[ARCHIVE] Custom Jutsu Submission - II

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Sauron

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Re: Custom Jutsu Submission

(Suna - kensei no doragon)- Sand Style - power of the dragon
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This technique is specialized for Gaara who has great control over his sand. This is usually used in close combat where the user will release their chakra around a part of their body covering them in a torrent of sand whirling around that body part like a sand tornado in small form. This sand is rotating around their body like a sand rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this sand vortex created be the user, it will great a blast of sand on impact from the user, pushing the target back covering them in sand leaving them vulnerable to more sand jutsu. The sand forms from the users chakra but can be taken from gaara's gourd. Though if used from gaara's gourd it will gain one rank much like gaara's ( Kyosei Suna no Jutsu ) - Greater Sand Technique.

Note: can stay active for 2 turns at a time
Note: Can't use water jutsu at the same time

‡ Declined ‡ If this stays active over the course of turns, you'll be restricted to Sand and the elements that compose it (Earth and Wind?). I think you should just make this something that's used like Rasengan.

(Suna no kadou ) Sand Style - Vortex
Type: Supplementary
Rank: S
Range: Short-mid
Chakra: 40
Damage: 80
Description: This is one of Gaara's greatest defense. He will quickly release his sand from his gourd causing it to swirl around him with great speed building up a vortex. As he does this he will release his wind chakra creating a sand/wind combo forming around him with great speed. Due to the speed the sand is travelling at, anyone caught in this will be cut down to the bone. This combination of wind and sand is able to block both lightning and water jutsu of the same rank and below with ease, gaara's normal weakness. With one handseal, gaara and release this vortex outwards to mid range pushing everything around him backwards while also spreading his sand around for great attack advantages.

Note: Useable twice
Note: No fire/lightning jutsu in the same turn.
No: Sand or wind jutsu above A rank in the next turn

‡ Declined ‡ You need Yin/Yang to control two natures at once.

(Suna no jouchaku ) Sand Style - Evaporate
Type: Supplementary
Rank: A
Range: Short-mid
Chakra: 30
Damage: n/a
Description: Gaara will release his chakra into all the sand in the area, even that in the ground he hasn't taken control of yet. In doing so he will cause the sand to heat up causing all the moisture around to evaporate making the area dry and barren like a desert. The heat in the sand wont hurt the opponent, it will just feel warm like when walking on the beach. In doing this, the terrain is turned barren and to sand giving gaara a greater source of his offensive attacks.

Note: Useable twice

‡ Declined ‡ You can't accomplish this through Sand Release.
 
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Akuma

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Re: Custom Jutsu Submission

(Watatsumi Chame: Nohara Kusabana) ✽ Sea Urchin Arts: Fields of Pileolus
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (10+ optional)
Damage: 60
Description: The user will perform two handseals and place either palm against a surface beneath them, alternatively can do so with a stomp. Doing so will allow the user to summon underground/underwater numerous (or countless) and distinctively flower-like pedicellariae (wrench- or claw-shaped structure), which are usually pinkish-white to yellowish-white in color with a central purple dot - orginating from a Sea Urchin known as the Flower Urchin. They possesses short and blunt spines through the branches. These reach a height of up to two meters, and can be made to arise from beneath either in a single area or throughout the entire fields. Creating an essence, a field of flower-like Sea Urchin tentacle-like spines. These cling onto living things, wrapping and rubbing against any nearby targets. It's main threat comes from their venom, capable of delivering mildly painful stings when touched or brushed off against (such as moving through them). It's effects are mainly shortness of breath initially, prolonged contact such as remaining inside the field for a whole turn leads to muscle cramps in the legs and forearms; making it hard to move the arms and legs, although not to the extent of paralysis. Much like regular Urchin spines, these are highly durable and hard, thus regular (freeform) blade slashes won't be nearly enough to slice through them. Aside from the first turn, the user will need to pay +10 chakra per turn to keep the fields actively seeking targets and restricting them, otherwise they will have no movement. However it will still keep it's effects when contact is made with them, it simply won't seek out anyone if they're nearby. With a seal, the user can remove them from the field.

*Lasts a maximum of four turns
*Can only be used twice per battle
*Must wait two turns between uses
*Must be a signer of the Sea Urchin contract.

CSC:

✦ Leaving for someone ✦

‡ Approved ‡ Added a note.

(Tansen Taijutsu: Ryusoken) - Seishou Taijutsu: Dragon Claw
Type: Offensive/Defense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user clenches his fist into a three-fingered hand strike (very similar to the ones used in Chinese martial arts) virtually representing a Dragon's claw. It can then be infused if wanted with Doton natured chakra. By itself it can cause shortness of breath or muscle numbness/crambs depending on the inflicted area; however when focused with doton chakra it will give the user a great increase in crushing power, capabable of hardening the three-fingered claw to the point it allows the user to shatter regular swords/weapons and pierce through armors/shields (rankless ones) given the claw is hardened to high levels. It's hardness is such, that it can be used to counter up to B ranked earth techniques. The Doton's Dragon Claw allows the user to land a heavy bone breaking strike, while doing minimal damage to the internal organs it is capable of fracturing bones with relative ease. Taijutsu masters can use a double handed Dragon's Claw, in which case the Doton chakra would be split into A rank strength per hand.
• Can only be used thrice per battle.
• After using, the user cannot use any Taijutsu above B rank the next turn.

✦ Approved, made edits ✦

(Tansen Taijutsu: Kijuuki Higyou) - Seishou Taijutsu: Two-Pronged Strike
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description By closing their hand into a fist motion, the user will allow either their index or middle finger to remain slightly outside while bent inwards, with the finger's knuckle being used as the weapon and basis of this technique. Using high precision and focusing their strength into the knuckle, the user will momentarily charge his wrist and arms with chakra to allow their strikes to land with higher accuracy and speed, then channeling small amounts of Raiton chakra through them. The strikes can be dealt with both hands to cover more range of attack over the target's body, a single hand fist is just as effective and taijutsu masters have a more experienced use of such method. By striking body parts in which the muscles are easy to damage, such as forearm or thighs the user is able to deliver temporary but effective muscle cramps, this is achieved through strength and precision when striking the muscles. Resulting in a sudden and involuntary muscle contraction. Although temporary and non-damaging, they can cause mild-to-excruciating pain, and a paralysis-like immobility of the affected muscle(s). Preventing them from fully moving the limb without said side effects. Otherwise landing strikes around the torso or areas in which muscles aren't exposed as much will result in great damage, however without any muscle cramps.
• Can only be used four times per battle.

‡ All Pending ‡ Leaving for Madara or Typhon.

✦ Declined, this is too similar to Mantis Fist concepts ✦
 
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Edward

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Re: Custom Jutsu Submission

(Suiton: Ninfu no shutsugen) - Water Release: Emergence of Nymphs
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-10 to keep active)
Damage: N/A
Description: The user will activates a passive ability that allows them to perform Water release and its KG/CE Variants upon a limited water source. Naturally, certain ranking water techniques require a certain amount of water in order to use. With this mode, every water technique requiring a water source can be done on the smallest of water sources. This is done by rapidly multiplying the water molecules with water chakra in a small water source while the technique is being used. For example, as a dragon head is forming out of the small water source, water is rapidly multiplying while the rest of the body is forming, thus providing it with enough water to complete the entire technique. The water source must be actual water; whether it be a drop of rainwater or a puddle of water makes no difference as long as it is water and not moisture, molecules, etc.
Note: Cannot be used on Forbidden Rank water techniques while this is active
Note: Can only be used 4x and lasts 3 turns each; can only be taught by EdwardSama

‡ Declined ‡ OP and a copy of one of my techniques.

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

‡ Pending ‡ Leaving for Wesobi
Declined. Power-wise (disorienting, etc) this is not C-rank. You're just making it C-rank so you can use it so many times. Also: there needs to be a trigger if this can be used prematurely or such, just in case it collides with the opponent's counter or for what ever reason. So change the rank and times used, or drastically lower the disorienting factor.
Resubmitting with Changes suggested o-o Added a trigger (hand seal) and upped the rank and the usage limit
(Ototon: Banshī no sensō Kurai) - Sound Release: Banshee's War Cry
Type: Offensive | Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user sends Ototon chakra on an explosive object to coat it, and infuse it with sound chakra, whether it be an actual technique, a flash bomb, an explosive tag, etc. The object gains a distinct sound that is audible by human ears by coating it with sound chakra. The user will perform a single hand sign and once it explodes, the sound created by the explosion along with the sound chakra, is drastically multiplied by several decibels, which of course, increases its effects to the human ears. The effects of the explosion to a human depends on the distance between the source of explosion, and the target. If the target is within short-range of the explosion, he/she will suffer from hearing loss(2turns), bleeding from the ears lasting(2turns), and pain from headaches that resulted from exposure to such a high and powerful sound(1turn), which only lasts momentarily. If one is within mid-range, they will suffer from slight disorientation and momentary deafness(2turns). If in long-range, it would just act as if it were a normal explosive tag being heard from short-range. To counteract the possibility of the technique to backfire, the user can channel sound chakra to his ears and alter the decibels/volume he/she is able to percieve for the moment the technique is to explode, thus keeping one from suffering the usual side effects.
Notes & Restrcitions:
Note: Can only be used four times, however, it cannot be used consecutively.
Note: Can only be taught by EdwardSama


Declined. You really seem to have no clue in terms of consistency throughout your cj. Short range it causes hearing loss for 2 turns, which I assume is standard duration. Mid range it causes momentary deafness which is also 2 turns. So momentary = standard? I don't get it. Also: I forgot to mention this last time but hearing loss for 2 turns ( so not permanent) is really the same thing as momentary deafness. Now that I look at it again, you're explanation is really poor in terminology (the way you use it) and I feel like you're just throwing together some words that have to do with sound to make the custom. Revamp it so that everything is in accordance pleas. Last chance.


( Ototon: Ekō no hogo ) - Sound Release: Protection of Echo
Type: Offensive / Defensive / Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: Protection of Echo is one of the few defensive techniques of Sound Release. The user will charge the index finger, and thumb of both hands with Sound chakra and snap his fingers, which would release the sound chakra as a sound waves towards the intended structure and/or target. The structure must be a tangible item, like mud, earth, ice, crystal, etc.; Fire and lightning, or any intangible elements would not work. The sound chakra is sent out and envelopes the targeted structure, shaping around its structure through shape manipulation. By performing a hand seal after the chakra has covered the structure, the user will order the chakra covering the structure to crush it with immense vibrations and force, reducing it to fragments of its original form. This is done by causing the seemingly harmless sound vibrations to dramatically increase in vibrations and molecular movements, thus causing it to become much more dangerous. The sound vibrations would crush the tangible object into fragments, forcing it to disperse and lose its shape thus losing its offensive capability. For instance, a boulder headed towards the user would simply crumble into smaller sediments and rubble, causing it to lose momentum and durability and gradually descend to the ground. The sound chakra that covers the target brings along with it a soothing humming sound, therefore it is easily audible to normal shinobi's if they were to be covered in the sound chakra. The strength of the technique varies depending on the strength of the technique that the user wishes to destroy (In order to destroy techniques according to elemental strengths and weaknesses). Furthermore, the various ranking if applied on another human, shinobi, summoning, etc results in different levels of severity. B-rank would cause the enemy's body to shake, leading to some discomfort and lack of concentration. A-rank would cause the enemy's body to vibrate rapidly, harming their physical body to a certain extent which would be evident by the sore body that they are to receive for two turns. An S-rank version would easily crush the bones and cause internal damage. However, these can be easily avoided by preventing the humming sound chakra to continue its physical contact with the body.
Notes & Restrictions:
Note:Can only be used 4x with a 2 turn cooldown between each usage & Can only be taught by EdwardSama
Note: No S-rank Sound Release in the same turn or next turn.
Note: If it is used to destroy other attacks, it still abides the elemental strengths and weaknesses.

