ring's ability can be achieved through further manipulation as they traverse. Once launched the user can manipulate the rings causing them to swiftly multiply creating various formations that can be used for tactical attacks as they travel forwards, or halting the ring to even trap the target within its field as it multiplies. Each ring by itself can multiply into numerous rings creating formations of various shapes, styles, and sizes, but they can never exceed a 3m diameter. If desired the user can merge both rings as they are fired, the small ring doubling in size, enhancing its capabilities so that it now does full S rank power and is able to multiply within a 6m diameter. The rings multiply quite rapidly, being able to create its formations within moments as each additional ring multiplies, and they are able to be made out of either fire, wind, or earth due to the destructive properties these elements carry. Fire chakra causes a fiery explosion while wind chakra makes the rings burst into a gale of slicing currents. The earth chakra is unique when it comes to this jutsu as the elements brute blunt force is transformed into a form of blunt kinetic energy that is released upon exploding that can cause great blunt damage to the human body damaging skin, muscles, bones, etc. if contact is made.
NOTES
►Can be use 3x per battle
►No Magirawashi kenbu techniques above A rank in the next turn
The jutsu has a 3 turn cool down
►Can only be taught by Zanda

Pending: leaving for scorps or MU.

✦ Approved✦

(Fuuinjutsu: Baria-hō) Sealing Arts: Barrier Law
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/a
Description: Barrier Law is a unique fuuinjutsu technique that is similar to the Dead Demon Consuming Seal due to the technique's involvement of a spiritual being named Pànduàn, meaning judgment, which is a tall spirit with a green hue as well as pure black eyes that matches the long black robe it wears that drags along the floor. Made by an Uzumaki clan member before their village's destruction, the jutsu was based off of a game used to train aspiring Uzumaki shinobi as they tested their limits in battle while obeying a set of rules depending on the circumstances called. The game had three different ways to play, each field holding their own set of rules, and those field's became the three different laws of Baria-hō. The Law of Energy, Body, and Mind. This jutsu serves as a pact between Pànduàn, his summoner, and those within the technique's range, a pact to follow the rules established upon summoning Pànduàn who acts as a non biased referee between opposing sides using its powers to set the field as well as enforce the rules of the game. This jutsu can be activated by performing the first 4 core hand signs followed by the last which changes based on the game chosen to play, and with the waving of the fifth hand sign the user will summon Pànduàn within short range above their location. Upon being summoned Pànduàn rises at swift speeds towards long range as it erects an A ranked barrier over the battlefield with special chakra suppression and visual blocking properties that allows the summoner and their opponent to remain hidden from outside disturbances as they battle under the conditions of the game. Advance chakra sensors and dojutsu users would be able to see/sense the barrier at most, but its content within will remain hidden as the game commences, and users with normal sensory would see nothing but the terrain as if the battling shinobi were not there but the barrier can still be touched if stumbled upon seemingly acting like an invisible construct to them. This is Pànduàn's domain, and within it he monitors the game as it commences using his powers to bestow punishment on those who break the rules, rules established in the mind of both players upon the barrier's formation. The spiritual being has an A ranked durability allowing it to only be killed by an equal power that matches its intangible energy based body composition, but each unsuccessful attempt results in the loss of 25 chakra points. The law of Baria-hō established must be followed or else punishment will be bestowed, and the jutsu lasts for 4 turns upon activation.
Law of Body | Dog
While the Law of Body is in play the players are only allowed to use non chakra based techniques on the battlefield for the duration of this jutsu. Basic hand to hand combat, techniques utilizing weapons and basic skill, etc. are primarily used while active, as long as it doesn't require the user to mold or release chakra in any form. This field in Baria-hō is primarily used to show a shinobi's resolve and raw talents as they battle without chakra, yet using chakra isn't taken away from the players, but in doing so they will receive punishment. While this game is in play the punishment for using chakra related techniques is a 50% increase on chakra consumption which can be detrimental to any shinobi in the long run.
Law of Mind | Snake
The Law of Mind is quite special due to the fact that when it is activated it strips both players of any active or passive sensing they may have as the game promotes the usage of the basic 5 senses in battle. One must be true to themselves, opponent, and their surroundings while this game is in play making illusionary/sensing skills tabooed while active. While the Law of Mind is in play the players should battle straight up, with a clear perception, with no tricks or schemes whatsoever. Un top of sensing being jammed while active, players who use illusionary techniques will have their own illusion rebounded upon them the moment it would have taken effect within their opponent. This is the punishment of breaking the Law of Mind.
Law of Energy | Ram
Similar to the Law of Mind in terms of jamming a certain skill while in play, while this game is active the players will have the choice of using only two elements on top of their other basic skills while in battle. Law of Mind primarily focuses on elemental expertise as it limits the players from using all five of the basic five or any other element while in battle. Once activated both players will mentally choose their two elements of choice, Pànduàn knowing all thoughts while in his domain, before partaking in battle with their opponent. The elements that can be chosen are not subjected to the basic five alone, but if an elemental KG is chosen for example that does not mean that the player can use the two elements it is composed of separately. When trying to use an element not chosen the user will still expend chakra points, the jutsu even starting to form on the battlefield, before it gives out before even reaching half of its potential making it a waste of time and energy.
NOTES
► Can only be used 1x per battle
►No other fuuinjutsu can be used while active
►No jutsu can be used above S rank for two turns after activating this jutsu
►No jutsu can be used above A rank one turn after this jutsu has ran its course
►Can only be taught by Zanda

‡ Both Pending ‡ Thank God I don't have to check these.
Declined. Really neat jutsu, but it needs some guiding imo. First, put a maximum amount of turns because having this up forever could sway too much in your favor.

Second: Law of Mind: Snake should be different. If a KG is chosen, the user should automatically take up those two natures or else he wouldn't be able to use that KG in the first place. Not only that, but I would just restrict KGs in general and just let them choose two. Also: who goes first? I assume you do as it's your technique, so the opponent could just choose accordingly. Can you still use customs techniques? What about space time techniques? You would not be able to forbid these from using them to get out of this domain would be in essence the perfect way to use it and you can not so easily bend space-time as to say an A-rank being would be able to stop it.

Third: what happens if they attack the Pànduàn? Sure, you can say it's not possible, but lets be honest it might as well just be "friendly fire".

I like the core concept a lot but it really needs some tinkering to get the loopholes out.

Also: please use some spacing. It's quite difficult to read big blocks of text this way.

 
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Ańbu Juniør

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Re: Custom Jutsu Submission

(Raiton: Kaminari Rasen) Lightning Release: Lightning Helix
Type: Defense/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user performs the Snake → Horse → Ram →Tiger handseals and channels his chakra to the tips of his index and middle finger. He will then touch his forehead and a rippling coat of lightning will envelope his entire body, causing his hair to stand on end. The coat of lightning doesn't boost him speed reaction time, but serves as a purely defensive technique. Since lightning flows from high potential to low potential, it won't strike an object with the same electrical potential in order to keep the user themselves from getting struck. Using this concept the coat would match the electric potential of an incoming lightning attack, thus effectively protecting the user as the attack would simply be nullified. The coat can only nullify lightning attacks up to and including A rank, and the user would be unable to cast any wind techniques as the coat would be dispersed. If the user were to come into contact with water while the coat is active, he would end up being electrocuted. The coat has numbing and paralyzing effects, so if an opponent came into contact with it he wouldn't be killed on contact, but paralyzed instead.
~Coat lasts for two turns and can be used twice per battle.
~No wind techniques can be used while this technique is active.

‡ Declined ‡ This is nothing more than a basic lightning armour.

