[ARCHIVE] Custom Jutsu Submission - II

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-Best-

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Re: Custom Jutsu Submission

Ninpo : Tsūru inpei gijutsu | Ninja Arts : Manipulated tools Hiding technique
Type: Supplementary | Defensive | Offensive
Rank: C rank
Range: Short - Long
Chakra: 15 (-5 per turn)
Damage: 30
Description:
A simple technique which uses the core concept of Assimilation of all creation technique. It uses the Inverse effect of the assimilation technique on Ninja tools like Kunais, shurikens, Normal Katana etc. The user will channel their chakra into a Ninja tool(s) and manipulate it's physical property in such a way to make it gain the physical properties of the user's body or the cloth or any other accessory he/she is wearing in order to attach itself to the user anywhere over his body. By this the tools gain a certain degree of camouflage which makes it hard for the opponent to recognise that tools are attached to the user's body. Now, at the will of the user, the user can release the manipulated tools from anywhere over his body like a normal freeform kunai throw infusing it with normal raw chakra. Upon releasing it regains its original property. Once the tools are manipulated, The user needs to feed a certain amount of chakra per turn to maintain it.
*Only a maximum of (15 small tools and 5 big tools like Fuma shuriken) can be manipulated*
*Needs a turn cooldown before using it again*
*Taijutsu users and Masters will be able to see the patches of tools over the user's body when at short range*
*Dojutsu users and Chakra sensors will be able to see the Ninja tools over the user's body*
*Can only be taught by -Best-*

‡ Declined ‡ I like the technique itself but the formatting is really annoying.

Futon : Kaze no ranryū | Wind Style : Wind Turbulence
Type: Supplementary | Offensive
Rank: A rank
Range: Short ( Short - Long )
Chakra: 30
Damage: 60 (+15 to Fire and +10 to Water techniques)
Description:
A two in one technique. It makes use of the core concept of the Turbulent currents that are caused by an airplane's wings during it's fight. The user will perform a single Boar hand seal and manipulate the wind near him of exhale a small blast of wind that is manipulated to take the form of a airplane which is then directed to the intended target. The plane is of A rank in strength. Now, as the plane moves towards the target, Due to the wings of the plane cutting through the wind stream that is present in the battlefield, Air turbulence takes place and a stationary mini vortex of circulating, Translucent wind is generated about short range from the plane's initial position. This vortex is made up of very fast circulating winds which doubles the speed of any Ninja tool that passes through it. When a Fire technique passes through this vortex, The wind feeds it and boosts it's damage by +15 whereas when a water technique passes through it, the vortex increases the speed and the force of the water technique increasing its strength by +10. The Vortex created due to turbulence only stays in the field for two turns. The Vortex appears like translucent sphere of rotating wind with a 3 meter in diameter.
*Can only be use 4 times per battle*
*Needs a turn gap before using again*
*Can only be taught by -Best-*

‡ Declined ‡ Planes. Doubles projectile speed. Boosts fire. Boosts water. So many reasons to decline it and I didn't even have to read the jutsu fully.
 
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Excālibur1

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Re: Custom Jutsu Submission

(Ameton: Fōsu hari) - Rain Release: Force Needles
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: By making use of the existing rain, the user is free to change the shape of any part of the rain into minute needles which then shower on the desired location. The width of the needles are small enough to carry enough force to pierce through opponent's flesh causing several injuries and is more effective if it attacks the muscles of the body.

Note: Can only be used thrice
Note: Can only be taught by Excalibur



‡ Declined ‡ This is a canon technique...DNR.

-----------

(Doton: Orenjipīru) - Earth Release: Orange Peel
Type: Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40 Points
Damage: N/A
Description: The user will make 2 hand seals and place his hands on the ground and using the enemy as the epicenter he will rise special columns of earth 8 in number. As he simple is using the earth in the surface, he makes them bend inward up with a certain degree of morphing. While they are rising all those columns will meet at the end as they create a spherical prison all around the enemy which is very huge in size, able to even stop boss summoning. The strength and power of the earth is comparable to that of a single Rashomon.

Note: Can only be taught by Excālibur
Note: Can only be used 3 times per battle

Reference


✦ Declined, fix the description a lot. You lost me by the second sentence, but I can tell you you arent getting 3 uses out of an S rank ✦

Futon: Zefirusu no kanzen'na seigyo - Wind Release: Full control of Zephyrus
Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will simply extend his hand pointing at the enemy as with the use of chakra, he will simply pull the wind from one of the locations he wants of the enemy's body, like the head region, the center of the body, the legs or the arms. With the wind gone from that region he will create a negative pressure. As the wind has a natural property of fixing the pressure and making it even in general regions it will force wind in the desired location, from any direction that the user wishes. The wind will fill the equalize the pressure by forcing itself where it desires to, with a bone shattering force which have the same power as a full punch to the face. The winds can be created from the max of 2 directions, while they have a characteristic howl, which can be heard beforehand. The winds cannot be seen by the normal eye but visible to the sharingan and sensory. And as the wind leaves from the region, the enemy will feel a certain pull so they can even predict this ability if they thing carefully.

Note: Can only be taught by Excālibur
Note: Can only be used 3 times per battle
Note: 1 turn cool down between uses
Note: No wind techniques in the same turn

✦ Declined, OPed and barely understandable ✦
Re-submitting Orange Peel

(Doton: Orenjipīru) - Earth Release: Orange Peel
Type: Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40 Points
Damage: N/A
Description: The user will make 2 hand seals and place his hands on the ground and using the enemy as the center of the attack he will rise special columns of earth (shaped like a triangle) 8 in number. He then makes them bend inward up with a certain degree of morphing. While they are rising all those columns will meet at the end as they create a spherical prison all around the enemy which is very huge in size, able to even stop boss summoning.

Note: Can only be taught by Excālibur
Note: Can only be used 2 times per battle

‡ Declined ‡ This is just a spherical prison of rock.

Reference


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

(Genjutsu: Rojikku Uirusu) - Illusionary Arts: Logic Virus
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user by channeling chakra into his target's brain, causes his/her mind set to change completely in such a way that the user is freely allowed to lay a condition on the opponent and if in case, the opponent does that, he/she would immediately fall into a Genjutsu in which he would feel being constricted almost everywhere on his body, from his clothes to his very throat. For example, if the user places a condition that the opponent would fall into a Genjutsu if he molds fire chakra, he would fall immediately into the stated Genjutsu if he does that.

Note: Can only be used thrice per battle
Note: Can only be taught by Excalibur

‡ Declined ‡ Why in the world do you think Genjutsu can be used like this?
 
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Baldy

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Re: Custom Jutsu Submission

(Doton: Nimaijita no akuma no giman)- Earth Release: Deceit of the Duplicitous Demon
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: (+10 for every technique)
Damage: N/A
Description: The user activates an ability which allows him to infuse additional Earth chakra into his own future Earth techniques(includes Earth based KGs/CEs, eg. Steel). As a result any subsequent Earth technique performed by the user will be imbued with a special property - the earth technique would become extremely malleable(ie. metal sheet) and ductile(ie. copper wire). Essentially, what this means is that the now malleable earthen entity becomes highly resistant to physical impact, as it becomes able to be hammered and still retain its integrity. This physical impact could come from Earth/Water/Wind techniques, or anything else that makes logical sense, such as tangible elements; earth techniques under the influence of this would be able to withstand damage 1 rank higher than it originally would be able to neutralise, ie. A-rank Earth technique would now be able to withstand up to S-rank Earth. This increased resilience primarily serves to boost the defensive abilities of earth techniques. As mentioned, apart from the extra malleability, the earth techniques would also become extremely ductile, akin to a copper wire that can be deformed, stretched, and molded into any shape. With the additional chakra infused into the earth techniques, the user is able to passively reshape the earth techniques into various shapes, due to the increased ‘flexibility’ of the substance now. This ultimately grants the earth techniques great versatility, as it can constantly morph into different forms so long as the technique is still active. For example, an earth spike could be shaped into a demonic looking hand, allowing it to grab hold of certain objects. Of course, it goes without question that the overall amount of substance does not change; as a result, the techniques would more or less retain a similar size, though the technique could be stretched thin to reach further distances if need be. This too means that the overall damage caused by the earth technique is dependent on the original technique, and this ability does not influence the damage output in any way. Also, the user cannot reshape destroyed earth techniques, and have the debris coalesce together to form a new construct, though partially destroyed/weakened techniques may still be reshaped. This technique applies to all kinds of earth techniques, including mud techniques. Activating this ability is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:

-Can only be used 3x per battle
-Lasts for 4 turn
-May be terminated prematurely

✦ Declined, collides with existing earth jutsu that gives a coating of earth to jutsu that makes them stronger to opposing attacks. ✦
-Removed the part about augmented defensive capabilities

(Doton: Nimaijita no akuma no giman)- Earth Release: Deceit of the Duplicitous Demon
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: (+10 for every technique)
Damage: N/A
Description: The user activates an ability which allows him to infuse additional Earth chakra into his own future Earth techniques(includes Earth based KGs/CEs, eg. Steel). As a result any subsequent Earth technique performed by the user will be imbued with a special property - the earth technique would become extremely malleable(ie. metal sheet) and ductile(ie. copper wire). Essentially, due to the increased ductility, the earth technique becomes similar to a copper wire that may be stretched, battered, bent, and deformed into different shapes. As such, with the additional chakra infused into the earth techniques, and the increased ductility and malleability, the user is able to passively reshape the earth techniques into various shapes, due to the increased ‘flexibility’ of the substance now. This ultimately grants the earth techniques great versatility, as it can constantly morph into different forms so long as the technique is still active. For example, an earth spike could be shaped into a demonic looking hand, allowing it to grab hold of certain objects. Of course, it goes without question that the overall amount of substance does not change; as a result, the techniques would more or less retain a similar size, though the technique could be stretched thin to reach further distances if need be. Also, the user cannot reshape destroyed earth techniques, and have the debris coalesce together to form a new construct, though partially destroyed/weakened techniques may still be reshaped. This technique applies to all kinds of earth techniques, including mud techniques. This technique, apart from affording this property to one’s own earth techniques, may also be applied to other earth sources. So long as the user has direct/indirect contact with the earth source, or contact with it through one’s own earth techniques, the user is capable of applying this technique’s effects to those earth sources. Such sources include the ground. This is done by simply shelling out an extra 10 chakra to infuse these sources with the user’s chakra, and in doing so, those sources become able to passively reshape itself as well. This infusion is done independently and may not be applied to all sources the user comes into contact with. This infusion with other sources may only be done during the technique’s duration, and once over, the user has to perform it again to infuse other sources. It is worth noting that this does not grant these other sources the ability to inflict any significant damage. Activating this ability is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:

-Can only be used 3x per battle
-Lasts for 4 turn
-May be terminated prematurely

Declined. How much earth can you reshape or make "flexible" with this when used on the earth? It can passively reshape itself, does that mean you don't have a hand and have no control over it? How much is passively reshaping itself? Very unclear.

(Futon: Ātisuto no kunō)- Wind Release: Artist’s Affliction
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long (Explosion of Wind spans Short-Range)
Chakra: 40 (-15 chakra per turn)
Damage: 80
Description: This technique revolves around the principle of using wind as a means of inflation, to create various kinds of animals. Through the rapid expulsion of wind chakra, the user is able to infuse any earthen object with his wind chakra. By infusing one’s wind chakra with these inanimate objects, the user is able to expand these substances greatly, inflating them to multiple times their original size. Essentially, the aforementioned objects would be flooded with compressed air internally, while its exterior would remain the same as its original material. Despite this, the technique does not become dual elemental. The objects, upon inflation, would take on the form of an animal of the user’s choosing. For example, the user could inflate a rock, forming a wind/earth boar which he could thereafter direct towards the opponent to deal damage. The kinds of animals that may be created through this technique are limitless, and is only bound by the user’s imagination. Aside from the plethora of animals the user may be able to create, the user is also capable of controlling the animal’s path through his own will. As such, this technique grants a certain sense of versatility to the user, in that the animals may be directed to do whatever the user chooses to. Upon impact, the animals would not only, due to their corporeality, deal physical damage, but also violently burst, releasing an explosive burst of wind which could further harm the opponent. The animals move at the same speed as the user, and are capable of gravitating through the air due to their composition, which contains a healthy dose of wind. It is worth noting that while the animals retain the general anatomical traits of its real-life counterparts, such as horns for rhinos, etc, the animals do not possess advanced traits such as venom.

Notes:

-Can only be used 3x per battle
-Animals last for 3 turns, before they disperse normally
-More than 1 animal may be created with a single usage, though naturally, the animals would be smaller in size(can move separately)
-No Wind above A-rank for the rest of, and the next turn.
-Can only be used on Earth
-No mythical creatures may be created through this technique.
-While the animals may differ in size compared to their real-life counterparts, they cannot exceed the maximum size of an elephant, and can be no smaller than the original substance used for inflation
-Can only be taught by Baldy

‡ Approved ‡ No filler restrictions. Saying nothing above S-Rank of a certain skill is hardly a restriction. Edited. Removed the manual explosion too.
(Futon: Shokunin no seifuku)- Wind Release: Craftsmen’s Conquest
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long (Explosion of Wind spans Short-range)
Chakra: 30 (-10 to sustain)
Damage: 60
Description: This technique is the brother technique to Wind Release: Artist’s Affliction, and likewise, revolves around the principle of using wind as a means of inflation. However, unlike its counterpart, which focuses around the creation of sentient creatures, this centers around the formation of inanimate constructs. Through the rapid expulsion of wind chakra, the user is able to infuse earthen substances with his wind chakra. This can range from things like rocks, pebbles, the ground to larger earthen constructs, such as one’s own techniques. By infusing wind chakra with these constructs, the user is able to inflate them to multiple times their original size. Essentially, the aforementioned objects would be flooded with compressed air internally, while its exterior would remain the same as its original material. Despite this, however, the techniques do not become dual elemental. Through inflation, the user is able to shape the object differently. For example, the user could inflate the substances to form simple weapons such as spears, shields, and the like. Alternatively, he could also form things such as demonic looking hands for varying purposes. The kinds of constructs that the user may create is limitless, and is only bound by the user’s imagination. Aside from the plethora of constructs the user may form, he may also control the path of the constructs through his own will. As such, this technique grants a certain sense of versatility to the user, in that the constructs may be directed to do whatever the user chooses to. Upon impact, the constructs would not only, due to their corporeality, deal physical damage, but also violently implode, releasing an explosive burst of wind which could further harm the opponent. The animals constructs at the same speed as the user, and are capable of gravitating through the air due to their composition, which contains a healthy dose of wind.

