[ARCHIVE] Custom Jutsu Submission - II

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Akisha

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Re: Custom Jutsu Submission

(Genjutsu: Choku) - Illusionary Technique: Choke
Type: Supplementary
Rank: C
Range: Short-Middle
Chakra: 15
Damage: N/A
Description: A very simply illusion, that one would use to strike fear and show his superiority. The the user will extend his hand towards the opponent and will begin to close his fingers, resembling the movement of the hand when choking someone. The gesture casts the illusion. The opponent will feel a hand wrapped around his neck that is closing its' grip and choke him. A downside of this technique is that the user must keep performing the gesture of choking to sustain the illusion.
Note: Can only be used 3 times per battle and can only be taught by Akisha.

‡ Declined ‡ Similar techniques exist.
 
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Wanheda

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Re: Custom Jutsu Submission

(Katon: Ifrits Hidō) Fire Release: Ifrits Outrage
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user focuses his fire chakra into either his hands or feet. Upon stomping or slamming his palms onto the ground the user releases the built up fire chakra around him along the ground which spreads out in a ring around the user expanding outwards into mid range, if enemies legs are caught within the ring of flames it causes severe burns making it difficult for them to move.

The fire as it moves over and along the ground superheats the ground and turns the ground that it encompassed into molten like earth which causes enemies feet to burn if they step onto it, the sheer heat from the earth would set any shoes or sandals alight burning the opponent in the process, the user is left unharmed and may move around as he pleases unaffected by the molten earth due to his own chakra being used to create the phenominon in the process.

Video in the spoiler for reference, watch as the fire drops to the floor and it spreads, im essentially recreating that on a slightly larger scale channelled through palms or feet instead.
[video=youtube;7WoD1xCt84k]https://www.youtube.com/watch?v=7WoD1xCt84k[/video]
Notes:
- Can only be used 3 times per battle
- Must wait a turn before using again

(Hyoton: Yuki Kaminoikari) Ice Release: Wrath of the Snow Gods
Type: Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: This unique technique takes place after the use of (Hyouton: Shimogakure no Jutsu) - Ice Release: Hiding in Frost Technique or (Kyousei Hyouton no Jutsu) Greater Ice Technique. The purpose of the usage of those techniques is to make it snow, if it isn't already snowing on the terrain you're in. Once it is snowing throughout the terrain you would perform two hand seals then start to gather your chakra (ice) into the snowflakes around the opponent, whether it'd be from the sides, front, and or back. You would then release this said ice chakra outwards which causes the snowflakes to create an explosion of ice shards that burst around the opponent, impaling the opponent. By impaling the opponent, he would have massive cuts all over his body, being able to numb his skin due to the coldness of the technique and how the ice shards would dig into the opponents skin. This explosion could also be used to nullify an incoming jutsu such as a projectile, or mostly any kind of jutsu if its strong enough if you just detonated a snowflake(s) directly infront of the technique being thrown towards you. However, this jutsu can be used in an alternate way similar to "Water Release: Gunshot," as the uses of it are alike; you are able to use shape manipulation within the snowflakes that can make them bigger and explode into shards, creating a slower, yet effective straight forward version of the technique at hand.
Notes:
- Can only be used thrice per battle
- No other S-Rank Ice techniques within the same turn
- Can only detonate 5 snowflakes in between usages of the technique
- Able to choose any snowflake within mid range of the user
- Can't be used to defend and attack at the same time, it'd count as two moves otherwise
- Can only be taught by Nemesis
- Ice training

(Katon: Nesshin'na Kingu Dansū) Fire Release: The Zealous Kings Dance
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 Per turn)
Damage: 80 (N/A If used for supplementary purposes)
Description: Used for different purposes, this is a very dangerous fire jutsu. After performing the tiger hand seal the user would begin gathering raw chakra on your lower back, being just right above the users rear end you would use nature manipulation to manipulate your fire chakra and release that chakra out in the atmosphere where you would then use shape manipulation, shaping the fire into a minimum of two tentacles of fire being a maximum of six you can create in all. They resemble a foxes tail, being almost a solid, tangible fire but they are tentacles. The tails of fire have sharp ends, being able to easily pierce an enemies flesh. The tentacles can be extended up to mid range, good for blocking techniques, and also attacking and evading against certain techniques that may be freeform or a jutsu. Still following the normal elemental chart and fires capabilities. You have to constantly fuel chakra into this technique to maintain it so you cannot use any other jutsu whilst trying to maintain it or the jutsu would stop all together. The ideal use of this technique is for close range, such as taijutsu, having helping hands to aid in the battle. Because of the need of fueling it with chakra, this makes the user vulnerable to some water techniques (A-rank and above due to the jutsu itself being S-rank), being able to use the fire tentacles as a shield to protect against attacks. If the terrain has enough water vapor in the air (A-rank water molecules and up custom jutsu or any kind of that nature) the technique would be unable to form properly.

When you create the four or two, they look like that. When you create all six they are more expanded horizontally like this:
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Notes:
- Lasts as long you fuel chakra into it
- Can be used thrice per battle
- 3 turn cool down between deactivation
- Each tentacle is split in power
- Have to constantly fuel it, so no other techniques can be used whilst active
- Can only be taught by Nemesis

‡ All Pending ‡ Need to check something.
 
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BusinessManTeno

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Re: ±±Custom Jutsu Submission±±

(Genjutsu: Ketsuraku Chuushin) Illusionary Arts: Missing Heart
Type: Supplamentary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/a
Description: The user will point to the users heart area which is the trigger for the genjutsu. Once done, the user will make a hand gesture as if they were squeezing something that was in their hand. As they continue to squeeze their hand the opponent will feel sharp pains in their chest. The more the user squeeze his hands the more the heart of the opponent aches. The air in the user palms represents the heart of their opponent. If the user so please he can indeed crush the air in his palm resulting in the crush of the opponents heart. This will cause pains beyond measure. In the genjutsu his heart would be crush but since it is an illusion he won't, off course, die. He'll just experience massive pain.
Note: Can use a max of 3 times
Note: Cant use this jutsu back to back
Note: If the user crushes the opponent heart, due to the massive pains the genjutsu will automatically be broken

X-Approved-X Okay since you willingly added the weakness of not being able to use hand seals yourself.
Updating simply because it seemingly was underpower, and underdeveloped.

(Genjutsu: Ketsuraku Chuushin) Illusionary Arts: Missing Heart
Type: Supplamentary
Rank: C-S
Range: Short-Mid
Chakra: 20-40
Damage: 40-80
Description: The user will point to the users heart area which is the trigger for the genjutsu. Once done, the user will make a hand gesture as if they were squeezing something that was in their hand. As they continue to squeeze their hand the opponent will feel sharp pains in their chest very similar to a heart ache, . The more the user squeeze his hands the more the heart of the opponent aches. The pain vary from a feel of a small punch in the chest, all the way to feeling like a full on heart attach, which the opponent would have a majorly hard time breathing, restricting their movements due to the pain of feeling like having an heart/asthma attack (Lack of blood flow, lack of oxygen, etc)(A & S rank restrict their movements, C and B does not). The air in the user palms represents the heart of their opponent. If the user so please he can indeed crush the air in his palm resulting in the crush of the opponents heart. This will cause pains beyond measure dealing mental pain. In the genjutsu his heart would be crush but since it is an illusion he won't, off course, die. He'll just experience massive pain. The downside to this is that, each rank up can break the previous genjutsu. Example. If the user was to cast the B rank version of this genjutsu, then went up to A rank, the genjutsu would be broken.
Note: Can use a max of 3 times
Note: Cant use this jutsu back to back
Note: Deals mental pain regardless if the user crushes the opponents "Heart" or not
Note: If the user crushes the opponent heart, due to the massive pains the genjutsu will automatically be broken

‡ Declined ‡ I don't allow multi-ranks unless absolutely necessary.

Sound Training:


(Ototon: Rosuto Dosuu) Sound Release: Lost Frequency
Type: Offensive
Rank: B
Range: Short - Long
Chakra: 25
Damage: 50
Description: This is a very unique type of sound release not effecting the average shinobi. The user will channel their sound chakra into their lunges while beginning to whistle. The average human can not hear the whistle due to the frequency being so high. Thus effecting those with increased hearing, animals/summons, or those who are in a sage mode (Excluding wood sage mode, due to them being part animal). The frequency to summons will be so loud and violent on their ears that it would cause their ear drums to violently burst due to the major sound pressure on their ear drums which in most cases causes for the summons to be dispersed. The same process happens for those with increased hearing, except the opponent(s) ear drums will bust, but not as violent. Causing mild damage to the opponent. But mainly it would cause the opponent to go deaf for 5 turns. This technique has no initial target. Meaning, any summon/shinobi around, be it an ally would be effected.

Note: Cant use any other sound jutsu in the same turn as this
Note: Cant use this technique for 1 turn after using this technique
Note: Can only use this move 5times

✦ Declined, you seem to misunderstand ultrasonic Sound waves. Ultrasound is not different from 'normal' (audible) sound in its physical properties, only in that humans cannot hear it. While high frequencies are indeed harmful, ultrasounds arent much harmful, i.e. ultrasound scans to see babies. Increased hearing also doesn't enable people to hear ultrasounds or infrasonic waves; it lets you hear quieter sounds of the same frequency that is normally hearable, such as one whispering or mumbling under their breath, not of a different frequency. Sage mode doesn't enable this either, as their hearing is the same and not enhanced on a ultrasonic level. At best, this would be aimed at summonings tbvh. ✦

‡ Pending ‡ Leaving for another mod.

(Genjutsu: Doushite Sokosoko Mohaya) Illusionary Arts: How About Now
Type: Supplamentary
Rank: C
Range: Short - Mid
Chakra: 20
Damage: N/a
Description: A very diverse and unique type of genjutsu. The user will speak the words "I was man enough to tell you I was hurt that year" which induces the opponent into the genjutsu. The opponent after they take their next blink will see a mirage of him and the user infront of them in a dark void alongside the opponent (Its as if they were never fighting) The mirage is of the opponent denying the user to let him into his village/group If the opponent was a kazekage, it could be that. If the opponent was an akautski member or leader it could be that. Other than that it would simply be the opponent denying the user for help. The scenario is up to the user on how they want to play off but the starting result is the opponent asking for help of any kind and the end result is the opponent denying the user which can take place up to 5 years prior to the opponents age. Once the mirage ends, the user will look towards his opponent and shake his head as if the memory was real while speaking one sentence, which is totally up to the user but must pertain to the mirage to keep it believable. (Example; "This is why I wont spare your life", "This is why I wont teach you my jutsu you asked for earlier", "This is why I wont accept you into MY village") etc. During this mirage, the opponent will be open for attacking.