(Nezumi Tekunikku: Tēru Dōka) Rat Technique: Tail Assimilation
Type: Attack/Defense/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user summons rat flesh that he forms into a six feet long tail that attaches to his tail bone. The tail give the user a greater sense of balance and he can even control it at will, abling himself to knock asides weapons thrown towards him or even to lash out at opponents within range. Since rats can control their body temperature through their tails by dilating or constricting their tail muscles by sending chakra throughout it's body, the user is able to do the same. When the user's body temperature rises by a few degrees, the tail vessels swell permitting lots of warm blood to flow through the tail. The warm blood loses heat through the surface of the tail and returns to the body at a lower temperature, thus cooling the rat. When the rat's body temperature drops the tail vessels shrink in diameter thus restricting blood flow to the tail, and since less blood flows into the tail for cooling the body heat of the user rises. Since a summoning creature already has a tail they're only able to use this technique to regulate their body temperature, but they can use the full technique if their tail happens to be cut off during battle.
~Must sign the rat contact to use.
~The tail lasts for three turns before falling off and dissipating.
~Can only be used twice per battle.

(Nezumi Tekunikku: Sesshi Gantoretto) Rat Technique: Incisor Gauntlets
Type: Defense/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user summons two giant rat incisors over each arm that span from two inches in front of the users fist, over his forearm, and up to his elbow. Since the enamel of a rat's incisors is harder than Steel and platinum, the gauntlets allows to user to smash through jutsu of custom elements such as aluminum, steel, lead, and cannon earth techniques of the same rank or below by punching at the incoming technique and utilizing the natural gnawing power of the rats. The incisors can also be used to block previously listed attacks of the same rank or below, but will crumble if hit with one of those techniques of higher rank. When used to attack an opponent it would cause serious crushing damage to them, dealing blunt force trauma and possibly internal bleeding. While the gauntlets are active the user is unable to use other techniques tied to the Nezumi contract
~Must sign the rat contact to use.
~Can only be used three times per battle.
~Lasts for three turns before dissolving.

Contract Validation

‡ Declined ‡ No summoning hybrid techniques. That is exclusive to Orochimaru. What I mean by this is giving yourself body parts, aspects or traits of your summons. For the most part, its not allowed. Also, check the comments on Daemon's first technique this cycle. Way too lazy to say the same thing twice.
 
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ᴍᴏᴏғʏ

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Re: Custom Jutsu Submission

~ Resubmitting with the mentioned changes and elaborated in some areas! ^_^

(Suiton: Kiri Fukusou) - Water Release: Mist Convergence
Type: Supplementary/Offensive
Rank: B
Range: Short - Long
Chakra: 20 (- 10 per turn)
Damage: 40 (In Mist Form)
Description: After releasing a water based technique, the user will manipulate the chakra inside the technique itself and spread out the water molecules of the technique, allowing the user to change it from it's current state into a mist of water vapor. The vapor can then be manipulated and guided by hand or feet gestures to resemble a Snake or Dragon of Mist. With the usage of a single hand seal, Dragon (辰, Tatsu) or Snake (巳, Mi) this being dependent on the original form of the manipulated mist, the user can compress the mist into it's original state, allowing the user to re-create his technique once again. Techniques that require constant streaming would turn to a source of water that can be used to splatter on the opponent to push them back (No damage) or manipulated in the same concept as their previous Mist-State. If left as a source it would simply be fueled with the user's chakra equivalent to the technique manipulated after deduction. The mist can also be spread throughout the terrain similar to hiding like mist. If that's the case, the technique will last up to 5 turns before dispersing naturally. The manipulation stays active for as long as the user fuels it. The Mist can also be manipulated to converge on the selected target(s) and induce a drowning sensation as the influx of water vapor enters their system via mouth & nose. If not dealt with on that turn, the brain will lose it's oxygen and cause the target to fall unconscious. While converging, the target will be left soaked, this would cause for things such as explosive tags or sealing tags to become useless as the Kanji inscriptions fall apart so long as they are made of paper. This technique is also applicable with allies such as Summons or Clones. If one of the two users releases a steam-based technique and maintains it's release, the end result would be a boosted technique as the influx of mist conversion would continuously increase.

Techniques receive a rank deduction once reformed.
Mist's traveling speed is equivalent to "Water Style: Water Dragon Bullet Technique"
+10 Damage to Stream-Based Techniques used in Combination w/ Ally/Clone/Summon.
Only up to A-Rank techniques for combinations with a Non-Clone/Summon Ally.

‡ Declined ‡ I'm not too fond of these changes. Sometimes less is more. Remove the entire paragraph at the end as swell as all of the added notes. Ironically the added parts of the description have only served to make things more confusing. Make this so you can control the mist as a formless mass or in various shapes (only restricted by the user's imagination). State that reverting back to its previous form is passive but the original change into mist costs a move. Also, I don't think that your techniques should fall in rank because of this. By the way, increase the rank to A.

I could not highlight everything because a lot was changed or moved around. :sweat:

Za Kiri's Keiri Katana ⋩ The Mist's Executioner
Type: Custom Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The blade is crafted out of a very rare and indestructible alloy that can not conduct electricity. However, that does not mean it can defend against anything/everything. The blade's core is created out of the finest of crystals. The sword itself is eight inches wide, consisting of a single sided bladed edge. The sword's blade is five feet in length, having the bandage covered handle being one foot, making the overall length of the sword six feet. The end of the handle consists of something very similar to a kunai's ring, however this one being shaped in the form of a small rectangle, enough to fit two fingers comfortably. A small chain of six inches in length is attached to the rectangular ring, something that could be used to handle the blade in various ways. At the end of the chain there is a small crest with the symbol of Water, displaying it's origins. The blade has special water related abilities for example it's elastic syrup string. By passively infusing his chakra into the Water Symbol badge, the user can draw and materialize a long (Up to mid range distance in length) thin line of elastic syrup that can be used not only to extend the range of the blade but create new usages. The blade's material would negate the possibility of having lightning travel through the syrup unless struck directly. By feeding -5 chakra per turn, the sword is able to produce a mist of water vapor in a short range radius around the user, the vapor would escape from the pores of the crystalline core. Just like the Hidden Mist technique, this mist can vary in terms of thickness, being able to manipulate it at will with the influx of chakra released, although it will always remain at -5 no matter how thick or thin the mist is. By taking advantage of the sun light, the user can use the crystal core to reflect the light and blind the target as the sword is used. Not only can the sword produce a mist but it can also turn into mist. This is a passive ability in order to avoid certain tangible situations or to retrieve the sword from a distance, using mental commands and chakra manipulation to control the sword in it's mist form.

⋩ The activation of the surrounding mist counts as a move for the first time.
⋩ After activation the user is free to passively activate and deactivate the mist.
⋩ The blade can partially transform into a mist, it does not need to turn completely.
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‡ Declined ‡ State all relevant ranges in the description rather than in the template. I'm having trouble envisioning how the string would be used. From what part of the sword is it created? Do you create it from the hilt and swing your sword around or does it extend from the blade? Does it take the shape of the blade? If not, how does it extend its range? Remove the light reflecting ability. Why does the first time activation only count as a move but you can freely activate/deactivate thereafter? It should count as a move every time you activate it. Also, all of the abilities here should count as moves. You need to state their ranks and how many times they can be used. Honestly, I preferred your previous setup and in general the previous weapon.
Resubmission! ^_^

(Suiton: Kiri Fukusou) - Water Release: Mist Convergence
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30 (- 10 per turn)
Damage: 60 (In Mist Form)
Description: After releasing a water based technique, the user will manipulate the chakra inside the technique itself and spread out the water molecules of the technique, allowing the user to change it from it's current state into a mist of water vapor. The vapor can then be manipulated as a formless mass or in various shapes which is only restricted by the user's imagination. With the usage of a single hand seal, Dragon (辰, Tatsu), the user can compress the mist into it's original state, allowing the user to re-create his technique once again. Techniques that require constant streaming would turn to a source of water that can be used to splatter on the opponent to push them back (No damage) or manipulated in the same concept as their previous Mist-State. If left as a source it would simply be leftfueled with the user's chakra equivalent to the technique manipulated. The mist can also be spread throughout the terrain similar to hiding like mist. If that's the case, the technique will last up to 5 turns before dispersing naturally. The manipulation of the mist state stays active for as long as the user fuels it. The damage of the mist would be similar to that of a forceful gust of wind or compressed air bullet depending on the form created.