Declined. It was ok up until the part where you started crushing people in with it.
Resubmitting. Took out the part with crushing people z_z
( Ototon: Ekō no hogo ) - Sound Release: Protection of Echo
Type: Defensive / Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: Protection of Echo is one of the few defensive techniques of Sound Release. The user will charge the index finger, and thumb of both hands with Sound chakra and snap his fingers, which would release the sound chakra as a sound waves towards the intended structure and/or target. The structure must be a tangible item, like mud, earth, ice, crystal, etc.; Fire and lightning, or any intangible elements would not work. The sound chakra is sent out and envelopes the targeted structure, shaping around its structure through shape manipulation. By performing a hand seal after the chakra has covered the structure, the user will order the chakra covering the structure to crush it with immense vibrations and force, reducing it to fragments of its original form. This is done by causing the seemingly harmless sound vibrations to dramatically increase in vibrations and molecular movements, thus causing it to become much more dangerous. The sound vibrations would crush the tangible object into fragments, forcing it to disperse and lose its shape thus losing its offensive capability. For instance, a boulder headed towards the user would simply crumble into smaller sediments and rubble, causing it to lose momentum and durability and gradually descend to the ground. The strength of the technique varies depending on the strength of the technique that the user wishes to destroy (In order to destroy techniques according to elemental strengths and weaknesses).
Notes & Restrictions:
Note:Can only be used 4x with a 2 turn cooldown between each usage & Can only be taught by EdwardSama
Note: No S-rank Sound Release in the same turn or next turn.
Note: If it is used to destroy other attacks, it still abides the elemental strengths and weaknesses. Cannot be used on humans.

‡ Both Pending ‡ Leaving for Wesobi.
Approved, though yet again poor usage of terminology.
 
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Gobi Gobletsson

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Re: Custom Jutsu Submission

(Kuchiyose: Garruk ♦ Herion Byosha) - Summoning: Garruk ♦ Hellion Portrayal
Type: Supplementary
Rank: B
Range: Short-Long
Chakra cost: 20
Damage points: N/A
Description: Hellion Portrayal of Garruk is a Basilisk summoning. Garruk is a monstrosity said to differ between night and day within the realm of basilisks, and so tremendous in size that the user is actually only capable of summoning a part of him. Well, it is never really known if the entirety of Garruk is summoned or not, considering the fact that upon summoning Garruk, the heaven goes black as the giant silhoutte of Garruk blocks out the sun's light, covering the entire field in a nightmarish world of pitch-black darkness. Garruk is summoned above the user, long-range. The Basilisk hovers the skies with humongous basking wings, never able to turn, attack or prove any threats in any kind, before it would disperse once more and return to the realm of Basilisks. Signifying its creation during the duration of the technique a booming brumming sound is echo'ing through the field. Garruk lasts 4 turns, unless dispersed prematurely.

‡ Declined ‡ No idea what the coloured part means. I don't think it contributes anything to the jutsu itself so you might as well remove it. Make this S-Rank due to its sheer size and make it usable once per battle. Also, can you show me proof of your summon having wings? The summoning contract contains virtually no information.
(Kuchiyose: Garruk ♦ Herion Byosha) - Summoning: Garruk ♦ Hellion Portrayal
Type: Supplementary
Rank: S
Range: Long
Chakra cost: 40
Damage points: N/A
Description: Hellion Portrayal of Garruk is a Basilisk summoning. Garruk is a monstrosity said to differ between night and day within the realm of basilisks, and so tremendous in size that it is never really known if the entirety of Garruk is summoned or not, considering the fact that upon summoning Garruk, the heaven goes black as the giant silhoutte of Garruk blocks out the sun's light, covering the entire field in a nightmarish world of pitch-black darkness. Garruk is summoned above the user, long-range. The Basilisk hovers the skies with humongous basking wings, never able to turn, attack or prove any threats in any kind, before it would disperse once more and return to the realm of Basilisks. Garruk lasts 4 turns, unless dispersed prematurely, and can only be summoned once per battle.

‡ Approved ‡

(Doton: Tsuchi Uranai) - Earth Release: Geomancy
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: ''Tsuchi Uranai'' is a technique, or moreso an ability that the user can trigger through hand motions or gestures and the users conviction, exuding his chakra from his entity, and inserting them into earth particles that may roam the field within the range of the technique. Through this technique the user is capable of forcefully manipulate dust and dirt in a variety of ways. This could vary from a dustscreen much akin to ''Unbound Might'' but a much smaller and concentrated state or, for example cause a small tornado of furious dust to arise with small shredding power. That however is not all, as the user may also through heavy compression of particles even form solid constructs, such as a staff, or handcuffs equalling that of stone density. Geomancy unravels a variety of new uses for the earth fanatic, however with that said, can only be used five times per match.

‡ Declined ‡ Similar to existing techniques.

(Doton: Chikyu Jun) - Earth Release: Earth Associate
Type: Offensive/Defensive
Rank: B
Range: Short-Long
Chakra cost: 20
Damage points: 40
Description: ''Chikyu Jun'' itself is quite simply but carry a variety of possible ways to be used, however must be used via one-self and or other sources of earth. Earth Associate allows the user to connect any existing earth techniques from whichever source or technique, by the means of a constant outflux of earth chakra, that originate from either source and then connects.
An example of such, could be two pillars of earth, which then upon the command of the user will expulse an output of a constant stream of earth chakra, which will in turn aside from its immense speed, shred anything that should be made contact as well as leave small grains of earth particles within its victims. ''Chikyu Jun'' can only be used 4 times per battle and can't be used consecutive turn. Should the user wish, he can connect up to a maximum of three objects, such as two pillars and himself, forming a triangular shape. The outflux of chakra follows the object's outlining, however is most of simply vertical 'plates' or 'walls' per say.

‡ Declined ‡ I actually have no idea what this is or what it does. Re-word this.
 
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Flash

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Re: Custom Jutsu Submission

(Suiton: Kodo Seisei) | Water Release: Code Generation
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Studies have shown that everything around the user, every single matter, vibrates naturally. If we could see at the level of molecules, atoms and particles, we could see no boundaries and only continuous movement. Lightning is created when chakra is vibrated at a very high level. Using the same concept, the user begins by sending out an omni-directional pulse of chakra in the atmosphere. The wave of chakra begins vibrating the water molecules present in the atmosphere at a very high rate. This process is instant, as this technique does not cause any harm anyway. Water molecules have a way of communicating with each other. Consider a ripple formed in a water source. The information is sent away from the water in the form of vibration. The key to this technique is to receive that information and/or send that information to someone who knows how to decode it. Decoding this information can help the user not only to sense disturbances in the environment, but also the location of various elements (the opponent, various objects etc.), their transformation etc. as this information is transmitted at a very high speed. The most important part is that, once the water molecules are set to vibrate, they vibrate for a very long time before coming to rest (which essentially means the entire match). So once this ability is activated, anyone who knows how to decode the message can “sense” the disturbances through this technique which extends to the user and his clones as well.
Note:
It can be used thrice.
Vibration lasts for the entire match.
It can only be taught by Flásh.

‡ Declined ‡ Congratulations, you've successfully made the most long-winded sensory technique on NB.
Instead of creating two different techniques (I intended to create the second part, as a sister technique), I decided to integrate both of them together.

(Suiton: Kodo Seisei) | Water Release: Code Generation
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A (+20 to water)
Description: Studies have shown that everything around the user, every single matter, vibrates naturally. If we could see at the level of molecules, atoms and particles, we could see no boundaries and only continuous movement. Lightning is created when chakra is vibrated at a very high level. Using the same concept, the user begins by sending out an omni-directional pulse of chakra in the atmosphere. The wave of chakra begins vibrating the water molecules present in the atmosphere at a very high rate. This process is instant, as this technique does not cause any harm anyway. Water molecules have a way of communicating with each other. Consider a ripple formed in a water source. The information is sent away from the water in the form of vibration. The key to this technique is to receive that information and/or send that information to someone who knows how to decode it. Decoding this information can help the user not only to sense disturbances in the environment, but also the location of various elements (the opponent, various objects etc.), their transformation etc. as this information is transmitted at a very high speed. The most important part is that, once the water molecules are set to vibrate, they vibrate for a very long time before coming to rest. So once this ability is activated, anyone who knows how to decode the message can “sense” the disturbances through this technique which extends to the user and his clones as well. Another important fact to note is, when the water molecules vibrate, they accumulate a charge, or say a certain power. The moment this technique is used, one can sense disturbance in the air, in the moisture present, and also in the water sources, as ripples start forming. This technique does not limit to vibrating the water present in the atmosphere. The user can use it to vibrate the water present within himself or his own chakra, turning it into a special ability of sorts, so that the water techniques used from his body gain the same property. Using this technique on any parent technique will cause the parent technique to vibrate violently and increase its damaging ability. It requires a good and specific chakra control over one's own technique to vibrate the parent technique; which is why, not everyone can learn this art [this is to prevent the opponents from taking advantage of the vibration].
Note:
It can be used thrice.
Vibration lasts for 5 turns max.
It can only be taught by Flásh.

‡ Declined ‡ You simply made this worse. I don't like the idea of damage boosts since there are so many around already but I especially dislike baseless damage boosts. Vibrating water to achieve one? Not possible. DNR.

(Futon: Zephyrus no torikku) | Wind Release: Tricks of Zephyrus
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The wind element, in general, is known for its property of sharpness, speed and near invisible chakra. However, when a normal ninja manipulates his wind chakra, his techniques undergo changes with respect to these properties, which in a way affects them. The reason to this change may include the user's need of a defensive technique (and hence why the techniques are created blunt), or due to compressing the wind, it looses its near-invisible quality or any other reason. But with this technique, the user will be able to maintain all those properties without affecting the parent technique. The user starts by channeling his chakra into any wind technique or even his future wind techniques. The activation of this technique is instant, as it does not cause any damage as a stand-alone technique. The techniques produced during the course, will be near-invisible and extremely fast, similar to "Wind Blade". This requires fine concentration to be able to maintain the basic properties of the wind, while giving it shape manipulation. Its real use comes when used with compatible elements like Fire. Channeling the wind chakra into fire techniques will not only boost its damage output (+20) by increasing it sharpness and acting as a fuel to fire (helping the fire to consume the wind and in turn grow stronger and larger), but will also make it faster, similar to wind itself. However, fire techniques will never get the near-invisible effect.
Note:
Already near-invisible constructs will not become invisible.
Can only be used thrice
Lasts for 4 turns
Can only be taught by Flásh

‡ Declined ‡ I tried to make all of my techniques invisible once, didn't work out. Not only that but somehow this boosts the damage of your fire techniques.

(Futon: Hokuto no sairentoburīzu) | Wind Release: Silent Breeze of North Star
Type: Attack/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Wind element can be very verstaile. It can be used as a shield to cause blunt damage, or even a spear to cause piercing damage. And the best part is, that the wind is everywhere. Knowing this fact, the user decided to create a technique that would look like a non-damaging attack, but would in reality be a damaging one. The user will, by channeling his chakra throughout his body in a surge, release wind from all sides into the atmosphere. The wind is released like a breeze, calm and peaceful. However, as much as the breeze looks harmless, it actually is not. If seen closely, one can see tiny particles of wind vibrating and rotating at a very high force (similar to rasen-shuriken) inside the breeze. Though it may be difficult to see these particles with obstructed vision, it is still possible to see them in clear weather. These particles make absolutely no sound, making the breeze much more versatile. These particles of wind, when they touch the target, will pierce his body, destroy his cells and make him bleed [remember Zoro when takes the attack from Kuma] both externally and internally (due to the particles piercing the body). Not only that, with the method of over-riding chakra, with a single handseal, the user is able to channel his wind chakra into any lower ranked wind techniques, and reduce them into nothing but this breeze. He can then guide this breeze with his hand gestures and achieve the same effect.
Note: Can only be used twice.
Note: Can not use any other Wind techniques above A-Rank in the same turn.
Note: Can not use any technique above S-Rank in the same turn.
Note: Can only be taught by Flásh

‡ Declined ‡ OP.
 
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Gutsy

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Re: Custom Jutsu Submission

Hyouton no Jutsu: Surasshu kōri no pitto | Ice Release: Slush Ice Pit
Type: Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: the user will perform the Snake hand seal, which will cause the ground beneath and around the target to turn into a slurry extremely cold substance. This will create a large pit of slurry, causing the target to sink into it quite fast, suffocating them beneath the ground. The slurry is also very cold causing the opponent to slowly lose consciousness, being unable to move as his body becomes cold, he will have difficulty moving and his heart rate will slowdown, literally causing his body to shut down slowly. With another hand seal the user is capable of causing the slurry to rise up around the target consuming them in a spherical prison which is being compressed to make him incapable of moving a single limb.
Note:
- Can only be used twice per battle

‡ Declined ‡ Transforming the earth into something else is fine with things like Lava but I don't see this working with Ice.
 