Notes:

-Can only be used 4x per battle
-Constructs last for 3 turns, before they disperse normally
-More than 1 construct may be created with a single usage, though the accumulative strength and size will add up to an A-rank. The constructs may move independently.
-Can only be used on Earth
-No Wind techniques above A-rank for the rest of the turn.
-Maximum size cannot exceed that of an elephant, and may be no smaller than the original object.

Declined. DNR.

(Katon: Ekhi no torikomi)- Fire Release: Entrapment of Ekhi
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A (80 upon eruption)
Description: This is a simple technique that revolves around the rapid compression of fire sources. Through the rapid expulsion of fire chakra, the user is able to rapidly expel flames at any specified location, whilst simultaneously compressing it to extremely small sizes with a single hand seal. This rapid compression of the created fire is done extremely quickly, so much so that the presence of the fire is barely noticeable and is incapable of causing any harm. The condensed fire is then stored inside Earth-related sources(includes KGs/CEs), such as the ground and nearby rocks, or even ninja weapons. Alternatively, the user may also infuse existing fire sources, be it natural fire or fire arising from fire techniques, with his fire chakra. Likewise, with a single hand seal, these sources will be rapidly compressed in a similar fashion, and then stored inside the aforementioned sources, with its small size rendering it capable of fitting into the spaces of these sources. On the surface, it would seem as though these fire sources would have disappeared. In reality though, the fire is merely being compressed to extremely small sizes and then stored extremely quickly. This compressed fire then remains dormant inside the body of its container. However, due to its highly compressed and pressurized form, it is highly unstable. As such, upon the exertion of any pressure or force on the container of the compressed fire(such as footsteps), or the rupturing of the surface of the container(through rising techniques, for example), the fire would violently erupt as it would lose its container and as such begin to expand and revert back to its original state, though in a much more vigorous manner, akin to an explosion. The compressed fire would explode in an omnidirectional blast of fire, covering a short-range radius of itself. The user may choose to with an additional hand seal, cause the fire to explode prematurely. The fire must be compressed into a location within short-range of itself.

Notes:

-Can only be used 3x per battle
-Fire lays dormant for 3 turns, after which it would disperse
-No Fire techniques above A-rank for the rest of, and the next turn.

‡ All Pending ‡ Leaving all for Madara

Declined, DNR. Has been done before.
 
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Negative Knight

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Re: Custom Jutsu Submission

‡ New Cycle ‡

The new cycle starts on 30/03/2015 (at 18:00 GMT +1) and ends on 05/04/2015. The thread will be closed for a day so I can check any remaining submissions and then it will be re-opened.

Rules of all upcoming cycles
1) Checking will happen throughout the week rather than at the end. Only make your submission when its complete as its liable to being checked there and then. No need to rush like crazy to submit your stuff since as you've seen, I check things in a random order.

2) To avoid clutter you're only allowed to make one post. This means if your post is checked and it only contains one technique, you cannot make another post to submit additional techniques. If you wish to submit the full three techniques, I suggest you post them all in one post when all of them are ready.

3) Of course this means resubmissions in the same cycle are no longer allowed.

4) You cannot edit your post if even one of your techniques has been checked by a moderator.

Do not PM/VM me about any of your pending techniques. I'm already working on getting those checked too.
 

Zaphkiel

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Re: Custom Jutsu Submission

(Raiton: Īongēto)- Lightning Release: Aeon Gate
Rank: A
Type: Supplementary/Offensive
Range: Mid-Long
Chakra cost: 30
Damage: 60
Description: The user initiates this technique by holding the Snake hand seal and focusing his Raiton chakra about his body, the chakra will emanate from him up to mid ranged using the air as a medium, a flattened, circular two dimensional disk of 2x2m will then form either in front, behind, above, below, or beside him short ranged from his person, given it has the necessary space to do so. This disk appears to be a small barrier of the sort complete with elaborate glowing patterns, this is all aesthetic however and serve no true purpose to the actual technique. Once the disk is formed the user will then place an object into the 'gate' and watch as his chakra that had spread to mid ranged prior form an identical gate of the same dimensions open up on the battlefield. This second gate will emulate exactly the object that was placed into the previous gate in a pure electrical form, meaning, if the user placed a kunai in the first gate the second gate will open and release a pure Raiton replica of the kunai. The technique is very specific and only relies on the exact instructions given to the first gate, if the user only places half a kunai inside gate #1 gate #2 will only release half a kunai and similarly, if the user inserts a full kunai the second gate will emit a full kunai. Both gates are connected via the user's Raiton chakra. Objects placed in the first gate remain unaffected whatsoever and aren't removed, instead the object will just pass through the gate to end up on the other side like throwing a pebble through a doughnut hole. This means even body parts can be placed in the aeon gate to create pure Raiton replicas elsewhere up to mid ranged. However, only physical objects can be sent through this gate, energy based objects and attacks will simply disrupt the delicate balance of Raiton chakra that composes it. Once the second gate releases its Raiton replica it then closes and so does the first one. The only gate capable of receiving objects is the first gate and has to be short ranged of the user, the second gate is incapable of receiving objects as they would simply pass through it with no effect at all, it can form anywhere in the user's sight up to mid ranged. The Raiton replica upon contact with an opponent not only slices or pushes based on the replicated object but it also numbs the affected area rendering it ineffective for an entire turn.
Note(s):
- Can only be done 2x
- Only one object can replicated at at time
- Requires a 2 turn cooldown
- No Raiton techniques above B ranked next turn


‡ Declined ‡ Fixed your template for you last time but you didn't care to post the correct template this time. A wrong template results in an auto-decline. Its Type before Rank.
(Raiton: Īongēto)- Lightning Release: Aeon Gate
Type: Supplementary/Offensive
Rank: A
Range: Mid-Long
Chakra cost: 30
Damage: 60
Description: The user initiates this technique by holding the Snake hand seal and focusing his Raiton chakra about his body, the chakra will emanate from him up to mid ranged using the air as a medium, a flattened, circular two dimensional disk of 2x2m will then form either in front, behind, above, below, or beside him short ranged from his person, given it has the necessary space to do so. This disk appears to be a small barrier of the sort complete with elaborate glowing patterns, this is all aesthetic however and serve no true purpose to the actual technique. Once the disk is formed the user will then place an object into the 'gate' and watch as his chakra that had spread to mid ranged prior form an identical gate of the same dimensions open up on the battlefield. This second gate will emulate exactly the object that was placed into the previous gate in a pure electrical form, meaning, if the user placed a kunai in the first gate the second gate will open and release a pure Raiton replica of the kunai. The technique is very specific and only relies on the exact instructions given to the first gate, if the user only places half a kunai inside gate #1 gate #2 will only release half a kunai and similarly, if the user inserts a full kunai the second gate will emit a full kunai. Both gates are connected via the user's Raiton chakra. Objects placed in the first gate remain unaffected whatsoever and aren't removed, instead the object will just pass through the gate to end up on the other side like throwing a pebble through a doughnut hole. This means even body parts can be placed in the aeon gate to create pure Raiton replicas elsewhere up to mid ranged. However, only physical objects can be sent through this gate, energy based objects and attacks will simply disrupt the delicate balance of Raiton chakra that composes it. Once the second gate releases its Raiton replica it then closes and so does the first one. The only gate capable of receiving objects is the first gate and has to be short ranged of the user, the second gate is incapable of receiving objects as they would simply pass through it with no effect at all, it can form anywhere in the user's sight up to mid ranged. The Raiton replica upon contact with an opponent not only slices or pushes based on the replicated object but it also numbs the affected area rendering it ineffective for an entire turn.
Note(s):
- Can only be done 2x
- Only one object can replicated at at time
- Requires a 2 turn cooldown
- No Raiton techniques above B ranked next turn

‡ Declined ‡ The wording needs a lot of work, especially in the middle. Also, does this physically transport things from one gate to the next or does it simply create a lightning replica from the gates? The former is strictly not allowed but the latter is. Regardless, cool technique. You could do a lot with this concept. Why Lightning though? Wind is the best element to accomplish this with (since you can create the portals anywhere). You could even expand on this to make a version of this which surrounds the opponent in portals. The user would be free to send things from one portal to any of the others. You could even create things from multiple portals. Ok, I got carried away.

August Star of Heaven | Ama-tsu-Mikaboshi | 天津甕星
Type: Weapon
Rank: A
Range: Short
Chakra cost: N/A
Damage: 60
Description: The Mikaboshi is a legendary blade, held only by the best swordsmen throughout history. However, the blade has had a dark pass, surviving all the previous Ninja Wars each in the hands of a different loser. Ever since it was deemed to be a blade of ill fate, bringing destruction to any who wielded it and to even think about touching it would lead to ill happenings. This was all myth of course, as the superstition was never really proven to be so. Now in the hands of the famous Yosamu Uchiha the blade is said to corrupt his very chakra giving Katon a dark look similar to that of the famed Amaterasu ocular technique, Raiton a black tinge allowing it to appear as black lightning, and regular chakra a dark purple hue to it each time a technique was dispelled from it. This is purely cosmetic and adds to the eerie atmosphere of the blade. Also, said to be the vessel of the Shinto God of Evil and Primordial Chaos, the demon deity can be seen manifesting from the blade on very rare occasions, using chakra to construct itself into a towering 8 foot tall creature of absolute terror said to be all the evil that existed in the Universe.
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Bokumetsu | 撲滅 | Eradication
By stabbing the blade into the ground the user sends a wave of chakra into the earth that dislodges it to crack the ground into many large tiles, seemingly disassembling the earth beneath him. This effect only reaches up to short ranged of the user and once the earth is dislodged for the purpose of intercepting techniques or advancing opponents the user's chakra will then replace each tile to its original position leaving the earth looking as immaculate as it was before the disturbance.


Zetsubō | 絶望 | Despair
This ability happens after or before the user swings the blade in an offensive or defensive manner. In swinging the blade the user will channel chakra into it, this will cause it to 'glow' dark purple. The glowing is actually a chakra coat coming over the blade that not only increases its cutting potential but also provides an extension that allows the chakra, being shaped exactly like the blade to reach up to mid ranged of the user. But it only happens for a moment, timed perfectly with the swing, its extension and retraction is so fast it can appear like the user hasn't even touched his target yet it is seemingly destroyed.

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Shokuzai | 贖罪 | Atonement
By channeling chakra into the blade, a dark, highly viscous bubble of chakra will spurt from the blade and land on the ground short ranged from the user. This globule will then quickly bubble up vertically to construct the terrifying demon God Mikaboshi who is humanoid in shape with spikes and tendrils of string shaped chakra wriggling about its body. It will then slam its palms on the ground sending these dark thread like formations into the earth up to mid ranged of its creation. The threads will seek to hone in on foreign chakra and jut up from the ground, grabbing the source and then pulling it underground with such force a normal human would be pulverized by the sudden and forceful pull. The threads will have this object ripple through the ground towards the user where Mikabosi will simply lift the source in question in the air suspended by strings. It (Mikaboshi) will then disappear, leaving behind a faint smoke like image of itself while the source/object falls to the ground in a bad state having been forcefully pulled through the ground.
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Note(s):
- Each move is A ranked in power and damage
- Each move counts towards the user's turn count
- Each move can only be done once a turn, with a 2 turn cool down per move.

‡ Declined ‡ The majority of these abilities have been done and the last one won't be allowed.

(Kuchiyose no Jutsu: Shi)- Summoning Technique: Death
Type: Summon
Rank: A
Range: Short (Summon) - Long (Attack)
Chakra: 30
Damage: N/A
Description: Shi, or death in the foreign tongue, is a Ghost Bat who is quite recognizable by his snow white fur that adorns his body. Albeit it white in color, Shi is nowhere near as holy as he appears. Instead he is a vile soul, the embodiment of destruction and hate crammed into a mere 4 meter length body and 8 meter wingspan of a bat. He is vile in action, thought, and speech and only serves to destroy all that oppose him and his summoner. To summon this denizen of the darkness the user must bite his thumb and wipe it across his palm then perform the basic summoning hand seals (Boar → Dog → Bird → Monkey → Ram). Shi will then emerge from the blood he had smeared on his hand. The main trait of Ghost Bats, other than their abnormal white fur, is the unprecedented ability to fly about under the quietness of night without making so much as a sound. This is due to specialized hair on the wing tips and underneath that direct turbulence away from the bat's body. Shi has the passive ability to fly about the battlefield undetectable by sound due to this trait. However, his true powers lie in his ability to produce low frequency sonar waves from his mouth that, if it should pierce the inner ears of his foes, the waves carry the special and exact frequency to resonate with the fluid in the semi-circular canals of the ear. This will in turn lead to the enemy having improper balance and judgement of distance. This is not a Genjutsu but rather a biological attack that is actually real using sound waves and leaves the opponent in complete disorientation for 2 turns. Shi can only perform this move once every 2 turns and it counts as an A ranked technique, reaching up to long ranged costing 30 chakra with 60 damage. It also counts towards the user's turn.
Note(s):
- Can only be summoned once
- Needs to have signed the Bat Contract
- Remains on the field for 4 turns

‡ Declined ‡ You might want to make summoning him easier (i.e. make it possible to summon him using a tattoo if you have one). His main ability is overpowered. It reaches the opponent virtually instantly, the effects can't be dispelled like genjutsu can and it does actual damage.