⋩ Mist's traveling speed is equivalent to "Water Style: Water Dragon Bullet Technique"
⋩ Technique can be used in combination with Summon or Clone
⋩ Reverting back to a liquid is a passive ability

‡ Approved ‡

Za Kiri's Keiri Katana ⋩ The Mist's Executioner
Type: Custom Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: ZKKK is a blade crafted out of a very rare and indestructible white alloy, however that does not mean it can defend against anything/everything. The sword itself is eight inches wide, consisting of a single sided sharp edge however the dull side of the blade contains two small curved teeth that stick out two inches. The teeth are evenly spaced apart between a hollow opening the blade has near the lower end, the opening is large enough to fit a human head/neck, designed mostly for decapitations with it's inner sharp edges. The sword's blade is five feet in length, having the one foot handle covered in a layer of rubber which is laced by a bandage to disguise it, this would prevent the conduction of electricity. The end of the handle consists of a small rectangle ring big enough to fit two fingers comfortably. A small chain of six inches in length is attached to the rectangular ring, something that could be used to handle the blade in various acrobatic ways by spinning it. At the end of the chain there is a small crest with the symbol of Water, displaying it's origins. The blade's decapitating core/opening can be fueled with chakra and use the sword itself as a water-natured catalyst in order to fill it with a syrup-like substance that could be manipulated to perform special water related abilities;

Syrup Core - The user is able to shape manipulate the source and extend it to create various constructs, up to the user's imagination and within reason, most in the theme of limbs or whips of water that can extend up to mid range and are no thicker than a human's arm. The constructs can be condensed enough to bind targets or even release as projectiles. up to two whips of Syrup-based water that could be used to deal whip/blunt force damage or bind a target(s) causing them to be trapped within the Syrup. With the usage of a single hand seal the user can cause the syrup to expand upon a captured target(s) in order to bind them in place, this ability is C-Rank.

Elastic String - By focusing chakra through the Water crest, the user can materialize a string of elastic water syrup. The string is long enough to reach up to a long distance and can be used to further enhance the manipulation of the blade in combat. B rank in strength.

Inner Mist - By feeding -5 chakra per turn, the sword is able to produce a mist of water vapor in a short range radius around the user, the vapor would escape from the core of the blade. Just like the Hidden Mist technique, this mist can vary in terms of thickness, being able to manipulate it at will with the influx of chakra released, although it will always remain at -5 no matter how thick or thin the mist is. The mist produced by the blade can be treated the same as the Hidden in the Mist technique and be used as a source for possible attacks. Not only can the sword produce a mist but it can also turn itself mist. This ability is in order to avoid certain tangible situations or to retrieve the sword from a distance, using mental commands and chakra manipulation to control the sword in it's mist form. The sword can either turn fully or partially into a mist.

⋩ All abilities count as the user's techniques per turn
⋩ All abilities can be used active at the same time

You must be registered for see images

‡ Approved ‡

(Ninpō: Kaihi) - Ninja Art: Prɪˈvenт
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: A dormant technique that is executed by chaining together an additional hand seal when releasing a certain technique out on the field. This technique is generically combined with techniques that can be forcefully taken over by the opponent, for example water or earth release. This allows the user to leave a defensive chakra mechanism that will activate if foreign chakra is infused into the user's technique. This will cause the chakra to be flushed out and negate the attempt of manipulation and take-over. This technique can also be activated with a delayed effect after releasing a technique. Should the user notice a forceful takeover, he will perform a two hand seals in order to flush out the chakra thus rekindle his manipulation over his previous technique, allowing him to continue with his initial assault.

⋩ Can be used on all techniques/objects that can be overtaken with chakra.
⋩ Flushes the chakra no matter the rank.

‡ Declined ‡ This concept is a good idea but the way you made it doesn't work at the moment and to be honest, I'm not quite sure its feasible. For example, the chakra cost wouldn't be 20, it would simply add onto the technique this is applied to e.g. 30 + an additional 10 chakra. However, my main concern is this. Let's say you apply this to a B-Rank (so its total chakra becomes 30) and someone uses an S-Rank to manipulate your technique (40 chakra). Their chakra would overpower the chakra infused into your technique even with the boost you added and so this mechanism would never kick in. Now instead of an S-Rank, let's say they use an A-Rank or below. Their chakra would never be enough to overpower your technique, so their technique would fail by default and again, your mechanism would never kick in. What I suggest is this, make an infusion ability for Suiton. Your techniques would cost 10 more chakra than usual (so your water techniques can't be overpowered by those which are one rank above it) and you'll have augmented your jutsus in some way.
 
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Rayder

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Re: Custom Jutsu Submission

(Raiton: Doran no gairan) - Lightning Release: Doran's Disturbance
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10 chakra to Lightning Release techniques)
Damage: N/A (+20 to affected lightning techniques)
Description: The user will activate an ability which will allow them to boost focused lightning techniques by expending extra chakra. Using the additional chakra, any lightning techniques created will be released with additional bolts of electricity surrounding them for the next four turns. This makes the techniques seem brighter and slightly larger. These additional bolts of electricity are held together by the users chakra and they coat the lightning technique but at the users command the bolts are suddenly released. The bolts are released as bursts of unfocused lightning from the focused lightning source. For example, the user activates this jutsu then uses a lightning spear. The lightning spear will have bolts of electricity surrounding it and on command it will release a burst of unfocused electricity from the body of the technique up to its short range. This jutsus effect doesn't apply to lightning techniques that already release unfocused electricity or ones that have no definite shape; a wave or a stream. The effected jutsus retain their shape and have no change in their form or structure. The burst of unfocused electricity happens only once and paralyzes any person/animal caught in it as well as adding 20 damage onto the lightning technique. 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 Lightning Release technique. This ability doesn't have to be applied to every Lightning technique used while this is active.

Note: Lasts four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Rayder
Note Doesn't work with KG/CE variants

‡ Declined ‡ Yeah...no. Not allowing this. DNR.

(Ranton: Kōshin no hakai)- Storm Release: Disruption of the March
Type: Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60 (Unfocused lightning part)
Description: A heavily defensive-based technique for storm release. The user when caught in a position where they are unable to see/track an opponents movement, will be able to channel storm chakra all around their body and release an omnidirectional burst of storm clouds. The clouds cover the entire users body, as well as head/face. When the clouds burst outward, they come out as rings at first - from head to toe - swirling around naturally as this armor is created (similar to Storm Release: Thunder Cloud Inner Wave). The rings are heavily condensed clouds, however due to storm energetic-like nature, they do not contain solidity, which means anything unlucky enough to make contact with the cloud will simply slow down at first (In real life, storm clouds have been detected to contain around a million pounds of water within its body). The real lethality is when the user generates electricity into the clouds. After the opponent/technique has been slowed down, the technique will passively release a burst of a devastating electrical current, which sole purpose is to shock, paralyze, and distort their movement, continuing on disarming the technique/opponents movement. This is a self-sustaining technique, but works different compared to other armors, for after the armor has slowed down and shock the threat, it will disperse naturally away, but whenever a threat re-presents itself to the user where they can not see/react to the threat, the storm clouds will burst once again outward to stop whatever comes up to the user. What is important to understand for this technique is it is two phases, the first being a regular cloud appearing out of the body, almost like a instant pulse, this cloud is not harmful initially, but only is meant to slow the attack down. After whatever is caught in the cloud is slowed down, the user can then release a pulse of lightning into the clouds creating the next effects. The rings of cloud can extend everywhere in a short range radius.

