[ARCHIVE] Custom Jutsu Submission - II

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Vegeta

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Re: Custom Jutsu Submission

(Raiton - Mōningusutā no Musuko)Lightning Style - Son of the Morning Star
Type: Offensive/Defensive/Supplemental
Rank: A
Range: Short-Mid
Chakra Cost: 30(-5 per turn)
Damage Points: 60
Description: Molding their raiton chakra and using precise shape manipulation, the user will release the chakra from inside shaping it into a humanoid form (can be made to look anyway the user desires) however the figure is made purely of raiton chakra and is almost transparent. Inside of it's body looks like the inside of a storm cloud with lightning bolts being seen moving about. It has but only two functions, to kick *** and chew gum...and it's all out of gum. Once formed it will attempt to strike the enemy with a combination of 6 punches and/or kicks releasing electrical surges with each blow (-10 damage per strike dealing numbing effects) and will stay on the field until either destroyed or the 6 strikes are delivered, at which point it will return to unfocused raiton chakra and dissipate away.

~Notes~
- can be used 2x
- Can only move up to Mid range of the user
- Must be taught by -Vegeta

‡ Declined ‡ Similar techniques exist.

(Ameton - Kami no Namida) - Rain Release - Tears of a God
Type: Offensive
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user sends their chakra into the falling rain by punching rapidly releasing the chakra outwards, sending the rain drops bolting towards the enemy dealing blunt damage.

~Notes~
- Can be used 4x
- Must be taught by -Vegeta

‡ Declined ‡ Clashes with Mathias' Rain Bending.

(Fuuton - Rekkyaku Kuubu) - Wind Style - Cataclysmic Whirlwind
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A counter-counter strike. When a high strike by the user is blocked and countered, the user, while reacting to the counter attack, does a backwards handspring concentrating a slicing blade of wind to their dominant foot, slicing vertically into the opponent as they continue gathering wind chakra throughout their body, releasing it clockwise around themselves as they spin on their hands, the wind chakra bursting out like a small tornado surrounding them as they plant their foot with their other dominant foot raised high in a slicing kick, the wind chakra speeding the rotation of the attack.

~Notes~
- Must be taught by -Vegeta
- Can be used 2x's per battle
Ref-

‡ Approved ‡
-updating-
(Fuuton - Rekkyaku Kuubu) - Wind Style - Cataclysmic Whirlwind
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A counter-counter strike. When a high strike by the user is blocked and countered, the user, while reacting to the counter attack, does a backwards handspring concentrating a slicing blade of wind to their dominant foot slicing vertically into the opponent. They can continue by gathering more wind chakra throughout their body, releasing it clockwise around themselves as they spin on their hands, the wind chakra bursting out like a small tornado surrounding them as they plant their foot with their other dominant foot raised high in a slicing kick, the wind chakra speeding the rotation of the attack.

~Notes~
- Must be taught by -Vegeta
- Can be used 2x's per battle
Ref-
New Ref-

‡ Update Approved ‡ The previous reference was clearer tbh.
 
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Howard

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Re: Custom Jutsu Submission

(Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80 (La Muerta) (+10 to punching techs excluding La Mueta)
Description: This weapon is mainly for defensive and offensive purposes in Short Range combat such as close range taijutsu. It's a set of multi-plated arm guards that run up the side of the wielder's arms leaving no visible skin. They are both form fitting thus able to block thrown objects such as Kunai and Shuriken quite easily but if they are connected to an Explosive tag of some sort the user must still deal with that as the Guard won't block the explosion or flash. The guards surround the wielder's arms and are made of two special types of metal both are quite malleable and versatile the metals have a special property; the metals are able absorb the wielder's chakra directly from his chakra reserves without his permission or consent storing it then infusing their punches with the chakra much to the same extent Sakura and Tsunade do but the user won't have to focus on the chakra level like Sakura and Tsunade, the Arm Guards do it for the wielder maintaining chakra flow from the user to the Guards. The punches are enough to crack bones and bruise and batter the body. The stored chakra can also be focused into one massive punch deemed "La Muerte" in which the chakra gathers at the finger tips and infuses into the wielder's punch/hand the chakra in no way forms a blast but absorbs into the part of the arm guard that covers the fingers and then into the user's hand. The punch is not so much driven by muscle power but by the chakra that is infused into the punch it can be accomplished with either fist. The user must make contact with the opponent however for the punch to effect the opponent if done so the punch is enough to shatter bones and bruise and bash internal organs. La Muerte is easily able to break multiple ribs in one shot and bruise and bash internal organs such as the lungs, heart, and stomach depending on where the punch lands if used properly this can make breathing much harder and put excess pressure on the internal organs making quick movements painful and in some cases almost impossible. La Muerte is comparable to an A rank attack as that is how much chakra is focused into the punch. The Arm Guard can also be used defensively to block Basic Taijutsu attacks up to B rank but can only be done 3 times per battle. La Muerte kind of resembles Jugo's CM punches in a way as well as Tsunade and Sakura's chakra infused punches. The blades on the guard are sharp enough to easily cut flesh and defend against sword strikes as well as kunai and other bladed weapons. They are both insulated and therefor make very bad conductors they can be imbued with a chakra nature however much like that of a sword or a kunai.