 
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Kirikoe

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Re: Custom Jutsu Submission

Updating to work around the edits Adachi made and clear possible misconceptions

(Fuuton: Tentai-fū no Yari o Kaitensaseru) Wind Release: Rotating Celestial Wind Spear
Rank: A-Rank
Type: Offensive
Range: Short - Long (When thrown)
Chakra: 30
Damage: 60
Desciption: The user after performing a single handseal concentrates his wind chakra just above the palm of his hand, making his wind rotate violently and condensing it the user creates a very long and solid spear above his palm about 7 feet long and 4 inches thick, the spear would take shape starting from the middle and would proceed to extend rotating outwards as it forms until finally completing the spear, the spiralling of the wind will get thinner and thinner as it reaches both ends of the spear eventually crafting both ends into a sharp rotating points. The creation of the spear is quite a fast process, and once complete, extends up to short range when utilizing it as a weapon.

While the spear is still in the user's hands being used as a weapon, the user contains the wind and condenses it, allowing for extended use making it so when the spear comes into contact with anything that the explosion that would normally be caused does not go off, the user can choose to set the explosion off whiles using the spear as a weapon however it harms the user in the process if done so

The spear itself would be very much like a drill due to its rotational current, thus greatly increasing its speed and piercing abilities. Once thrown, the spear gives off a devastating cutting wind aura when it lands, which tears up anything around it within a meter. The aura is equal to a B-rank wind jutsu.

- Spear lasts 3 turns unless thrown
- Can be used a total of 3 times per battle
- No S rank wind techs or above the next turn
- User has to wait 2 turns between each use
- Can only be taught by Kirikoe

‡ Update Declined ‡ I don't understand where you got the "explosion" bit from. I don't see that anywhere in your CJ's description.
Resubmitting update, no changes were made from the previous submission, the explosion in question is the B rank aura which is given off when contact is made with something, it is essentially an explosion.

(Fuuton: Tentai-fū no Yari o Kaitensaseru) Wind Release: Rotating Celestial Wind Spear
Rank: A-Rank
Type: Offensive
Range: Short - Long (When thrown)
Chakra: 30
Damage: 60
Desciption: The user after performing a single handseal concentrates his wind chakra just above the palm of his hand, making his wind rotate violently and condensing it the user creates a very long and solid spear above his palm about 7 feet long and 4 inches thick, the spear would take shape starting from the middle and would proceed to extend rotating outwards as it forms until finally completing the spear, the spiralling of the wind will get thinner and thinner as it reaches both ends of the spear eventually crafting both ends into a sharp rotating points. The creation of the spear is quite a fast process, and once complete, extends up to short range when utilizing it as a weapon.

While the spear is still in the user's hands being used as a weapon, the user contains the wind and condenses it, allowing for extended use making it so when the spear comes into contact with anything that the explosion that would normally be caused does not go off

The spear itself would be very much like a drill due to its rotational current, thus greatly increasing its speed and piercing abilities. Once thrown, the spear gives off a devastating cutting wind aura when it lands, which tears up anything around it within a meter. The aura is equal to a B-rank wind jutsu.

- Spear lasts 3 turns unless thrown
- Can be used a total of 3 times
- No S rank wind techs or above the next turn
- User has to wait 2 turns between each use
- Can only be taught by Kirikoe

‡ Update Approved ‡


(Taijutsu - Dyuaru Kujo) – Body arts - Dual Destruction
Type:Offensive
Rank:B
Range:Short
Chakra:20
Damage:40
Description: The user starts by falling backwards and places his hands onto the ground behind them, having his body positioned upside down the user brings in his legs tight and compact into his body, the initial fall back is used to gain momentum which the user projects forward feet first all at once. The user’s legs becomes surrounded in an orange aura as the user proceeds to push off the ground using their hands moving the momentum forward and kicks into the target with his feet at an upwards angle causing the opponent to be pushed into the air slightly. The user causes a streak of that aura to be left behind as they ‘shoot’ themselves forward.
-Can be used up to four times per battle


(Fuuton: Kazaguruma saikuron) Wind Release: Windmill Cyclone
Type:Offensive
Rank: A
Range: Short
Chakra: 30
Damage:60
Description: The user will run and leap up into the air performing a spinning somersault whiles extending one of his legs, whiles doing so the user will gather wind chakra into the extended leg, the sheer speed of the spinning somersault itself will make the user appear like a spinning blade cutting anyone straight through like a hot knife through butter if contact is made.

The force of the spin itself causes the user to radiate small gusts of cutting wind which causes small cuts to anyone that gets to close them, these small radiating winds equals a C rank jutsu
- Can be used 3 times per battle
- Must wait a turn before using again

Visual aid

You must be registered for see images

‡ Both Declined ‡ Similar techniques exist.
 
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Gααrα

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Re: Custom Jutsu Submission

(Tengoku no Genjutsu: Fukusayō) | Heavenly Illusionary Art: Side-effects
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost:30
Damage Points:N/A
Description: A simple jutsu designed, to counter opponents with incredible power-ups. Sometimes opponents use certain techniques like Sage Mode, and/or drop their leg weights, or any such custom or canon power-up, which help them to have an unfair advantage over the user. In those cases, the user will perform one single handseal and put the target in an illusion. In the illusion, the target will suffer from the side-effects of over-using those techniques. For example, a sage mode user will see himself turn into a toad/snake due to excessive intake of natural chakra. Sharingan (and advanced sharingan) users will bleed from their eyes and slowly go blind. Curse mark characters will find it difficult to control their power while leg-weights user will have their legs give up due to too much running. The extent of these illusions can all be manipulated according to the user's wishes and can be used against any and all power-up users. Note: Power-up means anything (modes that mostly need chakra to sustain) that the target uses to increase his physical abilities. It includes Sharingan, Byakugan, Sage Modes, Curse Marks,Leg Weights or EiG, different customs etc.
Restrictions:
~ Can be used 3 times.
~ The user still needs to be able to track the opponent to put him in an illusion.
~ Cannot use Genjutsu above B-Rank in the same turn.
~ Can only be taught by Waaiz

‡ Declined ‡ I was going to recommend making this a dormant technique (so it kicks in once an opponent uses a "power-up") but there's such a broad spectrum of modes/abilities that you couldn't possibly encompass all of them in a single technique. I mean, you even included Leg Weights. I don't see this being possible on such a mass-scale.
(Tengoku no Genjutsu: Fukusayō) | Heavenly Illusionary Art: Side-effects
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost:30
Damage Points:N/A
Description: This is a simple jutsu designed, to counter opponents with incredible power-ups. Sometimes opponents use certain techniques like Sage Mode, and/or open their Eight Inner Gates, or any such custom or canon power-up, which help them to have an unfair advantage over the user. To counter them, the user will perform one single handseal and channel his chakra into the opponent's system. Now, this can be used in two situations. One, if the user has already used a power-up, and is under the effect of one. The other, if the opponent hasn't yet; in which case the technique stays dormant in the opponent's mind until such situation arises (5 turns max). The illusion gets triggered when chakra gets circulated in the opponents's system in large amounts; more than the usual. In the illusion, the target will suffer from the side-effects of over-using those techniques. For example, a sage mode user will see himself turn into a toad/snake due to excessive intake of natural chakra. Sharingan (and advanced sharingan) users will bleed from their eyes and slowly go blind. Curse mark characters will find it difficult to control their power while EiG users will have their legs give up due to too much running or something related to their own technique. The extent of these illusions can all be manipulated according to the user's wishes and can be used against any and all power-up users. Note: Power-up means any technique that increases the chakra flow in the target's body to a very good extent, and which increase his physical powers. It includes Sharingan, Byakugan, Sage Modes, Curse Marks, EiG, different customs that enhance physical abilities etc.
Restrictions:
~ Can be used 3 times.
~ The pain caused in the illusion (due to bleeding eyes in case of Sharingan etc.) can simply be neglected.
~ The user still needs to be able to track the opponent to put him in an illusion.
~ Cannot use Genjutsu above B-Rank in the same turn.
~ Can only be taught by Waaiz

‡ Declined ‡ You haven't done anything to make this approvable. My comments from last time still apply.

New Submission:

(Genjutsu: Zō no monogatari to mausu) | Illusion Arts: The Tale of Elephant and the Mouse
Type: Supplementary
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:N/A
Description: This is one of those supplementary genjutsu techniques which are usually attached/performed with another jutsu so as to fool any of the opponent's senses into believing something that the user wants. Simple yet powerful, this technique is performed just before an elemental technique. The user will perform a single handseal before performing the actual technique that results in changing the perception of the opponent towards the jutsu in terms of its size and effects. A small fireball may seem to be a monsterous ball of fire, or a huge pillar may seem to be a small spike etc. The technique may force the opponent to either over-estimate or under-estimate the user's technique, which can be used to the user's advantage. To perfect the illusion, the user trains to form the handseals of both the techniques continuously so that they may look like a single set of handseals and happens in the same timeframe; although different moves.
Note:
Can only be used thrice.
No other genjutsu in the same turn.
Can only be used (as a partner technique) with techniques upto S-rank.
Can only be taught by Waaiz

‡ Declined ‡ This is similar to one of Scorps' techniques. You need his permission to submit something like this.

(Katon: Robusutā no buresu) | Fire Release: Lobster's Breath
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage points: N/A (+60 if it comes in contact with fire)
Description: Lobster's Breath uses a variant of Fire technique, that allows the user to blow flamable gas from the mouth similar to "Fire Release: Mist Blaze Dance Technique". With a deep breath, the user will release flamable gas all around the battlefield (or even towards specific locations) in a stream. The flamable gas can even be transformed to form into a shape that the user wishes (dragon head, cat etc.). The gas released, explodes when it comes in contact with fire. By acting as a catalyst, it adds to the damage that a simple fire technique can cause, making it even more dangerous. The gas will ignite of course, when it comes in contact with fire, lighting it up. Once it lights up, the explosions caused by the normal fire is increased.
Note: Can only be used thrice.
Note: Can not use fire techniques above S-Rank in the same turn.
Note: Can only be taught by Waaiz

‡ Declined ‡ Similar techniques exist. Also, this is kind of suicidal.
 
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Summer

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Re: Custom Jutsu Submission

This will become my second contract.

Summoning Animal:Turkey
Scroll Owner:Juha
Other Users who have signed contract: /
Summoning Boss if existing:/
Other Summoning Animals tied to contract:/
Description and Background:
Turkey's are a wild bird that are bigger in body and have longer necks. There unique traits are that they have wattles which hang the top of their beaks, these snoods are able to produce unique sound waves from the turkey species.

While being a species that rarely flies but will use its feet and scrounge about on land. These birds still have the ability to fly but not for long distances, they normally take breaks in between trips. There skinny legs are very durable almost like steel, while there claws are long and extremely sharp.

These birds have one special trait which all turkeys will have and that is the ability to release a very potent melatonin vapour which can cause drowsiness in people. The vapour is released through the mouth of the turkey and can only span into mid range from the turkeys. It is a naturally proven fact that turkeys are high in melatonin and produce significant amounts inside there bodies.

The turkeys on the contract will vary in color and feathers to help with there abilities and defensive traits as well. These birds are incredibly hard to pin down or even catch as they are very evasive creature and have great instinct and sight.

Signers of the contract can recieve a tattoo:






updating as the original is too similar to a canon jutsu.






Removed the last sentence so nothing else bolded

(Kessho: Doragon Tsume) - Crystal: Dragon Talons
Type: Supplementary
Rank: B rank
Range: Short - mid
Chakra Cost: 20
Damage Points: 40
Description:
The user begins by forming a single handsign and changes her finger nails into crystal talons which extend up to 1" past finger length. These talons can extend at fast speeds leaving very small room for error when evading freeform slashing and can retract back to Normal just as fast. The user also has the ability to at will shoot the nails like senbon from there hands, By doing this the fingers will revert back to normal and not be Crystal anymore.

Restrictions
: the user can use this ability 3 times in battle
: the user cannot extend and retract more than twice for each way in the same turn.
: can maintain talons for two turns
Note:Can only be used by guren.

Link to original:

‡ Declined ‡ How far can these nails extend? Up to mid-range wouldn't work. They should extend to a maximum of one to two meters and remove anything in the description which says "very fast speeds" or anything of the sort.

(Shoton: Doragon Hakari) - Crystal: Dragon Scales
Type: Supplementary/offensive
Rank: S rank
Range: Short
Chakra Cost: 40(15 to maintain)
Damage Points: 80 (+10 taijutsu)
Description:
This jutsu requires three handsigns and then the user grows Crystal like scales out of all there sweat pores on there body. The user can control which portions of the body they would like scales to be on as well instead of full body. The scales are not very thick but are very dense Crystal, and dark pink colored in nature. These scales are in no way turning her body into Crystal but are making a layer of scales over her skin, which can move like dragon scales would thus giving considerable movements. The scales can be used to block taijutsu up to B rank and blunt force ninjutsu up to C rank. The scales can be shattered by Guren if they become a hindrance to her during combat.
As a full on release Guren can form one more single handsign and fully release the scales shooting them from her body in every direction within short range.


Restrictions
: can only be used twice per battle

: lasts for three turns

: two turn cool down required once the Jutsu ends

:cannot use other ninjutsu while this is active.

Note:Can only be used by guren.

‡ Declined ‡ I actually stopped there.
(Kessho: Doragon Tsume) - Crystal: Dragon Talons
Type: Supplementary
Rank: B
Range: Short - mid
Chakra Cost: 20
Damage Points: 40
Description: The user begins by forming a single handsign and changes her finger nails into crystal talons which extend up to 1" past finger length. These talons can extend at fast speeds leaving very small room for error when evading freeform slashing and can retract back to normal just as fast. The user also has the ability to at will shoot the nails like senbon from there hands to mid range, By doing this the fingers will revert back to normal and not be crystal anymore.

Restrictions
: the user can use this ability 3 times in battle
: the user cannot extend and retract more than twice for each way in the same turn.
: can maintain talons for two turns
Note:Can only be used by guren.