Note: Can only be used three times
Note: Can only be taught by Rayder

Link to Storm

‡ Declined ‡ For this to be viable, its activation speed would have to be insane (capable of intercepting the movements of EIG, Swift, etc) and due to the way this works, it would negate the utility of close combat even more than Nagashi.
(Ranton: Kōshin no hakai)- Storm Release: Disruption of the March
Type: Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60 (Unfocused lightning part)
Description: A heavily defensive-based technique for storm release. Beforehand, the user will activate this technique as a stand alone instantly due to its lack of danger, this gives performing the technique much quicker the moment the user notices a fast moving/untraceable opponent. The user when caught in a position where they are unable to see/track an opponents movement, will be able to channel storm chakra all around their body and release an omnidirectional burst of storm clouds. The clouds cover the entire users body, as well as head/face. When the clouds burst outward, they come out as rings at first - from head to toe - swirling around naturally as this armor is created (similar to Storm Release: Thunder Cloud Inner WAVE). The rings are heavily condensed clouds, however due to storm energetic-like nature, they do not contain solidity, which means anything unlucky enough to make contact with the cloud will simply slow down at first (In real life, storm clouds have been detected to contain around a million POUNDS of water within its body). The real lethality is when the user generates electricity into the clouds. After the opponent/technique has been slowed down, the technique will passively release a burst of a devastating electrical current, which sole purpose is to shock, and paralyze continuing on disarming the technique/opponents movement. The after effects of the shock will leave burn marks around the opponents body/limbs, movement is completely null. This is a self-sustaining technique, but WORKS different compared to other armors, for after the armor has slowed down and shock the threat, it will disperse naturally away, but whenever a threat re-presents itself to the user where they can not see/react to the threat, the storm clouds will burst once again outward to stop whatever comes up to the user. What is important to understand for this technique is it is two phases, the first being a regular cloud appearing out of the body, almost like a instant pulse, this cloud is not harmful initially, but only is meant to slow the attack down. After whatever is caught in the cloud is slowed down, the user can then release a pulse of lightning into the clouds creating the next effects. The rings of cloud can extend everywhere in a short range radius.

Note: Will remain active at most for two turns
Note: Can only be used three times
Note: Can only be taught by Rayder

‡ Declined ‡ Not allowing this as it is. Either the lightning in this technique will be hindering/numbing but not actually something which prevents movement or you can try this with Suiton using sticky water.
 
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System001

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Re: Custom Jutsu Submission

Link to style;

(Genkotsu Kamakiri: Naibu Kiseihachi: Shin'nyū ) Mantis Fist: Glyptapanteles Phytometrae: Infestation
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-5 on activation)
Damage Points: N/A
Description: Allows for the user to implant a cluster of lighting chakra into the enemies body upon contact that will remain dormant until the desired. Upon the users desire a cluster, or clusters, can activate so as to afflict an enemy with their set ailment. Clusters can be utilised to create the standard sensations of pain, paralysation, or complete loss of feeling, and can even be utilised alongside other Mantis Fist techniques for more specific or specialised effects. While this technique has little application in battle, it can be utilised as a tool to force subservience. As with many Mantis Fist techniques, the user can utilise this on themselves should they so wish. (Standard pain is categorised as extreme yet momentary sharp pain that quickly fades but can, during it's duration, create openings in an opponent stature - especially if they're caught on unawares. Standard paralysation is like that which would be inflicted by many Lightning techniques, such as Chidori Nagashi, and loss of feeling is as if the nerve endings of a region have been completely severed. Pain lasts for the time it would take for a Kage to perform three hand seals, while paralysation/loss of feeling persists for two turns.) Cluster activation can be fatal depending on where situated, it's effects, and how many of them are, i.e, the user could strike an enemy on their temple to create a cluster that, on activation would release a paralysing wave across it's surrounding area, namely the brain, to induce serious paralysis, if not death. (One cluster to the head would cause paralysis severe enough to incapacitate a victim until they receive medical attention, two or more would lead to death.)
This technique is traditionally executed with the user jabbing at an opponent with one or two fingers to repeatedly poke them, with emphasis placed on speed and accuracy over power. Although, as with all Mantis Fist techniques the manner in which this technique may be used is both flexible and adaptable so that the user may always retain some degree of unpredictability and capitalise on any openings, such as utilising this technique discretely during a handshake and so on.

Note:
- Can only be used 3x.
- Can create up to four clusters per use, clusters can be activated one at a time or all at once at the cost of a passive expenditure of -5 chakra per activation set.
- Each strike can create on cluster, although a mantis fist user could easily deliver four strikes to the same vicinity in the time that it would take to perform one.

✦ Declined, I'm not approving a Mantis Fist jutsu where you can attack an opponent and have a delayed effect. ✦


Permission to submit Oversoul: &

Link to the style:

(Tairei: Nuno chūnyū) - Oversoul: Infinity Edge
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Infinity Edge is an extremely powerful technique that allows for the chakra augmented extension of dozens of threads and strings that storm out from around the users body and furiously assail anything within range. This technique was originally created to deter an opponent who may be more well versed in martial arts than the user from entering short range; but the storm of chakra enhanced threads are also capable of defending the user from various elemental techniques of equal rank as they slice matter to shreds and repel the remains. In it's wake this technique leaves deep scars in the ground while also altering the terrain near the user, such as felling trees, shredding rock formations and so on.

Note:
- Can only be used 3x.
- No Oversoul techniques above A rank for the rest of, and the next turn.
- Three turn cool down between uses.

✦ Declined, this hardly needs to be S rank, and 3 usages for an S rank is too many anyway. ✦
 
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Re: Custom Jutsu Submission

( Doton: Oishigetta yubi no tsume ) -Earth Release: Overgrown Fingernails
Type:Supplementary
Rank:S
Range:Short-Long
Chakra:40
Damage:N/A
Description: A technique based heavily on chakra and shape manipulation,which applies the usage of earth in its creation process. The user concentrates their doton chakra on the base of their fingernails just bordering the skin, and creates earth structures which uproots out of each of their ten fingernails. These said structures have a double helix meaning that they each compromise of a pair of parallel helices intertwined about a common axis,similar to that of the human DNA,the structures span well over 30 inches in length and a diameter spanning over 5mm thick. Due to this the user is unable to perform any techniques requiring hand contact when this technique is in use. The double helix structures carry brute force and are capable of causing damages if struck with it or breaking down solid based structures[ A rank or lower]. It can also be used in defense by the user crossing his two palms together forming a sort of a protective web which can protect him against solid based attacks or water based attacks A rank and below. The said structures abide to the general elemental weakness and strengths meaning they can be cut or broken by elements of the same rank who they share equality or elements of a lower rank who they have a weakness to, they can especially be very useful in taijutsu battles or long range battles where the user can grab and forcefully pull the opponents body towards him to aid him in battle.

Note: Last For Only Four Turns
Note: Can Only be used twice
Note:No S rank earth or above next turns.
Note:Can only be taught by luther.

‡ Declined ‡ These are just fancy earth nails. Also, long-range? That would look ridiculous.

(Kurippusu no menbāu~ōkingu) - Crip Walking
Type:Supplementary
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description: Crip walking is a rhythmic dancing technique which was originally created by members of a gang called the crips,but has been remodeled into a form of taijutsu based rhythmic choreography to aid in battle. Unlike druken fist where the user is intoxicated and actions are spontaneous, crip walking is deliberate and done by the user. The technique is primarily an act of performing quick and intricate footwork and using that the opponent is able to perform both evasive and offensive movements, which have a certain degree of unpredictability to them due to the speed at which the intricate footwork is done.

Note: Can Only be used thrice
Note:Can only be taught by luther.

‡ Declined ‡ Watched a video to get a visual representation of this. It was amusing but I see nothing special about this.