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Noni

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Re: Custom Jutsu Submission

(Suiton: Keto wa noroi o shōhi)-Water Release: Ceto's Consuming Curse
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30 (+10 for every turn kept active)
Damage Points: N/A (-20 to opponent's technique)
Description: One of the spellbinding water-based techniques. The user will release their water chakra into preexisting techniques (Takes one move), or beforehand activate this ability (instant activation due to it being stand alone, and does not grant ability until another tech is used that works with it), to apply to all types of water techniques that logically work with this. After the technique is set, the main ability granted will be is all techniques are infused with a special kind of water, specifically similar to the jutsu Water Release: Grudge Rain (deprived from). It will not exactly make the user's own technique stronger, instead, it will weaken the opponent's jutsu. The water will specifically absorb the chakra of the technique, decreasing its damage and weakening the technique overall. This will make it seem as if the user's technique has become stronger - on the contrary - it will just be the opponents technique that is weakened. This works only with water since the absorbing chakra can just mix in with one another. Further more, if this special water does not touch a technique, but instead the opponent, the technique will begin to absorb the chakra of the opponent, for each turn it stays in contact, -20 chakra will be drained from the opponent. After the technique has touched and absorb the chakra, it loses the ability to do it anymore, unless the user, performs this very same technique once again to grant it the same ability on that specific technique. This technique allows infusion to be done on streaming, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the different alternative releases with water such as sticky water, rain release, etc, as long as it works logically. Also, when this infused water clashes with another technique, if the user so chooses can hold a hand seal (Tiger) during its travel to keep a chakra connection to the water, so the moment it depletes a technique the user can absorb the chakra just as long as they keep that hand seal for the duration. The user can dispel this technique at any time and while active, this ability doesn't have to be applied to every compatible technique used.

Note: Can only be taught by Noni
Note: Can only be used twice per battle
Note: Remains active for four turns
Note: Requires two turn cool down before re-use
Note: Does not work on techniques above S-Rank
Note: Doesn't work with KG/CE variants

‡ Declined ‡ Ok no. I'm not allowing this to be an activation but also something you can apply to a pre-existing technique. The losing of this chakra absorption after use is both messy and inconsistent. For some reason it lasts if it comes into contact with the opponent but not when it clashes with another technique. Ideally, something like this would also possess a visual tell. I have no idea why that coloured part has been included or what it means. Baldy recently attempted something like this and used a coating/layer/veil of chakra absorbing mist. I think you two should collaborate and combine your respective techniques.



(Suiton: Keto wa noroi o shōhi)-Water Release: Ceto's Consuming Curse
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 for every technique this ability is applied to)
Damage Points: N/A (-20 to opponent's technique)
Description: One of the spellbinding water-based techniques. The user will activate this ability (instant activation due to it being stand alone, and does not grant ability until another compatible technique is used), to apply to all types of water release techniques that logically work with this. After the technique is set, the main ability granted will be is all techniques are infused with a special kind of mist, specifically similar to the jutsu Water Release: Grudge Rain and Hiding in Mist. This creates a sort of thin veil over the body of the water composed of mist, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. It will not exactly make the user's own technique stronger, instead, it will weaken the opponent's jutsu. It will specifically absorb the chakra of the technique, decreasing its damage and weakening the technique overall. This will make it seem as if the user's technique has become stronger - on the contrary - it will just be the opponents technique that is weakened. Further more, if this special water does not touch a technique, but instead the opponent, the technique will begin to absorb the chakra of the opponent, -50 chakra will be drained. For every turn that this technique is in contact with an opponent, it will continue to drain the chakra out of the opponent by -50. This technique allows infusion to be done on streams, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the variants of Water Release such as sticky water and mist. Also, when this infused water clashes with another technique or comes into contact with a sentient being, if the user so chooses, he can absorb the chakra as long as he's still in contact with his technique and as such this will not work with projectiles or similar techniques. The user can dispel this technique at any time and while active, this ability doesn't have to be applied to every compatible technique used. This misty coating will disperse after clashing with another technique, meaning the damage reduction provided by this jutsu will only apply once to each individual technique utilized by the user.

Note: Can only be taught by Noni
Note: Can only be used twice per battle
Note: Remains active for four turns
Note: Requires two turn cool down before re-use
Note: Does not work on Forbidden Ranks
Note: Doesn't work with KG/CE variants

‡ Approved ‡ Made some edits.

(Fuuton: Sagi-tekina kaze ni yoru shi)- Wind Release: Death by the Deceptive Breeze
Type: Supplementary/Offense
Rank: A
Range: Short-Long
Chakra Cost: 30 (+10 for every technique used)
Damage Points: 60
Description: The user will gather their wind chakra and release it outward to create a large gust of wind. However, this gust of wind takes on a very similar characteristic to that of Wind Release: Wind Blade. Not only do they appear the same in color and destructive ability (due to its deadly cutting nature), but it retains another similar ability; the wind gust created will be intangible. Now, the main difference is, the user will release the wind gust into certain structures or tool sets, this includes earth-like jutsus (or CE/KG similar, that might have openings in its structure). This happens because of the intangibility, light, and fluid nature of the wind - the wind will come into contact and seep into the cracks/openings of earthly material. There are two ways in allowing the wind to merge with the material. The initial can be done by blowing the gust of wind into the initial technique (This method is best used in combining with other projectiles) or (for streaming usages) they create a intangible- almost invisible - portal upfront of the user, for which they will allow those similar solid structures to pass through and fuse into, or in better terms, the wind will begin to seep into the openings of the earthly technique becoming "one with the earth", allowing the structure to take control of the trajectory. Now, with the wind infused in the object(s), this prevents certain opponents from being able to detect the wind which is hidden in the structure, however this does not apply to some dojutsu and sensory. The strong offensive use for this technique is its ability of deception and surprise attack, for even if they destroy the initial technique used for the wind to infuse within, it can still bypass and continue to the opponent, however no longer be considered intangible after it bypasses the first attack. The size of the gust of wind, is dependent on the size of the technique merging, but it can be infused with a max size of a structure such as Earth Release: Great Stone Golem Technique, however using the Golem as example, it must be used strategically as the Golem is about to attack for the wind does not remain dormant in other colossal like beings or structures, Yin/Yang would be needed (meaning the technique will only ever last one turn before it disperses naturally). If the technique makes contact with the opponent, it can surely push the opponent back and deliver serious cuts and bruises because of its sharp nature. The user can also use this wind gust and infuse it into more then one object however it would cause more chakra consumption. This technique can only be used on the users own technique. An important note for this technique is, this is not a dual-elemental technique, and whatever structure the wind comes in contact with will remain with the same elemental strength and weakness (that specific structure). So it won't increase a techniques defense, neither.

Note: Can only be taught by Noni
Note: Can only be used three times
Note: This technique works on only earthly material with openings/cracks/pores (wood, plants, etc)
Note: Requires one turn cool down before re-use
Note: Can not use wind techniques above S-Rank during the turn used and next turn
Note: This technique can only be used to supplement and phase, not allowed to be used as an individual attack or defense, unless used along with another technique

✦ Pending, leaving for someone else, too much of a headache reading this. ✦

-Declined- This is better but its still really lacking. Get rid of all of that intangible wind stuff. I have a water CJ which inflates certain earthen substances by entering their pores, so I'm sure wind can affect the same set of substances/materials. This is actually a very simple technique but as with most of your submissions, you tend to bloat the description for whatever purpose. Try to keep things as concise as possible. Change the way you accomplish this entirely. Make this a technique which happens directly after another technique has been used (happens in the same timeframe). Only mention details which are absolutely essential. If you don't make this clearer, I can't approve this.
(Fuuton: Sagi-tekina kaze ni yoru shi)- Wind Release: Death by the Deceptive Breeze
Type: Supplementary/Offense
Rank: A
Range: Short-Long
Chakra Cost: 30 (+10 for every technique used)
Damage Points: 60
Description: The user will gather their wind chakra and release it outward to create a large gust of wind. Pale white in color, and sharp cutting ability. The user will release the wind gust into certain structures or tool sets, this includes earth-like jutsus (or CE/KG similar, that might have openings in its structure). The wind will come into contact and seep into the cracks/openings of earthly material. The user will perform this technique directly after the technique its attempting to fuse in (within same time-frame). The wind will allow the structure to take control of the trajectory. Now, with the wind infused in the object(s), this prevents certain opponents from being able to detect the wind which is hidden in the structure, however this does not apply to some dojutsu and sensory. The strong offensive use for this technique is its ability of deception and surprise attack, for even if they destroy the initial technique used for the wind to infuse within, it can still bypass and continue to the opponent, however no longer be considered intangible after it bypasses the first attack. The size of the gust of wind, is dependent on the size of the technique merging, but it can be infused with a max size of a structure such as Earth Release: Great Stone Golem Technique, however using the Golem as example, it must be used strategically as the Golem is about to attack for the wind does not remain dormant in other colossal like beings or structures, Yin/Yang would be needed (meaning the technique will only ever last one turn before it disperses naturally). If the technique makes contact with the opponent, it can surely push the opponent back and deliver serious cuts and bruises because of its sharp nature. The user can also use this wind gust and infuse it into more then one object, however it would cause more chakra consumption. This technique can only be used on the users own technique. An important note for this technique is, this is not a dual-elemental technique, and whatever structure the wind comes in contact with will remain with the same elemental strength and weakness (that specific structure). So it won't increase a techniques defense, neither.

Note: Can only be taught by Noni
Note: Can only be used three times
Note: This technique works on only earthly material with openings/cracks/pores (wood, plants, etc)
Note: Requires one turn cool down before re-use
Note: Can not use wind techniques above S-Rank during the turn used and next turn
Note: This technique can only be used to supplement and phase, not allowed to be used as an individual attack or defense, unless used along with another technique

‡ Declined ‡ This is just overpowered. DNR.

(Katon: Konran no Akuma)- Fire Release: Disruption of the Djall
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long (Created short range, long range movement)
Chakra Cost: 40 (-15 for every turn to sustain)
Damage Points: N/A (20 contact)
Description: An advance humanoid technique partially deprived from Fire Release: Phoenix Sage Fire Technique. The user will gather their fire chakra and release it outward short range of themselves. Flames will erupt, quickly shaping to condense itself. With a red upper body (chest, arms, head), and his lower body (abdomen, legs, etc) with a blue color. Eyes big, and white, with a unique shape. The body quite solid compared to regular fire. The beast is slightly larger then the users regular body. This beast is able to move at commands of the users thoughts, almost sentient in nature. What makes this beast so extensively unique is its close range capabilities. Just like the jutsu it is deprived from, his movement capability is different, less straight forward, he is able to move at a quick pace, his body is able to move in a confusing, random manner. Leaving nothing more then a simple plume of smoke as its after-effect (cosmetic). Confusion rivaling that of the drunken fist. Making it difficult to notice his bodily attacks, this beast in close range is as lethal as any. Being able to attack the opponent with specific taijutsu based attacks. To further improve upon his close range excellence, he is able to manipulate various metal tools given to him, his heat will quickly be able to be used as a medium with the weapon, making it much more lethal then usual. He is also able to hide these weaponry in his own body, and able to erect them whenever he wants for usages in close range battle. Swords, kunais, shurikens, etc. can all be hidden in his body, and released passively, whether partially out of his body, to wield the weapon for himself, or release them in a projectile manner that can travel up to mid-range. However, this has a certain drawback as well, since the heat after a certain set of turns will melt the weapon into nothingness (lasts two turns). The amount of weapons the beast can carry can not exceed 10, and he can only control three at any time.The damage from the weapons are B-Rank in damage. The last, and most lethal ability this beast has its with his unique bodily composition, when he makes contact with various physical substances, such as metal weapons, and earthly material, he can channel his chakra in the material for a short period of time. The material will begin to expand, turning red, and exploding outward in all directions. He can also grant these materials to have explosiveness on contact. A simple rock, when landing impacting with a substance, will explode, making it as lethal as any. However, it becomes quite easy to notice the changes as descriptive before, so one can find a viable counter. This will always cost a turn, but the amount of damage depends on the size, small kunais, and rocks would create damage C-B-Rank. While larger structures would be A-S-Rank. This can be done on natural material, but also can be done on the opponents techniques, just as long as it can overpower it with ranking.

Note: Can only be used twice
Note: Must be taught by Noni
Note: Stays on field for four turns
Note: Follows elemental strength and weakness
Note: Requires one turn cool down before re-use
Note: Can not use fire S-rank and above on the turn this is deactivated
Note: Can not use fire above S-rank the turn the jutsu is created
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‡ Declined ‡ The weapons wouldn't melt in two turns, they would melt almost immediately. The latter ability also conflicts with Blast Release specifically the clay variant.
 
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Kirikoe

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Re: Custom Jutsu Submission

(Kuchiyose no Jutsu - Songokū) Summoning technique - Sun Wukong
Type:Supplmentary
Rank:S
Range:Short
Chakra:40
Damage:N/A
Description:
The elder of the monkey kingdom, Sun wukong, once king of the land before Enma succeeded him. A Powerful golden furred monkey and a good friend of Kirikoe's allowing Kirikoe to summon him when in dire need.