Finally the user can fully consent to the guards' absorption of his chakra, and instead of fighting against it let it devour vast amounts of chakra this lets the guards morph and twist taking over the user's body. The guard will extend taking over the user's upper body and shattering his mental state. At this point the user will grow mad with power unable to properly control himself relying completely on instinct. The guards begin to force chakra back into the user's body increasing his strength slightly (+5 to Taijutsu) and allowing him defense against most sword strikes and most taijutsu aimed at the upper body. This only lasts for 3 turns and after the user is completely exhausted unable to perform hand seals or use ninjutsu at all.

Notes:
-The guards are indestructible but this doesn't stop force from traveling through them and hitting/damaging the user
-La Muerte counts as a jutsu and can only be used 3 times never in the same turn
-Punches while wielding this weapon can easily break bones
-Blocking of Taijutsu attacks counts as a jutsu as only a jutsu can block a jutsu
-Can only be wielded by Howard
-The guards can be activated only once during the battle and deactivated once during the battle
-Can only be activated for a span of 6 turns another 3 turns are added if the user then consents to the chakra absorption process. This can only be used once.
-The user will not be able to use hand seals or Ninjutsu for 3 turns after the deactivation of the final chakra absorbsion process and will lose 15 damage points to taijutsu (-15) and 15 damage points to Ninjutsu (-15) leaving him excessively vulnerable.


 Approved 
(Kou-Ou-Yoku) Light Hawk Wings
Type: Defense/Offense
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: With proper training the user of (Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left can gain the ability to create Light Hawk Wings, while the CW is active. Light Hawk Wings are a form of energy to matter conversion where the user manipulates chakra creating physical tangible objects from nothing more than chakra. In it's most basic form wing like plates can be created that have the ability to block most tangible and intangible objects and in essence is the creation of a physical shield from pure chakra manipulation. This is a lot like the rasengan case in point when the chakra put into a rasengan is manipulated to it's utmost it becomes a quickly rotating physical sphere that has physical solid properties unlike raw chakra that tends to be more intangible and becomes self sustaining.
Once the most basic application of the Light Hawk Wings is mastered it can be used to create any physical object the user can imagine from pure chakra manipulated to it's maximum. The user could freely convert this intangible energy into physical matter such as armor, shields, swords etc. Unlike most techniques that create these types of items from an element these are real items created by converting the energy into matter. Due to this process the weapons, and creations are as strong as the chakra put into them able to withstand the force of a technique of the same rank.
Notes:
Can only be used twice
Can only be active three turns
In the case of armor or defensive creations the Wings are destroyed when they take on damage comparable to the energy put into them I.E A rank damage for an A rank creation but they also take out the attack
User can only create three Light Hawk Wings per use and when converting them into an object they physically become that object meaning as long as the object is still on the field it counts as an active Light Hawk Wing

Example:

(Kyōjin no Rengeki) - Serial Surges of the Giant
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user taps into the power of the Red Right hand performing a massive uppercut striking the opponent with a ferocious strike while in unison releasing a decent amount of refined chakra from the reserves of the weapon. This creates a torrent of chakra that surges upward carrying with it the opponent creating a fair amount of blunt force trauma as well as lacerating damage due to the sheer sharpness of the refined chakra. The jutsu itself seems to take on the form of a small swirling mass of chakra that can carry away foes larger then the user himself carrying them up into the air at least three to five meters allowing for the user to follow up with more devastating attacks.
This jutsu can be used to intercept incoming attacks and the upper cut itself doesn't have to make direct contact for the force of the blow and the swirling chakra to carry the opponent upwards but making contact allows for the user to augment the damage significantly forcing the blow deep within the opponent's body causing moderate damage such as small breaks and fractures of bones such as the ribs. The lacerating damage is enough to tear clothes and cause moderate slashes to the opponent's body akin to that of various deep sword strikes.
Notes:
-Must be wielding (Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left
-Can be used once per turn and only four times a match
______________
-Approved-


Appearance: [ ][/COLOR]
(Kyōjin no Rengeki) - Serial Surges of the Giant
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user taps into the power of the Red Right hand performing a massive uppercut striking the opponent with a ferocious strike while in unison releasing a massive amount of refined chakra from the reserves of the weapon. This strike can also be delivered in several other ways instead of just the stock uppercut such as a forward palm strike or a forward jab or even a simple slap making it more versatile. This creates a rapid torrent of chakra that surges upward carrying with it the opponent creating a great amount of blunt force trauma as well as lacerating damage due to the sheer sharpness of the refined chakra. The jutsu itself seems to take on the form of a large swirling mass of chakra that can carry away foes larger then the user himself carrying them up into the air at least three to five meters allowing for the user to follow up with more devastating attacks.
This jutsu can be used to intercept incoming attacks and the strike itself doesn't have to make direct contact for the force of the blow and the swirling chakra to carry the opponent or their attack upwards but making contact allows for the user to augment the damage significantly forcing the blow deep within the opponent's body causing severe damage such as multiple breaks and fractures of bones such as the ribs. The lacerating damage is enough to tear clothes and cause deep slashes to the opponent's body akin to that of various deep sword strikes.
Notes:
-Must be wielding (Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left
-Can be used once per turn and only two times a match
-Can't use any other CW based techniques in the same turn

‡ Both Pending ‡ Leaving for another mod.
 