✦ Yeaahhhh, im not as nice as NK. You are hereby banned from this thread until further noted. Protip: Wont be anytime soon. ✦
OT: Caliburn has Overturned Madara Uchiha decision and unbanned me.

Resubmitting
( Doton: Oishigetta yubi no tsume ) -Earth Release: Overgrown Fingernails
Type:Supplementary
Rank:S
Range:Short-Mid
Chakra:40
Damage:N/A
Description: A technique based heavily on chakra and shape manipulation,which applies the usage of earth in its creation process. The user concentrates their doton chakra on the base of their fingernails just bordering the skin, and creates earth structures which uproots out of each of their ten fingernails. These said structures have a double helix meaning that they each compromise of a pair of parallel helices intertwined about a common axis,similar to that of the human DNA,the structures span well over 20 inches in length and a diameter spanning over 5mm thick. Due to this the user is unable to perform any techniques requiring hand contact when this technique is in use. The double helix structures carry brute force and are capable of causing damages if struck with it or breaking down solid based structures[ A rank or lower]. It can also be used in defense by the user crossing his two palms together forming a sort of a protective web which can protect him against solid based attacks or water based attacks A rank and below. The said structures abide to the general elemental weakness and strengths meaning they can be cut or broken by elements of the same rank who they share equality or elements of a lower rank who they have a weakness to, they can especially be very useful in taijutsu battles or long range battles where the user can grab and forcefully pull the opponents body towards him to aid him in battle.

Note: Last For Only Four Turns
Note: Can Only be used twice
Note:No S rank earth or above next turns.
Note:Can only be taught by luther.

‡ Declined ‡ Twenty inches is the equivalent of fifty centimeters. Short-range is five-meters aka 500 centimeters. So why is the stated range mid? Regardless, this is still nothing more than earth nails. Their shape is nothing more than cosmetic. DNR.

OT: And it looks like Zise perma-banned you.
 
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Edward

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Re: Custom Jutsu Submission

(Futon: Kaze no kōtsū) - Wind Release: Wind Transportation
Type: Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: N/A
Description: The user will gather wind based chakra to create wind constructs that resemble portals. The user of this technique generates the wind currents around an atmosphere at a specific location and manipulates the winds to rotate at a spiraling manner. They effectively create a harmless vortex of wind through that method. Furthermore, within the vortex is a powerful breeze of wind that, when combined with the spinning motion of the vortex, is capable of pulling an object inside it. This technique is a versatile technique; once created, it has the power to pull in an object, or a person, in the opening of the vortex and allow it to travel at great speeds towards the opposite end of the vortex. This is mainly used for efficient traveling around the battlefield; a B-rank technique is capable of creating a vortex that stretches about 5 meters, an A-rank technique is capable of creating a vortex that stretches about 15 meters, while the S-rank version of the technique is capable of creating a vortex that stretches at a length of more than 15 meters. The speed in which an object/person travels within the vortex is quite fast and serves to make sure that the technique can effectively transport the user because of the possibility of it backfiring (3x the speed of the user). The user/object must be within three meters of the opening of the vortex to be pulled in. Furthermore, the vortex is a one-way transportation ability, therefore the opponent cannot enter through the opposite end.
Notes&Restrictions:
Note: S-rank version can only be used twice; A-rank version can only be used three times
Note: Can be deactivated instantaneously
Note: Can only accommodate two people, or an object with the size of up to two regular people.

(Skip to 5:00-5:07 for a demonstration of the technique, minus the going through solid walls .-.)
[video=youtube;-tNDoXIYptk]https://www.youtube.com/watch?v=-tNDoXIYptk[/video]

‡ Declined ‡ So you took Penguin's idea and made a wind version? You didn't even bother to change the speed boost this gives the user/objects/techniques (x3). Even if this technique didn't exist, I wouldn't allow this. DNR.

(Genjutsu: Rakutentekina kasō) - Illusionary Arts: Sanguine Cremation
Type:Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: This illusion is rather complex, with great results. It is split into two phases: The initial activation, and the effects. This starts out when the user creates a single hand seal: the Ram handseal. The user will inject a large amount of their chakra into the chakra system of the target, giving them an ability to cast an illusion to the opponent. Once that is done, the first part of the illusion will activate, where the target will feel there blood temperature rising throughout that turn, therefore it would be unnoticeable (Since it gradually increases over a longer period of time, not just a random and spontaneous increase in body temperature that happens right away). Along with that, the body temperature will also rise, due to the blood reaching higher levels than usual. The warmer body temperature, in the illusion, will be made to cause them to sweat, only slightly, however, taijutsu masters and their knowledge of the body, would be able to notice the sweating and hotness of the body is higher than their normal exhaustion. Along with the warmer body temperature, the target will feel the effects of a warmer body, mainly exhaustion, which would subtly affect their overall physical performance and stamina in battle, though irrelevant in practice". Once the illusion is activated, the second phase is activated by the target. Once the target manipulates fire chakra within their body, like using fire release techniques and elements including fire chakra, their fire chakra would react with the already-placed chakra in their chakra system. The illusion will interact with the targets fire chakra because the chakra inserted in the target is instructing the brain to heat up, and the target will tell his/her brain to make his chakra heat up, and friction, the basis of elemental transformation. This will cause the genjutsu and brain to work together in creating a stronger and extreme illusion of heat, greatly escalating the effects of the illusion, as the foreign chakra clouds and disrupts the brain, greatly increasing the effects of the illusion. Within a second, the blood would be so hot that it would burn their skin. The illusion continues when the boiling blood would, similar to any liquid, create bubbles that would pop from the inside of their skin, causing great and unimaginable pain. The sudden emergence of a burning pain would be disruptive, especially in molding chakra which requires a fair amount of concentration. Furthermore, the sudden torturous pain along with the burnt nerves will prevent the target from communicating with their nerves, otherwise known as paralysis. Of course, this is the illusion itself. In reality, the enemy will be paralyzed for two turns and unable to move from the extreme fragility of their skin and sudden pain they experience within the illusion.
Notes & Restrictions:
Note: Can only be used once per battle
Note: Can only be taught by Ace.
Note: No S rank or higher Genjutsu in the same, or next turn
Note: Lasts 3 turns, and if fire chakra is not molded within these three turns, the illusion will simply fade away and the target takes no mental damage
___________
-Declined- I wasn't asking for you to tell me how a dormant genjutsu works, the reason i don't accept it is that it's impossible to use a dormant genjutsu in Naruto, it was never been seen that a dormant genjutsu is possible in the manga, when someone does a specific thing the genjutsu gets activated, chakra doesn't work on it's own, specially genjutsu chakra, it requires an extreme and delicate chakra control and the way dormant genjutsu is now, it mimics the way Fuuinjutsu techniques are used, mainly because the usage of scrolls and sealing, i understand why you want it with the technique, to make it less noticeable. But the fact remains, until i see a clear usage of dormant genjutsu in Naruto manga, i will never approve a dormant genjutsu.