Link to original:

‡ Update Approved ‡



Bolded the changes

(Shoton: Doragon Hakari) - Crystal: Dragon Scales
Type: Supplementary/offensive
Rank: S rank
Range: Short
Chakra Cost: 40(15 to maintain)
Damage Points: 80 (+10 taijutsu)
Description:
This jutsu requires three handsigns and then the user's crystal chakra will crystallize the water in the air surrounding the user's body. The user can control which portions of the body they would like scales to be on as well instead of full body. The scales are not very thick but are very dense Crystal, and dark pink colored in nature. These scales are in no way turning her body into Crystal but are making a layer of scales over her skin, which can move like dragon scales would thus giving considerable movements. The scales can be used to block taijutsu up to B rank and blunt force ninjutsu up to C rank. The scales can be shattered by Guren if they become a hindrance to her during combat.
As a full on release Guren can form one more single handsign and fully release the scales shooting them from her body in every direction within short range.


Restrictions
: can only be used twice per battle

: lasts for three turns

: two turn cool down required once the Jutsu ends

:cannot use other ninjutsu while this is active.

Note:Can only be used by guren.

☼ Declined ☼

Not sure why this is S-ranked, the defensive abilities make this pretty much B-rank, and I don't see these scales causing S-rank damage. I think bringing it down to A-rank would be fine.
 
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Twilight

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Re: Custom Jutsu Submission

(Katon Hebi) Fire Serpent
Type: Attack.
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user makes the Ram handseal after which they channel their katon chakra into the ground to flow through the ground and once it reaches below the target, the user shape manipulates the katon chakra to form a giant snake of raw fire that emerges from under the target, curling round the target and dealing major burns on the target's skin after which it engulfs the target and burns up the target.
- Can only be taught by me.
- Can only be done twice with two turn cool down.
- No A-rank fire and above in the same round.
- No S-rank fire in the next round
- The jutsu last for only one round.

(Futon Doragon) Wind Dragon
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
This jutsu has two phases. The user first makes the Dog handseal and channels their fuuton chakra into the surrounding air to flow towards the target and once it gets close to the target, the air current around the target increase and starts to hit the target from the left and right, knocking the target into mid-air while the target swings from left to right due to the forces of the air current around them. As the target reaches a certain height from the ground, the user quickly makes the Tiger handseal and holds it and then a wind dragon forms above the target in mid-air and pushes the target downwards with tremendous speed, knocking the target down and leaving the target unconscious.
- Can only be taught by me.
- Can only be done once.
- The jutsu lasts for one round.
- No A-rank and above wind in the same round.
- No S-rank wind in the next round.
- The whole jutsu takes 5 seconds to finish. So it is quite fast.

‡ All Declined ‡ Incorrect template.
Katon: Hebi Dageki| Fire Release: Serpent Strike
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user makes the Ram handseal after which they channel their katon chakra into the ground to flow through the ground and once it reaches below the target, the user shape manipulates the katon chakra to form a giant snake of raw fire that emerges from under the target, curling round the target and dealing major burns on the target's skin after which it engulfs the target and burns up the target.
- Can only be taught by me.
- Can only be done twice with two turn cool down.
- No A-rank fire and above in the same round.
- No S-rank fire in the next round
- The jutsu last for only one round.

Futon: Doragon Adauchi| Wind Release: Dragon's Vengeance
Type: Attack
Rank: S
Range: Short-Long
Chakra:40
Damage: 80
Description:
This jutsu has two phases. The user first makes the Dog handseal and channels their fuuton chakra into the surrounding air to flow towards the target and once it gets close to the target, the air current around the target increase and starts to hit the target from the left and right, knocking the target into mid-air while the target swings from left to right due to the forces of the air current around them. As the target reaches a certain height from the ground, the user quickly makes the Tiger handseal and holds it and then a wind dragon forms above the target in mid-air and pushes the target downwards with tremendous speed, knocking the target down and leaving the target unconscious.
- Can only be taught by me.
- Can only be done once.
- The jutsu lasts for one round.
- No A-rank and above wind in the same round.
- No S-rank wind in the next round.
- The whole jutsu takes 5 seconds to finish. So it is quite fast.

Raiton: Kyojin Kemono| Lightning Release: Giant Beast
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A(80 if it touches the target)
Description:
The user makes 3 handseals and then use the raiton chakra in their body to create a giant beast made of raw and pure lightning which is about the size of GamaOyabun that does whatever the user wants. The beast and the user can communicate through their mind and the user controls it through his mind. If the beast touches a target, it deals major electric damage to the target that kills the target.
- can only be taught by Shonnen.
- can only be used once.
- the beast lasts for 3 rounds.
- The user can only make a maximum of two jutsus when the beast is present.
- The beast can perform A-rank and below jutsus without handseals which will take a spot in the user's jutsus.
- No S-rank lightning jutsu when the beast is active.

‡ All Declined ‡ Similar techniques exist.
 
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Drackos

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Re: Custom Jutsu Submission

(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of a normal ninja.

Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Additionally, for each 50 chakra absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each 50 chakra drained from a target. Doing so will terminate Vothdar.

Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of an average ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength.

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of three turns.
Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn.
Note: Can only be taught by Drackos.

‡ Declined ‡ The ability of the first familiar is rather useless. Rarely will you ever get the opportunity to drain chakra from the opponent's body and so I find his ability a little more than cosmetic. The second familiar's ability is fine but as I said in one of your previous checks, you need to clarify speed better. Rather than saying "the average ninja", you say "the speed of a Kage-Rankned ninja".

(Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long (Created in short-range)
Chakra: 50 (-20 per turn) (-100 to the target per turn)
Damage: 90
Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid which has chakra draining capabilities to those who come into contact with it. The user, through maintaining the Bird hand seal, can sustain this technique at the expense of 20 chakra per turn for a maximum of four turns and during that time of sustainment can shape the water into numerous forms and shapes which depend solely on the user’s needs at the time which can reach up to long-range from the user. For each turn a victim is caught in the water and in contact with it they will find their chakra quickly drained losing an immense 100 chakra per turn. The unique application of this chakra however is not simply in its draining abilities but its ability to be potentially applied to a user’s future water technique using this water as a source. The chakra will not only be drained from the target but will act to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent within the water it will infuse and enhance those water techniques produced from this technique. As such any water technique that uses this water as a source will be enhanced by +20 damage for each 100 chakra drained from an opponent for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions. There are very serious drawbacks and limitations to this technique, however. While sustaining such a powerful water technique the user will be simply limited to Water Release techniques.

Note: Can only be used once per battle.
Note: Can only be maintained for a maximum of four turns.
Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally, the user will suffer 40 damage from the pain their body will experience upon the end of this technique.
Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be too much chakra exertion.
Note: Can only be taught by Drackos.

‡ Declined ‡ Same issue as before. Draining chakra from the opponent (especially considering this is created within short-range) will almost never happen and so I fail to see the utility of this technique. The restrictions are good but the technique as a whole reminds me of Scaze's Sonata of the Phoenix. Rather than draining chakra from people, why not make both of your techniques applicable to techniques? They drain a portion of chakra from the opponent's jutsu if its not sufficient to destroy your technique and you could make your technique self-regenerating (it could even use some of the stolen chakra to restore itself).
Okay, added the ability for it to drain chakra from techniques to weaken them and reconstitute the original technique. Made it so that it can't be destroyed unless completely neutralized within elemental weaknesses and strengths.

(Suiton: Yūkan-na no Erejī) – Water Release: Elegy of the Intrepid
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long (Created in short-range)
Chakra: 50 (-20 per turn) (-100 to the target per turn)
Damage: 90
Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is highly viscous, sticky, and dense which has chakra draining capabilities to those who come into contact with it as well as techniques of the opponent’s. The user, through maintaining the Bird hand seal, can sustain this technique at the expense of 20 chakra per turn for a maximum of four turns and during that time sustainment can shape the water into numerous forms and shapes which depend solely on the user’s needs at the time which can reach up to long-range from the user. For each turn a victim is caught in the water and in contact with it they will find their chakra quickly drained losing an immense 100 chakra per turn. Should the technique come into contact with an opponent’s technique it will actually drain chakra from it instead. As such, to neutralize this technique it needs to be completely destroyed within elemental weaknesses and strengths. Should it absorb the chakra from an opponent’s technique and not be neutralized or destroyed it will self-regenerate and restore itself to its original maximum potential and size. The special application of this chakra draining ability is to be used to infuse water techniques of the user that use the water produced by the Tears of the Intrepid as a water source. For each 100 chakra drained from the opponent or each technique drained the user’s water techniques that use this as a water source will gain +20 damage for a maximum of +40 damage. There are very serious drawbacks and limitations to this technique, however. While sustaining such a powerful water technique the user will simply be limited to Water Release techniques.

Note: Can only be used once per battle.
Note: Can only be maintained for a maximum of four turns.
Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer 40 damage from the pain their body will experience upon the end of this technique.
Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be too much chakra exertion.
Note: Can only be taught by Drackos.

‡ Declined ‡ On re-reading this, this is simply too similar to Scaze's technique among other things. Even the restrictions are nearly identical. DNR.

(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja.

Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar.

Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength.

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of four turns.
Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn.
Note: Can only be taught by Drackos.

‡ Approved ‡ Made some edits.

New submission:

(Ninjutsu: Kōmanna Chakura no Shihai) – Ninja Art: Prideful Chakra Domination
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40 (-20 per turn)
Damage: N/A
Description: This is a mode or activation of sorts which empowers the user’s Chakra Control capabilities. It is perhaps one of the pinnacle applications of the Ninja Arts and only through extensive training can the user successfully apply this technique in heated battle. This technique amplifies the user’s chakra control capabilities significantly as their body begins producing, converting, and releasing raw chakra at an accelerated rate. The technique offers a visual tell as well. As the technique is activated the user will expel a chakra aura with a color equivalent to that of the user’s personality. The most basic ability offered by the Prideful Chakra Domination is based upon the Tree Climbing and Water Surface Walking exercises where, through extremely careful and precise chakra control by emitting a constant stream of chakra from the user’s feet can use it as a repelling force to walk on the air molecules. This in essence and practice allows the user to walk, jump, run, and dash in the air in multiple directions (up, walk down, side to side).

(Sairiyō) – Repurpose; The first ability granted by the Prideful Chakra Domination technique in which the user will apply advanced chakra control as well as highly advanced nature transformation. This ability allows the user to manipulate the chakra present in a projectile based technique and convert the chakra present in it back to raw chakra and then manipulate it further causing that chakra to create an outburst reaching up to a range proportional to the projectile’s size. The purpose of this technique is to repurpose projectiles which either did not hit their target or were evaded. Of course, the projectile that this is applied to must have chakra present in it and if it is overpowered within elemental weaknesses and strengths will render this ability useless. The damage produced by this technique is based on the rank and strength of the projectile created previously. Additionally, the damage produced by this technique will be supplemented by the projectile itself. For example, should the projectile have been a slab of earth the outburst will produce shrapnel of earthen shards. Should it have been fire it will create a small localized firestorm. Raw chakra projectiles can be used with this as well allowing them to simply create an outburst of raw chakra. This technique is used at the cost of one of the user’s three moves per turn.

(Shihai) – Dominion; The second ability granted by the Prideful Chakra Domination technique allows the user to passively produce the basic (Bunshin no Jutsu) – Clone Technique from their being at their discretion. However, because of the empowered potency of the user’s chakra and the highly advanced shape manipulation applied to them these clones are not simple illusionary projections of the user. The first supplementary advantage granted to this passive ability is that it makes the user’s movements harder to follow confusing the opponent into being unable to fully follow the user’s movements. The second ability granted by the clones produced by this technique is that because they are not simple illusionary projections and are in fact actual corporeal clones composed of raw chakra they can be, at the cost of a move, dispersed from their form into a burst of raw chakra which can be sent at the opponent as a blast which can take the form of numerous shapes and objects depending on the user’s needs at the time. The application of this counts as an A-Rank technique and each clone that is used to burst from this will count as additional projectiles. Meaning that two clones will each count as B-Rank. And four will have each counting as C-Rank.

Note: Can only be used once per battle.
Note: Once activated this technique will last for four turns.
Note: Upon deactivation the user cannot use basic Ninjutsu above A-Rank for the same and following turn.
Note: The ability to walk on the air cannot be used to dodge incoming techniques as freeform.

‡ Declined ‡ Not bad at all but there are some problems with this. The coloured ability exists in many forms most notably Ushiro's Secret Gliding Method and one of the jutsu in Nathan's CFS. The bolded ability isn't possible at least the way you accomplish it. Converting the elemental chakra present in a technique into raw chakra wouldn't work. The clone ability might clash with the rule of "you can only create clones 4 per times battle".
 
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Shīnju

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Re: Custom Jutsu Submission

~Added missing stuff that got it declined~ & Bolded changes



You must be registered for see images
Summoning Animal:Lion Fish
Scroll Owner:Artist
Other Users who have signed contract: N/A
Summoning Boss if existing:None as of yet
Other Summoning Animals tied to contract:None as of yet
Description and Background: Pterois in the Atlantic range from 5 centimeters 2 in to 45 centimeters 18 in in length, They are well known for their ornate beauty, venomous spines and unique tentacles. Lionfish are known for their venomous fin rays, a feature that is uncommon among marine fish in the east coast coral reefs. The potency of their venom makes them excellent predators and poisonous to fishermen and divers. Lion fish venom is very deadly so deadly that the lion fish earned a spot on the top 10 for the most venomous marine animals in the world. If a opponent gets stung by one the lion fishes poisonous spines . The spine comes off of the fish & stays in the opponents skin as it as its venom sack injects Neurotixic Venom throughtout the opponents body.The opponent will first experience a burning sensation like there body is on fire even if the spine is removed the sensation lasts 10 minutes.While on top of that the area where the opponent got stung begins to swell up & begins to experience pain.The opponent will the start feeling nauseated & begin throwing up with also getting a High fever due to the venom. It also weakens the force of muscle contractions(Unable to use that part of the body after awhile ) & Increases the heart rate of the opponent.

Their active role is to do as the summoner says & also protect the summoner at all costs. And Lionfish being on the top 5 Venomous fishes in the world can do just that.