Note: The same genjutsu obviously wont work for the same person twice
Note: This genjutsu changes the perception of how the opponent sees the user, as if the opponent previously asked for help.
Note: Can use every other turn ; #ShoutOutToBroly

‡ Declined ‡ Lmfao. This is why I won't approve your techniques.
 
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Akuma

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Re: Custom Jutsu Submission

(Unabara Chame Kuchiyose: Kuroi Seppan) Sea Urchin Summoning Technique: Arbacia Division
Rank: A
Type: Summoning
Range: Short (Summoned) - Mid (each)
Chakra Cost: 30
Damage Points: 60
Description: The Arbacia are a small clan within the depths of the Sea Urchins, members of this clan grow no large than 2 feet in diameter with spines rather hard and sharp. They are known to be loyal to human signers and are commonly summoned to battle in group, ranging from 2 to 5 of them. They can however, be summoned as a single one of them. Because they are a combat oriented clan, they have a unique tattoo only for them through which they are summoned with some blood. They specialize in chakra control, as such allow the summoner to wield and manipulate their formations and attacks through chakra control, using hand movements. Most of the clan have an affinity torwards raiton, using that they can control the electrical fields of the ground and use their own chakra as a repeller to stay "afloat" in the air. When not being used for combat. Their usage is based on formations, be it defense, offensive or supplementary. By charging their bodies with raiton to create a coating, the user can for example have them form a circle and spin at high speeds to create a lightning ring which additionally has sharp spines protruding from it. That is one example of the many formations they can use and joint formations have a total strength of A rank. Because of their affinity torwards Lightning, the squad can balance their chakra ratio and form a lighting "rod" by placing their bodies spaced out even to create a barrier and neutralize lightning jutsu up to A rank. While manipulating them the user cannot us other jutsu as their chakra is focused on maintaining the formation. However, the Urchins can work on their own by having the user donate chakra to them, doing so however requires -30 chakra and he/she cannot use S ranks while the Urchin Squad is acting automatically.
*Can only be summoned twice per battle.
*Must wait three turns prior summoning once again.
*Cannot summon S rank Sea Urchins while these are active.
*They remain four turns on the field, unless told to reverse summon.
*Using Rod Formation counts as one of the user's jutsu count. (Usable x2)

http://bennorton.com/wp-content/uploads/2015/04/vermin-supreme-2016-bumper-sticker.jpg://bennorton.com/wp-content/uploads/2015/04/vermin-supreme-2016-bumper-sticker.jpgDeclined, if you control their movements via handseal and they can surge chakra through them to form coatings, you can basically freeform any lightning by coating them in chakra and sending them towards the target. Not literally every, but Im sure you get what I mean. Also, if they use their body as a lightning rod, that means they draw the lightning to them, taking the hit themselves. They wouldnt be able to survive A ranked lightning in this case. B rank and below twice, sure but it would take a single A rank lightning to finish them at this rank. ✦
(Unabara Chame Kuchiyose: Kuroi Seppan) Sea Urchin Summoning Technique: Arbacia Division
Type: Summoning
Rank: A
Range: Short (Summoned) - Mid (each)
Chakra: 30
Damage: 60
Description: The Arbacia are a small clan within the depths of the Bloody Lotus, members of this clan grow no larger than 2 feet in diameter with spines rather hard and sharp. They are known to be loyal to human signers and are commonly summoned to battle in groups ranging from 2 to 5 of them. They can however, be summoned as a single one. Because they are a combat oriented clan, they have a unique tattoo only for them through which they are summoned with some blood. They specialize in chakra control, as such allow the summoner to wield and manipulate their formations and attacks through chakra control, using hand movements. Most of the clan have an affinity torwards raiton, using that they can control the electrical fields of the ground and use their own chakra as a repeller to stay "afloat" in the air. Their usage is based on formations be it defense, offensive or supplementary. By charging their bodies with raiton to create a coating, the user can for example have them form a circle and spin at high speeds to create a lightning ring which additionally has sharp spines protruding from it. That is one example of the many formations they can use and joint formations have a total strength of A rank (though this formation can't cast cannon jutsu, safe for C ranks and lower within reason). Because of their affinity torwards Lightning, the squad can balance their chakra ratio and form a lighting "rod" by placing their bodies spaced out even to create a barrier and neutralize lightning jutsu up to B rank twice or a single A ranked. While manipulating them the user cannot us other jutsu as their chakra is focused on maintaining the formation. However, the Urchins can maneuver on their own by having the user pay an extra chakra toll, doing so requires -30 chakra and he/she cannot use S ranks while the Urchin Squad is acting automatically.
*Can only be summoned twice per battle.
*Must wait three turns prior summoning once again.
*Cannot summon S rank Sea Urchins while these are active.
*They remain four turns on the field, unless told to reverse summon.
*Using Rod Formation counts as one of the user's jutsu count. (Usable x2)

CSC:

✦ Approved ✦

3rd submission of the cycle - Resubmitting:

(Yomazu) - War Cry
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: A katana with its sheath being attached to either side of the wielder's hip. It sported a reddish, traditional Japanese hilt-wrapping, and its large, simple circular tsuba, which had a golden color, was decorated by a flower-motif. Not only that, but it's properties are nearly indestructable. Yomazu became Loki's right hand, being able to perform numerous unique assaults, known as Bo, Kan, Zan, & Anko, all together are known as the 4 Kin of Purgatory. Mainly based on chakra control and raw chakra. No elemental chakra is known to work with Yomazu, with the exception of wind release.
Bo: This assault creates a strong defensive wall in the form of a cricle of chakra, which shields the user from enemy attack and is powerful enough to remain intact after being hit by B rank or lower ninjutsu techniques. The user puts his free palm against the side of the blade while the other hand holds the handle, and lifts it foward, releasing a burst of chakra that forms into the circle shield.
Kan: The user writes hols Yomazu with both hands and channels massive amounts of raw chakra into it. Then releasing it at once in a compressed state, creating a beam of energy which pierces the target set by the user, with ease. It can successfully rip through B rank and lower ninjutsu techniques, all within reason. It however, can only reach mid ranges.
Zan: The user infuses wich chakra into Yomazu and then swings Yomazu, creating a giant and wide air blade, to slice across everything within range. Having a reach of Mid range, and a strength of B rank wind.
Anko: The user creates a dark wave from Yomazu, which cuts through everything in its path. This works by the user rushing towards his enemy, whom he goes past (through either side) while unsheathing his blade, slashing them as they move. A few seconds before this is done, raw chakra is focused into Yomazu, thus, when it's unsheathed and slice the target it releases the chakra in a dark-ish color. This has a strength of B-Rank raw chakra and the movement of the user is dependent on his own basic speed.

Only 2 Kin of Purgatory assaults can be used per turn.
The same Kin of Purgatory can not be used in consecutive turns.
Each Kin of Purgatory counts towards one of the user's 3 techniques.
May only be wielded by Loki

______________
±± Approved ±±
Dropping the above if the following CW is approved:

(Hama no Benibara) - Crimson Rose of Exorcism: Gae Dearg
Type: Weapon
Rank: S
Range: Short
Chakra: -
Damage: - (60 attacks)
Description: Gae Dearg is a two meter long that renders chakra enhancements and projections useless by severing all ties with chakra. It was passed down to Iron Fist from a very well known spear user of the past. The spear will pierce directly through any projection made of chakra, it is not of the nature that it absorbs or seals techniques; rather the spear has the ability to neutralize attacks with higher amounts of chakra. Tangible techniques of chakra (such as rock and water) fade with each strike, being entirely destroyed with numerous strikes. While intangible lightning, fire and wind are temporarily split apart to avoid damage to the user and they then re-form once past the user; as they can't be destroyed they are simply split briefly so long as the spear goes through them. Any weapon that is chakra enhanced, will have its enhancements and ability boosts rendered useless when struck by the spear. The nullification is not strong enough to cancel or break the source of the technique, making it unable to sever completed techniques that constantly drain chakra (techniques that usually have a leech per turn effect). The effects only last while Gae Dearg is in contact with the projection, which allows it to function as normal after the spear is lifted away. This ability is known as 'Game Breaker' and it has a power of S rank, it can efffect techniques of a rank lower if they are elemental or of equal rank if regular chakra is used. While it is not a weapon one can pride on its destructive power, it's virtually indestructible and has a strength of A rank piercing and smashing power behind it. It has enough passive power to nullify C ranks twice per battle without costing a jutsu slot. Because of it's ability to nullify chakra, whenever it's caster is in an illusion, so long as Gae Dearg is being held by the user, it'll respond to the foreign chakra and use Game Breaker on the user's chakra network, stopping it entirely and then re-starting it (much like Kai). However it also counts as a technique each time used after the initial one, and if the user isn't holding the spear he must come to a valid reason of how they are in a genjutsu before grabbing it.

♦ Game Breaker can only be used once every second turn.
♦ After 2 uses Game Breaker drops a rank in power each time.
♦ Genjutsu dispelling can only be used thrice, and can only dispel S rank illusions once.
♦ Game Breaker counts as a jutsu each time it's used.

‡ Both Pending ‡ Leaving for Madara.
✦ Declined, unreasonably OPed. Able to Pierce through any A rank and below elemental projectile, S rank raw ninjutsu, and negates boosts applied to them is a clear no. ✦
 
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DrProof

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Re: Custom Jutsu Submission

(Sōma no Kō: Naniga Anata ha Watashino!) - Soma no Kou: What's yours is MINE!
Type: Supplementary
Rank: D
Range: N/A
Chakra: N/A
Damage: N/A
Description: Users of Soma no Kou gain thorough knowledge regarding their unique body structure allowing them to disconnect their cohesive chakra network while integrated into one body, and perfectly distribute chakra between their active, and dormant vessels in acruments of 25% (25% - 50% - 75% - 100%). Eg; Active: 25% - Dormant: 75% / Active: 50% - Dormant: 50% / Active: 100% - Dormant: 0% / Active: 0% - Dormant: 100%
-While the dormant vessel has no drawbacks if it possesses 0% chakra, the active vessel does, experiencing physical fatigue, and is limited to only Taijutsu techniques that do not cost chakra.