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Matt

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Re: Custom Jutsu Submission

Suiton: Dekisui Hebi | Water Style: Drowning Serpent
Type: Offensive
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
the user will begin by gathering their Suiton chakra into a a pre-existing water source underneath or around a target and manipulate the water to surround the target in a spherical shaped ball of water that could potentially drown the target. The user would then continue by further manipulating the water source beneath the target to manipulate and shape 3 geyser's of water to take the form a snakes head that would then with the command of the Snake hand sign attack the target continuously with their razor sharp fangs of water that would attack the target until they either bleed to death or drown.
-Can only be taught by BlackCrow-
-No Suiton Techniques for the remainder of the turn-
-Requires a water source nearby to the target-
-Can only be used 3 times per battle-

‡ Declined ‡ Similar techniques exist.
 
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Panthalassa

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Re: Custom Jutsu Submission

( Aburame no Hijutsu: Haekansei ) Hidden Insect Technique: Myiasis

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: Myiasis combines normal insect manipulation and the Insect Cocoon technique, creating a great and concentrated swarm of insects in the shape of a large projectile, with the user's chakra at it's core inducing rapid reproduction of the insects. This creates a swarm constantly renewing itself, seemingly pulsate as the inner-most bugs fly out to the surface and then back again, in an endless cycle. This gives the concentrated swarm projectile a very peculiar appearance of something akin to an endlessly unfolding drill, but it's main property is it's resistance to wear and tear. Given it's constant regeneration, when it collides against another technique, if it is not enough to completely destroy the technique, following the elemental S&W, then it will never weaken, maintaining the same power as it had in it's inception. It can lost as long as it is fully destroyed, as long as the user keeps pouring chakra onto the swarm's Insect Cocoon-like core. In essence, it keeps being S rank until a technique that is able to neutralize or overpower S ranks collides with it.
Myiasis can be aggregated as up to 2 or 4 smaller projectiles, where each would be a constantly renewed A or B rank. The state between 1, 2 or 4 projectiles is inter-changeable, and the rank will follow accordingly, the user requiring only to push them together or apart. Likewise, the shape of the projectile can shift at will, become more spear-like or ball-like, or any other type of simple construct. All of these changes require no additional cost.

*While Myiasis is in play, the user is unable to perform more than 2 techniques per turn*
*The user is unable to perform other Aburame techniques after producing the Myasis, and throughout the duration of the technique*
*Only lasts a maximum of 3 turns*
*Can only be used twice per battle*
*Requires a 3 turn cool down between usages*

Pharaoh Scythes CFS:

( Oukouchuu Toujutsu: Akeru Kubiwa ) Pharaoh Sickles: Dawn Menat

Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage: 40
Description: The user aggregates chitin into several chains around the body, particularly the limbs, creating several inter-woven rings with a very particular structural properties. Chitin constructs are naturally porous and rugged at a microscopic level, which is what allows them to have the chromatic hues that makes them so colourful in the light. What these rings do, though, is create controllable wind friction around them which does not create any additional drag when moving through the air, for a punch or a kick, but does entrap the wind within the multiple conjoined menats. This produces an effect similar to Leaf Dragon God, in the sense that the user surrounds his/her physical motions with wind at the same level as elemental ninjutsu, but without having to move at super-human speed or strength. Moving the menat around, for blocks and parries allow the wind shield to stick to the rings, while arrests of momentum and whipping motion allow the user to shoot out the trapped wind into concentrated vortex-like projectiles, like flying punches or kicks up to long range. This wear and tear allows for 6 full-body motions, of either evasion, parry/counter or attack, where the user is able to mix between shooting wind projectiles or simply carrying them around. Each taijutsu motion would be equivalent to C rank. Alternatively, the user is able to shoot these rings from the ground to entrap an opponent. This is considered a supplementary C rank technique, 15 chakra and can be used once every three turns. "
*Can only be used once every three turns*
*Lasts a maximum of 6 motions or 3 turns*
*Can only be used 5 times*