♦ Pending, leave all for another mod ♦
Resubmitting; changed usage limit. Last mod who checked it didn't like the idea of a dormant genjutsu, however, he is no longer a mod and I've seen some Dormant Genjutsus' around, so it's worth a try, I guess.
(Genjutsu: Rakutentekina kasō) - Illusionary Arts: Sanguine Cremation
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: This illusion is rather complex, with great results. It is split into two phases: The initial activation, and the effects. This starts out when the user creates a single hand seal: the Ram handseal. The user will inject a large amount of their chakra into the chakra system of the target, giving them an ability to cast an illusion to the opponent. Once that is done, the first part of the illusion will activate, where the target will feel there blood temperature rising throughout that turn, therefore it would be unnoticeable (Since it gradually increases over a longer period of time, not just a random and spontaneous increase in body temperature that happens right away). Along with that, the body temperature will also rise, due to the blood reaching higher levels than usual. The warmer body temperature, in the illusion, will be made to cause them to sweat, only slightly, however, taijutsu masters and their knowledge of the body, would be able to notice the sweating and hotness of the body is higher than their normal exhaustion. Along with the warmer body temperature, the target will feel the effects of a warmer body, mainly exhaustion, which would subtly affect their overall physical performance and stamina in battle, though irrelevant in practice. Once the illusion is activated, the second phase is activated by the target. Once the target manipulates fire chakra within their body, like using fire release techniques and elements including fire chakra, their fire chakra would react with the already-placed chakra in their chakra system. The illusion will interact with the targets fire chakra because the chakra inserted in the target is instructing the brain to heat up, and the target will tell his/her brain to make his chakra heat up, and friction, the basis of elemental transformation. This will cause the genjutsu and brain to work together in creating a stronger and extreme illusion of heat, greatly escalating the effects of the illusion, as the foreign chakra clouds and disrupts the brain, greatly increasing the effects of the illusion. Within a second, the blood would be so hot that it would burn their skin. The illusion continues when the boiling blood would, similar to any liquid, create bubbles that would pop from the inside of their skin, causing great and unimaginable pain. The sudden emergence of a burning pain would be disruptive, especially in molding chakra which requires a fair amount of concentration. Furthermore, the sudden torturous pain along with the burnt nerves will prevent the target from communicating with their nerves, otherwise known as paralysis. Of course, this is the illusion itself. In reality, the enemy will be paralyzed for two turns and unable to move from the extreme fragility of their skin and sudden pain they experience within the illusion.
Notes & Restrictions:
Note: Can only be used twice per battle
Note: Can only be taught by EdwardSama
Note: No S rank or higher Genjutsu in the same, or next turn
Note: Lasts 3 turns, and if fire chakra is not molded within these three turns, the illusion will simply fade away and the target takes no mental damage

‡ Declined ‡ Don't like the idea of dormant genjutsu either. Not in general, just this one.



(Ototon: Banshī no sensō Kurai) - Sound Release: Banshee's War Cry
Type: Offensive | Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: 30
Description: The user sends Ototon chakra on an explosive object to coat it, and infuse it with sound chakra, whether it be an actual technique, a flash bomb, an explosive tag, etc. The object gains a distinct sound that is inaudible by human ears by coating it with high frequencies, low energy sound waves. Once it explodes, the sound created by the explosion along with the sound chakra, is drastically multiplied by several decibels, which of course, increases its effects to the human ears. The effects of the explosion to a human depends on the distance between the source of explosion, and the target. If the target is within short-range of the explosion, he/she will suffer from hearing loss(2turns), bleeding from the ears lasting(2turns), and pain from headaches that resulted from exposure to such a high and powerful sound(1turn), which only lasts momentarily. If one is within mid-range, they will suffer from slight disorientation and momentary deafness(2turns). If in long-range, it would just act as if it were a normal explosive tag being heard from short-range. To counteract the possibility of the technique to backfire, the user can channel sound chakra to his ears and alter the decibels/volume he/she is able to percieve for the moment the technique is to explode, thus keeping one from suffering the usual side effects.
Notes & Restrcitions:
Note: Can only be used six times, however, it cannot be used consecutively.
Note: Can only be taught by EdwardSama

Declined. So, where to begin. The fact that it is inaudible makes it stupidly hard to defend against. If you're going to make it actually harm the opponent physically. I'm not allowing them unless it's for disorientational purposes or supplementary purposes only. Also: I'm unsure if you know this or anyone has ever touched this, but multiplication of sound levels doesn't work like normal math does. I don't have my course on me atm but i'll try to VM it to you later. It's not lineair like in regular math. Also: I'm unsure how increasing the sound unit on a pitch you can't hear will play out. For now, this is ok if you change it to a hearable frequency, but I'm pretty sure this exists already in that case.
Resubmitting with Changes suggested o-o
(Ototon: Banshī no sensō Kurai) - Sound Release: Banshee's War Cry
Type: Offensive | Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: 30
Description: The user sends Ototon chakra on an explosive object to coat it, and infuse it with sound chakra, whether it be an actual technique, a flash bomb, an explosive tag, etc. The object gains a distinct sound that is audible by human ears by coating it with sound chakra. Once it explodes, the sound created by the explosion along with the sound chakra, is drastically multiplied by several decibels, which of course, increases its effects to the human ears. The effects of the explosion to a human depends on the distance between the source of explosion, and the target. If the target is within short-range of the explosion, he/she will suffer from hearing loss(2turns), bleeding from the ears lasting(2turns), and pain from headaches that resulted from exposure to such a high and powerful sound(1turn), which only lasts momentarily. If one is within mid-range, they will suffer from slight disorientation and momentary deafness(2turns). If in long-range, it would just act as if it were a normal explosive tag being heard from short-range. To counteract the possibility of the technique to backfire, the user can channel sound chakra to his ears and alter the decibels/volume he/she is able to percieve for the moment the technique is to explode, thus keeping one from suffering the usual side effects.
Notes & Restrcitions:
Note: Can only be used six times, however, it cannot be used consecutively.
Note: Can only be taught by EdwardSama

‡ Pending ‡ Leaving for Wesobi
Declined. Power-wise (disorienting, etc) this is not C-rank. You're just making it C-rank so you can use it so many times. Also: there needs to be a trigger if this can be used prematurely or such, just in case it collides with the opponent's counter or for what ever reason. So change the rank and times used, or drastically lower the disorienting factor.
 
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Kai NB

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Re: Custom Jutsu Submission

Summoning Animal: Raptors

Scroll Owner: Jakai

Other Users who have signed contract: N/A

Summoning Boss if existing:N/A

Other Summoning Animals tied to contract: N/A

General Description of the Animal in Real Life:
DISCLAIMER
Refer to Article , , , &
This is merely to show it is a successful animal.

Raptors are not an actual bird, rather, the term Raptor is used to describe Birds of Prey (e.g. An eagle, hawk, falcon or owl) The actual animal that is tied to this contract is a recently found hybrid bird of prey. It is a hybrid between a Harris Hawk and Golden Eagle, effectively making it the first bird of prey that is cross-species. This special bird has yet to be truly named, simply being labeled as the Harris Hawk X Golden Eagle Hybrid. Other names my be used such as Harris Eagle, or Golden Harris Hawk, etc. For this reason with the lack of an official name, I have decided to use the term "Raptor" in it's place as it relates to both species. (NOTE – This is in no way to be able to patent all birds of prey, only this new cross-species hybrid.)
Due to being a hybrid between two different species, this new animal has effectively earned it's own unique species, and is therefore not related to the others. The case is fundamentally the same with Ligers and Tiglons and even Mules. A Harris Hawk's genus is Parabuteo. A Golden Eagle's genus is Aquila. The fact that they both are different make this animal have a new unique genus.

These Raptors share traits from both Harris Hawks and Golden Eagles. The birds plumage colors are much like a Harris Hawk but much more dense like an Eagle. One of the benefits for this is that cold weather is no issue at all for them. This bird has slightly longer feathers down the leg, with the feathering looking much more like a Golden Eagle's, down to the base of the foot. The biggest difference is the immense power of their feet. The foot is heavier, virtually Harris Hawk-like but thicker like a Golden Eagle. Its interesting to note they appear to be much larger than their flying weights. Also, this cross species seems to have an innate hunting nature, where it would hunt rabbits very naturally, and would rather hunt along with other's than fly to a fist. Naturally, this bird has excellent vision, a common trait amongst hawks and eagles.​

Background and General Information in the RP:


During ancient times, the skies were a battlefield of mass destruction. Hawks, Eagles, Falcons, and Owls waged wars on one another to prove their dominance. The battles were brutal and endless. Each side faced several casualties. The 4 birds each had something to prove. As all were Birds of Prey, it was only natural for them to find out which one was superior. So the ensuing battles led to horrible events on every side, even causing some of their kind to go endangered, or even extinct.