Sun wukong was once the king of the monkey kingdom, clad in golden fur and endowed with powerful muscles, a tall and strong stature towering over man itself, however due to his age he decided it best to step down and allow his faithful right hand, Enma, take his position, Sun wukong now as elder, acts as guide for the young monkeys of the monkey kingdom.

Due to his old age Sun wukong boast's great wisdom and a keen mind like no other and once boasted an immeasurable strength, almost unrivalled except for the gods them selves, of course this was all just rumors of his strength and few believed them to be true, however despite his old age Sun wukongs strength still rivals king enma himself, yet according to Sun wukong himself he has lost much of his strength compared to his younger days. Sun wukongs weapon of choice was once Enma himself both an incredible and unstoppable team able to shake the earth with mere punches and the swift swing of the Adamantine staff, of course he has long since stopped using Enma as a weaon.

Sun Wukong boasting a talent for earth release he is able to perform all earth techniques up to and including S rank which the user himself knows.

Like many of the influential monkeys within the monkey kingdom Sun wukong also has the ability to transform. The Adamantine cudgel, A powerful weapon befitting of Sun wukong. Transforming into this weapon is a passive maneuver.

Visual aid below, in the picture the weapon he is holding is the weapon he will be trasforming into in this case
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Note - User must be a signer of the monkey contract and be taught by Kirikoe
Note - Can only be summoned once per battle
Note - Sun Wukong whiles in monkey form can remain on the field for four turns
Note - No other animals summons may be on the field as long as he is.
Note - Every earth technique used by Sun wukong counts towards the users move count

‡ Approved ‡ This is an S-Rank so increased the rank of the earth techniques he can use.

Henge - Adamantine Tonfa | Transformation - Adamantine Tonfa
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn transformed)
Damage: N/A
Description: Uzo and Muzo both transforms into a pair of Tonfa which is characterized by the hardness of diamond and its at-will extensibility. When Uzo and Muzo are transformed into the Adamantine Tonfa , it is possible for them to have their ears, eyes, and mouth appear anywhere along each of their respective tonfa's metallic length. A highly magnificent weapon wielded as a pair, its at-will transformation-based attack and defence go beyond the scope of proficiency, to attain immense solidarity and great lethality for great use in normal taijutsu combat. In addition, the Tonfa has the capacity to generate modest quantities of lightning for certain, offensive moves when in combat. Lastly, it's durability is of such a high caliber, that it is widely considered indestructible.

The following moves are possible lightning-based attacks via the Tonfa. When the tonfa are in use, the wielder may store highly charged electricity which can be discharged at moments of striking at short range which holds power capable of numbing the part where struck. Should an opponent keep prolonged contact with the Tonfa, they will continue to take small electric shocks caused by jolts of electricity with the sole purpose of numbing the areas of contact, as well as disrupting movement.

From the Tonfa, when both held close together to charge a large amount of electricity, the electricity can then be focused and condensed into a large sphere shaped bomb between the two Tonfa, the user can then proceed to launch the bomb of dense electricity at their opponent or towards their vicinity which when contact is made it explodes turning everything around it within short range to ash.​

Note: This may only be used by Uzo and Muzo of the monkeys, and they may not use other techniques throughout it.
Note: The tonfa can extend as far and as quickly as Enma can whilst he is transformed into the Adamantine Staff.
Note: Turns in which Uzo and Muzo maintains this form will not count towards the turns he can stay on the field.
Note: All of the lightning-based moves generated by the Tonfa are B-Rank, and each counts as an allotted move.
Note: The small, bullet of condensed lightning has short-long range. Every other move is short-range only.

‡ Approved ‡ Next time quote the submission/technique you're referring to.

(Fuuton: Sen no Hari no Sāji ) Wind release: Erupting Porcupine
Type: Offensive|Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses wind chakra ferociously through his body, after which the user focuses this chakra out of the pores of his body, the pores over his body allow the user to shape the wind into needles of sharp wind which the user then releases violently from all their pores, this causes the jutsu to initially appear to take the form of the users body shape and outline which expands outwards to short range however it may seem like a shock wave of sort to start with but the body is actually expelling thousands of small thin needles of wind causing a rain of needles to fire outwards which spreads in an omnidirectional manor.

Due to the sheer amount of needles emitted from the users pores which hold a fair amount of force behind them as a group, it causes anyone in short range to get pushed back slightly but also pierces and cuts anyone within short range, While this jutsu does not hold the power to send needles right through an opponents body the needles do go in enough to reach the muscles and nerves which is enough to cause a few minor problems when moving such as severe pain and or inability to move certain parts of the body efficiently.

- Can only be used 4 times per battle
- Must wait a turn between each use
- Can only be taught by Kirikoe

‡ Declined ‡ Similar techniques exist.
 
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Lytes

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Re: Custom Jutsu Submission

(Katon: Sogi) - Fire Release: Funeral
Type: Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user will infuse a weapon with fire chakra by simply touching them, the user will then throw them at a target, the moment the weapon hits the target, the user will snap his/her fingers to use the katon chakra to cause the kunai to explode into a 5meter diameter pillar of flames that appears to stretch up into the cosmos incinerating anything within its range.
~Can only be taught by Mako.
~Can be used thrice in a battle.

‡ Declined ‡ Similar techniques exist.
 
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Urda

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Re: Custom Jutsu Submission

(Doton: Akashita) - Earth Style: Red Tongue
Type: Attack, Defense
Rank: A
Range: Short
Chakra: 30 (+5 for each claw hand)
Damage: 60
Description: Akashita is a ninjutsu the utilize the Earth Element to charge at your target at close-quarters. After performing the "Snake" hand-seal, the user envelops earth around their forearm, which expands and shape it into the face of a beast with a claw hand and a open mouth with a long tongue. Both the face and claw hand symbolizes a sword and shield. The "face" (circled-shape) is a small shield (about 1 foot in length and 12 inches in diameter) made of earth that is wielded to protect the upper body (mid-section) to the lower bottom face (mouth) of the user and is used to ram the target, knocking them off balance. As the target loose his footing, the user manipulates the claw hand (with sharp, curved pointed nails made of earth) to extends towards the target, striking them. The "face" is capable of blocking projectiles and defending against Taijutsu attacks. The claw hand is an extension of the "face" and it is capable of extending like rope to be manipulated at the users will to impale the target.
Restrictions:
~ Last 3 Turns or until Jutsu is cancelled.
~ Only able to perform C-rank and below Earth Techniques while the technique is active.
~ Only able to defend against C-rank and below Taijutsu attacks.
~ The claw hand is only able to extend short-range (about 5 meters)
~ 1 claw hand is already attached to the "face", however, up to 4 can be created and utilized simultaneously to attack. Each claw hand circles the "face" on four sides. They cost additional chakra to be created.
~ Usable 1 Time per battle
~ Only taught by Anubis

‡ Declined ‡ This is fine but its messy and some parts of the description don't add up. Work on the wording and get rid of the majority of those restrictions. Either incorporate them into the techniques' actual description or scrap them altogether.

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Note: An Akashita (赤舌, lit. "red tongue") is a yōkai (spirit) that appeared in Toriyama Sekien's Gazu Hyakki Yakō. It is drawn as a beast with clawed hands and a hairy face, with most of its body hidden in a black cloud over a floodgate. In its open mouth is a large tongue. [Wiki]


(Doton: Akashita) - Earth Style: Red Tongue
Type: Attack, Defense, Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 chakra per turn)
Damage: 60
Description: Akashita is a ninjutsu that utilize the Earth Element to attack and defend at close-quarters. After performing the "Snake" hand-seal, the user envelops earth around their forearm, which expands and mold, changing into a face of a beast with a claw hand and a open mouth with a long tongue. Apart from appearing as an accessory, the face, tongue, and claw hand features play key roles as functioning weapons. The beast's "face" is the foundation of the technique which is mounted on the forearm (serving as support) for defense. It is a small, circular shield made of earth that is wielded to the protect user. It is capable of blocking projectiles or against blows. Deploying the long tongue aspect offensively, the user can manipulate the tongue form to stretch into a sharp, pointed edge and extend it like a tendril up to 5 meters towards the target, striking or piercing them. Additional aspects is the claw hand, which is adjoin on the shield (off to the side in the far right corner). It is capable of grappling the target once it has establish contact. The target is clasps in place, unable to escape, unless freed from the users clutches; otherwise, they are at the mercy of the user.

~ Last 3 Turns (unless cancelled)
~ Usable three times per battle
~ User is restricted to Earth while this is active

‡ Approved ‡ The restrictions were way too heavy for an A-Rank. Made some edits.

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Note: An Akashita (赤舌, lit. "red tongue") is a yōkai (spirit) that appeared in Toriyama Sekien's Gazu Hyakki Yakō. It is drawn as a beast with clawed hands and a hairy face, with most of its body hidden in a black cloud over a floodgate. In its open mouth is a large tongue. [Wiki]


 
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RuckenTM

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Re: Custom Jutsu Submission

Summoning Animal: Hoatzin
Scroll Owner: Ikiru Uchiha
Other Users who have signed contract: N/A
Summoning Boss if existing: None yet
Other Summoning Animals tied to contract: None yet
Description and Background:
The Hoatzin are pheasant-sized while as eggs, with a total length of 65 centimeters (26 in). Hatching in a toxic strong stench, with a long neck and small head. While growing, they It have unfeather blue face with maroon eyes, and the head is topped by a spiky, rufous crest. The long, sooty-brown tail is broadly tipped buff. The upper parts are dark, sooty-brown-edged buff on the wing coverts, and streaked buff on the mantle and nape. The underparts are buff, while the crissum, primaries, underwing coverts and flanks are rich rufous-chestnut, but this is mainly visible when it opens its wings. The alternative name of "stinkbird" is derived from the bird's manure-like odor, caused by its digestive system. The hoatzin is an herbivore, eating leaves and fruit, and has an unusual digestive system with an enlarged crop used for fermentation of vegetable matter, in a manner broadly analogous to the digestive system of mammalian ruminants. There known to being in tune with the nature as even called the 'gardens stabilizers'. This is a noisy species, with a variety of hoarse calls, including groans, croaks, hisses and grunts. These calls are even often associated with body movements, such as wing spreading. Calls are used to maintain contact between individuals in groups, warn of threats and intruders.

‡ Approved ‡

‡ Declined ‡ Over the weekly limit. You already made three submissions this cycle.
Summoning Animal: Hoatzin
Scroll Owner: Ikiru Uchiha
Other Users who have signed contract: N/A
Summoning Boss if existing: None yet
Other Summoning Animals tied to contract: None yet
Description and Background:
The Hoatzin are pheasant-sized while as eggs, with a total length of 65 centimeters (26 in). Hatching in a toxic strong stench, with a long neck and small head. While growing, they have unfeather blue face with maroon eyes, and the head is topped by a spiky, rufous crest. The long, sooty-brown tail is broadly tipped buff. The upper parts are dark, sooty-brown-edged buff on the wing coverts, and streaked buff on the mantle and nape. The underparts are buff, while the crissum, primaries, underwing coverts and flanks are rich rufous-chestnut, but this is mainly visible when it opens its wings. The alternative name of "stinkbird" is derived from the bird's manure-like odor, caused by its digestive system. The hoatzin is an herbivore, eating leaves and fruit, and has an unusual digestive system with an enlarged crop used for fermentation of vegetable matter, in a manner broadly analogous to the digestive system of mammalian ruminants. There known to being in tune with the nature as even called the 'gardens stabilizers'. This is a noisy species, with a variety of hoarse calls, including groans, croaks, hisses and grunts. These calls are even often associated with body movements, such as wing spreading. Calls are used to maintain contact between individuals in groups, warn of threats and intruders.

‡ Approved ‡

(Erementaru Ninjutsu: Konpanion) Elemental Ninja Arts: Companion
Type: Supplementary
Rank: D
Range: Short
Chakra: 10
Damage: 20
Description: Every traveller needs a companion, who would travel with him on all his journeys. Using his basic ability to manipulate chakra, the user can manipulate it to form various entities of his choice. These entities may either be a horse, or a whale, a bird, or a snake. Basically anything that the user wishes. The difference between this technique and various other techniques that allows manipulation of chakra is that, when an entity is created, it gains a level of sentinence. This is why this technique can be used to create companions during travels, allowing the user to mount on a horse, or fly on a bird etc. During a fight, though these entities can be used, its advisible not to, due to the low rank of the technique. The properties and the appearance gained by the entities, totally depend on the user. The user may wish to create a no headed or three headed wolf made of fire etc. which follows basic logic [example: can't create one winged bird that can fly]. These entities needs to be created short-range of the user, and can reach up to long range from him any time. Their size also varies, from the size of a football, to the size of a giant elephant.
Note:
If used in a battle, the entity lasts for 4 turns.
If used in RP thread, the entity lasts an entire event.
Entities can be made of raw chakra, or any of the basic five.
Change of shape requires a move; but no chakra.