( Oukouchuu Toujutsu: Wankyoku & Kyouben ) Pharaoh Sickles: Crook & Flail

Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn )
Damage: 60
Description: The Crook & Flail are physical aggregations of chitin that appear in the hand of the user, though they serve to control other chitin particles through the duration of this technique, though they can be used as basic weapons themselves. While the Crook & Flail are in position, by moving them, the user can take hold of chitin and use it wrap around oneself or other, creating armour. The higher number of armour created, the lesser the rank, as only the overall technique is A rank, this can be used to create a body armour to empower the user's taijutsu, accompanied with spiked arm and leg braces and an helmet, reminiscent of a scarab, or it can be used to constrict enemies, preventing them from moving or forcing them to move in the way the user wants. One of the most unique usages of this technique is the ability to create tiny armours around insects, which again can be used to empower or to constrict and manipulate. It is the group of armours that has an overall A rank strength, not the isolated chitin particles nor the Crook & Flail, which have the same power as basic ninja arsenal, less than E rank. This technique limits the usage of other Pharaoh techniques, but it can be used to de-aggregate other chitin constructs into particles and then re-aggregate them into armour. This is passive when applied to the user's techniques, of any rank, but can only be used against opponent's Pharaoh/Chitin techniques up to B rank, or A rank where both techniques neutralize each other. Empowering one's own insect swarm is equivalent to giving them +20 damage."

*This technique last a maximum of 4 turns*
*Requires 2 turns of cool down between usages*
*Can only be used 4 times per battle*

✦ All Approved ✦
 
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Glad Of War

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Re: Custom Jutsu Submission


(Sakashima: Jashin no noroi) - Punishment Reverse: Jashin Curse
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 60
Damage Points: Same as damage done by jutsu used by opponent/user
Description: After facing countless foes, Hidan felt he needed a new method of executing his signature technique, Punishment Reverse. Although he was reluctant that first, he however found an alternative way. The user firstly must take a sword or a kunai and cut their hand. When the blood becomes visible, the user can either swipes their hand on the air and splatter tiny drops of blood at the opponent's direction or, makes direct contact with the opponent by touching them. If the target doesn't understand nor react to this, the blood present on their skin would spreads expansively and then undergoes a sudden conformation, forming a Jashin seal at the surface of the skin. Even a single drop of blood is more than enough for the seal to be formed. The seal would continue to lay dormant on the opponent's skin for at least four turns. Unknowing to the target, the Jashin blood seal serves as a blood link between the user and the target. Once the link is established, the user then uses their blood and form a seal under themselves. Through this any damage the user gets is reversed unto the opponent. Of course the user must remain inside the seal at all times so as to keep the jutsu active.

Note:
• Can only be used once per battle
• Remains active for four turns
• Can only be used by Hidan no exceptions.
• Can only be taught by Wolfsbane

(Raiton: Efemeraru mahi) - Lightning Release: Ephemeral Paralysis
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: Once called the epitome of lightning manipulation, the user will mold their lightning and releases hundreds of extremely small lightning spikes. Each lightning spikes has a length less than 1 meters. These spikes moves fluidly behind the opponent, and attaches itself on three segments of nervous tissue on the spinal cord and lay dormant. Hypothetically, the opponent won't feel any agony once the Lightning spikes begans to attaches itself. However the moment they are attached, they can't be detached by any methods with the exception of Medical Ninjutsu. Now the spinal cord functions primarily in the transmission of neural signals between the brain at the rest of the body, As time elapses, each Lightning spikes present on the segment are triggered to releases small electric pause that disrupts the neural signals which are being transmitted to the brain. As a result of this, the opponent experiences momentary paralysis that last on a specific move on different turns. Meaning the opponent can only complete two moves out of three, or one move out of two due sudden paralysis on the remaining move. The Lightning spikes on the three segments dissipates on each turns as they are triggered.

Note:
• Can only be used once per battle
• Last for three turns
• No S-rank related lightning technique after this.
• Can only be taught by Wolfsbane

(Ninpou: Unmei no kusari) - Ninja Arts: Chains of Doom
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user performs a single hand seal, and infused their chakra into several durable chains. Consequently, this would cause the chains to undergo a passive enlargement. Further manipulation would cause the chain to form a spinning dome. This dome has a diameter of 3 meters and a height of 3 meters. Each are chains are extremely durable and indestructible. Albeit to some extent. Once the dome is form, the chains moves in an anti-clockwise rotation. The dome can withstand Taijutsu attacks, Projectile weapons and element such as Wind and Water. The unique potentiality about this technique is, the chains are basically self-willed. In essence the chains will clutch unto a target once a contact is made with it while spinning around the user. Upon clutching unto the target, the chains progresses through out their body and compresses them with bone crushing force which brings extreme agony.

Note:
• Can be used twice per battle
• Can stop Taijutsu, Wind and water attack up to A-rank
• Can only be taught by Wolfsbane.

‡ All Pending ‡ Your training is currently under review. PM me your Ninjutsu and Lightning training.
 