Example: (50/50) - chakra (1200) = 600 chakra

Note: Once activated, it becomes a passive, and lasts until the battle is over.
Note: To redistribute chakra % the user must use the technique again.
Note: This technique does not count toward the total (3) jutsu per turn limit.

(Sōma no Kō: Watashiwo Iyasu Hayaku) - Soma no Kou: Heal me.. Faster!!
Type: Supplementary
Rank: D-S
Range: N/A
Chakra: 10-40 (then -10 per turn until healing is complete)
Damage: N/A
Description: (Can only be used while What's yours is MINE, and what's mine is MINE! is active) - The user of Soma no Kou accelerates the passive regeneration of their dormant vessel by supplying chakra from their own chakra storage.
(50/50) - Cannot regen from A rank, and higher jutsu - D Rank: 3 turns / C Rank: 4 turns / B Rank: 5 turns
(25/75) - Cannot regen from S rank, and higher jutsu - D Rank: 2 turns / C Rank: 3 turns / B Rank: 4 turns / A Rank: 5 turns
(0/100) - Cannot regen from F Rank Jutsu - Regen is greatly increased. - D Rank: 1 turn / C Rank: 1 turn / B Rank 2 turns / A Rank: 3 turns / S Rank: 4 turns

Note: The dormant vessel must possess 50% or more chakra for this technique to work.
Note: 0/100 regen limits the active vessel to Taijutsu only, as well decreasing physical fortitude.

(Sōma no Kō: Watashinitotte Shashiwo Toru!) - Soma no Kou: Take a shot for me!
Type: Defensive
Rank: D-S
Range: Short
Chakra: 10-40
Damage: -x (depends on the Jutsu's damage)
Description: The Soma no Kou user's dormant vessel rushes to the active vessels aid, deconstructing themselves into a separate body, and taking the full extent of the attack head on! The dormant vessel then quickly retreats back to the active vessel, re-emerging the two.

Note: The dormant vessel must be fully healed to re-use this technique.
Note: Can only be used 3 times per battle.
Note: Cannot tank jutsu such as Dust Release, and techniques with similar end results.

‡ Pending ‡ Link me your SNK training.
 
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Re: Custom Jutsu Submission

CW Approved here

Kakuja - The Shining One
Type: Supplementary, Offensive, Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 90 Chakra (-30 every turn)
Damage: N/A (-100 once awakened) (-20 every turn)
Description: As this small parasitic creature slowly became the top choice weapon for the shinobi, but what was thought to be a senseless being, showed that no matter how unable this creature seemed to be, and how freely it could be controlled, it had desires. Those were not shown during all times, but only in cases when the user reaches a state of depression, hopelessness, or pure anger.It is that time that Kagune will actually “bloom”. Using the chakra, and health of the user, the being will undergo an evolution, where it’s growth will be exponential. Depending on the location where it is projected out, Kagune will from the inside, spread all over the human body, leaking through the powers, and materializing as a very fine, and close armour, which will allow the person maximum flexibility, while being insanely durable. Kagune now, isn’t fully in control of the human mind, as it will also start leeching towards the user’s brain, one sign of which would be the fully black eye, with a red pupil . The user’s mind in a way becomes sealed off, letting go of all signs of morality and sanity, becoming an enhanced killing machine, with it’s sole objective being destruction, and as the kagune itself is bound by human chakra, blood and flesh, the person will create cannibalistic desires and a huge craving for such specific needs. But, not only depending on matter psychologically, Kakuja will give not only give psychological, and reflex enhancement, but the parasite itself, is in a blooming state, showing very unique and different physical traits as they were before. Depending where the Kakuja spread from, the form of this unique armor, can vary greatly, and certain enhancement can only be reached for that specific kagune which you evolved further from. And even though, they change greatly from another, they have on a major similar part, and that would be the strengthening of the material up to Forbidden Rank power, making it virtually indestructible by normal means and the creation of a full body armor, with A rank Durability. The darkening of the eye and reddening of the pupil is a sign of the kagune taking over the human mind. The loss of any kind of morality, sanity and normal human like consciousness will lead.

(Ukaku || 羽赫) Shining Feather - Dragon

If the Kakuja gets created from the Ukaku, the Kakuja released will be the Ryu or the Dragon. The wings will expand greatly in size, and cover a larger area than before. This time looking more like wings of a dragon with the bones being visible mostly.When spread fully they generate enough force to produce powerful gusts of wind. The full body armour gained from it, will look similarly to a dragon, with a characteristic mask which seems to be the wide grin of a beast. A growing tail from the back of the neck, and the arms and legs showing characteristic scales, red glowing in color. The claws will be purely aesthetic, as they wouldn’t increase power of cutting neither punching. The wings reach a lot greater size, and their rank gets upgraded up to Forbidden rank resistance, and they will now be able to fly of shards, a lot higher in number and at B rank strength. The Release of the shards will count towards the normal jutsu limit. The point of this general armour, is strength as the normal baseline of speed is fairly inefficient, but one other ability of the wings, will have to be pushing of yourself to great as it can generate winds right below the person, and due to their size and aerodynamic design, it will be showing gliding abilities similar to that of a kite.

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(Kōkaku || 甲赫) Shining Shell - Owl


If the Kakuja evolves from the Shining shell, the parasite will form the second type of the kakuja, the owl. This time around, as the parasite evolves, both arms get encapsulated by the very hard kagune, as the rest of the body is covered by the normal hardened material. This hardening puts the body into an advantage as it’s durability is increased to the maximum, and the double bladed weapons become powerful enough to cut through almost everything that it faces. But, as the hardened material covers most of the upper body, the chances of movement will be fairly limited. The lower part of the body, like the legs are covered by the armour of the same parasite, but a more liquidized form, allowing them more flexibility while moving. The mask which will cover will be similar to a triangular shape, with a look similar to medieval helmets. While the back of the user, will this time around grow parts of insanely sharp shards, similar to the Shining Feather, and fly them towards the enemy. The shards will be huge in number, and they have the power of a B ranked attack. The main purpose of this kagune is along with having a very powerful brute strength, you will have a certain amount of agility as well, helping you in many cases in battle.

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(Rinkaku || 鱗赫) Shining Scales - Centipede

One of the most dangerous forms, is when kakuja emerges from the Shining scales, the Centipede Kakuja is born. This would itself creates the most speed oriented form. The full body armour that will cover the body is skin tight, and is insanely flexible, allowing the body very fast movements as if they were natural. The face will be covered by a triangular mask. The normal 4 tentacles released from the base kagune, will merge together. 2 pairs will fuse together, and give birth to another kagune. Due to it having a segmented design, it is very tough, but also insanely flexible. Very sharp segments will grow on each side of every kagune, giving it an impression of a centipede hence where the name came from. The size of the 2 recreated segments will be a lot greater than before, and their power equal to an F rank, with the ability to powerfully crush, open, or hold objects the user wouldn’t naturally be able to. The parts of the kagune will be segmented and their movement and flexibility can be greatly controlled at will, making even unpredictable turns. The segments around the kagune are also insanely sharp, and if they are moves, they will be able to cut freely just a like a saw would with large teeth. The weight of this centipede segment will be very low, allowing the user amazingly quick movements and maneuvering.

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(Bikaku || 尾赫) Shining Tail - Serpent

The last for for the kakuja would be the form which emerges from the shining tail. The tail itself gets larger in size up to 8 m and a lot thicker. The control over it improves greatly while still increasing durability like the other kind of kagune. The full body armour which just like in the case above is skin tight, but this time the texture will be similar to separate scales like a snake or a dragon. The mask will be like one of a serpent showing no teeth and in the form of a very large grin. The unique power about this kagune is that as you battle along with it, parts of it get broken off and land either into the ground onto living matter such as your enemy. Each of those scales falling off will be alive in a matter of their own. Depending on close proximity, one small scale will be able to grow into 5 strong sturdy tentacles which react based on the location of the living material using the direction of the vibration caused from the ground. One released, the tentacles will direct themselves to the moving matter, piercing it. If said material falls on a moving matter on the other hand, they will force themselves down their skin and explode from the inside out.

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► Can only be used once.
► The Kakuja will only evolve once for only one of the forms
► Shard Release counts as a turn and they have a strength of B-Rank
► Full body armour has the durability of A-Rank
► Evolved Kagune durability will increase to Forbidden Rank.
► Any Damage done to the Kagune before will regenerate once kakuja is activated
► The user will be in a state where he can no longer recognize friend from foe and will attack anything closeby.
► Lasts for 4 turns.
► User will be left in a confused state with him not being able to hear or see things clearly, so fairly vulnerable
► Once activated, Kagune cannot be used for the battle anymore.

‡ Declined ‡ The Dragon form can grant you full-blown flight, I don't mind. The Serpent form needs better explaining (mainly the scales). They should react to foreign chakra (excluding the user) rather than movements/vibrations on the ground. The main reason I'm declining this is I want Kagune updated. Currently the Kagune allows you to defend against S-Rank and below techniques but with no real restrictions in place. Surely by that logic the Kakuja should be capable of defending against Forbidden rank techniques. That's simply too powerful. I'd rather have the original Kagune immune to A-Ranks and capable of regenerating from a certain number of S-Ranks and the Kakuja being slightly greater than that.
 