And just like any other cliched movie about war and separation, two special birds of prey met one another on the battlefield: a Harris Hawk, and a Golden Eagle. Tired of the constant war of the skies, the two began a romance and learned of the other's nature, traditions, customs. As the time grew, their bond grew, and their distaste for war did as well. In time, the two Raptors were exposed, and brutally exiled from each of their lands.

The only bright side, was that the two were now together. And so, the two lived together, and in time, and what was thought to be impossible, the two bore a child. The child become the two birds' beacon of hope. The child was taught of the traditions of both of his heritages. And in time, he learned specialized Hawk and Eagle techniques, and effectively managed to utilize his own adept version. Using the strength he was taught, and the wisdom he had gained, he led a group of all other Raptors, whether they be hawks, eagles, falcons, or owls, into the war and overcame the differences that rode over the skies.

And in the aftermath, each of the birds of prey had developed truces. In time, many of the groups began to work alongside one another, and even managed to grow their own families. And the legacy grew on. The Child continues to this day to teach his wisdom about the unity of the Raptors. He now leads the entire group of Cross-Species Hybrids of Hawks and Eagles.

The general habits of these Summoning Animals are as best described as nomadic who hunt on their own. The Raptors have several bases, located throughout the entire Ninja World, with at least one base in each of the great lands. Due to their new mixed customs, not much is actually known of them. Due to the open and peaceful relations that these new species have with the other birds of prey, the have open travel between the skies, having no set defined area.​

Those who sign the Raptor Summoning Contract must receive either a tattoo through which they Summon the animals from the contract or a scroll to summon the animal, like almost all other Summoning Contracts. This will be provided during training, and an image is provided in the spoiler below. The tattoo is placed in the center of the signer's chest or on the user's back. Blood does not need to be placed on the tattoo however to complete the summon.

Raptor Tattoo
You must be registered for see images

-Declined- For hybrid summons you need the permission of one or both of the owners of the summoning contracts that make up your animal if they already exist.
Resubmitting with Permission for Golden Eagles and Hawks shown being on Canon Contract List

Summoning Animal: Raptors

Scroll Owner: Jakai

Other Users who have signed contract: N/A

Summoning Boss if existing:N/A

Other Summoning Animals tied to contract: N/A

General Description of the Animal in Real Life:
DISCLAIMER
Refer to Article , , , &
This is merely to show it is a successful animal.

Raptors are not an actual bird, rather, the term Raptor is used to describe Birds of Prey (e.g. An eagle, hawk, falcon or owl) The actual animal that is tied to this contract is a recently found hybrid bird of prey. It is a hybrid between a Harris Hawk and Golden Eagle, effectively making it the first bird of prey that is cross-species. This special bird has yet to be truly named, simply being labeled as the Harris Hawk X Golden Eagle Hybrid. Other names my be used such as Harris Eagle, or Golden Harris Hawk, etc. For this reason with the lack of an official name, I have decided to use the term "Raptor" in it's place as it relates to both species. (NOTE – This is in no way to be able to patent all birds of prey, only this new cross-species hybrid.)
Due to being a hybrid between two different species, this new animal has effectively earned it's own unique species, and is therefore not related to the others. The case is fundamentally the same with Ligers and Tiglons and even Mules. A Harris Hawk's genus is Parabuteo. A Golden Eagle's genus is Aquila. The fact that they both are different make this animal have a new unique genus.

These Raptors share traits from both Harris Hawks and Golden Eagles. The birds plumage colors are much like a Harris Hawk but much more dense like an Eagle. One of the benefits for this is that cold weather is no issue at all for them. This bird has slightly longer feathers down the leg, with the feathering looking much more like a Golden Eagle's, down to the base of the foot. The biggest difference is the immense power of their feet. The foot is heavier, virtually Harris Hawk-like but thicker like a Golden Eagle. Its interesting to note they appear to be much larger than their flying weights. Also, this cross species seems to have an innate hunting nature, where it would hunt rabbits very naturally, and would rather hunt along with other's than fly to a fist. Naturally, this bird has excellent vision, a common trait amongst hawks and eagles.​

Background and General Information in the RP:


During ancient times, the skies were a battlefield of mass destruction. Hawks, Eagles, Falcons, and Owls waged wars on one another to prove their dominance. The battles were brutal and endless. Each side faced several casualties. The 4 birds each had something to prove. As all were Birds of Prey, it was only natural for them to find out which one was superior. So the ensuing battles led to horrible events on every side, even causing some of their kind to go endangered, or even extinct.

And just like any other cliched movie about war and separation, two special birds of prey met one another on the battlefield: a Harris Hawk, and a Golden Eagle. Tired of the constant war of the skies, the two began a romance and learned of the other's nature, traditions, customs. As the time grew, their bond grew, and their distaste for war did as well. In time, the two Raptors were exposed, and brutally exiled from each of their lands.

The only bright side, was that the two were now together. And so, the two lived together, and in time, and what was thought to be impossible, the two bore a child. The child become the two birds' beacon of hope. The child was taught of the traditions of both of his heritages. And in time, he learned specialized Hawk and Eagle techniques, and effectively managed to utilize his own adept version. Using the strength he was taught, and the wisdom he had gained, he led a group of all other Raptors, whether they be hawks, eagles, falcons, or owls, into the war and overcame the differences that rode over the skies.

And in the aftermath, each of the birds of prey had developed truces. In time, many of the groups began to work alongside one another, and even managed to grow their own families. And the legacy grew on. The Child continues to this day to teach his wisdom about the unity of the Raptors. He now leads the entire group of Cross-Species Hybrids of Hawks and Eagles.

The general habits of these Summoning Animals are as best described as nomadic who hunt on their own. The Raptors have several bases, located throughout the entire Ninja World, with at least one base in each of the great lands. Due to their new mixed customs, not much is actually known of them. Due to the open and peaceful relations that these new species have with the other birds of prey, the have open travel between the skies, having no set defined area.​

Those who sign the Raptor Summoning Contract must receive either a tattoo through which they Summon the animals from the contract or a scroll to summon the animal, like almost all other Summoning Contracts. This will be provided during training, and an image is provided in the spoiler below. The tattoo is placed in the center of the signer's chest or on the user's back. Blood does not need to be placed on the tattoo however to complete the summon.

Raptor Tattoo
You must be registered for see images

‡ Approved ‡






(Katsuryoku Wanshō) Vitality Bands

Type: Weapon
Rank: S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The Vitality Guards are two golden armbands that are worn on both arms of the user. The armbands go on each forearm, from a little before the wrist to a little after before the elbow. The armbands have no intricate design, being simply golden sleeves.

By charging the Vitality Bands with Chakra, The discs can be shaped into a simple circular shield on each arm band, or a circular golden chakra dome that surrounds the entire user. However, the dome variant of the shield can only be made when crossing both armbands in front of the user, as a person would do so to block attacks. If the user is in the air while using the dome variant, it becomes a orb of chakra that surrounds the user.

These chakra shields are as strong as the chakra that is surged through them, so skilled users will only use the necessary chakra they need. If a user sees an incoming attack that he himself doesn't know or can't figure out what rank in a reasonable way, then the user would have to use the full capacity chakra to block the attack. For example, if a B-Rank custom jutsu was used, but the user did not know it, the user would naturally have to use more chakra in the shield than just enough to block a B-Rank technique, as he would not be able to know. Techniques the user already know however allows the user to use just the right amount.

In addition to creating these, the disc shield variant can actually be thrown against the opponent, in a reverse frisbee fashion. The damage given is dependent on the amount of chakra added to the disc.

Note: As the shields are raw chakra, simply golden colored, they are bound by the same effects of regular raw chakra attacks.
Note: Dome Shield Variant while on the ground makes the user still susceptible to underground attacks.
Note: Disc Shield Variant only protects the user where his arm is, so if his arm protecting his torso, his back my still be vulnerable.