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Icemyster

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Re: Custom Jutsu Submission

( Tōshō no Ken: Kaze Kirate ) Frostbite Fist: Breeze Palm
Type:Offensive
Rank:A
Range: Short-Mid
Chakra: 30
Damage: 60
Description:
The user focuses his ice chakra in his palms or feet and make a thrusting motion towards the opponent releasing it. The wave of chakra flows through the air, freezing water it comes into contact with ( of equal and lower rank ). Once the chakra hits the opponents body it cools it, slowing the circulation in the area reached and slowing the opponent's reactions/motions with that part of his body for three turns by two levels. The size of this technique's area of affect are 1 foot in diameter.
-Can only be used three times per battle.
-Jutsu is limited to two chakra thrusts per use
-Must have been taught Frostbite Fist


 Declined  Colides with other techniques and is basically an Ice Jutsu/Frost Jutsu, not really a CFS one.


( Tōshō no Ken: Sendo's Kawa ) Frostbite Fist: Death's Skin
Type: Defensive/Supplementary
Rank: S
Chakra: 40
Damage: +!0 to physical attacks from user
Description:
The user utilizes his increased resistance to cold temperatures from his/her mastery of Frostbite fist, and cools his/her skin all over their body, turning a pale color. While this jutsu is active, the user's circulation in their skin is slowed causing the user's skin to become ice cold to the touch while also becoming slightly harder. Due to the decrease in circulation, poisons/pathogens/and other things that would normally penetrate/infect the skin would be dramatically slowed and frozen on top of the user's skin. Because this cools the skin and not the muscles, it does not slow the user's movements
-Can only be used twice
-Does not prevent purely chakra based attacks from penetrating the skin
-Lasts Three turns


 Declined  The effects are ok for me but the issue is how its achieved. Cooling your circulatory system like that would bring enormous pain as well as severe issues like muscle death and tissue death. Some re-thinking on how it works is needed


‡ Both Pending ‡ Leaving for Madara.

( Hyouton: Joutai ) Ice Release: Conditioned
Type:Defensive
Rank:S
Range:Short
Chakra: 40
Damage:N/A
Description:
The user focuses and gathers Hyouton throughout his/her body in the face of extreme heat/fire based attacks, allowing them to withstand and endure the heat and preventing the user from being burned, decreasing the temperature of his skin with a cloak of Hyouton. The cloak only lasts as long as the user is focused on maintaining it. Cannot be combined with other jutsu and once the user gathers chakra for another jutsu the cloak disappears, making the user susceptible to the heat of attacks once again. Can be shared with an ally as long as they are in contact with the user once the jutsu begins.
-Can only be used twice per battle.
-No other jutsu that require chakra to activated/used can be used after this jutsu without canceling this one immediately.
-Does not protect the user from blunt force or grant any physical defense aside from heat resistance.

‡ Declined ‡ I get what you're trying to do but it just doesn't feel viable like this. Decreasing the temperature of your skin to the extent you're unaffected by extreme heats/fire doesn't seem logical imo.

( ) There is my permission to submit customs for the Fighting style

( ) There is the link to the approved fighting style and its abilities
 
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Yanks

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Re: Custom Jutsu Submission

(Shi Rōru) – Death Roll
Type: Offensive
Rank: B
Range: Short
Chakra: N/A
Damage: 40
Description: This move is inspired by the maneuver used by alligators and crocodiles. Initiating the technique, a clone or an ally would hold the target in place, constricting their movement. After doing so, the user would proceed to grab hold of one of the target's limbs. Jumping a couple of feet into the air, still having a tight grip on the selected limb, the user would proceed to perform a quick barrel roll. By doing this, the opponent's limb would twist 360°, internally severing their ligaments – Rendering said limb useless. Alternatively, the user can perform this technique on the target's head, causing their neck to be snapped.

♦ Must be taught by Yanks
♦ Can only be used three times per battle
♦ Can only be done with an ally or clone

‡ Approved ‡
 
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Punk Hazard

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Re: Custom Jutsu Submission

(Genjutsu: Jigokuhaundo no Kiba)Illusion Arts: Hellhound's Fang
Type:Offense
Rank:A
Range:Short-Mid
Chakra:30
Damage:60
Description:The user will form the snake handseal while pouring chakra into the opponent's mind. Once the formation of the handseal is complete, the opponent will experience the skull of a large hound forming around either their elbow or knee(which one is up to the user's choice). The skull will promptly bite down with enough force to crush the joint, creating the illusion that the opponent's elbow or knee is broken. In reality, they will simply take mental damage as a result of stress on the brain, with the limb that the technique is used on becomes unusable for one turn due to the opponent believing it has been disabled.
~Can only be taught by Riker Slade~
~Can only effect one limb at a time~
~Can only be used twice per battle~
~Effect lasts for one turn~

‡ Declined ‡ Similar techniques exist.

(Genjutsu: Chissoku no Kiken-sei)Illusion Arts: Choking Hazard
Type:Offense
Rank:A
Range:Short-Mid
Chakra:30
Damage:N/A
Description:The user will perform the bird handseal and instill an illusion on the opponent. The illusion causes the opponent to feel and experience the bones in their throat breaking apart and violently rearranging themselves in an abstract, obscure pattern. As a result, the opponent will also experience blood profusely leaking out of their mouth. The technique causes mild mental stress, but the real use of the technique is to cause the opponent to choke. Due to the brain believing that the effect is real, the opponent would begin choking on their blood temporarily, making the technique ideal to cause the opponent to slip up their handseals or movements and become distracted.
~Can only be used twice per battle~
~Effect lasts for one turn~
~Can only be taught by Riker Slade~
~No Genjutsu A-rank or above the same or next turn~

‡ Declined ‡ Similar techniques exist.