These Lionfish Can Harness the Element of water & Lightning .The lionfish that harness the element of water can seep venom into a surrounding water source making opponents unable to use the source. While also squirting Venom/Water from there spins at will.The lionfish that harness the element of lightning can swim through the earth covering themselves in raiton chakra making them able to move the same speeds as when there in water (Swims as fast as the user runs/W no Boosts) They can submerge underground and in a split second extend there spines to impale anything that's above it/ & Can also use there spines a giant lightning rods when the weather is bad.

The smallest lionfish is about 12inches , while some of the largest Lionfish summoning are the size of gamabunta.They are very useful in battle. Some of which are used for distractions. Some for inflicting damage , Some for support , they are as useful as Toad summonings.

Image
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Summoning Tattoo
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~ Unnecessary Caps & spaces out~

Bolded my changes


(Futon:Fijis Hakai)Wind Release:Fijis Destruction
Type:Offensive
Rank:Forbidden
Range:Short-Long
Chakra:50
Damage:90(15 to the user) From each blade
Description:The user gathers a enourmous amount of wind chakra and shape manipulates it into a large compressed devastating ball of wind. The user then Performs 2 Handseals (Monkey-Dog) & the giant compressed ball floats upwards to the middle of the battle field. After in the middle the user must make 1 last handseal (Dragon) which initiates the jutsu. The compressed wind begins spinning in all directions as it sends blades of wind through out the whole battlefield 360 degress around the compressed ball. It sends 3 kinds of bladed wind. Large blades of wind capable of going through buildings making them collapse. Pushing & destroying large boulders if an opponent is hit by one of these types of blades they fly back a range(Short-Mid)(Mid-Long) Equal to getting hit by Pains Ox Summoning.Causing Broken Bones ,& Bruised internal organs , Medium Sized blades capable of hitting a opponent with medium sized force equal to a above average strong fist punch causing severe Bruising & soarness. Small sharp blades of wind capable of cutting Through Any flesh on the human body with ease equal to a focused sword attack. Being hit by all 3 types of blades is certain death . Even 2 causes severe damage. The large waves can Reach up to long range while the medium can only reach mid & the small can only reach short range.The concept of the technique is very simple to achieve 360 degrees the orb releases 4 large blades of wind from the Top left,Top right ,bottom left, & bottom right at the same time. The larger blades are very slow but are very powerful.8 of the medium shaped blades are sent out from the orb Up(in the middle of the Top left & Right blades) Down ( In the middle again) moving at a average wind blade pace. 16 smaller sharp wind blades are sent from in between the large & medium blades and are very fast
Image
Purple Represents the Large blades location

Red Represents medium blades location

Brown represents the small blades location of which theyll be shot out from the orb
You must be registered for see images
-Usable Once
-No Wind techniques the rest of the match
-Due to the vast amount of wind chakra used the user is left extremely exhausted

~To checker , It was impossible to give damage points to each blade of wind so I was very detailed to what the different type of blades are capable of~

‡ Both Declined ‡ Sorry, I actually can't read these. The formatting isn't ideal. Remove all of the random capitalizations, the random spaces, et cetera.

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Summoning Animal:Lion Fish
Scroll Owner:Artist
Other Users who have signed contract: N/A
Summoning Boss if existing:None as of yet
Other Summoning Animals tied to contract:None as of yet
Description and Background: Pterois in the Atlantic range from 5 centimeters 2 in to 45 centimeters 18 in in length, They are well known for their ornate beauty, venomous spines and unique tentacles. Lionfish are known for their venomous fin rays, a feature that is uncommon among marine fish in the east coast coral reefs. The potency of their venom makes them excellent predators and poisonous to fishermen and divers. Lion fish venom is very deadly so deadly that the lion fish earned a spot on the top 10 for the most venomous marine animals in the world. If a opponent gets stung by one the lion fishes poisonous spines . The spine comes off of the fish & stays in the opponents skin as it as its venom sack injects Neurotixic Venom throughtout the opponents body.The opponent will first experience a burning sensation like there body is on fire even if the spine is removed the sensation lasts 10 minutes.While on top of that the area where the opponent got stung begins to swell up & begins to experience pain.The opponent will the start feeling nauseated & begin throwing up with also getting a High fever due to the venom. It also weakens the force of muscle contractions(Unable to use that part of the body after awhile ) & Increases the heart rate of the opponent.Their active role is to do as the summoner says & also protect the summoner at all costs. And Lionfish being on the top 5 Venomous fishes in the world can do just that. These Lionfish Can Harness the Element of water & Lightning .The lionfish that harness the element of water can seep venom into a surrounding water source making opponents unable to use the source. While also squirting Venom/Water from there spins at will.The lionfish that harness the element of lightning can swim through the earth covering themselves in raiton chakra making them able to move the same speeds as when there in water (Swims as fast as the user runs) .They can submerge underground and in a split second extend there spines to impale anything that's above it.They can also use there spines a giant lightning rods when the weather is bad.The smallest lionfish is about 12inches , while some of the largest Lionfish summoning are the size of gamabunta.They are very useful in battle, some of which are used for distractions. Some for inflicting damage ,others for support. They are as useful as Toad summonings.

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Summoning Tattoo
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~ Took Unnecessary Caps & spaces out~


Declined. Few things: Remove the atlantic reference. This is the Narutoverse, not RL. Secondly, your sizes make no sense. 5cm2? what is that? 4cm18?

Remove the part about their lightning&water, as well as the ones who can move through the earth. Elemental affinity is defined per summon, not per contract. Also be sure to note that you can not control the poison in any way. The effects of each poison are also per summon, not contract so remove that reference.










(Futon:Fijis Hakai)Wind Release:Fijis Destruction
Type:Offensive
Rank:Forbidden
Range:Short-Long
Chakra:50
Damage:90(15 to the user) From each blade
Description:The user gathers a enourmous amount of wind chakra and shape manipulates it into a large compressed devastating ball of wind. The user then Performs 2 Handseals (Monkey-Dog) & the giant compressed ball floats upwards to the middle of the battle field. After in the middle the user must make 1 last handseal (Dragon) which initiates the jutsu. The compressed wind begins spinning in all directions as it sends blades of wind through out the whole battlefield 360 degress around the compressed ball. It sends 3 kinds of bladed wind. Large blades of wind capable of going through buildings making them collapse. Pushing & destroying large boulders if an opponent is hit by one of these types of blades they fly back a range(Short-Mid)(Mid-Long) Equal to getting hit by Pains Ox Summoning.Causing Broken Bones ,& Bruised internal organs , Medium Sized blades capable of hitting a opponent with medium sized force equal to a above average strong fist punch causing severe Bruising & soarness. Small sharp blades of wind capable of cutting Through Any flesh on the human body with ease equal to a focused sword attack. Being hit by all 3 types of blades is certain death . Even 2 causes severe damage. The large waves can Reach up to long range while the medium can only reach mid & the small can only reach short range.The concept of the technique is very simple to achieve 360 degrees the orb releases 4 large blades of wind from the Top left,Top right ,bottom left, & bottom right at the same time. The larger blades are very slow but are very powerful.8 of the medium shaped blades are sent out from the orb Up(in the middle of the Top left & Right blades) Down ( In the middle again) moving at a average wind blade pace. 16 smaller sharp wind blades are sent from in between the large & medium blades and are very fast
Image
Purple Represents the Large blades location

Red Represents medium blades location

Brown represents the small blades location of which theyll be shot out from the orb
You must be registered for see images
-Usable Once
-No Wind techniques the rest of the match
-Due to the vast amount of wind chakra used the user is left extremely exhausted

~To checker , It was impossible to give damage points to each blade of wind so I was very detailed to what the different type of blades are capable of~

~ Took Unnecessary Caps & spaces out~
Declined. DNR. Similar techniques and such exist.
 
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Re: Custom Jutsu Submission

Hyouton: Yuki no hentai| Ice release: snow transformation
Type: supplementary
Rank: B rank
Range: self
Chakra: 20
Damage: n/a
Description: The user builds up ice chakra through out their body,the user then transform their body or a part of their body to snow(like the water replacement). The user while in this state cannot be injured by solid techniques that are made to skew or bind the target since the solid will just pass through the snow.
*can only be used twice
*the user can be affected by elements like lightning,fire,etc.
*transformation lasts one turn
*the user can still return to their normal state if the snow does not melt.
*requires a turn cooldown.


Hyouton: Sen aisusupaiku| Ice release: One thousand ice spikes
Type: offensive
Rank: F-rank
Range: short-long
Chakra cost: 50
Damage points: 90(20 to user due to stress)
Description: The user makes three handseals while building up a large amount of ice chakra,the user then slams the ground to make a lot of spikes(each spike is three meters tall and seven inches wide) emerge from the point infront of the user's hand up to long range to skew anything caught in it.
*can only be used once
* no s-rank and above ice,wind and water in the same and next turn.
*the users handseal speed is reduced by one rank for the next two turns.
*can only be thaught by shino.

‡ Both Declined ‡ Similar techniques exist.
 
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Re: Custom Jutsu Submission

(Kitsune Oji: Puraido no Himeiwoageru)Secret Fox Art: Pride's Scream
Type:Offensive
Rank: A/S Rank
Range:Short-Mid
Chakra:30/40
Damage:N/A
Description:
Pride's Scream is a special ninjutsu of the fox contract that can be utilized by both the summoner and all the fox summons. Foxes are known for there ability to scream, giving off a very eerie pitch scream. This is usually used when communicating with each other. The foxes of Fox Island has created a special ninjutsu that amplifies the scream, but the scream works as a Sakki. The scream of a fox naturally strikes fear into prey , sometimes causing them to become feared and either flee or be stunned from being surprised. Pride's Scream replicates that effect, be using the foxes natural hunter instint to inflict fear into the enemies, causing them to see there death at the hands of the foxes. Human summoners have learned this ability as well, but unlike foxes lack the primal hunter instinct a fox has, so when used by the user, the effects are weaker. The way its used is by the user infusing chakra into there lunges, and unleash a intangible wave of chakra to the target. When used by a summon, if the user's rank is higher, the target is effected. One rank difference makes the target nervous and wont want to approach the user, while a two or more difference leaves the target stunned for a full turn. When a human summoner uses it, the effects are less where as at a one rank difference, the target is only startled by the sudden scream, while at two or more rank difference the target is nervous and wont approach so easily(they can still move). Targets if the same rank as the user are uneffected by both applications of this technique.

*Can only be used once per battle by a summon, and twice by a summoner*
*A - Rank is used by summoner while S-rank is used by summons*

Declined, DNR. This is just killing intent for summons lol.

(Kuchiyose no Jutsu: Kitsui)Summoning Technique: Kitsui
Type: Summon
Rank: S-Rank
Range:Short-Mid
Damage:40
Chakra:80
Description:
One the eldest of Fox Island, Kitsui (Water Fox) is about 1/3 the size of Gamabunta (about 50 meters tall) and looks like a normal arctic fox. He walks with a bamboo hat on his head, ad grass reed in his mouth most of the time. He carries around a giant staff on his back(big enough for him), which he wields as his weapon, capable of dealing 60 damage points with it. He has Suiton chakra allowing him to use any S-Rank Suiton technique the user knows but without the need to use handseals. Unique to him, he can be summoned anywhere within short to mid range of the summoner. Because of his size and strength he is immune to basic ninja tools and Fire and Water C-Rank and below. Kitsui is bipedal like all foxes on tdhe contract, but can also walk on all fours. Kitsui also has the ability to reduce the temperature of his water techniques, bringing them down to chilling levels of 15 degrees. Though almost to freezing temperatures, this is passive and when contact with an enemy is made, the water is cold enough to induce chills on the target, lasting for the duration of the jutsu used and is cold enough to prevent them from making more then 7 hand seals

*Can only use up to S-Rank techniques in the same and the next turn.*
* Must have signed the Fox contract.*
* Can only be summoned once per battle *
* His moves count as one of the users normal 3 moves. *
* Can only stay in play for 4 turns. *
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Signed here:

Being an arctic wolf is no reason for it to be able to change water temperature lol. Declined.
 
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Shady Doctor

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Re: Custom Jutsu Submission




Fuuton: Myōna hyōjō | Wind Release: Odd Look
Type: Attack/Supplementary/Defense
Rank: S-Rank
Range: Self/Short
Chakra Cost: 40 (+10 to pressurize)
Damage Points: 80
Description: Myōna hyōjō is the sister technique of , utilizing the intangible and pressurized aspects of Fuuton. Unlike its sister technique though, Myōna hyōjō isn't used on a projectiles or techniques being used, but instead a technique used directly on the user himself or melee weapons he is holding. The user would create a thick "shell" of Fuuton Chakra around the shape of either his entire body or a melee weapon i.e. a sword, hammer, club etc. being about 5m thick and about an inch away from actually touching the user. The shell of Fuuton initially takes on the unique intangible state though it gives off a pale white glittering affect on whatever it is around, (see photo. Lel). Once the shell is created it stays active around the user for three turns before the Chakra runs dry and the shell vanishes all together. While the shell is active it isn't affected by solids such as earth techniques, water, steel, or other human bodies, though the shell reacts to energy based elements and such according to elemental strengths and weaknesses. This means the shell would be unphased by a kunai or earth technique coming in no matter the rank, but would combat against a fire, wind or lightning technique according to rank and weakness. The pressurized usage of the shell comes into play when the user wills it to, by spending an extra +10 chakra for the shell, thus pressurizing it to give it a physical aspect of aggressive cutting wind. This means the user can be performing a Taijutsu technique with the shell around his body in the intangible state, having no affect on how his Taijutsu attack is defended from when it comes to non energy defenses, but at any point the user can spend the needed chakra for the shell to pressurize and rip up anything it is in contact with. The shell becoming pressurized only lasts a brief moment before returning to non aggressive intangible wind again. This means for each attack to be pressurized the user has to spend additional chakra. Due to the wind staying present around the body, it becomes impossible for the user to use any fire or lightning jutsu that are performed from the body. The lightning would instantly be stopped and the fire would consume the user himself. Besides those limits, the user isn't limited in his use of the other elements since they'd be unaffected by the intangible wind.*


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☆ Only to be taught by Shady
☆ Usable twice with 1 turn gap in between uses
☆ Lasts three turns once activated
☆ Costs a move to pressurize the Fuuton

‡ Declined ‡ This would restrict you to Wind and non-elemental abilities while this is active. I feel like its rank is too high too but you can keep it at S-Rank if you want.