‡ Declined ‡ Similar techniques exist and this is way too broad.

(Sagi no etchā)Etcher of Deception
Type:Weapon
Rank:S-Rank
Range:Short Range
Chakra:-20 per turn
Damage: N/A (+5 used with Genjutsu/Elemental chakra)
Description:The blade isn't only made of fine steel-like material, but a whole congested chakra infused flesh eating bacteria. This greatly increases the lethal confrontation, as its a constant reproducing steel-flesh-eating weapon. While the sword is 96.1cm, it weights 3 kg more than the normal range. The blade has a thin layer of chakra streamed eating bacteria around it, this special bacteria require chakra as a pool to live in order to function; eating flesh or inflicting the opponent with user's chakra. If a fly was to land on the sword, the fly would act normal as though nothing would be wrong but seen through by the byakugan (can only be seen by) user they will see the bacteria enter the all over the fly (as chakra covers it) the bacteria will quickly start eating away the fly as it's cover even after the fly flies away. Given the bacteria is using the users chakra the user can release different special forms of it that will not affect the bacteria, but the opponent; ex, the user releases genjutsu chakra for the bacteria to live in onto the blade if it were to cut into the opponent it would easily give them the effect.
Note: The bacteria only register to one type of chakra, thus they will not live in the opponents chakra.
Note: The blade has a thin layer of bacteria(in chakra) surrounding it, Elemental ninjutsu can be channeled into it.
Note: If the blade is wielded by anyone other than Ikiru, the bacteria will not respond it would be as if one is holding a normal katana.
Note: Can't cut through enemy techniques or substances as it's not a sharp.
Note: The chakra coating and the sharpness is only usable against non special weapons or flesh.

‡ Declined ‡ DNR.
 
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Littlefinger.

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Re: Custom Jutsu Submission

Kuragari | Gloom
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Gloom is an indestructible golden trident (see image below). Legend has it that it once belonged to an unknown god of the sea. However, the goddess of earth surrounding the water constantly suppressed his abilities and prevented him from ever using his true power. After ten centuries of waiting, the sea god had amassed more than enough power that enabled him battle with the earth goddess and make his escape. This battle was so great that its devastating effects remain visible till date - earth (mountains, plateaus, hills, caves, etc) and sea (rivers, lakes, streams, lagoons, etc). The god of the sea took refuge in the skies and clouds where the goddess of the earth had no hold on him. At his full power he became the water god, joined forces with the wind goddess and created a new element called rain and a trident with which to control it. With his newfound power he sort retribution from the earth goddess for all her past deeds against him by making it rain constantly upon the earth for a thousand years. During that era of his vengeance, the world was overlaid with clouds and the rain poured day and night. After that dark millennium, the water god and wind goddess were absorbed into the trident and disappeared from existence. An eon later the trident has been found by Littlefinger., a renowned rain user and is the only one who wields it.
☁ As its name suggests, the trident's primary ability is to create a gloomy weather wherever its wielder is. Thus, via this trident, the wielder can constantly channel their rain chakra into the skies, gathering rain clouds at all times. This allows them to passively make it rain at all times, with a gloomy weather to compliment. This is a passive ability of the trident, requiring the wielder to spend only -10 chakra to achieve at first. Then, subsequently he can spend -3 chakra once every 5 turns to replenish the clouds. Unlike the Rain Tiger at Will technique, the rain created by the trident is normal and cannot be used for sensing. Its effects reach long range.
☁ With the trident, the wielder can pull down rain clouds which can be used for hiding something, levitating the wielder and serving as a means of defense. Yes, there is a cloud CE. Nonetheless, this is different because there are canon rain techniques that prove the possibility of a rain user pulling down rain clouds. Techniques like: (Kadou Boufuu no Jutsu) - Vortex Storm Technique and (Boufuu Kumo Kaigara) - Storm Cloud Shell. This counts as B rank, can reach up to mid range, can be used twice and lasts four turns until destroyed or canceled by the user.
☁ By focusing rain chakra at the tip of the trident, the user can create 1 shield of rainwater around himself once per battle and 1 orb of rainwater which can be fired towards a target once per battle too. The shield covers all around the user up to short range while the orb is formed short range and has a mid range reach. Both techniques are S rank each; the shield lasts one turn.
Notes & Restrictions:
⛅ Gloom cannot be destroyed. Peradventure it is no longer with the wielder, it will burst into many raindrops and simply materialize/appear in his hand.
⛅ required to wield Gloom.
⛅ Can only be used by Littlefinger. and those he gives permission.
Image-
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‡ Declined ‡ I'm going to ignore that whole first paragraph. The first ability has been done. Look at the coloured. That doesn't belong in a CJ description. Levitating on clouds is iffy. The third and final ability doesn't belong in a CW.
 
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Python

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Re: Custom Jutsu Submission

(Genjutsu: Shi u~inku) | Illusion Arts: The Death Wink
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Fighting an Uchiha was never easy. Not looking into the opponent’s eyes always proved to be a disadvantage. To counter this, certain members of the Senju clan came up with a counter technique – The Death Wink. With this technique handy, they could take on any Uchiha they wished. A simple and effective technique that this is, The Death Wink involves simply winking at the opponent to induce him in a genjutsu. This is specially effective when the user himself is under an illusion. Even when the user is paralyzed, he will always blink his eyes. After figuring out that he is in an illusion, the user will release chakra into the opponent’s brain and trigger it through his eye (blink) and put the opponent in an illusion. Note that this does not release the user from the illusion, but simply puts the opponent in an illusion as well, leaving the user more time to release himself from the illusion (using any viable means). The illusion caused by the wink has 2 effects, depending on what the user wants.
1. The moment the user winks, a huge blast of wind hits the opponent, head on and carries him and everything around him, 10 meters away. Since this is simply an illusion, the wind hits faster than the opponent can react. Also, the distance by which the opponent is blown etc, can all be manipulated.
2. The second effect causes the opponent to pertify on the spot. Again, this is unavoidable as it is simply an illusion. The opponent’s skin changes to stone, moss, wood or anything that the user wants. He will also be able to smell the scent of moss or sand or whatever his body would become, making it look all the more real.
Note:
Can only be used twice.
Cannot use any Genjutsu techniques above A rank in the same turn.
Can only be taught by Python

‡ Declined ‡ DNR.

(Genjutsu: Metarika) Illusion Arts: Metallica
Type: Attack
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: At any point of time, when the opponent wields a weapon, or any object, the user will form the seal of confrontation to put him in an illusion. Suddenly the object in their hand (or whatever object the user wishes) will give a small beep and it will blow up. Should the opponent's attention be diverted to the object, he will see certain seals on the object before it blows up. The explosion will cause extreme damage (which in reality will cause mental damage), as his body gets blown up in bits and pieces. The fumes created by the smoke of explosion will make him go breathless due to lack of oxygen and presence of harmful gases. In reality, the opponent will fall down imitating his fall in the illusion. His confidence level will drop down while his speed, reflexes and reactions get reduced by a rank.

Note: The effects lasts for only 3 turns.
Note: No genjutsu above A-Rank in the same turn.
Note: Can only be taught by Python

‡ Declined ‡ This is slightly reminiscent of another technique but I'm willing to overlook that. You need to tone this way down. If this does mental damage (which it should), then this Genjutsu will break itself. Remove the fact that the effects last for three turns. For the most part illusions can't control your target's body, only involuntary and reflex actions. I won't allow this to make the opponent to fall down or fall unconscious. At best, he'll release his hold on the weapon. Any other effects will be superfluous since this Genjutsu will break itself as soon as its initiated.

(Doton: Kisei monsutā) | Earth Release: Parasitic Monster
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 15
Damage Points: 30-80
Description: This is the example of how even a small jutsu, if ignored, can become a huge threat to the opponent. The user begins by channeling his chakra into the earth, or into chunks of earth (or even kunai coated with earth chakra) and release it to the ground. The earth chakra contained in this piece of earth, acts like a parasite of sorts; in the sense that it eats away nearby earth materials and grow in size and power. Every turn, it expands (in size, power and rank) like a tumor and takes on the shape of a worm. The worm has the ability to swim through active earth jutsus of its same rank and can attack the target by opening its jaw and swallowing them. The interiors of its body being made of rocks and stones, will churn the opponent, should he be captured. Also, the A-Rank and S-Rank monsters are capable of releasing a large amount of debris from their mouth, before they attack. This is the reason, why it is necessary to destroy the parasite early on. An S-Rank parasite will have the size of Manda-II.

Note:
Every turn, the parasite's rank increases by 1.
Can only be used thrice.
Can only be taught by Python.

‡ Declined ‡ Your techniques are well-made but there are obvious issues with this one. An S-Rank with the chakra cost of a C-Rank that can be used a maximum of three times with no drawback to the user...iffy. The fact that the different ranked creatures have different abilities (look at the coloured). The scale is ridiculous (look at the bolded).
Genjutsu: Metarika) Illusion Arts: Metallica
Type: Attack
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: At any point of time, when the opponent wields a weapon, or any object, the user will form the seal of confrontation to put him in an illusion. Suddenly the object in their hand (or whatever object the user wishes) will give a small beep and it will blow up. Should the opponent's attention be diverted to the object, he will see certain seals on the object before it blows up. The explosion will cause extreme damage (which in reality will cause mental damage), as his body gets blown up in bits and pieces. The fumes created by the smoke of explosion will make him go breathless due to lack of oxygen and presence of harmful gases. He will feel breathless and feel his life reaching its end. While this technique lasts one turn, the side effects due to the extreme mental damage will last for 3 turns. His confidence level will drop down while his speed, reflexes and reactions get reduced by a rank.

Note: The illusion breaks itself when the target receives a mental damage due to this technique.
Note: No genjutsu above A-Rank in the same turn.
Note: Can only be taught by Python

‡ Declined ‡ The effects are way too much especially for something that can be used just like that without any prerequisites.

Doton: Kisei monsutā) | Earth Release: Parasitic Monster
Type: Attack
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40-80
Description: This is the example of how even a small jutsu, if ignored, can become a huge threat to the opponent. The user begins by channeling his chakra into the earth, or into chunks of earth (or even kunai coated with earth chakra) and release it to the ground. The earth chakra contained in this piece of earth, acts like a parasite of sorts; in the sense that it eats away nearby earth materials and grow in size and power. Every turn, it expands (in size, power and rank) like a tumor and takes on the shape of a worm. The worm has the ability to swim through active earth jutsus of its same rank and can attack the target by opening its jaw and swallowing them. The interiors of its body being made of rocks and stones, will churn the opponent, should he be captured. Also, the A-Rank and S-Rank monsters are capable of releasing a large amount of debris from their mouth, before they attack (attack being C-Rank and B-Rank respectively).This is the reason, why it is necessary to destroy the parasite early on. An S-Rank parasite will have the size of Manda.

Note:
Every turn, the parasite's rank increases by 1.
Parasite will not increase beyond S-Rank.
Can only be used twice.
No Earth techniques above A-Rank in the same turn.
Can only be taught by Python.

‡ Declined ‡ Same comments as last time still apply.
 
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Omega

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Re: ±±Custom Jutsu Submission±±

(Boko)-Hollow
Type:Weapon
Rank:S
Range:Short-Mid
Chakra:(-10 to activate ability)
Damage:20
Description: This sword was built precisely for smoke users so they could battle efficiently. This sword has the elements of a wrist launcher mechanism attached to its base which can be operated through chakra to produce smoke and shoot smoke bombs. It’s main special is its ability for the bladed area to separate into shards and reattach itself, which is also initiated by the users chakra. When activated the blade will seperate into many shards as the smoke is released from within the blade to surround them creating a B rank smoke ninjutsu based attack against the enemy. The shards from that blade, which are each about the size of a small shuriken will move about within the smoke surrounding them to slash and strike everything that comes in contact with the smoke up to mid range of the user. Moreover, the shards work well with smokes lack of physical presence by traveling in the path the user wants the smoke containing the shards to go in. The shard will reattach in the original form of the blade when the user stops this ability.

-Can only be used by Smoke bios
-The ability is only usable 4 times per battle
-The ability of this sword is B rank
-Ability only extends to Mid range.