(Genjutsu: Jigoku no Yari) Illusion Arts: Hell's Lance
Type:Offense
Rank:A
Range:Short-Mid
Chakra:30
Damage:60
Description:The user will release their chakra into the opponent, placing them under an illusion. Within the illusion, the opponent will see a green lance materialize from the surrounding air. The lance is almost translucent, appearing to be made of crystal, and measures three feet long. Due to appearing to materialize from air, the technique would appear to be made of Wind Release. Through a simple hand gesture, the lance will then launch itself towards the opponent, and pierce a part of their body. Causing mental damage due to the stress on the mind once the lance connects, it also has the added benefit of disabling any limbs that the user directs the lance at for one turn. The lance will always be formed at least 5 meters away from the opponent and within their field of vision.
~Can only be used once per battle~
~Can only be taught by Riker Slade~
~No A-rank or above Genjutsu the same turn~

‡ Declined ‡ A lot of generic stuff from you this cycle :/
 
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Axle

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Re: Custom Jutsu Submission

(Kame Ātsu - Reddo Sheru No Itami): Turtle Arts - Red Shell of Pain
Type: Offensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: The user summons a red turtle shell approximately 6 feet tall and 20 meters long. This turtle shell's only purpose is to find the enemy in the area and destroy them. This turtle shell is totally wild and the first thing he sees is what he attacks. The turtle shell will keep coming back to the target no matter what
Note: Can only be pierced by B-rank and above moves
Note: Must have signed the turtle contract

(Kame Ātsu - Kyūsokuna Supin): Turtle Arts - Rapid Spin
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user summons a turtle shell which is launched into the air up to 30 meters and as far as Mid-range of the user. The turtle shell then spins rapidly dispersing of any smoke, gas, poison, or gas-like substance in the area. Also if this turtle shell is used with a water source or against a lower ranked water/fire attack, the attack gets absorbed into the rapid wind current creating a tornado of said element which heads towards the opponent.
Note: Must have signed the turtle contract
Note: Can only be pierced by B-rank and above moves

‡ Both Declined ‡ The scale of these is too great. Clarify the size of the second one.

(Kame Ātsu Shōkan- Zenigame): Turtle Arts Summoning - Squirtle
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage:N/A
Description: Squirtle is one of the youngest and smallest of the turtles. Squirtle has the ability of using A-rank and below water techiques however they all come from Squirtle's mouth. Squirtle is also the second of the turtle summonings to be of Water affinity. Squirtle is adept at taijutsu and efficient at water ninjutsu. Squirtle also has the ability of spinning to get rid of gas-like substances in the area. While Squirtle is in a water source, he has the ability of moving twice as fast as a taijutsu specialist. Squirtle is weak against lightning/ lightning based attacks. Squirtle also has the ability of using A-rank and below water attacks. Squirtle can also use A-rank and below taijutsu that the user knows from sparring with the user.
Note: Must have signed the turtle contract
Note: Can only be pierced by A-rank and above moves
Note: His weakness to lightning let's him be dispersed if hit by a lightning move B-rank or above

‡ Declined ‡ No to the speed in water thing and no to the spinning/gas dispersal ability.

(Kame Ātsu Shōkan - Kamekkusu): Turtle Arts Summoning - Blastoise
Type: Supplementary
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description: Blastoise is the father of Squirtle and is one of the strongest turtles of the contract. Blastoise has twin cannons on it's back however can only use one water move at a time, however the cannons do increase the range of water attacks that come out of it's cannons by 50 meters. Blastoise is also a taijutsu specialist at taijutsu being able to use S-rank and below taijutsu known by the user. Blastoise also has the ability of spinning to get rid of gas-like substances in the area. While Blastoise is in a water source, he has the ability of moving as fast as a taijutsu specialist. However outside of a water source, his movements are slightly slower than an average shinobi. Blastoise can only be pierced by S-rank and above attacks and can use S-rank and below water attacks.
Note: Must have signed the turtle contract
Note: Can only be pierced by A-rank and above moves
Note: His weakness to lightning let's him be dispersed if hit by a lightning move A-rank or above

‡ All Pending ‡ Provide me with a link to the approved contract.


‡ Declined ‡ Same comments as above. Specify his actual speed in terms of ninja ranks. The immunity is too much. The range extension I will allow but it doesn't extend attacks by 50 meters, only by a single range.
 