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Re: Custom Jutsu Submission

( Ototon Juinjutsu: Tabu Fuuin ) - Sound Release Cursed Seal: Taboo Seal
Type: Supplementary
Rank: C
Range: Short-Long ( applied on self, had long range capabilities )
Chakra Cost: 20
Damage Points: N/A
Description: A form of Cursed Seal based on the inner workings of the Tongue Twister Seal but inverted, the user instead of casting a seal on others places a seal on himself. The unique composition of this seal is that inside of it, is a kanji for a certain word, interchangeable at the user's will ( cannot be changed after placed, however ). When the word is spoken near the user, the seal is triggered, effectively creating a fleeting momentary connection between the user and the speaker, alerting the user to the location of the sound. The way this works is when the seal is placed, the dormant Sound chakra allows it to vibrate at a certain frequency, matching that of the word when spoken. When one speaks the trigger word, this seal is activated through the vibrations amongst the seal, the dormant Sound chakra activating and alerting the user to the location of the sound. Ideally created for the Ninja World, this seal is able to be used over an entire stage ( Borderlands, Inner Village, etc ) or inversely, if the landmark the user is stationed on is a single landmark, then up to 3 adjacent landmarks.

‡ Approved ‡
 
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Detective L

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Re: Custom Jutsu Submission



( Ototon: Sectumsempra ) - Sound Release: Sectumsempra
Type: Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: A powerful Sound jutsu, the user points his arm or a weapon forward while speaking the word "Sectumsempra". Upon speaking the words, the user triggers the gathered Ototon chakra to be released, following the user's arm movements. Upon contact, the waves create deep and profuse gashes across the foe's body, seeming like an invisible sword strike has afflicted the foe's body. Due to the depths of the cut, the victims run the risk of dying from blood loss if treatment is not applied in time, if the wounds are not instantly fatal. The user is also able to use this as a means to sever obstacles in his way as well as sever certain parts of the opponent's body.

Notes:

-Can only be taught by Detective L
-Can only be used 3 times at max.
-After using, the user cannot use S rank and above Sound jutsu the next turn.

‡ Approved ‡

(Genjustu: Keiken'na keiji) | Illusionary Arts: The Godly Revelation
Type: Supplementary | Offensive
Rank: C - S rank
Range: Short - Mid range
Chakra: 10 - 40
Damage: (+10 to Genjutsu when successful)
Description: An unorthodox technique, usually used before inducing an illusion on an opponent. The technique itself is a dormant Genjutsu, which is induced with no warning and it simply has the purpose of adding realism to a Genjutsu that follows after this technique (The user of the technique has freedom of creativity as to which parts are made more realistic, and how). The addition of realism cover all aspects of the senses like taste, smell, touch, sight and hearing. This makes it more difficult for the opponent to break out of a Genjutsu, as it might seem real but doesn't make it real (like the Kurama clan, for example). This makes it more tricky to deduce that it is an illusion, but normal ways of breaking out still applies. The technique's rank will always be higher than the technique it is used on, in order to follow the rules of layering two Genjutsu. This means that this technique can only add realism to a Genjutsu technique, up to A rank, and not higher. This technique adds an addition to damage of a Genjutsu, if it were to successfully harm the opponent whilst boosted. However, it does not add to Genjutsu which usually don't cause damage (Like ones that put you to sleep etc) and only makes it more realistic.

Notes:

-Can only be taught by Detective L
-Can only be used on techniques up to A rank, and below
-Also works with Sound Genjutsu, and follows the same rules as listed
-Can only be used three times per fight

‡ Declined ‡ You're not the first to try and I fear what would happen if certain people got their hands on this.

(Genjutsu: Karipuso no noroi) | Illusionary Arts: The Curse of Calypso
Type: Supplementary | Offensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A (60 if successful, stress on the mind)
Description: A Genjutsu induced through the formation of three hand seals. The technique starts off by the sound of a woman screaming and wailing, as she rises from the ground, bound by a large amounts of ropes all around her body. Her face, one of a beautiful woman, but her body, grotesque and bleeding. Once emerged (happens fast), the ropes tighten and squeeze her body causing it to suddenly bursts into several small demonic crabs which explode towards the opponent. These crabs are quite fast (same speed level as the opponent one is facing) and also have extremely sharp pincers and exo-skeletons. As they get closer, become even smaller and smaller, decreasing in size, but increasing in number. The crabs would easily flood the opponent, biting into their skin (or rather pinching with pincers) and creeping underneath their skin. Move into any openings like the eyes, ears, mouth, nose etc. All this causes extreme stress on the opponent's mind, however, does not hinder the opponent's movement in reality. After a single turn (if not countered), the opponent would feel the damage on his mind, and pass out.

Notes:

-Can only be taught by Detective L
-Can only be used twice per fight
-No S rank Genjustu in the same turn or one turn afterwards

‡ Approved ‡
 
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Kung Fro

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Re: Custom Jutsu Submission

(Genjutsu: Hason Shita Me) - Illusionary Arts: Corrupted Ocular Prowess
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/a
Description: This illusion is triggered when the user claps his hands together as the opponent watches. This illusion affects the opponents perception of the caster. More specifically, the illusion has an affect on the opponents depth perception and the nerves synchronizing the eyes, making it impossible for the opponent to attack with accuracy with techniques that are projectiles or anything else requiring accuracy to strike. The opponents eyes would fail to work together, each one independent of its counterpart, a necessity to use the eyes to measure anything or work to their full potential. The techniques subtle effects would be what makes it so useful to its caster, the opponents would see everything the same on the battlefield, just betrayed by his own eyes which would not give a true representation of the measurements and calculations a Shinobi would have to make.
-Only usable twice

‡ Declined ‡ You need to elaborate on this more. If it affects depth perception, does it make things further away or closer than they are? You need to specify which. You also need to explain what "the eyes working independently" entails. Right now, that doesn't seem to fit with the reason of the description.
(Genjutsu: Warui Me) - Illusionary Arts: Corrupted Ocular Prowess
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/a
Description: This illusion is triggered when the user claps his hands together as the opponent watches. This illusion affects the opponents ability to make accurate ocular calculations. More specifically, the illusion has an affect on the opponents depth perception and the nerves synchronizing the eyes, making it impossible for the opponent to attack with accuracy with techniques that are projectiles or anything else requiring accuracy to strike. Specifically, through the effects of the illusion the opponents depth perception would continuously change, the minor adjustments making it impossible for the victim to judge distance. On top of the hindrance to their perception, the illusion would work to offset the synchronization between the victims left and right eyes. For example, while under the illusion the opponents left eye would not be focused on the exact spot as the right eye anymore, throwing off accuracy. The opponents eyes would fail to work together, each eye slightly misaligned from its opposite, a necessity to use the eyes to measure anything or work to their full potential. The techniques subtle effects would be what makes it so useful to its caster, the opponents would see the same stuff, but the slight disturbances would not give a true representation of the measurements and calculations a Shinobi would have to make.

-Usable Thrice
-No Genjutsu could be layered over this


‡ Approved ‡ The last restriction was completely filler and so I made it into an actual restriction.

(Shikotsumyaku: Shushi no Dansu) - Dead Bone Pulse: Dance of the Exploding Sunflower
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: A Shinobi capable of utilizing Shikotsumyaku will use their ability to manifest bones in a slightly different way. Instead of generating a singular, large bone, the user of this technique will create a tremendous amount of razor sharp bone 'shards', which are really just small fragments of the kaguyas bones. The creation of these said 'shards' would resemble white sand pouring out of the Shikotsumyaku users skin, and the quantity produced would only be limited to time and reason. The manifestation of these bones would be a testament to the Kaguyas rapid generation of their bones, but the techniques real purpose would come into play through further manipulating the shards. Similar to Gaaras manipulation of sand, the Kaguya will seize control of the shards with his chakra and be capable of manipulating it within short range. As long as the user maintained the technique, the shards would be capable of forming constructs such as a sword, shield etc., the constructs strictly relying on the amount of bone 'shards' created. When brought together to form a construct, the 'shards' durability would not differ from a normal Shikotsumyaku technique.
-Usable 5 Times

‡ Declined ‡ I'm personally of the opinion things like this should be allowed (different states of canon elements e.g. molten steel) but they aren't. Also, I believe the Kaguya group CJ already have something like "Bone dust".

(Kowai Oni) - Terrorfairy
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-5 per turn)
Damage: n/a
Description: A technique developed to nuisance an opposing Shinobi, Terrorfairy revolves around the creation of a small creature designed to annoy and interrupt during combat, or not. The creation will never be larger than a half meter in height and its width would never exceed that of a bloated chimpanzee. The only common trait of a creation would be its speed; capable of moving at speeds similar to Rock Lee without weights, the creation would prove difficult to catch and prevent from causing trouble. Of course, the creation would only reach top speeds in a linear path and having to stop to make quick adjustments or maneuvers, however the creature would remain nimble as is its nature. The 'Terrorfairy' would remain sentient during its play, requiring a chakra toll from the user of the technique. Each creation would resemble something like an imp or a crude chimpanzee but it's characteristics would lie in the source it is created from. The creations would never possess the strength to cause any real harm to the target but they were designed to be a nuisance so they are capable of doing things like grabbing hair, opening a pouch, slapping, etc. The nuisance from said creation would be coupled with a trait shared by their source material.

Raw Chakra - The user of the technique will perform two handseals and manifest a Terrorfairy from raw chakra. The Terrorfairy would be a tangible creation and possessed no special trait beyond their basic ones due to Raw Chakra being its source.
Water - Manifesting a Terrorfairy from either a water source or by materializing it from water molecules, the user of the technique will have the option of choosing between a sticky syrup composition or giving the Terrorfairy a very slick composition, making the nuisance like a greased pig or a giant piece of chewed gum.
Earth - Coupled with the action of either stomping or slamming hands on the ground, the user will create a Terrorfairy out of earth. This Terrorfairy would move at the same speed as the user of the technique. This Terrorfairy was extremely heavy however, and could use its weight to act like an anchor.
Fire/Wind/Lightning - By placing their hands together and choosing an elemental nature, the user of the technique would draw his hands apart to reveal a Terrorfairy completely composed of said element. A Terrorfairy made from fire would deliver C ranked burns on contact with the skin, lightning would send out C ranked shocks. A Terrorfairy made of Wind would have the ability of passively changing between a solid tangibility and reforming to avoid physical attacks.
KG - A Terrorfairy could be created using a Kekkei Genkai as its source material, but it must remain within reason. For example a Terrorfairy made from Kaguya bones would be made of solid bone and could have a sharp characteristic. To make a Terrorfairy this way, a sequence of 4 handseals is necessary and the Terrorfairy would be created from yourself.
-A Terrorfairy could be used as a source of a technique for its element, but it would end the Terrorfairy

-Lasts for 3 turns
- Can only be used Twice

‡ Declined ‡ Not a bad idea. Remove the chakra cost, the chakra originally input into the technique will fuel it for three turns. Clarify the speed more (you need to chose a ninja in addition to the Leg Weights). I'm definitely not allowing the KG version. I'm tempted to remove the Fire and Lightning versions but I'll decide on your next submission. The ability to use them as a source, it will only work if techniques can be created from a source in the first place e.g. False Darkness can't be used from the Terrofairy. So for the most part, that sentence will only apply to the Water terrorfairy. Specify that this is originally made within short-range of you.
 