Fuuton: Akiro no kingu | Wind Release: King of The Fall
Type: Defense | Supplementary
Rank: S-Rank
Range: Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description:
Akiro no Kingu is an activation technique derived from the technique. The jutsu is activated alongside any technique that produces rain or storm clouds in order to produce a defensive mechanism created from wind. Alternatively, it can also be used on naturally present clouds around the terrain. As the clouds are formed in the terrain, wind coats the shape of the clouds, though the wind around the clouds is unique in the fact it takes on a semi-intangible state. To a normal eye the coat of wind around the clouds would go completely unnoticed other than the slight white sparkle it gives off and the slight distortion in the air above the terrain, though the chakra could be seen with a doujutsu or sensed by sensors. Once the technique has been activated it will stay coated on the chosen set of clouds and will move along with them if they so happened to move, seeing as clouds usually don't stay motionless. The coat also acts as something that keeps the clouds together as a whole, preventing them from scattering and becoming dispersed. With the air around the clouds being Semi-intangible, the rain or other liquids that are produced from the clouds will be able to fall down unscathed, as if nothing was lingering around the clouds at all. The wind only comes into play and reacts to energy based techniques, such as lightning, fire, or other wind techniques (this includes energy based CE/KG). This allows the wind to act as a defensive mechanism to these energies according to the strengths and weaknesses of them. The coat of air around the clouds would effectively prevent any lightning from entering or exiting the clouds without being stopped due to the strength wind has against lightning. On the other hand, this can stop A-rank and below fire from going into the clouds or coming down from the clouds. When coming into contact with other wind, the coat stands equal to it and is able to defend from S-Rank and below wind techniques attempting to go into the clouds or come out. Other than reacting to other energies, the coat has no sort of offensive capabilities, being present only for the sole reason of being a line of defense for clouds so they won't be dispersed in a time of need.

☆ Taught by Shady
☆ Usable 3×
☆ Lasts 3 turns with 1 turn cool down between activations
☆ No wind techniques above A-rank the rest of the turn or the following.

‡ Declined ‡ Doesn't feel like an activation technique. Something like this would chain onto another jutsu and be used in the same time-frame (so not instant activation but you get the same result). Look at Baldy's Rubble Creation or Scaze's Poseidon's Paradox.
Resubmitting the above 2

Fuuton: Myōna hyōjō | Wind Release: The Zone
Type: Attack/Supplementary/Defense
Rank: S-Rank
Range: Self/Short
Chakra Cost: 40 (+10 to pressurize)
Damage Points: 80
Description: Myōna hyōjō is the sister technique of , utilizing the intangible and pressurized aspects of Fuuton. Unlike its sister technique though, Myōna hyōjō isn't used on a projectiles or techniques being used, but instead a technique used directly on the user himself or melee weapons he is holding. The user would create a thick "shell" of Fuuton Chakra around the shape of either his entire body or a melee weapon i.e. a sword, hammer, club etc. being about 5m thick and about an inch away from actually touching the user. The shell of Fuuton initially takes on the unique intangible state though it gives off a pale white glittering affect on whatever it is around, (see photo. Lel). Once the shell is created it stays active around the user for three turns before the Chakra runs dry and the shell vanishes all together. While the shell is active it isn't affected by solids such as earth techniques, water, steel, or other human bodies, though the shell reacts to energy based elements and such according to elemental strengths and weaknesses. This means the shell would be unphased by a kunai or earth technique coming in no matter the rank, but would combat against a fire, wind or lightning technique according to rank and weakness. The pressurized usage of the shell comes into play when the user wills it to, by spending an extra +10 chakra for the shell, thus pressurizing it to give it a physical aspect of aggressive cutting wind. This means the user can be performing a Taijutsu technique with the shell around his body in the intangible state, having no affect on how his Taijutsu attack is defended from when it comes to non energy defenses, but at any point the user can spend the needed chakra for the shell to pressurize and rip up anything it is in contact with. The shell becoming pressurized only lasts a brief moment before returning to non aggressive intangible wind again. This means for each attack to be pressurized the user has to spend additional chakra. Due to the wind staying present around the body, it becomes impossible for the user to use any other technique related to another element besides Fuuton. Even though the usage of elements is restricted to Fuuton, the user can still use Taijutsu, Genjutsu, Kenjutsu and Ninjutsu as long as it is raw chakra or Fuuton.

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☆ Usable twice per battle
☆ Only to be taught by Shady
☆ Lasts three turns once activated
☆ Costs a move to pressurize the Fuuton




Fuuton: Akiro no kingu | Wind Release: King of The Fall
Type: Defense | Supplementary
Rank: S-Rank
Range: Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description:
Akiro no Kingu is an activation technique derived from the technique. The jutsu is activated with a single hand seal directly after any technique that produces rain or storm clouds in order to produce a defensive mechanism created from wind. Due to the nature of the technique it is activated fast enough to be done in the same time frame as the jutsu used prior. Alternatively, it can also be used on naturally present clouds around the terrain. As the clouds are formed in the terrain, wind coats the shape of the clouds, though the wind around the clouds is unique in the fact it takes on a semi-intangible state. To a normal eye the coat of wind around the clouds would go completely unnoticed other than the slight white sparkle it gives off and the slight distortion in the air above the terrain, though the chakra could be seen with a doujutsu or sensed by sensors. Once the technique has been activated it will stay coated on the chosen set of clouds and will move along with them if they so happened to move, seeing as clouds usually don't stay motionless. The coat also acts as something that keeps the clouds together as a whole, preventing them from scattering and becoming dispersed. With the air around the clouds being Semi-intangible, the rain or other liquids that are produced from the clouds will be able to fall down unscathed, as if nothing was lingering around the clouds at all. The wind only comes into play and reacts to energy based techniques, such as lightning, fire, or other wind techniques (this includes energy based CE/KG). This allows the wind to act as a defensive mechanism to these energies according to the strengths and weaknesses of them. The coat of air around the clouds would effectively prevent any lightning from entering or exiting the clouds without being stopped due to the strength wind has against lightning. On the other hand, this can stop A-rank and below fire from going into the clouds or coming down from the clouds. When coming into contact with other wind, the coat stands equal to it and is able to defend from S-Rank and below wind techniques attempting to go into the clouds or come out. Other than reacting to other energies, the coat has no sort of offensive capabilities, being present only for the sole reason of being a line of defense for clouds so they won't be dispersed in a time of need.

☆ Taught by Shady
☆ Usable 3×
☆ Lasts 3 turns with 1 turn cool down between activations
☆ No wind techniques above A-rank the rest of the turn

‡ Both Approved ‡ Made some edits.




New submission

(Fūton: Monyume Hiku) - Wind Style: Monumental Pull
Type: Attack
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 per turn)
Damage Points: N/A
Description: A jutsu based on suction and pulling force, the user must have previously sent a Kunai to any direction of his choice, as most times it would depend on the situation at hand. After throwing the Kunai, at any point and through the users will, the back of the Kunai will appear to release a light green hue which would expand into a diameter of roughly 5 meters as it generates a massive pulling force which allows the user to pull things to a point and keep them there as he does what he wishes. This jutsu is best used to pull other projectiles backwards and away from the user as it continues in it's direction, allowing the user to go on with other jutsus whilst remaining unaffected by things which pass the Kunai. For example, the user can respond to an incoming boulder by throwing this kunai past it's side and activating the pulling force, leaving the enemy to now deal with an incoming wind infused Kunai as well as his own boulder whilst the user can continue with other actions. The pulling force is great in power and is able to pull A-ranked projectiles and even streams (as long as strengths and weaknesses of Wind are respected), and medium sized summons as long as they're 10 meters or lower in height. This jutsu does not have to be instantly used upon throwing the Kunai, and can instead be set up by the user placing a Kunai in a choice of his place and later posting this jutsu and activating the suction when required. However, despite its ability to last a certain number of turns, if used to pull in an A-rank neutral element, whatever is pulled would end up filling the hole and stopping the suction, thus ending the jutsu. In order to keep it going for all the turns, the user would have to move it through a jutsu of some kind in a quick way which allows the suction to suddenly stop, thus allowing the Kunai to continue with its pulling force whilst whatever it was pulling would eventually fall due to no longer being pulled by anything and running out of momentum.

☆ Can only be taught by Shady.
☆ Can only be used 3 times and pulling force lasts 4 turns or until the opponent simply removes himself from the way or destroys the jutsu appropriately.
☆ Once used, the user must wait a turn before being able to re-use.

‡ Declined ‡ DNR.
 
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Klad

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Re: Custom Jutsu Submission

(Doton: Hekatonkeiru)- Earth Release: Hekatonkheires
Type: Defensive/Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra: 40 (-15 per turn)
Damage: N/A (Depends)
Description: This technique revolves around the principles of Hardening Technique, whereby the user extrudes rock from his body, and the rubble variant of the Earth element. By combining this two aspects, the user, by means of a full body chakra surge, extrudes rubble from all over his body. This rubble primarily serves as a defensive mechanism, much like an armour, protecting the user from all sorts of damage. But beyond that, this technique has other applications. Much like a familiar, this technique is sentient, with the rubble entity capable of acting independently. Upon emergence, the rubble ‘armour’ would begin to form itself into a hundred-armed demon, a tentacled behemoth that cloaks the user’s body. These arms may be used in a variety of manners, but the collective damage of them equals that of an S-rank. What makes it special is that this armour is an ever-changing beast. It is capable of rapidly morphing and changing its shape, be it from a spiked creature to a more conservative cocoon, Hekatonkheires is capable of adapting to the situation and changing its form to suit its purpose. This morphing ability is passive, though using it offensively or with any significant purpose, such as extending arms to hit the opponent counts as a move. In addition, the familiar is capable of firing bits of the rubble to form projectile attacks, that are of A-rank, and likewise, count as a move. The familiar may also supplement the user’s fighting style by attaching itself to the user’s body and limbs, and firmly cloaking it, giving the user’s physical attacks +20 in damage. The attaching does not count as a move. It is worth noting that the rubble entity is incapable of moving beyond short-range of the user, as it requires a constant chakra source fuelling its movements, and its primary purpose is to protect the user, and as such would not be capable of parting from its creator. Whilst the user continues to fuel the technique with chakra, the entity may be maintained.

Notes:
-Can only be used 2x per battle
-Lasts for 3 turns, before being automatically deactivated, though it may be terminated prematurely
-No S-rank and above Earth techniques on the turn this is deactivated
-No Earth techniques above S-rank for the duration of this technique

‡ Pending ‡ Leaving for someone else.
Declined. You know this makes no sense right? You say it needs to constantly get chakra to maintain it at the end, which means you can't use any other techniques during this one, as you need to focus your chakra into it constantly.

(Doton: Gaia no senkai)- Earth Release: Gyration of Gaia
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to every technique)
Damage: N/A (+20 to Earth techniques)
Description: This is a simple technique that revolves around the principle of utilising rotational force to generate extra momentum and damage. The user will activate an ability that allows him to infuse additional earth chakra into all his future Earth techniques(including Earth-related CEs/KGs ie. Steel). As a result, future earth techniques of the user would emerge with an additional property; the earth techniques would be rapidly rotating, in a fashion similar to drills. Ultimately, this serves to augment the offensive power of the technique; the incessant spinning of the earth techniques would serve to generate more momentum due to the rotational force, and as such, deal more damage due to the increased penetrating power, akin to that of a drill. This rotation can be applied to a multitude of earth techniques: for those that originate from the ground, such as spikes, the spikes would emerge whilst rapidly rotating like a drill. For techniques predisposed towards defensive purposes, such as Hardening technique, the rocks encasing the user’s body would be rapidly rotating, forming an armour with an increased ability to deal damage and hurt those who come into contact with it. Mud-based technique, such as Swamp of the Underworld, would also emerge with the rotation, though in this case, it would form more of a whirlpool of sorts, with the abundant mud source rapidly rotating, and in so doing, crush and suck the opponent in. It also goes without saying that projectile techniques would also be affected, as well as anything else that makes logical sense. Furthermore, the rotational force generated also serves another purpose. The rapid gyration also serves to seemingly emanate small gusts of wind in unison with the rotation. This ultimately serves as a repelling force, allowing earthen techniques to seemingly repel incoming people/objects. This may also help to siphon off substances/chemicals entrenched within the body of the earth technique, through this repelling mechanism. Activating this ability is instant and does not consume any time whatsoever; this is because the technique is inherently not harmful, and serves no purpose whatsoever, with its effects only coming to light with the performance of additional techniques.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns
-May be deactivated at any time

‡ Declined ‡ This is simply a poor attempt at increasing the damage of your earth techniques.

(Futon: Kōjun ikari)- Wind Release: Descending Wrath
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: A simple offensive technique. The user simply raises his right hand, to a height around his shoulder, before swinging it downwards, to activate this technique. Right after the user’s arm completes its motion, in an area of the user’s choosing, the atmospheric pressure in that area will suddenly increase drastically. A huge, continuous, downwards thrust of air is responsible for that sudden increase in air pressure. The pressure is so great that, within a couple of seconds, even the strongest and largest summons will be pinned helplessly to the ground, regardless of what height it was at. This pressure affects all those within short-range of the intended target area, and those within that area will suddenly have their knees buckle, before falling face first onto the ground. Furthermore, movement becomes practically impossible as the opponent would find it too hard to manipulate their limbs. Along with the pressure of the wind, two blades of wind, 2 meters in width, 6 meters in length, descend in an ‘X’ formation, from the skies, at extremely high speeds, merely aided by the downward motion of the air. The blades of wind are extremely sharp and powerful, and can destroy structures with relative ease, much less a human body.