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Method

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Re: Custom Jutsu Submission

Shikotsumyaku: Seichō rūto | Dead Bone Pulse: Growing Root
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique allows the user to create offshoots from an existing Kaguya techinque, the offshoots follow a same pattern & flow as roots or branches from a tree. After successfully impaling the opponent with a Kaguya technique the user channels their chakra across the bone, manipulating it to create branches that spread out & trail in a disorderly path, covering a radius of up to 45cm. Depending on where the opponent is stabbed, this technique leaves a high chance of piercing through vital organs, causing severe damage on impact & thereafter if the opponent attempts to pull away. Furthermore, the user is able to channel chakra (an additional 10 chakra) to stretch the branches to either further peirce through the opponent or cross over each other or even organs, making it near impossible for the opponent to relieve themself from the technique without causing further damage. The technique can only be performed on Kaguya techniques which stay in contact of the user.

- Can be used 3 times
- Taught by Method

‡ Approved ‡ No idea why you had such a heavy restriction on this.

Raiton: Chēnmēru | Lightning Release: Chain Mail
Type: Offensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: The user channels their chakra into & up to five weapons of any sort, most commonly being shuriken, kunai or simple melee weapons. By storing their chakra within the weapons, the user is able to create a charge that forms a Raiton based chain link between another charged weapon, only able within a range of three meters of each other. This charge can come in two forms dependant on the user's choice. One form creates an unfocused electrical chain link, which on contact with the opponent(s) moderately damages & causes paralysis for one turn. The other form creates a thin sharp blade or lightning, able to slice through objects or opponents with little effort. To perform on any weaponry that is not directly in contact with the user, they must perform a single handseal, creating the charge. Jutsu can be used in conjuntion with weapon related ninjutsu. This jutsu can be incorparated with "Shuriken Shadow Clone Jutsu" but would require a large amount of chakra to perform before hand (an added chakra cost of 25)
- Can link simultaneously or seperatly within same turn if using more than two weapons.
- Can be used four times
- Taught by Method

‡ Declined ‡ I think Mako has something like this.
 
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Priest

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Re: Custom Jutsu Submission

Doton - Pesuku Riritu Obitu : Earth Release - Pesky Little Hobbits
Rank: A
Type: Offensive/Sup
Range: Short-Long
Chakra Cost: 30
Damage Point: 60
Description: The user spreads his doton chakra and does 2 hand seals , he then makes up to 10 earth dwarfs(1meter height) emerge from the ground. The dwarfs however can't use any jutsu but they are very fast and each of them holds a kunai which can be used to stab the opponent. The dwarfs are as fast at running as they are when digging and moving through the ground where they can hide objects or lay traps or perhaps hide themselves from prying eyes. The dwarfs can explode violently whenever they want sending lethal earth shards flying at anyone close to them(5m radius).
-useable only 3 times
-they stay on the battle field for 3 turns and unless destroyed
- one turn in between usage

‡ Update Declined ‡ Remove their ability to explode since this has become too similar to Lili's Cowardly Hare.
Removed the exploding part.

Doton - Pesuku Riritu Obitu : Earth Release - Pesky Little Hobbits
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Point: 60
Description: The user spreads his doton chakra and does 2 hand seals, he then makes up to 10 earth dwarfs(1meter height) emerge from the ground. The dwarfs however can't use any jutsu but they are very fast and each of them holds a kunai which can be used to stab the opponent. The dwarfs are as fast at running as they are when digging and moving through the ground where they can hide objects or lay traps or perhaps hide themselves from prying eyes.

-useable only 3 times
-they stay on the battle field for 3 turns and unless destroyed

‡ Approved ‡

Pitohui Kuchyosei: Owanbe - Pitohui Summoning: Owambe
Type: Suplementary
Rank: E
Range: Short
Chakra: 5
Damage: N/A
Description: The user smears blood on the Hooded Pitohui tattoo, claps or slams his hand on a surface to summon Owambe. Owambe is a very small pitohui, size of small akamaru and can be carried on the summoners head. She has no power whatsoever nor can she use any ninjutsu by herself. However with her on the field of play, every other hooded pitohui in Modakeke, has a special link to her that makes it so that with her on the field, their morale and will to protect her and her summoner becomes tripled thus they develop an extra saturation of toxin on their entity. This makes them instead of appearing an disappearing in a cloud of smoke, the cloud of smoke is replaced by a cloud of purple neurotoxin gas. The potency of the cloud of toxin depends on the level of the hooded pitohui that is summoned or sent back. If the hooded pitohui summoned while Owanbe is on the field is B-rank, the level of damage the neurotoxin does to anyone apart from the summoner and Owambe would be equivalent to B-rank damage.
NOTE: Owambe can only be summoned once but can be on the battle field until the summoner sends her back, not just because she is a harmless bird, but because she needs cudling and likes being a domestic pet.
NOTE: Once summoned though, only one other Pitohui can be in play while she is on the field


‡ Declined ‡ I've never seen a overpowered E-Rank until today.