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Re: Custom Jutsu Submission

Kinjutsu Suiton: Pengin Liuhebafa - Forbidden Water Style: Penguin Water Boxing
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 50 (-200 to the opponent)
Damage: 90 (-20 to the user)
Description: Pengin Liuhebafa is one of the most complex suiton nintaijutsu ever created, based heavily on the principles of Liuhebafa, or Water Boxing, and an advanced variation of chakra absorbing water found in (Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique. To begin this astronomically difficult technique to master, due to the sheer chakra control needed to utilize this jutsu correctly whilst following the principles of Liuhebafa, the user would begin to initiate first out of the eight principles, the eight being: Chi, Bone, Shape, Follow, Rise, Return, Retain, and Conceal. The first principle, Chi, is the principle where the user would first surround their limbs with an abundant amount of chakra. Then by following principle number two, Bone, the user would begin to harden the chakra into a water via nature manipulation, with only the most advanced water users being able to complete this grueling task since you must use the thin air for the water source for Pengin Liuhebafa. After the second principle is completed, the user would begin using the third principle, Shape, on their water. Using shape manipulation on the water coating your hands, it makes the water very versatile and hard to defend from properly. After those principles are completed in rapid succession, the user would could do one of two things. If in close quarters combat and making physical contact with your opponent, the user could forgo the fourth principle of Liuhebafa, Follow, merely because the principle Follow allows the water to reach the opponent from a short distance, up to five meters, and that is basically useless if you are already making contact with said opponent. If the user is not making direct contact with the opponent, the user can utilize the fourth principle, Follow, after releasing the water towards the opponent and using hand gestures to control it until the water makes direct contact with the opponent. When the water reaches the opponent, the fifth and sixth principles of Liuhebafa would start to be utilized. After the water reaches the opponent, it would simply begin to rise and return to the user, with the water being full of the opponent's physical or spiritual energies. The seventh principle of Liuhebafa, Retain, simply means retaining the water the user used on the opponent to steal their physical or spiritual energies. Then lastly, the user would follow the eight and final principle of Pengin Liuhebafa, Conceal, to conceal their opponent's power from them for the rest of the fight via using the water to form an armor around the user that would dramatically boost their abilities depending on what type of energy they took.

Physical Energies - If the user chose to steal the opponent's physical energies, the armor would form around them and begin to boost the user's speed, taijutsu, and kenjutsu. The user's base speed would be enough to cause opponent's to barely keep track of them with the naked eye, with their taijutsu and kenjutsu getting a twenty point damage increase. The opponent would feel different effects from getting their physical energies stolen. Their speed would decrease by one level, and their taijutsu and kenjutsu would lose ten points of damage, as well as being unable to perform taijutsu or kenjutsu S-rank and above for three turns.

Spiritual Energies - If the user chose to steal the opponent's spiritual energies, the armor would form around them and begin to boost the user's ninjutsu. The user would have all their ninjutsu techniques boosted twenty damage points, with the opponent feeling quite different effects. The effect would be that the opponent would lose ten points worth of damage for their ninjutsu, and they could not perform techniques above S-rank for thee turns.​

Note: Can only be taught by Penguin
Note: No other elements can be used but water for the rest of the match, barring ninjutsu, taijutsu, and genjutsu
Note: No water above A-rank for three turns after this jutsu is used
Note: The water armor lasts three turns, as do the effects of it
Note: Can only drain either the physical energies or spiritual energies, not both
Note: Requires extreme chakra control and a water specialty
Note: Can only be used once per conflict

‡ Pending ‡ I'll come back for this.


 Declined  Nice principle and nice idea but you'd need Yin and Yang mastery to accomplish such a feat.


Taijutsu: Hakushu Pengin - Body Technique: The Clapping Penguin
Type: Offensive/Defensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description: Based off the principles of Konoha Ryujin, or Leaf Dragon God, only on a very small scale, the user would channel chakra into his arms and force his hands to come together as fast as they possibly could, causing the user to clap. Due to the sheer speed and power of the clap, the air in the middle of the hands reaching together would escape very swiftly and shoot outwards in front of the user, causing the opponent to fly backwards and sustain some blunt damage from the winds and from the fall.

Note: Can only be taught by Penguin
Note: Can only be used four times per match

‡ Declined ‡ I'm not approving Konoha Ryujin variants.

Suiton: Senchinerupengin - Water Style: Sentinel Penguins
Type: Offensive/Supplementary/Defensive
Rank: S-rank
Range: Short
Chakra: 40 (-10 per turn to sustain)
Damage: N/A
Description: One of Tobirama's most diverse and unique techniques, Suiton: Senchinerupengin is a new take on suiton ninjutsu. With the rapid release and manipulation of suiton chakra, a suiton specialist will be able to form one hand seal and use the air's moisture to create two penguins of water, the same size of Shima and Fukasaku respectively, that fly around the user or stay on the user's shoulders. These penguins are special due to their signature techniques and composition, their names being Staryu and Starmie respectively.

Staryu - Staryu is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a chakra draining mist. Due to Staryu's composition, it is able to create various tools and shields of chakra draining mist up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is b-ranked in power, but once the opponent is hit with this mist, they become significantly more sluggish due to chakra being drained from the opponent. If Staryu was sitting on the user's shoulder as one of it's attacks hit the opponent, it would replenish the user fifty chakra per turn as the opponent gets drained fifty chakra per turn. The user can use this bird as a water source, barring s-rank attacks and higher, and if the attack hits, the same effects would occur barring the chakra replenishment.

Starmie Starmie is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a crystalline water. Due to Starmie's composition, it is able to create various tools and shields of crystalline water up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is a-ranked in power, but has no other effects except for causing excess lacerations and having more power compared to regular suiton due to the crystalline like composition of said water, but still not enough to overcome it's natural weaknesses, namely wood and earth. The user can use this bird as a water source for an attack and gain an increased rank in power, with the exception being s-rank suiton attacks and higher due to the bird not being big enough.​

Note: No S-rank or higher suiton for two turns after this jutsu is over
Note: Can only use suiton, taijutsu, and ninjutsu whilst sustaining the penguins
Note: Can only be used by people who specialize in suiton
Note: Cannot use Starmie or Staryu for a source of water for S-rank attacks
Note: Starmie and Staryu last a maximum five turns on the battlefield
Note: Only useable once
Note: Starmie is based off of crystalline water
Note: Staryu is based off of chakra absorbing mist
Note: Can only be taught by Penguin.

‡ Declined ‡ Where to begin? Using them as water sources when they fit on your shoulder? Replenishing chakra when there's nothing connecting the opponent and Staryu? Techniques gaining an additional rank when used from Starmie? Their ability to create tools and weapons short-range from their position could simply be seen as a way of obtaining a method of a obtaining a generic construction technique for Water Release.
Suiton: Senchinerupengin - Water Style: Sentinel Penguins
Type: Offensive/Supplementary/Defensive
Rank: S-rank
Range: Short
Chakra: 40 (-10 per turn to sustain)
Damage: N/A
Description: One of Tobirama's most diverse and unique techniques, Suiton: Senchinerupengin is a new take on suiton ninjutsu. With the rapid release and manipulation of suiton chakra, a suiton specialist will be able to form one hand seal and use the air's moisture to create two penguins of water, the same size of Shima and Fukasaku respectively, that fly around the user or stay on the user's shoulders. These penguins are special due to their signature techniques and composition, their names being Staryu and Starmie respectively.

Staryu - Staryu is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a chakra draining mist. Due to Staryu's composition, it is able to create various ninja tools (kunai, shuriken, spears, swords, etc.) and shields of chakra draining mist up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is b-ranked in power, but once the opponent is hit with this mist, they become significantly more sluggish due to chakra being drained from the opponent (speed drops by two ranks for two turns).

Starmie - Starmie is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a crystalline water. Due to Starmie's composition, it is able to create various ninja tools (kunai, shuriken, spears, swords, etc.) and shields of crystalline water up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is a-ranked in power, but has no other effects except for causing excess lacerations and having more power compared to regular suiton due to the crystalline like composition of said water, but still not enough to overcome it's elemental weaknesses.​

Note: No S-rank or higher suiton for two turns after this jutsu is over
Note: Can only use suiton and non-elemental abilities whilst sustaining the penguins
Note: Can only be used by people who specialize in suiton
Note: Starmie and Staryu last a maximum four turns on the battlefield
Note: Only useable twice
Note: Can only be taught by Penguin.

‡ Approved ‡ Made some edits.
 
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Re: Custom Jutsu Submission

Dropping: [ ]

(Senketsu) Fresh Blood
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (-10)
Damage: N/A
Description:
Senketsu is a sentient navy-blue and red sailor suit with the midriff shown and a lower-cut skirt. Senketsu is a composed and analytical individual, calmly observing and assessing situations as they occur. He maintains this level-headedness even in the heat of battle, thinking of attack strategies, giving wearer advice and warning them whenever they are about to run out of energy. Senketsu has two forms, his regular form of being just a regular uniform and his battle form. In his battle form Senketsu becomes a much more reveling outfit, barely covering up anything. The skirt part of senketsu becomes even shorter. The top parts also becomes shorter, just barely covering the wearers chest, this also causes the suspenders to look longer. The lapels extend out to either side as well. Whist in his battle form the user becomes much more agile. Their proficiency in weapon use becomes unparalleled.