Note:

-Can only be used 3x per battle
-No other S-rank and above Wind techniques for the same and the next turn

‡ Declined ‡ OP and similar techniques exist.
 
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Robot Boy

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Re: Custom Jutsu Submission

-Resubmitting-

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

‡ Approved ‡ Made some edits.



-Resubmitting-

(Kuchiyose: Main Mōru) - Summoning Technique: Mine Mole
Type: Summon
Rank: S
Range: short
Chakra: 40
Damage: N/a
Description: Mine is the leader of the moles and resides in the place called the Furui rokkīton'neru, which is connected between Kusogakure and Sunagakure, and runs around the borders of Amegakure. Mine is the size of Gamatatsu from part 2 when he had grown. He now wears bandages around his neck that he wears as a scarf and a tool belt. He wears his usual helmet and carries his favorite pickaxe, which he uses for combat besides using it for mining. He can perform earth techniques up to and including S-rank. He is considered the best digger among the moles meaning he is very skilled in using the hiding-like a mole technique. He gets cranky when he is in the middle of something important and is interrupted for assistance when the summoner calls for him. By channeling earth chakra into his pickaxe he can deflect A-rank water and regular projectiles. He does this by forming a layer of transparent earth into and around the pickaxe to create a blunt weapon to knock away an incoming attack , though he can only do it up three times.

Restrictions:
-Must have signed the mole contract.
-Can only be summoned once per battle.
-His earth counts as a move.
-Lasts for four turns.
-His deflecting counts as move.
-Requires a ground source.

‡ Update Declined ‡ Transparent earth? Just make it so its a shield of normal earth.

contract:

-New Submission-

(Katon: Yaketsuku yōna Hebi Kazangan Toreiru) – Fire Release: Searing Serpent Lava Trail
Type:Offensive/Defensive/Supplementary
Rank:S
Range:Short-Long
Chakra:40
Damage:80
Description: This technique has two versions, the first one being the user will focus his fire chakra on an earthen creature made and controlled by an ally or clone whether it be made of mud or solid rock, will manifest lances from the raging drive technique along its head, back, torso, and the sides of its arms(if it has any), as well as plates that the lances on the surface of the creature. Once they combine, the users will send the creature forward and slam it into the target(s), covered in mud or knocked away (blunt force) and incinerated. The other version is if the users create a smaller creature or a number of smaller creatures it is A-rank and is cloaked in fire, and appear as a fiery projectile, trailing towards their target(s). This version doesn’t require a two turn cool down.

-Counts as two moves
-Useable twice per battle with a 2 turn cool down period in between usages, if using the first version.
-No S-rank and above earth and fire techniques next turn

raging drive:

‡ Declined ‡ Reference to Raging Drive needs to go. Second usage needs to go. The first part isn't really possible since most sentient creations require active maintenance (you can't use other techniques while you're fueling them).
-Resubmitting-

(Katon: Yaketsuku yōna Hebi Kazangan Toreiru) – Fire Release: Searing Serpent Lava Trail
Type:Offensive/Defensive
Rank:S
Range:Short-Long
Chakra:40
Damage:80
Description: After creating a shadow clone, the user will form an earthen creature made and controlled by him whether it be made of mud or solid rock, while the clone focuses his fire chakra and will manifest lances along its head, back, torso, and the sides of its arms(if it has any), as well as plates that the lances on the surface of the creature. Once they combine, the users will send the creature forward and slam it into the target(s), covered in scalding mud or knocked away (blunt force) and incinerated.

-Useable twice per battle with a 2 turn cool down period in between usages.
-No S-rank and above fire techniques next turn

‡ Approved ‡ Made some edits. You need to create something like the Stone Golem and then utilize this technique on it.

-Resubmitting-

(Kuchiyose: Main Mōru) - Summoning Technique: Mine Mole
Type: Summon
Rank: S
Range: short
Chakra: 40
Damage: N/a
Description: Mine is the leader of the moles and resides in the place called the Furui rokkīton'neru, which is connected between Kusogakure and Sunagakure, and runs around the borders of Amegakure. Mine is the size of Gamatatsu from part 2 when he had grown. He now wears bandages around his neck that he wears as a scarf and a tool belt. He wears his usual helmet and carries his favorite pickaxe, which he uses for combat besides using it for mining. He can perform earth techniques up to and including S-rank. He is considered the best digger among the moles meaning he is very skilled in using the hiding-like a mole technique. He gets cranky when he is in the middle of something important and is interrupted for assistance when the summoner calls for him. By channeling earth chakra into his pickaxe he can deflect A-rank water and regular projectiles. He does this by forming a shield of earth into and around the pickaxe to block an incoming attack, though he can only do it up three times.

Restrictions:
-Must have signed the mole contract.
-Can only be summoned once per battle.
-His earth counts as a move.
-Lasts for four turns.
-His deflecting counts as move.
-Requires a ground source.

‡ Update Approved ‡

-New Submission-

(Joushou Doriru Dageki) – Rising Drill Shock
Type:Offensive/Defensive
Rank:S
Range:short-mid(made short-range with a mid-range reach)
Chakra:40
Damage:80
Description: Is a technique developed by Caius of the Inuzuka clan. While gathering large amounts of chakra, the user will jump into the air and spin furiously and shape the chakra around him into a spear similarly to the second method of lightning release: ascending earth. He then dives down and drills straight into the ground, releasing the chakra under the targets, and having it shot upward and divided in the form of two lightning release: ascending earths but, resembling the Gatsūga in appearance as it rises and made of regular chakra instead of lightning, granting the columns piercing and shredding capabilities. Alternatively the columns can be used to shield the user and an ally.
-Can be used twice per battle
-No S-rank or above Inuzuka techniques next turn
-Can be performed by an Inuzuka or his ninken
-Physical contact with the ground must be made

☼ Declined ☼

This needs a better description. Referencing similar techniques is fine, but it can't be used as a substitute for giving detailed descriptions.
 
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Never

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Re: Custom Jutsu Submission

Custom Summoning Contract :

(Kuchiyose : Barnakunai) - Summoning : Barnakunai
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
By biting the thumb and wiping blood on the Barnacle Summoning Tattoo the user will then grap onto a weapon/tool like a kunai or sword, though this can be any kind of weapon from dagger to spears/hammers. A Bunch of Acorn barnacle types will be summoned all over the weapon stuck to it like they would to rock making it impossible for them to detach, because the barnacles are summoned all over the weapon it reduces their standard sharpness if they're blades etc making them more of a baton weapon; but this also depends on the different abilities as one type of Barnakunai can be summoned at a time.


The Octopus
This is the Water Affinity Version of the Barnakunai, where the summons attached to the blade cover it in a sticky water liquid which when hit against usually the opponent, but this can work against other weapons too, they will stick to the blade; this allows for you to disarm the opponent or catch oncoming tools, if stuck against the body or limbs of the opponent the user can pull at them creating openings or pulling them in a direction they didn't expect to go. The Barnakunai can also be thrown and when it is the Barnacles on it expand the water slightly, so much so that little water tendrils seem to be coming off the blade; these tendrils can extend up to 5 meters and stick onto a surface which allows the barnacles to change direction of the thrown weapon if they want to, they can also attach onto the opponent usually onto their limb so that it yanks them in their direction creating openings.

The Driller
This is the Wind Affinity Version of the Barnakunai. The Barnacles attached to the blade create sharp spinning current around it so that it essentially turns the weapon into a a drill that can be stabbed or slashed into the enemy causing great damage and can easily maim the body. When the weapon is thrown the Spinning Wind around it expands and becomes a large Drill of Wind that can turn in direction making it harder for the opponent to dodge - the drill can only turn slightly do can't do a whole 180 degree turn, more like 90 maximum. Any Thrown Tools within 5 meter vicinity of the Drilling Tornado are sucked into it.

The Smoker
This is the Fire Affinity Version of the Barnakunai. The Barnacles attached to the blade emit a constant flames around the blade, making it a flaming sword that causes 2nd Degree burns on contact and can set clothing alight, burning them further. When thrown the Barnacles spew burning ash much like the "Ash Pile Burning" technique, this ash is extremely hot and will cause third degree burns on contact, the Barnacles can ignite the ash if the user wills them too causing a violent explosion.

The Saber
This is the Lightning Affinity Version of the Barnakunai. The Barnacles attached to the Blade create a layer of concentrated lightning around the weapon which allows the user to give the weapon a longer blade, giving it the ability to become the size of the average claymore - the blade being 1 meter long; but still retain the weight of the original weapon. When Thrown the Barnacles when out of range of the user create a 5 meter radius field of electricity around the weapon that being the epicenter, and when anything comes into contact with the field it gets shocked and burned, tools caught in the field become electrified and go straight through.

The Stoner
This is the Earth Affinity Version of the Barnakunai. The Barnacles Gather rock from around the area, if there aren't any in the vicinity they will create it from mud and it will form a solid rock surface around the blade which will essentially become an average sword length spike with making little spikes protruding from the sides. When thrown the Barnacles gather rocks from around the area and it forms into a large dragon's head that will slam into the opponent, the Barnacles can manipulate it to follow the opponent.



- Note : When a Barnakunai is summoned it does NOT gain all these abilities, only one element can be chosen for each summoning
- When summoned onto a Weapon, the close combat use activates automatically. The user can deactivate coating if he wills the barnacles too, but then it will cost one of the three jutsu used in a turn to activate this time.
- The Thrown Use Costs a Move.
- One of Each Element Can Only be summoned at a Time
- The Close Combat Coatings are B-Ranked and follow Elemental Strengths and Weaknesses, When thrown they become A-Ranked.
- Can only be two 'Barnakunai' Active on the field at a time
- Can only be used 4 Times overall, each element can only be used twice.
- Last for 4 turns on the field, Each Barnakunai usually disperse after they have been thrown and used the thrown version of their element.

✦ Pending, leaving for Adachi ✦

♠ Pending, leaving for another mod ♠
Yeah, I'm not even sure this is possible. Gonna link this to someone else.


Declined. A summon in itself can only have 1 elemental affinity. I know it says several but the fact is that this would circumvent the rules. If you choose which one you summon before, as you want to incorporate it into your tactic, or you want to use it as a counter, it means that you would summon a different one depending on the situation, thus it is more than one summon. If you summon it and it can take on any element, it means that it has more than one element. You also can't summon multiple summons with one jutsu. I'll leave this on "declined" instead of "DNR" so you can adjust where needed.
Contract :
Resubmitting, Changed too drastically to bold stuff :

(Kuchiyose : Barnablade) - Summoning : Barnablade
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
By biting the thumb and wiping blood on the Barnacle Summoning Tattoo the user will then grap onto a weapon/tool like a kunai or sword, this can range from a Small Shuriken to a Sword (nothing bigger). A Bunch of Acorn barnacle types will be summoned all over the weapon stuck to it like they would to rock making it impossible for them to detach, because the barnacles are summoned all over the weapon it reduces their standard sharpness if they're blades etc making them more of a baton weapon. But this will change due to their Lightning Affinity. When the Barnacles are summoned onto a blade their Close Quarters Combat ability can be activated immediately with no move cost and gives the weapon a Continuous B-Rank Lightning Coating, or extend the range of a weapon like a Kunai to turn it into a Lightning Sword. Because the barnacles produce a continuous B-Rank coating it can easily cut through other techniques of weaker rank and not become weaker because it recovers from the Barnacles Continuous chakra Feed, but when it comes into equal contact or higher with a technique then it will go out and need to be reactivated again (costs a move).

These Barnacles also have a Ranged use and when the User chooses they will throw their weapon and the Barnacles will manipulate the Lightning, this is usually thrown into a water source which results in the barnacle electrifying it - this can be throw into a water technique of A-Rank (B-Rank if it's the opponent's jutsu) and below and it will completely electrify the water, making it stronger or turning it against someone.

These Barnacles are of the Thoracica "Acorn" kind and have a Calcite Shell so they cannot be killed or removed by simple blades. B-Rank or below elemental ninjutsu cannot break through the shells bar lightning, which is only C-Rank and under, However Paralysis techniques like Nagashi does not affect the Barnacles and they will remain latched and functional - they will be paralysed but because they are already immobile it affects them to no real degree as they can still manipulate chakra.

- Can only be summoned once per battle
- Last four turns on the field
- The Thrown Use Costs a Move
- Spewing Lightning costs a move
- When summoned onto a Weapon, the close combat use activates automatically. The user can deactivate coating if he wills the barnacles too, but then it will cost one of the three jutsu used in a turn to activate this time.
- The thrown use costs a move.

Declined, DNR. Has been done so many times before, and this is basically just the same technique but through a summon. Very unoriginal.

Resubmitting Two
Custom Summoning Contract :

(Kuchiyose : Norowareta chikyū) - Summoning : Cursed Earth
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description:
The user makes 2 hand seals and swipes blood across their barnacle tattoo, they build up a large amount of water in their mouth and shoot it out as a small harmless torrent of water (it's basically cosmetic) which would have a group of barnacles that would hit an Earth Technique where they will attach to it and using their own chakra corrupt it, directing it at their will towards another direction - this works on Earth Techniques up to A-Rank (this is their Earth Corruption Technique). When the barnacles have finished with the earth technique they can move by extending their appendages and use them to move across the ground strong enough to hold up their shells and body so they can essentially walk - to speed up their travel they will jump across the ground and will be only a little slower than the average shinobi this way, since they're very small they'd be hard to spot.

Not all Earth Techniques can be corrupted of course, the Earth has to be solid and not in the form of mud or anything that can't be traveled through. If the Earth technique is latched to the ground and can be manipulated to move, the Barnacles can prevent the Earth from growing any further if it hasn't fully developed (Like preventing a Cage to fully form or spikes from impaling someone).

These Barnacles are of the Thoracica "Acorn" kind and have a Calcite Shell so they cannot be killed or removed by simple blades, the opponent can't even cut off the section of clothing they are latched onto as they are actually pressed up against their skin through the clothing using chakra. C-Rank or below elemental ninjutsu cannot break through the shells bar lightning, which is only D-Rank. Earth does not harm the Barnacles because they must latch onto them to use their corruption technique, unless the technique is aimed specifically at them then they can withstand C-Rank Earth Techniques - Earth in the Form of Mud however does no harm as it isn't dense enough to smash through the Calcite shell.