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 Approved 
(Boko) - Hollow
Type:Weapon
Rank:S
Range:Short (Mid)
Chakra(-10 to activate ability)
Damage:N/A(40 Smoke ability)
Description: This sword was built precisely for smoke users so they could battle efficiently. This sword has the elements of a wrist launcher mechanism within it so that smoke can be released from the blade through chakra. The sword itself is built like a massive, blocky, container; however, it slims to a sharp point at its front so that it is still capable of slicing through obstacles. It is a large sword that takes about the size of an average human(adult). It’s main special characteristic is its ability for the bladed area to separate into parts and reattach itself without any problems. This is also initiated by the users chakra. When activated the blade will separate up to 15 parts and move at the users command. This ability can be used with its smoke mechanics to create a B rank smoke ninjutsu based attack. The fairly large parts of the blade, that each have the mass of a small box, will move about within the smoke (should the user cast the smoke) to slash and strike everything up to mid range of the user. Moreover, the parts work well with the smoke's lack of physical presence by traveling in the path the user wants the smoke containing the parts to go in. The parts will reattach in the original form of the blade when the user stops this ability.

-Only Smoke Bios Can Operate the smoke mechanisms of the blade
-The smoke technique can only be used 4 times
-The smoke based attack is equal to a B rank smoke ninjutsu
-Ability to separate only extends to Mid range.
-Can only be taught by Omega

Picture for reference on what the sword looks like
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‡ Update Approved ‡

(Kuroi Gia)-Black Gear
Type:
Attack
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will release smoke from his wrist launchers and manipulate it into spherical spinning cloud of smoke around their hands. Within the smoke the user will have released multiple small shuriken from their hand. The shuriken will move through the smoke though visually this would be unknown to the enemy, as all of the chakra is rotating around their fist. The user will then punch the enemy as the spinning shuriken slice the enemy once contact Is made.

‡ Declined ‡ The coloured bit needs defining.

(Sakashima Ro-do)- Pillars of Rebirth
Type:
Defense/Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: N/A
Description: After peforming the Ox, Boar, Rabbit, Bird handseals The user will channel their Fuuton chakra into the ground around the enemy and then cause 4 pillars of wind to form around the enemy. The pillars will be in a diamond formation about 3 meters from the enemy in all directions. The 10 foot pillars will be emitting powerful winds that cause the enemy to be lifted up from the ground but also render any movement from the enemy useless as the winds press the enemy from all directions. Although the enemy might feel some slight discomfort from the pressure, the attack itself does no real harm. This creates a zero gravity effect allowing the user to exploit the enemies position.

Restrictions:
Can only be taught by Omega
Can only use A rank Fuuton and below next turn

‡ Declined ‡ Wrong template.
 
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Selendrile

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Re: Custom Jutsu Submission

(Geishin no Nami Kikku)- Whale God Wave Kick
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Either from a position falling towards the ground, or from the user jumping high into the air, some sort of descending movement in needed for this taijutsu technique. The user, as he falls towards the ground, spins rapidly on his sides (horizontally) in order to produce massive amounts of spinning momentum. Further covering their leg with a layer of water chakra, the user creates a localized, spinning vortex of water around their leg.The user then performs a devastating spinning kick aimed from above the target. If the target intended to be hit somehow evades, the user can also release the water vortex upon contact with the ground (or any other medium they strike) from the miss. From where the user initially strikes, a large crater is created due to the force of the strike. The water vortex is then released in a wave (the direction decided by the user) from the epicenter of the technique which is intended to catch the fleeing target. The incoming wave of water is considered to be A-rank if released.
- Usable twice per battle
- No taijutsu A-rank or above for the same turn
- Requires mastery of NB taijutsu (non-restricted)

Basically the movement below:

You must be registered for see images

‡ Pending ‡ Leaving for another mod.

☼ Declined ☼

This is another taijutsu that borders on becoming ninjutsu, been seeing a lot of these. I'm okay with that in this one as long as the wave of water is considered distinct from the kick, meaning if you were to have a ton of taijutsu damage bonuses, the wave would remain a standard A-rank. On top of that if released it needs to count as a move. Can't allow a free A-rank.
 
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Pekoms

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Re: Custom Jutsu Submission


New technique, and intended to be my CW.

Terpsichora | Puppet Master's Serenity
Type: Weapon/Supplementary
Rank: S
Range: Short
Chakra: 40 (-15 per post-initial turn)
Damage: N/A (-5 to the user per turn)
Description: From a now forgotten epoch, several Uzumaki clan members conspired to make a tool allowing them to temporarily transcend their physical limitations for combat purposes. In order to accomplish this feat, they captured Dantalion of the monkeys, and sealed the entirety of his chakra within an adamantine mask. Having bound all of Dantalion's chakra to the mask, the clan members' plan came to fruition when they confirmed his consciousness/memories had seemingly been transferred too. With an additional chakra source (mask-wearer), his form could temporarily be stabilized out of pure chakra and he could assist in combat by applying the chakra threads he'd been known to use in life. This mask was eventually discovered by Koumei Ren.

The moment the user dons the adamantine mask, their chakra will trigger the initiation of the technique. A portion of their chakra, as well as all of Dantalion's chakra, will be swiftly released behind the mask-wearer and assume the enlarged form of Dantalion's upper body. This entity possesses all of the monkey's memories and though incorporeal, it may apply chakra threads to the mask-wearer's body. Essentially becoming a living marionette, with Dantalion's assistance, the mask-wearer may temporarily transcend their physical limitations to achieve greatly enhanced flexibility, speed, and levitation/flying demonstrated by manipulated combat puppets.

Note: Only Koumei Ren (Pekoms) or a puppeteer granted permission by Koumei may use this.
Note: The mask may only be used once in a fight, regardless of if the technique ended early.
Note: Through usage of this item, the mask-wielder may move faster than he normally can (being able to easily outmatch even a Sage who has complete mastery over Taijutsu).
Note: This technique may remain in use for up to 4 turns, with taijutsu being enhanced (+10).
Note: Dantalion is incorporeal and barely perceivable to anyone who lacks dōjutsu or refined chakra sensing, though still noticeable, specially for spiritual aware ninjas such as those who master Yin Release or are of the Yamanaka clan or similar other spiritual inclined abilities.
Note: Dantalion will always be positioned behind the mask-wearer and a few feet above them too.[/CENTER]
Note: Once the technique has ended (prematurely or not), the mask-wearer will be unable to use taijutsu techniques beyond C-Rank for the duration of the fight. Their base speed will also suffer a reduction of 2 levels.
Note: This technique may end whenever the mask-wearer decides within 4 turns. Other situations where the technique will immediately end include: removal/sealing of the mask or a powerful chakra draining technique.


 Approved 
Terpsichora | Puppet Master's Serenity
Type: Weapon/Supplementary
Rank: S
Range: Short
Chakra: 40 (-15 per post-initial turn)
Damage: N/A (-5 to the user per turn)
Description: From a now forgotten epoch, several Uzumaki clan members conspired to make a tool allowing them to temporarily transcend their physical limitations for combat purposes. In order to accomplish this feat, they captured old Dantalion of the monkeys, and sealed the entirety of his chakra within an adamantine mask. Having bound all of Dantalion's chakra to the eerie mask, the clan members' plan came to fruition once they confirmed his consciousness/memories had seemingly been transferred too. Upon forming the monkey hand-seal, the mask-wearer may bring forth a peculiar, ethereal longsword fashioned from the remnant of Dantalion's chakra, which may be used in combat. Serving as a 'trump card' of sorts, Dantalion's form can temporarily be stabilized out of pure chakra, by drawing on the mask-wearer's chakra reserves, and he can assist in combat by applying the chakra threads he'd been known to use in life. The mask was uncovered by Koumei Ren.

The ethereal longsword, as expected, is entirely incapable of physically wounding an opponent. Indeed, the sole purpose of utilizing the weapon is for the unique illusion it is capable of inducing. The first phase of the illusion is simply the opponent physically viewing the sword, which establishes a benign, illusionary manifestation of a hovering cage behind the mask-wearer. A followup, the second phase, is oft done in sporadic intervals that coincide with the moment in which the longsword passes through the opponent's body, severing all the senses associated with the given body part. If a limb were to have the longsword pass through it, the victim would no longer be able to see, feel, or even smell the targeted region. Moreover, each body part the longsword cleanly passes through will visually manifest within the illusionary cage, as a macabre jest of the victim's helplessness.

In dire circumstances, the mask-wearer can swipe a small amount of their blood across the forehead of the mask, then, form the monkey hand-seal. The moment the user completes the process, their chakra will trigger the initiation of the technique. A portion of their own chakra, as well as all of Dantalion's chakra, will be swiftly released behind the mask-wearer's person and assume the enlarged form of Dantalion's upper body. This entity possesses all of the monkey's memories and though incorporeal, it may apply chakra threads to the mask-wearer's body. Essentially becoming a living marionette, the antithesis to standard kugutsu, with Dantalion's assistance, the mask-wearer may temporarily transcend their physical limitations to achieve greatly enhanced flexibility, speed, and levitation or flying often demonstrated by combat puppets manipulated on the battlefield.

Note: Only Koumei (Pekoms) or a fellow puppeteer explicitly granted permission by Koumei may wear the mask.
Note: The longsword's illusion (B-Rank) counts as a move; the sword vanishes when the 'trump card' begins.
Note: The 'trump card' may only be used once in a fight, regardless of if the technique ended prematurely.
Note: Through usage of the 'trump card', the mask-wielder may move significantly faster than he normally can..
(being able to easily outmatch even a sage who has complete mastery over taijutsu).
Note: The 'trump card' technique may remain in usage for up to 4 turns, with all taijutsu getting enhanced (+ 10).
Note: Dantalion is incorporeal and barely perceivable to anyone who lacks dōjutsu or refined chakra sensing, though still noticeable, especially for spiritually aware ninjas such as masters of Yin Release, or those of the Yamanaka Clan, or similar, yet different, spiritually-orientated abilities possessed by other, unidentified, ninja.
Note: Once the technique has ended (prematurely or not), the mask-wearer will be unable to use taijutsu techniques beyond C-Rank for the duration of the fight. Their base speed will also suffer a reduction of 2 levels.
Note: This technique may end whenever the mask-wearer decides within 4 turns. Other situations where the technique will immediately end include: removal/sealing of the mask or a powerful chakra draining technique.
 
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Akasha

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Re: Custom Jutsu Submission

(Calliandra no nenshō) - Combustion of Calliandra
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Through the rapid conversion and release of chakra user would affect any paper sheet that is spread out on the battlefield which would cause a combustion of paper needle like projectiles to be discharged in short range radius around the affected sheet. The size of each needle is fifteen (15) to thirty (30) centimeters and they are considerably thin which would allow for better and easier penetration of body which they are influencing. Their quick motion in addition with their size would affect ability of opponent as to observe their movement. The jutsu itself is usually used as to increase damage made upon opponent in combination with other paper techniques.

Note: Can only be used three times per battle.
Note: Must possess biography which can utilize Paper Ninjutsu
Note: Can only be Taught by Akasha

‡ Declined ‡ Remove any references to combustion in the description since it sounds like this is something else altogether. You need to make this clearer. Remove ambiguous sentences like the coloured or at least clarify them. This will require a handseal. Decreased how many times you can use this.

(Ninjutsu: Gnowee no kebakebashī) - Ninja Arts: The Garish of Gnowee
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The Garish of Gnowee is a supplementary ninjutsu technique which is used as to augment the way in which light is diffused within a water technique. Usually light which enters water spreads out randomly in all directions which causes water as not to have great brightness capabilities. However this technique is used as to with application of basic processes of chakra manipulation within pre-existing/ already preformed water technique, amplify the way in which light which enters the water spreads out through it. By doing that, they would cause for light to be diffused in the way where it is directed in exact route as to achieve cathedral light effect, and hence have blinding effect. In this way, one who used this technique would increase luminosity of water release techniques to the measurements where it would blind the person/entity towards which the light has been directed. Their vision would be affected in the way whereas within the first turn as they glanced/looked at the water, they won't be able to see. Within the next one their vision would become blurred, almost making them incapable of noticing smaller weapons, whereas within the third their vision would come closer to normal but still not completely clear.

Note: The technique is initiated with a performance of a single hand seal and can be used in combination with technique which need constant manipulation as to stay active as this one requires just additional hand seal and is still manipulating the chakra within the technique which was used beforehand
Note: This technique is instant as on its own it doesn't have any effects but rather just one as to supplement other techniques of water release element
Note: This can also be applied to other translucent liquids through which light passes
Note: Can only be used four times per battle
Note: Can only be Taught by Akasha

‡ Declined ‡ This infringes upon the Light CE. I know a canon mist technique does something like this but applying this to all of your water techniques? Way too much. DNR.