-Even though Senketsu is sentient He can not break the user out of gen.
-While transformed drains 10 chakra per turn.
-Can only be taught by Bloo.

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‡ Declined ‡ Sentient weapons aren't allowed unless they're logical/inherent to the nature of the weapon.

(Senketsu Shippu) Fresh Blood Gale
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
Senketsu Shippu can only be used by the wearer of senketsu and only during his battle form. To use Senketsu Shippu, senketsu will transform even further. The lower half of senketsu will extend down each leg of the wearer and form two square tubes. Only the head and midriff will be exposed in this form. The lapels will ove around around to the wearers back and become even larger, becoming some what like wings. Once transformed senketsu will become rigid acting much like a suit of armor. Whats special about this form is that the user can expel compressed chakra from the tubes around their legs to gain the ability to fly. While the user can't make incredible aerial moves they have just enough control to maneuver around. The speed at which the user can fly is relative to the rank of the wearer.

-Usable twice.
-Flight Only lasts the turn it is used.
-Transforming doesn't consume a move but using the flight does.
-Only taught by Bloo.

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‡ Declined ‡ Parent technique was declined.
 
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Daemon

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Re: Custom Jutsu Submission

Old CW:

New CW:

(Ningen seirigaku)- The Human Physiology
Type: Weapon
Rank: S
Range N/A
Chakra Cost: N/A
Damage Points:N/A
Description: The Human Physiology is a custom weapon made by Akasuna no Sasori. The Human Physiology is a sentient core that replaces Sasori's current core. The core is the same size as Sasori's current core but instead of it being exposed like normal the core is covered with a durable material. The durable material can only be destroyed by focused A rank and above techniques like Chidori Spear(Quote from the Sasori jutsu saying the core can only be harmed by direct attacks" "Sasori is immune from being hurt in anywhere but his heart, which would take a very direct attack."). This means that widespread techniques won't do the job of destroying it properly. The Human Physiology has unique traits that Sasori can only access. The cores aim is to purge any foreign chakra that is present within Sasori's body. Being a puppet, Sasori is not able to feel pain because he lacks a central nervous system but yet he still finds a way to control his body and that is through his core. As long as chakra remains in Sasori's body he can manipulate it as he pleases. The core works by allowing Sasori to feel pain when foreign chakra enters his body and at that point the core will act as its own to purge it. When under the effects of a genjutsu, The Human Physiology will inflict pain onto Sasori that is enough to release him from the genjutsu. After the genjutsu is released, the core will remain dormant again until it is needed again. Once the genjutsu is released, Sasori will again feel nothing and once again become a puppet without emotion. For that brief moment, Sasori gains somatosensory senses before it fades away. However The Human Physiology can only release S rank or lower genjutsu. The core can release Sasori out of genjutsu once per turn. Much like his common core, Sasori can switch this core into other puppets instantly to swap out bodies. Since this is Sasori's Weapon made for Sasori it can only be used by Sasori bios.

Note: This can only be used by Daemon

‡ Declined ‡ Nice technique but this can only be used by you due to the nature of the weapon. My main problem is that whole "A-Rank focused technique thing". Widespread attacks like Majestic Annihilation would destroy both Sasori's body and his core.

(Vorudo) – Voldo
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Voldo is a unique puppet crafted for the art of assassination and mass murder. Voldo is a tall and slender puppet make out of the finest material. Unlike other puppets, Voldo is built to be long lasting and durable. His puppet body is reinforced with tough metals such as iron and lightweight steel. Due to the additional metal, he ways a bit more than most puppets but his speed is not completely hindered as he is able to move just as fast has his user. The reinforced body paired with his cage-like exoskeleton armor provide him a B rank defense against enemy attacks. Voldo carries a pair of gauntlets fastened to each of his hands. These gauntlets have blades protruding outward in sets of three. These blades can be shot out individually or as a group across the battlefield. These blades do B rank Damage on contact and count toward the allotted moves per turn. If shot individually they do not count towards the move and act as ninja tools. * Due to this puppet being unique to Sasori, its weapons are soaked in the heavy metal based poison. Hidden in Voldo's knees and elbows, there is a compartment that leads up into the thigh/forearm. On command, these compartments will open and a sharp, medium sized spike will protrude out of the opening that can be used to strike the opponent. There is an open space within Voldo's chest that is capable of holding Sasori's container of living flesh. The construction of Voldo's body is also unique. It's joints twist on an axis in both directions allowing the puppet body to contort and be unpredictable in combat. This making him the perfect close range fighter. In his arms, the mechanism able to use the Chakra Shield technique is present. Voldo is stored in a scroll and can be summoned to the battlefield at any time.
Can only be taught by Daemon.
Must have a Sasori bio.
You must be registered for see images
Note for checker: (*) I can't split up a B rank into 3 equal ranks of the individual blades. So if they are shot individually I just make it so that they will be treated as ninja tools.

☼ Approved ☼
Updating:

(Vorudo) – Voldo
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: Voldo is a unique puppet crafted for the art of assassination and mass murder. Voldo is a tall and slender puppet make out of the finest material. Unlike other puppets, Voldo is built to be long lasting and durable. His puppet body is reinforced with tough metals such as iron and lightweight steel. Due to the additional metal, he ways a bit more than most puppets but his speed is not completely hindered as he is able to move just as fast has his user. The reinforced body paired with his cage-like exoskeleton armor provide him a A rank defense against enemy attacks. The cage-like exoskeleton mimics the durability of Sasori's Hiruko puppet. Voldo's unique composition allows him to release chakra threads from any location on his body in a mass abundance. These chakra threads can be manipulated to clump and condense together to form various attacks that are needed. In this usage, the chakra thread usage of this degree is equal to an S rank attack and due to its compressed and condensed nature is equal to elemental jutsu of the same rank(Requiring 40 chakra to use and a move per turn). The chakra threads themselves can be used to control Sasori's 100 puppet jutsu. In this usage, the chakra threads do not count as a move per turn such as Sasori's chakra thread compartment. * Due to this puppet being unique to Sasori, its weapons are soaked in the heavy metal based poison. Hidden in Voldo's knees and elbows, there is a compartment that leads up into the thigh/forearm. On command, these compartments will open and a sharp, medium sized spike will protrude out of the opening that can be used to strike the opponent. There is an open space within Voldo's chest that is capable of holding Sasori's container of living flesh. The construction of Voldo's body is also unique. It's joints twist on an axis in both directions allowing the puppet body to contort and be unpredictable in combat. This making him the perfect close range fighter. In his arms, the mechanism able to use the Chakra Shield technique is present. Voldo is stored in a scroll and can be summoned to the battlefield at any time.
Can only be taught by Daemon.
Must have a Sasori bio.

‡ Update Approved ‡

Updating;

Can't quote the post so here is the link

(Satsugigei|Fuu No Za Satsu )-Butcher Arts: Way of the Butcher
Type:Attack
Rank:B
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user focuses a large amount of chakra into their blade. then then user delivers a horizontal slsh to the opponents gut cutting right through the opponent and spliting Him/her in half. the user then turns their sword into pure chakra and toss it into the sky. the sword breaks apart in this chakra form and rains down as blades of chakra that skewer the opponent's body.
(Usable only 4 times per battle)
(Must have Zabuza's Sword)
(Can only be taught by Daemon)

‡ Declined ‡ DNR.
 
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Flash

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Re: Custom Jutsu Submission

(Futon: Mokusei no jūryoku) | Wind Release: Jupiter's Gravitational Force
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Often times users prefer using speed increasing abilities to fight against their opponents. However what they usually don't try, is to slow down their targets to achieve similar results. Users with profound knowledge and skills with the wind element can use this jutsu to gain a considerable advantage over their targets. The user initially manipulates the air around the target to form into a thin circular disk of wind underneath their legs. The disk being up to 5 meters in radius, forms at a maximum height till the user's ankles when he stands on the ground. This disk being made of wind, is transparent and as such causes no harm to the target directly anyways. The main property possessed by the disk is that it acts in a similar way to a vacuum cleaner that sucks in matter into itself. The disk contains so much power that it can suck in giant pillars that hang down from the roof of the caves to itself. The vacuum effect is felt by everything that is above the disk up to 20 meters (so it looks like a field of cylinder). In RP terms, anyone who is affected by this field (anyone who stands above this disk) will feel as if gravity is acting on them. The target/s will be pulled down towards the ground as their speed decreases considerably (the running and action speed of the targets goes down by 3x times). Not only the targets, but any matter that passes through this field will go through the same effect. Objects that are smaller and which does have much force will never make it to the other side. For example, kunais thrown by/at the opponents will be sucked down into the ground with great force. Even if the objects are launched with great force, they will have their projectile altered to a large extent. Also, objects falling from above will fall with thrice the force. The only things that is not affected by this field are energy based attacks; for elements that have matter will always be affected. When the disk is created, it recognizes the target chakra source, and follows the target wherever it goes. While this technique makes it easy to fight opponents with their speed lowered, the user has to make sure that he doesn't get in the field as it might affect him as well.
Note:
The technique lasts for a maximum of four turns
No Wind Technique above A-Rank in the same turn
Can only be used thrice.
Can only be taught by Flásh

‡ Declined ‡ I hope you don't think "thrice the force" means the damage of techniques is boosted because it doesn't. My main problem with this is it's lack of counterability with the basic five. The only elements that can get rid of this are fire/lightning, one of which is weak to Wind and the other would cause the disk to ignite. Not only that but this wouldn't be as effective against speed users as you imagine it will be. Their speed is decreased by x3 and the disk only encompasses five meters. A user in the 4th Gate or using the Lightning Armour will escape the disk in no time at all, thereby making your technique useless against what you originally planned on countering. I just don't see myself approving this.