‡ Declined ‡ DNR.
 
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21 Savage

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Re: Custom Jutsu Submission

(Katon: Fenikkusu Ken) | Fire Release: Pheonix Fist
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user begins by charging up katon chakra into his dominant fist (right or left) which lets out an ominuous glow. The user could decide to punch the air from mid range which would release a pheonix of fire with immense speed to destroy the opponent completely. The other usage is quite efficient in the sense that it can incorporated in taijutsu moves. The technique is deadly in short range 'cause while delivering rapid punches, the manipulation could occur unleashing the pheonix at close proximity. The opponents gets burnt if the pheonix makes contact burning them to crisp.
....
(Genjutsu: Mattaku Juryokun) - (Illusion Technique: No Gravity)
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user weaves the snake handseal while flowing his chakra into the opponent's chakra pathway inducing an illusion where everything gets into disarray. Initially, the illusion terrain starts rumbling forcefully throwing the opponent n user up and down unable to focus, the rumbling is so hard and harsh as it seems to affect the user too (from the opponent's view). This disorder goes on for like 15secs though the opponent thinks both of them are affected.

‡ Both Declined ‡ Similar techniques exist. DNR.
 
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Awkward Linguist

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Re: Custom Jutsu Submission

2nd submission for this cycle

( Ninpu: Buki Kakujuu ) Ninja Arts: Weapon Expansion
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This is an advanced technique with a simple concept behind it. Initially the user will extract a ninja tool of their choosing, be it a kunai or shuriken, and they will infuse their chakra into it. After launching the ninja tool at the target, the user will bring his hands together to perform the Ram hand-seal. With this they'll utilize their chakra inside the ninja tool and expand the size of it roughly by five times. For example a regular kunai after transformation would be roughly the size of bowling ball in terms of dimensions. The increase in size does have its down fall; once the transformation is triggered the ninja tool will rapidly lose altitude and become slower to the point it lands on the ground with a clunk. Therefore the user should aim to throw the ninja weapon higher and faster.

Restrictions:

> This technique can only be used on standard ninja tools such as kunai's and regular shurikens. It cannot however be used on custom weapons or any weapons that are formed as a result of another jutsu (e.g. shadow clone shurikens).
> This technique can be performed on a single ninja tool at a time
> It can be used x4 in a battle and cannot use it in the same turn.
> Can only be used by Rudy Wade

‡ Declined ‡ This is canon. DNR. Also, you can no longer make multiple posts in the same cycle. Refer to the new rules of CJ cycles
 
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Strawberry

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Re: Custom Jutsu Submission

Mid or short >_> short would kill me so i made it mid

(Raiton: Kujo Kawa) l Lightning Release: Destruction Shells
Type: Offensive
Rank: A
Range: Mid
Chakra: 30
Damage: 60
Description: An elemental variant of the Wind Release: Destruction Shells technique. The user will form the ox and tiger handseals, channeling their chakra into an area, mid range from the user, atleast 5 meters above the ground and form 4 shells of raiton chakra 5 meters or higher from the ground. The shells are each a meter in diameter and are bright blueish in colour. Just like an artillery shell, which explodes upon impact with the ground and sends shrapnel flying everywhere , these raiton shells upon contact with the ground, a hard enough object or chakra based technique will explode and send countless lightning needles, much like the chidori senbon, flying short range in every direction.The needles are about an inch long each and like many lightning techniques capable of paralyzing an opponent for a short duration (one turn). This explosion however cannot be set off manually by the user.

Note: Explosion doesn't do any damage, the needles do.
Note: Shells must be made within Mid range from the user
Note: Shells can only be made short range from one another
Note: Shells can only follow a fixed path downwards
Note: Can only be used twice per battle
Note: Requires two turns of cool down between use
Note: Can only be taught by Strawberry

‡ Declined ‡ On submitter's request.
Its been restricted heavier than an S rank at this point
so i want to move this back to S rank like before.
added additional affect

(Raiton: Kujo Kawa) l Lightning Release: Destruction Shells
Type: Offensive
Rank: S rank
Range: Mid
Chakra: 40
Damage: 80
Description: An elemental variant of the Wind Release: Destruction Shells technique. The user will form the ox and tiger handseals, channeling their chakra into an area, mid range from the user, atleast 5 meters above the ground and form 4 shells of raiton chakra 5 meters or higher from the ground. The shells are each a meter in diameter and are bright blueish in colour. Just like an artillery shell, which explodes upon impact with the ground and sends shrapnel flying everywhere , these raiton shells upon contact with the ground, a hard enough object or chakra based technique will explode and send countless lightning needles, much like the chidori senbon, flying short range in every direction.The needles are about an inch long each and like many lightning techniques capable of paralyzing an opponent for a short duration (one turn). This explosion however cannot be set off manually by the user. In addition to just sending out needles, when the shells explode on the ground, the shock wave itself causes the ground to shake short range around the shells. This makes it hard to keep balance and proper footing. The explosion although not capable of doing any real damage does also send debris and dust flying around which can impede vision. The user must be careful and only use this mid range as it can easily injure the user if he uses it short range y putting himself in range.

Note: Explosion doesn't do any damage, the needles do.
Note: Shells must be made within Mid range from the user
Note: Shells can only be made short range from one another
Note: Shells can only follow a fixed path downwards
Note: Can only be used twice per battle
Note: Requires two turns of cool down between use
Note: Can only be taught by Strawberry

‡ Declined ‡ Restricted heavier than an S-Rank? No it isn't. This has been bouncing around the thread for far too long and I don't like people making elemental variants of their techniques solely for the additional spots for trades. DNR.

(Suiton: Gifuto Brizo) l Water Release: Gift of Brizo
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: An elemental variant of the Futon: Grace of Aeolus. The user will channel their water chakra around them, bringing it together and manipulating it into a thick sheet of water. The sheet is solid and gives resistance similar to the outside of the water prison technique. The sheet is transparent and has a blueish hue and is very strong and durable yet being flexible as well due to the innate nature of water. The size, strength and thickness of the sheet can vary depending on how much chakra the user inputs. It can be like a small .5m by .5m handkerchief to as big as 10m by 10m. The sheet is created short range but can travel up to Mid range when needed by the user. The sheet can be used to wrap around an object and move them, or push object out of the way. It can be used to catch large or small earth materials used by an enemy and throw them back at the opponent. Alternative roles it can play is acting like an umbrella over the user, a make shift bridge or a little fan. Overall the sheet is to act as a general battle aid with not much offensive capabilities. However it is capable of doing physical damage by smashing into the opponent or wrapping around them and squeezing. The user can only use water jutsu as long as the sheet is active.

Note: Can only be taught by Strawberry
Note: Max size is 10m x 10m
Note: If it is not destroyed the sheet disappears after the third turn.


‡ Declined ‡ Look up for my comments on elemental variants. Also, you need to quote any technique you quote in your submissions.

(Fuuton: Kyoushin Vayu ) l Wind Release: Unison of Vayu
Type: Offensive/Supplementary
Rank:A rank
Range: Short-mid
Chakra:30
Damage:60
Description:
The user channels his chakra into the adjacent spots of his opponent along the ground. Creating two solid and sharp panels made of fuuton, 3m x 3m in size sharp enough to easily cut apart flesh. Each panel gives off a greenish hue which makes it easily visible. One is created on the right and the other on the left of the opponent just above the ground, each pannel is made 3 meters away from the enemy. The pannels come together quickly, attempting to cut the opponents feet off, before crashing into one another, when they crash they shatter and send sharp, solid shards of wind chakra flying in every direction up to short range from the collision spot.

Note: Panels are made 3 meters away from opponent are easily visible
Note: Usable three times per battle
Note: 2 turn cool down before it can be used again.
Note: Can only be taught by Strawberry

‡ Declined ‡ Similar techniques exist.
 
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