- Can only be taught by LonelyAssassin
- Earth Corruption Technique Costs a Move and so summoning it then having them corrupt a jutsu costs two moves.
- Earth Corruption Technique can only be used three times
- Must have signed the Barnacle Summoning Contract
- These Barnacles can only be summoned once
- They stay on the field for four turns

♠ Declined ♠
Close, but you still need to clarify some things for me. You say these barnacles "corrupt" the earth, but what exactly does that mean? As far as I'm concerned, the only hints of how this "corruption" works is that one, you can somehow change the direction of the earth jutsu and two, stop it from expanding? Also, what happens after this move is over? Are there guidelines as to how many barnacles can be summoned as well as their size?
(Kuchiyose : Norowareta chikyū) - Summoning : Cursed Earth
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description:
The user makes 2 hand seals and swipes blood across their barnacle tattoo, they build up a large amount of water in their mouth and shoot it out as a small harmless torrent of water (it's basically cosmetic) which would have a group of barnacles (2cm in circumference) that would hit an Earth Technique where they will attach to it and using their own chakra corrupt it, directing it at their will towards another direction - this works on Earth Techniques up to A-Rank (this is their Earth Corruption Technique). When the barnacles have finished with the earth technique by either crashing it into a target or by crumbling it to pieces after it's use, they can then move across the floor by manipulating the muddy earth around their appendages to make them stronger, essentially becoming their legs as they move across the ground - they can extend these muddy appendages up to 10 meters and latch onto objects, which they can then pull themselves forward with.

Not all Earth Techniques can be corrupted of course, the Earth has to be solid and not in the form of mud or anything that can't be traveled through. If the Earth technique is latched to the ground and can be manipulated to move, the Barnacles can prevent the Earth from growing any further if it hasn't fully developed (Like preventing a Cage to fully form or spikes from impaling someone).

These Barnacles are of the Thoracica "Acorn" kind and have a Calcite Shell so they cannot be killed or removed by simple blades, the opponent can't even cut off the section of clothing they are latched onto as they are actually pressed up against their skin through the clothing using chakra. C-Rank or below elemental ninjutsu cannot break through the shells bar lightning, which is only D-Rank. Earth does not harm the Barnacles because they must latch onto them to use their corruption technique, unless the technique is aimed specifically at them then they can withstand C-Rank Earth Techniques - Earth in the Form of Mud however does no harm as it isn't dense enough to smash through the Calcite shell.

- Can only be taught by LonelyAssassin
- This Group of Thoracica consists of 6 Barnacles when summoned, they can seperate into smaller groups, but this would weaken their Corruption technique (For example if they split into groups of threes, each group would only be able to take on B-Rank earth).
- Mud Appendages cost a move to form, they are formed around all barnacles in the group.
- Earth Corruption Technique Costs a Move and so summoning it then having them corrupt a jutsu costs two moves.
- Earth Corruption Technique can only be used three times
- Must have signed the Barnacle Summoning Contract
- These Barnacles can only be summoned once
- They stay on the field for four turns

Declined. Remove the part about it being able to make mud appendages. For real, why would they be able to do that? They just redirected the earth tech or crumbled it and all of a sudden it's mud for no reason. Next to that, it's just stupid to have it do that as well. My personal suggestion: turn this into a barnacle technique instead of an actual summoning, so you can use it more (3 times or something) and don't have to waste a jutsu to summon it.

New Submission :

(Kuchiyose : Gūsu no ki) - Summoning : Goose Trees
Type: Offensive / Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (+5 Barnacles Summoned, +10 Water Summoned)
Description:
This is a Thoracica type barnacle, but not the common Acorn Barnacle, this is a Goose Barnacle that are summoned in the ground and have Giant shells and because of this weight it makes them hard to move - up to three can be summoned. Goose Barnacles have a Unique "Stalk" that sticks out of their shell instead of Tendrils, the Goose Barnacles once summoned begin to gather a Large amount of Chakra which takes a Turn to finish. This is the Birthing Phase.

The Next Phase is the growth phase and this happens after they have gathered Chakra, they use some of it to burst from the ground by expanding their Unique Stalk, sending them high into the air quickly looking much like a tree without branches. And soon after growing the full 5 meters in the air which only takes a second, they will go into the last Phase and that is the Death Phase. (If the Goose Barnacles Rise up under an opponent it works similar to S-Rank Earth Moving core where "The rise will be fast enough to pin enemies to the ground, restricting their movements as they struggle to get up").

The Last phase is the death phase and this happens after growth, it doesn't have to happen immediately, but can if the contract signer wishes for it too. The Goose Trees Crack open, releasing something like a giant mouth from within their Giant Shells and it can be any of the following from each (they can also alternate between what is released).

  • A Large A-Rank Water source can be created and it will shoot out from all sides up to 10 meters, if it hits the opponent they will be forced to the ground, but it won't be enough to cause serious harm. This Water source is much like the Syrup Capture Field and is very sticky, so when it hits objects or people it will trap them against another surface - so can be used to trap your opponent and strike them.
  • Ordinary Acorn Barnacles can be released at large quantities, spreading out all around them up to 10 meters and they latch on the ground/opponent/any solid objects this wouldn't do much to the opponent per say, but it can distract them. The Acorn Barnacles don't actually have any Barnacles in them and instead have explosive tags (opponent can't see these), the Goose Trees can choose to Detonate them all when they see fit or when they receive a willed command from the user - the Explosion is huge and if not careful can engulf the user. The tree disperses just before the explosion is triggered.
  • This is a 'freeform' move where the Giant Trees can flex their stalks and suddenly fall from the sky, smashing their hard shells into the ground with great force capable of crushing the opponent if they were beneath it. They can hit anything within five meter range and can rise up and do this again.
The Goose Barnacles are a lot different from the Acorn barnacles as they have exposed fleshy parts which are the stalks, meaning they are more vulnerable - however their shells are even tougher meaning they can still be very deadly. The Shells can withstand S-Rank elemental attacks bar lightning which is A-Rank and below, if the stalk is attacked it can be chopped clean in half with any B-Rank element or below attack.

- The Goose Trees can use the Technique "Body of the Thoracica" on the Ordinary Acorn Barnacle shells if summoned.
- Lasts for four turns on the field. If Ordinary Acorn Barnacles are created, they stay forever (as they're ordinary and have no ninjutsu properties) unless detonated
- Barnacle Detonation costs a move and is equivalent to an A-Rank Fire Explosion.
- Water Released from shell costs a move from each Tree that uses it
- Can only be summoned once per Battle
- Must have signed Barnacle Contract

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Declined. God, where to begin. Maybe with trying to stack too much into 1 technique? Remember my VM? this isn't detail, lol.

So first off it goes "high in the sky". I don't know about you, but 5m doesn't seem "very high" to me. Maybe If you're an ant, but you're not. Secondly, it happens in a second? Really? Why would this even happen in a second, it makes no sense. You're just trying to get something as fast as possible. If you're going to put in stuff like that without a reasoning behind it, just forget about it getting approved Put reasoning that makes sense into it, and not just "because". You might think refering to Earth Moving Core Tech is a valid argument, but it isn't as Earth Moving Core works in a different way (the speed, gravity and down/upward force it produces to "stick" the enemy), as opposed to how you suggest it would work.

So is there more than 1 giant mouth? It can "alternate" between what is released, so i assume there is more than 1, or does it depend on release in the sense that once you have chosen, it's chosen for the rest of battle?

The exploding tag part makes no sense, the sticky water is just another way/technique that spew it onto the opponent so not really worth approving. Freeform is "meh". The end note: either choose. It's weak or it isn't. You're just using the hard shell to cover up any weaknesses (and actually make it stronger than the usual acorn barnacle. They can use Body of w/e on normal acorn barnacles. How do i know what that means if you don't link it? I'm not going to search your CJ thread for you, lol.

A lot of work on it, it really is just a summary of several things that have been done before, and I was very close to DNR'ing but I guess you have put time into it so i'll give you another shot.
 
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Awkward Linguist

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Re: Custom Jutsu Submission

(Suiton: Furankingu Fuka Atama) - Water Style: Flanking Shark Heads
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: For this technique the user will inhale and perform a number of hand-seals (snake - monkey - rat - tiger) they will exhale, unleashing a stream of two menacing shark heads rotating around each other as they aim for the target. They are both joined by the tail but they curve off into different heads. When jutsu enters short range from the opponent (approx. 12m), the shark heads separate from each other to make a sharp turn to the opposite sides (one goes left and the other right in an deep arc manner towards the target). The purpose of this movement has two main reason: to momentarily confuse the opponent and additionally make it harder for them to defend from two attacks from both sides. The shark heads both horridly crash into the target from both flanks, inflicting serious blunt damage. The sharks are capable of following the target therefore the user needs to continuously feed the jutsu - this is a downfall because it will leave the user vulnerable to external attacks for the duration of this technique. The user also has the option of channelling a current of electricity through water for a more deadly combo

Restrictions:
> Can be used only x2
> Can only be used by Rudy Wade

‡ Declined ‡ Only Kisame can use shark familiars through Water Release. You'd need to accomplish this with another creature. The concept itself however has been done multiple times.

(Fuuton: Tekigou motte sono Uindo) - Wind Style: Conform with the Wind
Type: Offensive
Rank: C
Range: Short - Mid
Chakra: 15
Damage: N/A
Description: This is a simple wind technique that the user uses against a target. By gathering their chakra around the target they take advantage of the wind around the target making it rapidly spin clockwise. The rotating wind therefore will force them to also spin around continuously. The wind technique doesn't inflict physical harm and is actually not very strong in terms of force, thus opponent's can physically resist. But in doing so it will distract the user and that's the real aim behind this jutsu. However opponent's suspended in mid air will be affected by this.

> Can be used x4 in a battle
> Can only be used by Rudy Wade

‡ Declined ‡ Similar techniques exist.
 
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Elmage G Ace

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Re: Custom Jutsu Submission

(Fuuton: mori hando)Wind release: helping hands
Type: supplementary
Rank: S rank
Range: Long range
Chakra: 40(-20 each turn)
Damage: 80
Description: The user performs the hand seals boar>>Tiger>>Ram>>Horse>>Dragon then clapping his hands together the user creates two large-sized hands capable of dwarfing a summon like gama-bunta. The hands can manifest solid-like properties, being able to deal physical damage (all within reason), it can also manifest a blunt wind force as strong as a powerful wind storm, however the user cannot manifest both, further more, the wind hands is not attached to the user but is created above the user, within short range. While the jutsu is active, the users hands has to remain together and can only use wind techniques B-Rank and below that does not require handseals, the technique remains active for three turns. Because of the scale of the technique, it's not the fastest wind technique to the initiated,however when form, the user can easily manipulate the hands, and the speed of the hands is as fast as a generic wind jutsu, finally the hands can be used for different purposes, only limited to the users imagination(also within reason, the hands cannot perform handseals for a jutsu for example)

-The user must have mastered wind release
-The user cannot use wind for four turns after technique is used
-User cannot mold chakra above A rank for three turns after technique is used
-Can only be used once
-Can only be taught by elmage

☼ Declined ☼

This doesn't seem like something that should last for X amount of turns. Should be a one use sort of thing.
~Resubmitting~ sorry it took so long

(Fuuton: mori hando)Wind release: Helping Hands

Type: supplementary

Rank: S rank

Range: Long range

Chakra: 40

Damage: 80

Description: The user performs the hand seals boar>>Tiger>>Ram>>Horse>>Dragon then clapping his hands together the user creates two large-sized hands capable of dwarfing a summon like gama-bunta. The hands can manifest solid-like properties, being able to deal physical damage (all within reason), it can also manifest a blunt wind force as strong as a powerful wind storm, however the user cannot manifest both, further more, the wind hands is not attached to the user but is created above the user, within short range. While the jutsu is active, the users hands has to remain together and cannot use another technique. Because of the scale of the technique, it's not the fastest wind technique to the initiated, however when formed, the user can easily manipulate the hands, and the speed of the hands is as fast as a generic wind jutsu, finally the hands can be used for different purposes, only limited to the users imagination (also within reason, the hands cannot perform handseals for a jutsu for example), and also each hand can perform entirely different task, depending on the user, but the hands cannot be more than 10 meters apart



-The user must have mastered wind release

-The user cannot use wind for two turns after technique is used

-User cannot mold chakra above A rank for two turns after technique is used

-Can be used twice, with a three move interval

-Can only be taught by elmage

-After second useage the user can only mold A rank and below chakra for the rest of the fight

‡ Declined ‡ Oh god, what kind of formatting is this? Also, hands that dwarf Gamabunta? Stopped reading there.
 
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Penguin

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Re: Custom Jutsu Submission

Suiton: Shinshi Shita Pengin no Hōwa ๑ Water Style: Saturation of the Soaked Penguin
Type: Supplementary
Rank: B-rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: After the user performs a suiton jutsu that makes contact with an opponent's doton or doton based KKG/CE , the user would instantly release a surge of chakra into the suiton. This would cause the suiton jutsu affected to gain exemplary piercing and penetrating properties. Some of the suiton would then penetrate into the opponent's jutsu via penetration and would then begin to release more and more suiton inside of the opponent's jutsu, causing it to become overly saturated with water. This water would continue to be absorbed by the opponent's doton or doton based KKG/CE jutsu, causing it to become significantly weaker than it was beforehand (losing one rank in power per turn). After three turns of releasing water into the opponent's doton or doton based KKG/CE, the saturation cannot cause it to lose anymore power. This is because the opponent's jutsu wouldn't be able to handle anymore water. The surge of chakra released into the suiton happens instantly, much like a passive jutsu but it takes up a move slot in the user's turn.

๑ Happens instantly but takes up a move slot
๑ Can only be used two times per battle
๑ Affects things like Wood and Earth that absorb water, not things like Steel
๑ Can only be taught by Penguin.

‡ Declined ‡ Sorry but this is just bad.
 
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