(Suiton: Euryubiā no Chronosphere) - Water Release: Eurybia's Chronosphere
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Eurybia's Chronosphere is a technique of water release whereas user manipulates water molecules around their surrounding reaching up to mid range radius. With application of processes of both nature and shape manipulation they would cause water molecules to change their properties to a sticky, adhesive like nature. However such process wouldn't quite be visible by a normal eye nor would it make much damage. The density of of sticky adhesive Eurybia's Chronosphere is much greater within short range than within mid range.The water molecules would stay around both the user and opponent in a four turns span and user won't be able to use them as to directly attack their target however everything that enters radius of the water molecules would have its speed decreased until it completely loses its momentum and collapses. The decrease in speed wouldn't affect the user themselves due to users chakra being infused within the molecules. Same would apply to jutsus user uses. The molecules in the surrounding will be able as to be mentally maneuvered by user's will in addition with hand gestures however never as to form shapes and constructs as to make damaging offense directly. In case whereas they attach themselves onto an entity of sorts within their range, user would be able to via mental command control movement of the said entity and even push it towards the one who initially sent it. Within the mid range of the molecules, the speed of an entity moving would be decreased drastically. The decrease in speed would be similar as if they had an increase in weight by six times. Whereas if an entity enters short range, the density of the molecules spread would cause for decrease in speed which would be akin to their increase of weight to the degree where they can't even move. This would apply to both solid and liquid like entities. The closer they are to the one who performed this technique the greater is reduction of speed. Although the movement of user wouldn't be affected within the Chronosphere, movement of those whose chakra signature is differing would. Despite not being able as to use the molecules of adhesive liquid as to offend opponent directly, if they attach onto the body of them, their movement capabilities would quite decrease, especially around the joints which would almost completely lose their mobility. However this happens over time, as more and more molecules attach to ones body. Taking two full turns as to completely unable one to move their body and hence decrease their arsenal if they are affected by the molecules within mid range. If this happens within short range, it would take a single move. Furthermore, user would be able as to use the molecules as to push, pull, move left or right parts of the body they are enveloping by mentally moving molecules. This wouldn't make damage to the one within the Chronosphere, however it wouldn't allow them to perform specific movement. Moreover, user would be capable of manoeuvring molecules as to move their own body as well within the Chronosphere.One interesting feature of this jutsu is ability for water molecules to surround user's solid earth elemental jutsus with application of a single hand seal which would cause for molecules to envelop the jutsu they so wish. This would increase their durability as well as forcefulness by adding additional 20 damage to them.

Note: Can only be used twice per battle
Note: Can only be Taught by Akasha

‡ Declined ‡ When I said you could do a lot more with this, I didn't mean over-complicate every bit about it. Remove the fact that the water molecules in short-range are "denser" than those in mid-range. Remove the ability to apply this to your earth techniques and the damage boost. I feel like this has completely strayed from its original purpose of slowing people/techniques down into full-blown manipulation of anything within mid-range without limit. The addition of weight onto people/objects/techniques means this now clashes with one of Iwa's VCJ, the only difference is your one uses Water and is considerably more powerful. Tempted to DNR this.
(Suiton: Euryubiā no Chronosphere) - Water Release: Eurybia's Chronosphere
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Eurybia's Chronosphere is a technique of water release whereas user manipulates water molecules around their surrounding reaching up to mid range radius. With application of processes of both nature and shape manipulation they would cause water molecules to change their properties to a sticky, adhesive like nature. However such process wouldn't quite be visible by a normal eye nor would it make much damage. The water molecules would stay around both the user and opponent in a four turns span and user won't be able to use them as to directly attack their target however everything that enters radius of the water molecules would have its speed decreased until it completely loses its momentum and collapses. The decrease in speed wouldn't affect the user themselves due to users chakra being infused within the molecules. Same would apply to jutsus user uses. The molecules in the surrounding will be able as to be mentally maneuvered by user's will in addition with hand gestures however never as to form shapes and constructs as to make damaging offense directly. In case whereas they attach themselves onto an entity of sorts within their range, user would be able to via mental command control movement of the said entity and even push it towards the one who initially sent it, however following elemental weaknesses and strengths. Additionally this could only be used once during duration of the technique. Within the Chronosphere, the speed of an entity moving would be decreased up to four times compared to their original speed. This would apply to both solid and liquid like entities. The closer they are to the one who performed this technique the greater is reduction of speed due to the more and more molecules attaching themselves onto an entity. Although the movement of user wouldn't be affected within the Chronosphere, movement of those whose chakra signature is differing would (This would also apply to allies of the one who performed the technique due to the difference in chakra signature). Despite not being able as to use the molecules of adhesive liquid as to offend opponent directly, if they attach onto the body of them, their movement capabilities would quite decrease. However this happens over time, as more and more molecules attach to ones body. Furthermore, user would be able as to use the molecules as to completely stop specific part of the body (joints, hand, leg etc.) they are enveloping by mentally moving molecules once during duration of this technique. This wouldn't make damage to the one within the Chronosphere, however it wouldn't allow them to perform specific movement.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Akasha​
‡ Declined ‡ This is almost there but one problem remains. This can't be countered by normal means. You can make this instant in activation but it will only work on people moving faster than the user. Instead of the water molecules lying dormant, make them converge upon entities moving above the user's current speed.
 
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Re: Custom Jutsu Submission

(Meiton : Ismuth no Ankā) - Dark Release : Ismuth's Anchor
Type: Defense/Offense
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description:
The User channels a large amount of Dark Chakra into a Kunai that they hold, the Kunai itself has an aura of purple that surrounds it when thrown. The Kunai is throw into that of an elemental technique, it goes by the elemental strengths and weaknesses of Dark Release, the Kunai will pass into the jutsu and essentially absorb some of it - but it will also pull it, because Kunai throws are quite fast the Technique will need to catch up to the kunai in order to be absorbed. But, the Kunai would drag the jutsu back towards the opponent, essentially throwing it back into their face. This can be used on Shadow Shuriken Clone jutsu, the shadow cloned kunai will be attracted to the Dark Kunai because of the chakra it contains and so this essentially works for any chakra contained tool.

- Must be taught by LonelyAssassin
- Must wait a turn to be used again.
- Can be used 4 times.

Approved. Nice concept. Put a limit to how many times you can use it though, and remember: you can only pull back the techiques to which you have an elemental advantage. Techniques that have an elemental advantage over this technique will still overcome it.

(Fūton : Kaze Entiti) - Wind Release : Wind Entity
Rank : S
Type : Offense / Defense
Range : Short
Chakra Cost : 40
Damage Points : 80
Description :
After performing the necessary hand seals Snake --> Dog --> Rat, the user forms a tornado behind them self which grows three times as tall as the user, which then branches off into two spirals of wind, like arms for the first tornado reaching around the user like vacuums, which will suck up any projectiles, including an enemy if they get too close and will transport them through the arm they were taken up in, getting slashed by the violent wind all the way to the body of the entity delivering the full blow of the damage. The entity has a head of wind to make it look like a being.

- Last 3 turns
- The user cannot jump backwards as the technique will consume them too, damaging the user. The user can move to the sides as the entity moves to the sides and stays directly behind user if he ever turns.
- Technique can only be used 2 times
-Can only be taught by LonelyAssassin

X-Approved-X Adjusted restrictions according to the approval standards of an S rank.
(Fūton : Kaze Entiti) - Wind Release : Wind Entity
Rank : S
Type : Offense / Defense
Range : Short (- Mid)
Chakra Cost : 40 (+20 New arms)
Damage Points : 80
Description :
After performing the necessary hand seals Snake --> Dog --> Rat, the user forms a tornado behind them self which grows three times as tall as the user, which then branches off into two spirals of wind, like arms for the first tornado reaching around the user like vacuums, which will suck up any projectiles, including an enemy if they get too close and will transport them through the arm they were taken up in, getting slashed by the violent wind all the way to the body of the entity delivering the full blow of the damage. The entity has a head of wind to make it look like a being.

With another hand seal the entity splits from the user, capable of using it's tornado like body to move around. The Entity can by the user's choosing shoot it's Tornado Arm's at the opponent, each one is a B-Rank swirling vortex that draws the opponent in whilst it gets closer. The Tornado arms can be recreated from the Entity but this costs a turn and 20 points of Chakra.

- Last 3 turns
- Whilst active only no S-Rank Wind can be used.
- The Wind Entity Follows behind the user where ever he goes at whatever speed he is going when behind him
- Technique can only be used 2 times
- Must wait two turns before using again
- Can only be taught by LonelyAssassin

Declined. You're basically just trying to upgrade the part where it had some counterplay or made this a "niche" technique for certain situations. That defeats the purpose of it being approved in the first place, so no.

(Suiton : Uso o tsuku no nami) - Water Release : Deceitful Wave
Type: Supplementary
Rank: A-Rank
Range: Short - Long
Chakra Cost: 30
Damage points: 60
Description:
The user manipulates a water technique they have already used to attack the opponent or even defend against, they will imbue their chakra into the water and they will manipulate it again by performing a hand seal. The water jutsu will split into two smaller projectiles and instead of going straight towards the enemy they will move to the left and right, changing into spinning discs of cutting water and attacking the opponent from the sides instead of from in front gaining a burst of speed. The amount of water can be small or large, but this jutsu will only work on projectiles of water or streams, not massive bodies of water and they must be techniques shot at the opponent, not ones that come from around them.

-Can only be taught by LonelyAssassin
-Can only be used three times.
_______________
-Declined- That would be a timeframe break if you used a water technique to attack, and then the opponent used a counter, then you used this to change the water into this technique, also what do you mean by "even defend against"? Do you mean water techniques that opponent uses on you? if so then remove it, also remove that burst of speed thing.
(Suiton : Uso o tsuku no nami) - Water Release : Deceitful Wave
Type: Supplementary
Rank: A-Rank
Range: Short - Long
Chakra Cost: 30
Damage points: 60
Description:
The user manipulates a pre-existing water technique/source that they have used (not the opponents) and will imbue their chakra into the water and they will manipulate it again by performing a hand seal. The water jutsu will split into two smaller projectiles and instead of going straight towards the enemy they will move to the left and right, changing into spinning discs of cutting water and attacking the opponent from the sides instead of from in front. The amount of water can be small or large, but this jutsu will only work on projectiles of water or streams, not massive bodies of water like waves that can cover a battlefield and they must be techniques shot at the opponent, not ones that come from around them. However this can be used on still bodies of water that you've used previously (pre-existing source), parting it and making it move to attack from two different sides - for example if there is a puddle of water leftover from Gushing Water Imprisonment, you can split the water and manipulate it into discs and so forth.

-Can only be taught by LonelyAssassin
-Can only be used three times.
-2 Turn Cooldown
- Can also be used on existing bodies of water, although only the amount of water needed for this technique is used. Not the entire body of water.

Approved
 
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Re: Custom Jutsu Submission

Parent technique:
(Kamei Gigei: Raijinshō) Command Art: Raijin Rising

Rank: A
Type: Supplementary
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The Kenjutsu technique allows Swordsmen to more easily fight against Shinboi attacks of all sorts; the user will activate this technique by quickly focusing chakra into their weapon and spinning it in a complete circle in front of them. After this simple ritual is completed, a “magnetic” burst of chakra is released all around the user that causes all foreign chakra to be condensed as it approaches the user. Ultimately, the “magnetized” chakra will be drawn into the user’s weapon, effectively concentrating even large scale jutsu into simple, yet still equally powerful, streams or orbs, depending on the incoming techniques composition. This technique can easily be described as turning the user's weapon into a "Chakra Lightning-rod", thus the name.

*The strength of drawn in techniques does not diminish at all, and if the user doesn’t counter the techniques, the chakra will flow into the user’s body via the weapon and do full damage or preform its intended purpose
*Once activated, this remains active for four turns, but it’s effect is only valid while the user is holding a weapon.
*Only useable 4 times per battle.
*This jutsu only effects "non-solid" techniques like Wind, Fire, Lightning, Water, or objects like mud. Techniques with a sturdy molecular composition won't be affected by this technique, such as Earth or Ice, but does nothing to change their effects if they are not dealt with.
(Kamei Gigei: Ensuizan)Command Art: Circling Water Slash
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-5 per turn)
Damage: N/A
Description: A refinement on the Kenjtusu technique (Kamei Gigei: Raijinshō) Command Art: Raijin Rising, which turned the user's blade into a virtual lightning rod for chakra, which allowed them to more easily handle techniques that the swordsman would come against. This technique is activated by focusing more chakra into the user's blade, and then spinning it in a figure eight while the parent technique is active. This technique empowers the abilities of Raijinshō, now allowing it to affect any technique with chakra in it, regardless of its composition (with the exceptions of things like modes, which is obviously illogical), by augmenting the "magnetized" chakra released by said technique. A by-product of this is, that if Raijinshō turns the user's blade into a lightning rod, this turns the user's blade into a divining rod; the sword will gently sway, if allowed, towards the largest source of foreign chakra present on the field; akin to a compass with magnetic north, or a divining rod with water.
Note: This technique makes (Kamei Gigei: Raijinshō) Command Art: Raijin Rising last indefinitely, so long as a -5 chakra cost is payed every turn for technique upkeep.
Note: This technique allows for (Kamei Gigei: Raijinshō) Command Art: Raijin Rising to affect any technique that heads towards the user, and will change the trajectory to the user's blade; however, like the original technique, this does nothing to stop the effects of the techniques that are drawn towards the blade, unless they are dealt with.
Note: User must retain a sword in hand for the technique to remain in effect.
Note: Useable twice per battle.