(Erementaru Ninjutsu: Roiyaru yobidashi) | Elemental Ninja Arts: Royal Invocation
Type: Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: N/A
Description: The user will release their elemental chakra into preexisting techniques of their own, or beforehand activate this ability (instant activation due to it being useless as a stand alone technique) which gives a certain property to the targeted mother technique. Once this technique is activated, the user can choose which of the jutsus he wants the property to be put on. The ability provides the jutsus, properties similar to "Leech All Creation: Attack Prevention Technique" where it can take on the physical property of the object it touches. However, the goal of the technique is not (just) to take on the property of the object but rather become one with it. This enables the user's technique to physically merge and unmerge with the opponent's technique to follow its momentum. And the merging/unmerging is so fast, that it looks as if the technique has phased through the targeted technique. The primary use of this technique is to overcome the barrage of opponent's attacks and turn tide against him. For example, should the opponent fire a giant fire ball, the user can fire a smaller fireball that will merge with the incoming fireball and unmerge from it from behind, to hit the target (but to survive, the user has to take care of the larger fireball as well). Although this is a very useful technique, it has some limitations when it comes to its usage; in a sense that it can only be used against similar elements. For example, a fireball cannot merge with a water/lightning attack etc. It has to be similar elements.
Note:
Lasts for 3 turns
Can only be used on similar elements.
Cannot use Ninjutsu above A Rank in the same or next turn.
Can only be used 3x
Can only be taught by Flásh

‡ Declined ‡ DNR.

(Kage no Sento: Hi-ge o hayashita sēji no yokubō) | Shadow Combat Style: Lust of a Bearded Sage
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (-10 to user)
Description: Having mastered Shadow Combat, gave the users the ability to materialize their shadows to an extent that normal shadows couldn't. And while the materialized shadows looked as good as an real entity, they could maintain their shape and composture even after being separated from the user's body. For example, it allowed the user the ability as simple as throwing a spike of shadow at the target, similar to throwing a kunai. This was the core ideology behind creating the strongest Shadow Combat technique know to its practioners. The user concentrates a huge amount of chakra within their body and releases all of it continuously from every corner of his body. As the chakra exits the body in a continuous surge (releasing him from genjutsu if needed), it takes the form of an inferno made of shadows. It creates great spiralling flame-like shadows all around the user, centered on his location. But obvious, this inferno causes no burning damage; they can only hold down a target similar to Shadow Posession Technique. Also, due to its appearance it is often mistaken with Ameterasu. The shadows that are shot out, quickly hold on to any nearby object (as if they were burning it, but never really interacting with it), before spreading and covering more area as it waits for the user's command. The user with three [Dragon - Rat - Tiger] quick handseals command the shadows to erupt long rods of spikes from their entity and pierce the target. The shadows not only capture the target motionless, (like in Shadow Possession), but also deal heavy piercing damage due to shadows from every corner releasing rods of shadow into the target. These shadows are also able to move along the ground to close in on the target, and corner him completely before piercing holes through his body. Due to the amount of shadow "flames" that were released, when the rods erupt, it looks like a jungle of spikes that completely fill the entire battlefield, leaving little to no space to move around. Also, due to the amount of rods and the shadow "flames" covering the entire battlefield, neither the user, nor the target will have a visual of each other if they are separated by more than 5 meters.
Note:
Due to the amount of chakra released all at once, the user feels completely fatigued for two turns.
He will feel slight dizzyness in the same turn
No other Shadow Combat technique in the same turn
Only two techniques in the same turn
No technique above S-Rank in the same or next turn.
Can only be used once.
Can only be used by Shadow Combat Students

‡ Pending ‡ Leaving for Madara.





✦ Declined, I can't let you "throw" shadows. ✦
 
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Re: Custom Jutsu Submission

(Shakuton: San Ten Hoshi) - Scorch Release: 3 Point Star
Type: Defense/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Forming the tiger hand seal, the user creates multiple orbs and manipulates them to create an equilateral triangle, each side measuring up to 10 feet in length. Once finished, the user will manipulate the orbs and cause them to fuse into a frame-like barrier, made from pure scorch chakra. From the opponent's view point, the barrier is purely orange but from the user's view point, the barrier is translucent. The barrier can be controlled by hand movements.
Notes: Can only be used thrice per battle
Notes: Barrier can be used as an attack as well, and when it comes in contact with the opponent, dealts 60 damage points, thanks to the barrier's scorching hot temperatures

‡ Declined ‡ Change the coloured, it should be the same for both parties.
 
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Kuroh

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Re: Custom Jutsu Submission

(Katon: Meliae no bandoru) - Fire Release: Meliae's bundle
Type: Supplementary / Offensive
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: Maliae's bundle is a supplementary technique of fire release were the user through rapid conversion and release of chakra cause for a ''bundle'' of small ash participles to combust in two turns span affecting short range radius. Although they wouldn't cause damage, they would cause for a momentary stun as well as shock the opponent (which they hit) and thus unable the performance of some actions or make them hideous as to achieve. Additionally these participles would be able to be used to change trajectory of sent projectiles, even sending them back towards the one who initially sent it by hitting specific parts of them.

Note: Can only be Taughy by Kuroh

‡ Declined ‡ DNR.
 
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Kooljay

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Re: Custom Jutsu Submission

(Genjutsu: Keana Rirīsu) - Illusionary Technique: Pore Release
Type: Supplementary
Rank: A
Range: Mid
Chakra: 30
Damage: N/a
Description: The Pore Release Genjutsu is a simple one at that. After weaving one hand seal, the user inserts their chakra into their targets brain. From there they can overstimulate the targets sympathetic nervous system and cause the target to sweat large amounts of water from their body. This causes various problems for the target. Due to the abnormally large amount of sweat being excreted, the target is unable to form hand seals, because of the lack of friction, unless they carefully and slowly perform them(slower than the average ninja). Among other things, if the ninja isnt wearing a headband, then the sweat from their forehead will get into their eyes. The large amount of sweat also naturally carries salt with it which can irritate and cause slightly painful inflammation in the eyes under normal conditions. However due the the larger quantity of sweat the pain is far greater this makes it hard to will one's eyes open as the body's natural reaction is to close the eye lids, blink a lot, and create tears. The target will also naturally develop a strong body odor that is strong enough for even normal human noises to pick up the general direction in which the stench is coming from as long as they are in mid range of the user. Lastly, if the target does not stop or break the genjutsu after 2 turns, they will start to experience the symptoms of hyponatremia, low salt concentration in the blood. The target will feel nauseated, vomit, headaches, and fatigue which wont allow them to mold chakra above A rank until the genjutsu is broken.

Note: Can be used twice per battle
Note: Can only be used by those taught by Kooljay
Note: Once the genjutsu is broken, it will take two turns for the sweat on exposed skin to fully evaporate if not washed by a suiton/water , but handseals may be formed at normal speed after one turn.
Note: The odor exists long as the users clothes are worn as the odor comes from the sweat which has stained their clothes.

‡ Declined ‡ This is beyond the normal limitations of Genjutsu.


(Katon Kenjutsu: Hotarubureijingu) - Fire Release Sword Technique: Blazing Fireflies
Type: Offensive/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The Blazing Fireflies technique is an offensive parry move of sort that was made to overcome not being able to attack while defending. In order for the jutsu to work the user must first parry or block an incoming attack from a blade of some sort with their own sword. For maximum effect, the parry should occur at the point of the the opponents blade farthest away from the handle. And now the user will then imbue his sword with katon chakra and drive it along the opponents blade toward the opponent. This along with the friction of the two blade rubbing against each other will create a seemingly uncountable number of sparks. However these sparks are now imbued with the user's chakra and the user can manipulate the sparks to all fly toward the target in the form of tiny hot needles that will pierce the targets skin causing second degree burns and a distraction from the incoming sword.

Note: Can only be used four times per battle.
Note: Can only be used by those taught by Kooljay

‡ Approved ‡ Nice technique.

(Amakakeru Ryū no Hirameki): Heaven's Soaring Dragon Flash
Type: Defensive
Rank: A
Range: Short
Chakra: N/a
Damage:N/a
Description: Heaven's Soaring Dragon Flash is a remarkable technique that defends the user and makes the target vulnerable in one move. In order to use this technique, the user must first parry the targets blade with his own and quickly dash 2 meter afterward to avoid what comes next. In doing so, a higher than normal amount of strength is needs to fuel the parry compared to any other normal parry. Upon the parry impact of the blades, the kinetic energy backing the users sword is dissipated into the air area surrounding the impact. This forces that air out of that space and creates a small vacuum. Then air then naturally flows back into the vacuum with great force pulling the opponent in with it, leaving him open for attack.

Video of technique in action

Note: Can only be used twice per battle
Note: Can only be used by those taught by Kooljay

‡ Declined ‡ DNR.
 
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Re: Custom Jutsu Submission

(Doton: Rimōtobankā) - Earth Release: Remote Bunker
Rank: S
Type: Defense/Supplementary
Range: Short-Long
Chakra: 40 (+20 to modify)
Damage: N/A
Description: After forming a row of 5 handseals the user condenses any earthen material (rock, sand, mud, etc) into a large tower-like structure extending from the surface to deep underground. The tower is hollow but extremely durable being made of dense, chakra reinforced earth. During creation, the inner tower may be customized to suit his needs. That is, multiple floors and walls of earth may be formed to make separate rooms along with entrances where needed. Whenever the user wants to modify the tower he must form a handseal and displace other parts of the tower to add things and vice-versa. If the handseal is held the tower may be actively modified within its confines but the user will be unable to perform techniques during this time.
-Usable once per battle
-No S rank or higher earth jutsu next turn
-Modifications are bound to floors, walls and opening/closing entrances
-Can only be taught by Ushiro

‡ Approved ‡

(Ameton: Ribaundo) – Rain Release: Rebound
Rank: B
Type: Attack/Supplementary
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user creates a circular plane of condensed chakra up to 5 meters in diameter anywhere within range. This visible barrier has one function: All rain that comes in contact with the barrier’s surface is forcefully repelled while also imbued with chakra, making rain reflected at an enemy powerful enough to pierce skin. Objects such as shuriken will pass through the barrier unhindered while elemental jutsu C rank and above can destroy it. This technique can also reflect B rank and below rain jutsu but will not increase their damage unless the jutsu has no damage points originally.
-Lasts for the turn used
-Reflected rain reaches mid range from the barrier’s position
-Can only be taught by Ushiro

‡ Declined ‡ DNR.