‡ Declined ‡ A bit much. I was going to allow this but the coloured is unreasonable. You need to explain just what exactly this technique allows Raijin to affect.


Important exerts:

There is a specific name for this mechanic: Chakra Charge. Simply put, chakra charge is withholding chakra before impact. This is because when more chakra is accelerated by the user before impact, it results in more of the “leaked” chakra being pulled by it; this effect is similarly affected by momentum.
Because of the reliance on Chakra, the “One-Inch Punch” is an integral part of the style; were as the total damage is supposed to be composed of 50% Physical Damage and 50% Chakra damage, that ratio can be vastly changed via the Chakra Charge mechanic; put simply, Charging Chakra increases the force behind a blow.
-Most ZX techniques have moderate chakra cost and are reusable, as they draw from the chakra that is naturally leaked, reducing the “actual” chakra cost.
Just noting that this IS an approved aspect of the style, but needed to be submitted as CJ due to its complexity, for all that knowledge is worth. I know the submission isn't pretty, but this is more for technical reasons than anything else.

(ZX Basutā: Chakurachāji) ZX Buster: Chakra Charge
Rank: Lv 1: B, Lv 2: A, Max Level: S
Range: Short-Mid
Type: Supplementary | Offensive
Chakra Cost: Lv 1: +20, Lv 2: +30, Max Level: +40
Damage: [Technique, Freeform] Lv 1: (+20,40), Lv 2: (+30, 60) Max Level: (+45, 80)
Description: Chakra Charge is an inbuilt mechanic of the ZX Buster style designed to make the style work at maximum efficiency. If the way ZX Buster’s inbuilt mechanics work can be likened to that of a river, then this technique builds a dam. While the method of withholding additional chakra prior to release is the same regardless, it functions differently if used on a technique or if used in freeform.

In freeform, ZX Buster techniques' damage is made up of the physical and chakra blow added together, and can be shot up to short-range away with half that force due to the inbuilt "Ranged Taijutsu" aspect. When done with Chakra Charge, their range is extended to reach to Mid-range, and the power increases depending on the amount of chakra dammed up before releasing. Level One is equal to a B-rank technique; 2, A; and Max, S. They also have the respective chakra costs of using techniques of those ranks. Because of the way ZX Buster functions, this can be applied to both Punches and Kicks from the Style, the chakra shots, chakra constructs, and weaponry attacks. Since ZX Buster does two simultaneous strikes, a physical and chakra blow, it should be noted that the increase in damage from this technique is solely from the chakra; the user’s physical strength is not increasing. The assigned damage values for this technique apply to the chakra attack. When shot from the hands or feet, as a “shot”, the chakra takes on the appearance of a large blast; when used from a weapon it takes the form of a splash-wave (see ZX Buster Submission Videos; appearances are marked with time-stamps).

When done on a technique, all that is done is that additional chakra is added to the technique, and thus adding more force to the blow; to stay with the water analogy, more water means more mass, and thus more mass.

Charging for a Level One technique can be done instantly, but charging for a Level two technique takes three seconds; a Max Level Charge takes Five seconds. A level one charge creates a blue aura around the area being charged; level two, green; Max Level, gold.

*Can only be used on freeform (Taijutsu or Weaponplay) or ZX Buster Techniques.
*Using a Charged Technique in freeform counts as a move per turn.
*Charging a ZX Buster technique does not count as another move, but increases the time taken to perform it, due to the charge time.
____________________
-Leaving for Scorps-


________________________________________________
 Declined 
You need to submit this in a way that is understandable by all. I do, but I doubt 95% of the community does. Simplify and rewrite. Hopefully by doing so you will clear up the "exploitable" aspects written all over the technique.

Important exerts:

There is a specific name for this mechanic: Chakra Charge. Simply put, chakra charge is withholding chakra before impact. This is because when more chakra is accelerated by the user before impact, it results in more of the “leaked” chakra being pulled by it; this effect is similarly affected by momentum.
Because of the reliance on Chakra, the “One-Inch Punch” is an integral part of the style; were as the total damage is supposed to be composed of 50% Physical Damage and 50% Chakra damage, that ratio can be vastly changed via the Chakra Charge mechanic; put simply, Charging Chakra increases the force behind a blow.
-Most ZX techniques have moderate chakra cost and are reusable, as they draw from the chakra that is naturally leaked, reducing the “actual” chakra cost.
Just noting that this IS an approved aspect of the style, but needed to be submitted as CJ due to its complexity, for all that knowledge is worth. I know the submission isn't pretty, but this is more for technical reasons than anything else.

(ZX Basutā: Chakurachāji) ZX Buster: Chakra Charge
Rank: B (Lv1), A (Lv2), S (Lv3)
Range: Short-Mid
Type: Supplementary | Offensive
Chakra Cost: +20 (Lv1), +30 (Lv2), +40 (Lv3)
Damage: See below
Description: Chakra Charge is an inbuilt mechanic of the ZX Buster style designed to make the style work at maximum efficiency. If the way ZX Buster’s inbuilt mechanics work can be likened to that of a river, then this technique builds a dam. While the method of withholding additional chakra prior to release is the same regardless,the increase in power differs between freeform strikes and ZX Buster techniques.

In freeform, ZX Buster techniques' damage is made up of the physical and chakra blow added together, and can be shot up to short-range away with half that force due to the inbuilt "Ranged Taijutsu" aspect. When charged to at least Lv1 with Chakra Charge, their range is extended to reach to Mid-range, and the power increases depending on the amount of chakra charged up before releasing. A Level 1 charge is equivalent to a B-rank jutsu. A level 2 charge is equivalent to an A rank jutsu. A level 3 charge is equivalent to an S-rank jutsu. They also have the respective chakra costs of using techniques of those ranks. Because of the way ZX Buster functions, this can be applied to both Punches and Kicks from the Style, the ranged Taijutsu chakra shots, chakra constructs, and weaponry attacks. Since ZX Buster does two simultaneous strikes, a physical and chakra blow, it should be noted that the increase in damage from this technique is solely from the chakra; the user’s physical strength is not increasing. The assigned damage values for this technique apply to the chakra attack. When shot from the hands or feet, as a “shot”, the chakra takes on the appearance of a large blast; when used from a weapon it takes the form of a splash-wave (see ZX Buster Submission Videos; appearances are marked with time-stamps).

When done on a technique, all that is done is that additional chakra is added to the technique, and thus adding more force to the blow; to stay with the water analogy, more water means more mass, and thus more force. Simply put, increasing the chakra in the technique increases the amount of damage that said chakra does.

Charging for a Level One technique can be done instantly, but charging for a Level two technique takes three seconds; a Max Level Charge takes Five seconds. A level one charge creates a blue aura around the area being charged; level two, green; Max Level, gold.

For reference:

Freeform (Chakra Cost, Damage)| Lv1: (20,40); Lv2: (30,60); Lv3: (40,80)
ZX Buster Technique (Chakra Cost, +Damage)| Lv1: (+20, +20), Lv2: (+30, +30); Lv3: (+40,+40)


*Can only be used on freeform (Taijutsu or Weaponplay) or ZX Buster Techniques.
*Using a Charged Technique in freeform counts as a move per turn.
*Charging a ZX Buster technique does not count as another move, but increases the time taken to perform it, due to the charge time.

Parent Technique:

(ZX Basutā: Hienkyaku) ZX Buster: Flying Swallow Feet
Rank: B
Type: Supplementary
Range: Short to Mid
Chakra Cost: 20
Damage: N/A
Description: A movement based technique, Flying Swallow Feet works by focusing chakra into the soles of the user’s feet, super-charging the chakra-metal present in their shoes. Since there is less of the chakra pathway focused in the user’s feet than other locations on the body, this helps the chakra metal amplify any chakra passed through it that’s used for the ZX Buster style. More specifically, Flying Swallow Feet allows bursts of chakra to be fired from the user’s feet that can be used to accelerate short distances (known as “dashing”). Dashing can be done either in the air or on the ground and helps as it allows the user to put more momentum behind their strikes. When dashing, a visible burst of chakra is seen from the user’s feet, and they tend to have an “afterimage”; this comes about simply a trick of the eye, and is nothing special. As the chakra metal will retain its “super-charge,” and once activated, this technique does not deactivate. The user, although moving in a fast pace/burst of speed is still trackable by normal eyesight.
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(ZX Basutā: Noba Kōgeki) ZX Buster: Nova Strike
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage:60
Description:The user, utilizing Hienkyaku, will quickly leap into the air and release a massive burst of chakra from their feet, while cloaking their body in chakra; the result is a massive aura that surrounds the user and accelerates them forward at high speeds, protecting them from damage and allowing them to act as a virtual cannonball in a type of full-body flying tackle.
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Pending: Leaving these for Scorps due to him having checked them earlier.
 
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Re: Custom Jutsu Submission

Link to approved contract:
I am the current contract holder still since kamshiro gave it to me (and I am listed as the contract holder in the thread if you need proof)

(Kuchiyose no Jutsu: Hiraishin)- Summoning Jutsu: Flying Thunder God
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Hiraishin is a Hoopoe from ancient times. Tobirama named his technique after this bird after seeing it soar in the skys during a thunder storm. Hiraishin is a large summon able to carry 2 people without being slowed down. His feathers are light blue and his beak is gold. He has a rather short temper and is quick to snap out against his summoner if they don't show him proper respect. His name was given to him because of his ability to control thunder (Lightning release). Being able to preform all lightning style ninjutsu that the user knows with a flap of his wings or by shooting it from his beak (with the exception of ones that require a human hand such as chidori).

Note: can only be summoned for four turns
Note: Can only be summoned once per battle

‡ Approved ‡




(Hyouton: Koori Yoroi)-Ice Release: Ice Armor
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-10 per turn to keep active)
Damage Points: N/A
Description: The user will make the hand seals tiger dog boar and focus his wind and water chakra to every cell in his body he will then make the tiger hand seal once more and release the chakra and the chakra will take a form around the users entire body in the form of armor ( like the armor in the the land of iron only made of ice) The special part about this armor is that where the joints are, the armor is made of movable snow so that his movement is not hindered.
Note: Only lasts Five turns
Note: User is unable to perform fire style ninjutsu While this jutsu is active
Note:plus 10 damage to Water,Wind,Ice and Taijutsu while active
Note: Minus 20 from fire style ninjutsu for 2 turns after jutsu ends


‡ Update Declined ‡ Armours like this tend to last a maximum of four turns. Those damage boosts are baseless and won't be allowed. This armour would restrict you to Water, Wind, Ice and any/KG elements based on Water and or Wind as well as any non-elemental abilities (Nin, Tai, Gen, etc). This also needs a usage restriction.

(Hyouton: Kyokudo Fuyu ) Ice Release: Extreme Winter
Type: Supplementary
Rank: S
Range: short-long.
Chakra Cost: 40 (-10 perturn)
Damage Points: -
Description: The user will form one handseal (Bird) and focus his Hyouton chakra into the air and clouds dropping the tempature of the area around them to -200°C. This will cause it to snow and will keep any fire jutsu from being used as oxygen liquefies at -183 thus preventing any fire style ninjutsu from being used from either party. Water jutsu will also instantly freeze. This jutsu also affects the moisture cooling it down and removing anything that would warm up the air such as salt.
Note: Only lasts 4 turns
Note: Can only be used twice
Note: No fire jutsu can be used and all water jutsu will freeze
Note: Both parties will get frost bite from being in this cold for the full 4 turns.
Note: the air cannot be warmed up jutsu lasts until the full 4 turns have happened.

‡ Declined ‡ So you decrease the temperature of the battlefield to -200°C, liquefy all of the oxygen in the air and all the user/opponent suffers from is frostbite? Even if you could survive such low temperatures, how would you breathe? DNR.
 
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