(Kuchiyose: Sōdaina Inago wa Jishin) – Summoning: Grand Locust Jishin
Rank: S
Type: Summoning
Range: Short
Chakra: 40
Damage: N/A
Description: The user wipes blood on his summoning tattoo to summon Kokyū, a giant locust 100 meters in height also known as the “Plague of the Land”. He has pale white eyes and a steel-hard body that is dark grey in color and carries a large pickaxe capable of inflicting A rank physical damage. He is a master of the Earth element and as such can perform S rank and below Earth jutsu that do not require handseals. He also has the ability to shroud all or part of his body in doton chakra which causes all earthen material to completely disintegrate on contact. It is capable of destroying large portions of a battlefield as well as one S rank earth technique of the enemy. (only usable twice and counts as one of the user's moves) Due to his great size and tough body, he is immune to ninjutsu B rank and below, and earth jutsu A rank and below.

-Can only be summoned once
-Lasts for 5 turns
-All techniques used by him count as one of the summoner's moves
-Must have signed the locusts contract



‡ Declined ‡ Lasts too long, his ability to destroy one S-Rank is iffy since his pickaxe only does A-Rank damage and how does he causes earth techniques to disintegrate?
 
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Tsuki

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Re: Custom Jutsu Submission

(Asenshon no Tarisuman) - Talisman of Ascension
Type: Weapon
Rank: S-Rank
Range: Short (carried on oneself, but abilities apply to relevant techniques regardless of range)
Chakra: N/A (+30 for defensive mechanism) (+10 per enhancement)
Damage: N/A
Description: Talisman of Ascension is an artifact made during the ancient times of Sunagakure. It takes the form of a coin that is 6 centimeters in diameter and is placed on the user's back, between their two shoulders and below the neck. The talisman is virtually indestructible and does not contain any chakra by itself, but will however act somewhat like a parasite once in contact with the user's body and once the user "accepts" it by granting it a small portion of his chakra. At this point, the talisman "awakens" and has few small tendrils come out of it and enter through the user's skin to finally connect with the user's chakra system and become one with it for life. The talisman is basically fused with the user and would remain as such (something that has already been done when the CW is wielded). Talisman of Ascension would act as if being part of the user's chakra system, having the user's chakra normally flow through it aswell. As for what purpose it actually serves, it magnifies the user's chakra in 2 different fields in order to improve some of the user's jutsu performance. In addition to the enhancement of certain jutsu performances, Talisman of Ascension contains a defensive mechanism that is only triggered a very limited amount of times.

- Defensive mechanism: The user might sometimes be unaware of certain attacks that are about to hit him, such as small sneaky attacks from behind or above, or even a betraying handshake that delivers an electric shock. That's when the defensive mechanism takes action. Talisman of Ascension can recognize foreign chakra/energy beside those that normally dwell within the user's chakra system. Once it perceives a jutsu with foreign chakra/energy closeby the user, even if from a source that is in contact with the user's body, the talisman, being part of the user's chakra system, forcibly causes some of the user's chakra to emerge from the body part(s) that are threatened to be damaged in order to block and prevent the foreign jutsu from harming the user. The defense is considered an A-Rank move and is capable of protecting the user against A-Rank and below techniques whether they are elemental or non-elemental. This defensive mechanism can only be auto-triggered 2 times per battle when the user cannot react to or is unaware of an attack and has a cooldown of 2 turns. It counts as one of the user's 3 moves per turn and the user cannot benefit from the 2 enhancements in the same and following turn as this defensive mechanism is triggered. The user can perform a technique during the same time-frame as this defensive mechanism is being triggered because the talisman acts separately from the user. However, the technique that the user performs cannot be a genjutsu or an elemental technique (meaning he can only perform non-elemental techniques) due to the talisman interfering in the chakra system. This defensive mechanism does not trigger to protect the user against purely mental attacks such as genjutsu and Yamanaka techniques.

- Enhanced water techniques: Talisman of Ascension will improve the user's suiton chakra when performing suiton techniques, allowing them to no longer require any water source at all. Using a water technique that initially requires a water source while there is none on the terrain would be possible as long as the user spends an extra +10 chakra points when the jutsu is being performed. The extra amount of chakra would be consumed by the talisman in order to magnify the user's suiton chakra to achieve the usage of a water technique requiring a water source without the need of per-existing water on the terrain. This enhancement can be benefited 5 times per battle and does not count as one of the user's 3 moves per turn.

- Enhanced ground contact techniques: Talisman of Ascension will improve the user's chakra, allowing him to perform techniques that initially require ground contact without the need of being in contact with the ground/water surface at all. Performing a technique that requires ground contact while not in contact with the ground would require an extra +10 chakra points when the jutsu is being performed. The extra amount of chakra would be consumed by the talisman in order to magnify the user's technique so that this would be possible. This enhancement can be benefited 5 times per battle and does not count as one of the user's 3 moves per turn.

Note: Can only be used by Tsūki

‡ Declined ‡ Didn't read this fully but two whole paragraphs need to be removed (the enhanced Earth and the enhanced Water).

(Rōdoran'nā Geijutsu: Koyōte o Nogaremasu) - Roadrunner Arts: Escape the Coyote
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: N/A (+5 from user per roadrunner the summoning technique contains)
Damage: N/A
Description: It is not uncommon to summon an animal in order to ride them to evade an incoming enemy technique, but sometimes, it is of such large scale that it becomes nearly impossible to escape. "Escape the Coyote" has the purpose of enhancing this specific manner of escaping attacks when performing a summoning technique. This is done by allowing the roadrunner(s) in said summoning technique to possess greater speed for a brief moment upon being summoned. When under the process of performing a roadrunner summoning technique, the user simply invests an additional amount of chakra depending on the amount of roadrunners contained in said summoning technique alongside the chakra spent to perform the summoning technique itself. This extra chakra serves as helpful fuel aswell as a signal for the roadrunner(s) that are being summoned, informing them that they would have to run/fly at exceedingly fast speed for the first few moments when arriving at the battlefield. The user's additional chakra, aswell as the chakra the roadrunner(s) from the summoning technique spend on themselves would be specifically focused on the roadrunner(s)' wings and legs, allowing them to achieve this sudden fast speed upon entering the battlefield. With this sudden speed, the roadrunner(s) would be able to move away or arc around and behind the enemy (in a semi-circle) aswell as evading the enemy technique at a speed not trackable by kage ranked and below shinobi. There would, however, be a hint of their trajectory left behind. If the roadrunner(s) were running on water/ground surface then a delayed trail of dust/water would be left behind where they've ran across, basically revealing their trajectory. This being purely supplementary, the summoned roadrunner(s) would have to maintain a mid-range distance away from the enemy shinobi once behind them or once they've simply evaded the incoming attack. If the summoning technique contains more than one roadrunner, then they do not need to move together, one can for example arc to the right while the other arcs to the left to position themselves safe and away from the enemy attack. With this, the user, alongside their roadrunner summons are capable of escaping even the likes of "Fire release: Great Fire Majestic Annihilation" and other large scaled attacks and position themselves at mid-range behind or around the enemy at great speed. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes a roadrunner summoning technique and basically only serves the purpose of improving the evasion ability that is already existent without the use of "Escape the Coyote".

Note: Can only be used on 4 summoning techniques
Note: Cannot be used on summoning techniques containing 3 or more roadrunners



‡ Approved ‡
 
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Kai NB

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Re: Custom Jutsu Submission

(Raiton: Kiri Asshuku) — Lightning Style: Lightning Compression
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: -25
Description: After a lightning jutsu is released, the user will perform 2 handseals as they release their chakra into the lightning jutsu. In doing so, the user will decrease the power and size of the lightning jutsu, weakening any lightning jutsu by 25 damage points. By the decrease in chakra, the lightning loses power as the power of the electrical current is decreased.

Note: Can only be used once on each lightning jutsu creates
Note: Can only be used 3 times




(Doton: Tsuchi Asshuku) — Earth Style: Earth Compression
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: -25
Description: After a earth jutsu is released, the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will decrease the power and size of the earth jutsu, weakening any earth jutsu by 25 damage points. By the decrease in chakra, the earth jutsu will shrink in size and become less dense, deducting its power.

Note: Can only be used once on each earth jutsu creates
Note: Can only be used 3 times




(Suiton: Mizu Asshuku) — Water Style: Water Compression
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: -25
Description: After a water jutsu is released, user will perform 2 handseals as they release their chakra into the water jutsu. In doing so, the user will decrease the power and size of the water jutsu, lessening any water jutsu by 25 damage points. By the decrease in chakra, the water loses power as the wave of water decreases in size and the power and speed of the water is decreased.

Note: Can only be used once on each water jutsu creates
Note: Can only be used 3 times

‡ All Declined ‡ These are simply copies of Pervy's Expansions. Replace "expansion" for "compression". You even decrease the damage of techniques by the same number. Also, these are somewhat redundant. You can only use this on B-Ranks and below. Why not counter normally instead of wasting chakra?
 
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Re: Custom Jutsu Submission

(Katon: Kasai Asshuku) — Fire Style: Fire Compression
Rank: A
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 30
Damage Points: -25
Description: After a fire jutsu is released the user will perform 2 handseals as they release their chakra into the fire jutsu. In doing so, the user will decrease the power and size of the fire jutsu, weakening any fire jutsu by 25 damage points. By the decrease in chakra, the fire loses power as it absorbs less oxygen decreasing its power.

Note: Can only be used once on each fire jutsu creates
Note: Can only be used 3 times

(Fuuton: Kaze Asshuku) — Wind Style: Wind Compression
Rank: A
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 30
Damage Points: -25
Description: After a wind jutsu is released, the user will perform 2 handseals as they release their chakra into the wind jutsu. In doing so, the user will decrease the power and size of the wind jutsu, weakening any wind jutsu by 25 damage points. By the decrease in chakra, the wind loses power as it decreases the power of the wind blast as well as the size by shrinking the wind currents.

Note: Can only be used once one each wind jutsu creates
Note: can only be used 3 times

‡ Both Declined ‡ These are simply copies of Pervy's Expansions. Replace "expansion" for "compression". You even decrease the damage of techniques by the same number. Also, these are somewhat redundant. You can only use this on B-Ranks and below. Why not counter normally instead of wasting chakra? You can't submit variants of other people's techniques btw.
 
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