Dropping

Bàtáá - Bata
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A(-5 per turn when active)
Damage: N/A
Description: Priest in the last of his journeys stumbled upon a lost artifact of the Sage of Music. While harnessing it for himself as a master of sound himself, unleashes the power of Bàtáá.
Bata is a crucifix that when activated, tranforms into pair of ear morphs with an angellic apperance that appears as if the user has a pair of elvish ears. Activation is akin to Ao fuin seal over his Byakugan which prevents it from neing stolen. The ear morphs are fixed on the user's ears and won't come off unless the user deactivates it thus making it tranform back to a crucifix. The indestructible black colored ear-morphs is fabricated from an unknown material, tightly fixed that it won't fall off even during complex movements until the user removes it himself.
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Bata would at all times, be in link with the user's auditory senses, brainwaves and chakra system and is able to manipulate sound chakra which he can now use/release in 2 different ways/beats.

Ìlù Àgèrè - Beat of Tranquility :
This is a basic and passive ability of Bata that is always on as long as he is active. Apparently, when Bataa is active, the user is shut from any form of external sound making him totally unable to hear normally through his ears due to Bataa covering it. However, Bata passively records external sounds and by itself translate it in an alternate electromagnetic form directly to the user's auditory senses without the need of passing through the ears. This is like taking a shortcut, jumping the fence and sending the end result to the brain without following the normal biological process. By this, the user can't hear sound directly but can still hear them through the auditory senses interpretation. This is also akin to using sound as a sonar through the user's own breathing and surrounding air, bouncing off of things around him and can also sense matter.

Ìlù Gángan - Beat of Exorcism:
Bata has a will of his own to an extent and is able to tap into the user chakra, draw them out and use it to form a shield/barrier of sound. Bata reacts to this upon sensing an incoming entity though it may or may not require the user's will depending on the situation. If the user isn't able to utilize his will due to him being unconcious(though still alive) or in a will-subduing jutsu of any kind, then Bata reacts itself so far the user still has chakra that it can leech. If the user can use his will properly, then it requires the user's will to form the barrier. The shield is able to deflect/bounce back A-rank and below jutsu and depending on the kind or area affected by the incoming jutsu, the shield can be large, small, parabolic or even spherical, encompassing 360deg around the user. This can only be used once per turn and counts as a move.
By sacrificing the ability of Beat of Exocrism for the remainder of the match, this abilty can be used to deflect a single jutsu of any rank above A-rank. However due to chakra strain from this, the user is not able to perform forbidden ranked techniques of any kind for 2 turns.
NOTE: Can only be wield by Priest
NOTE: The user sacrifices 5 chakra point per turn while its active. The user however, can deactivate it anytime thus loosing access to the weapon's abilities.
NOTE: When Bata is inactive and worn on the neck as a crucifix, it serves no purpose but for fashion.
NOTE: Activation and transition of Bata from crucifix to ear-morphs is instant and takes no time whatsoever.
NOTE: No sound technique above A-rank can be used the turn "Beat of Exorcism" is used
NOTE: Upon deactivation of Bataa, the user remains deaf for 2 turns and his balance is unstable thus giving him a reduction in speed(1 rank lower) for 2 turns.
NOTE: Once deactivated, Bataa can not be activated again until after 2 turns.

☼ Declined ☼

I think you should just do away with the pink. You already have access to the inner sonar skill so why is this needed? Just seems like a way to make its usage indefinite, which I'm not going to approve.

As for the second ability, I'm not going to approve something that is self aware like that. The sound shield is okay, but it needs a usage limit.
Dropping

Bàtáá - Bata
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A(-5 per turn when active)
Damage: N/A
Description: Priest in the last of his journeys stumbled upon a lost artifact of the Sage of Music. While harnessing it for himself as a master of sound himself, unleashes the power of Bàtáá.
Bata is a crucifix that when activated, tranforms into pair of ear morphs with an angellic apperance that appears as if the user has a pair of elvish ears. Activation is akin to Ao fuin seal over his Byakugan which prevents it from neing stolen. The ear morphs are fixed on the user's ears and won't come off unless the user deactivates it thus making it tranform back to a crucifix. The indestructible black colored ear-morphs is fabricated from an unknown material, tightly fixed that it won't fall off even during complex movements until the user removes it himself.
You must be registered for see images
Bata would at all times, be in link with the user's auditory senses, brainwaves and chakra system and is able to manipulate sound chakra which he can now use/release in 2 different ways/beats.

Ìlù Àgèrè - Beat of Tranquility :
This is a basic and passive ability of Bata that is always on as long as he is active. Apparently, when Bataa is active, the user is shut from any form of external sound making him totally unable to hear normally through his ears due to Bataa covering it. However, Bata passively records external sounds and by itself translate it in an alternate electromagnetic form directly to the user's auditory senses without the need of passing through the ears. This is like taking a shortcut, jumping the fence and sending the end result to the brain without following the normal biological process. By this, the user can't hear sound directly but can still hear them through the auditory senses interpretation. Bata's audible range is sharp and very high though not able to stand on par with Inner Sonar Skill, it can sense vibration upto short-range from it(This accounts for the 5 chakra p/turn) .

Ìlù Gángan - Beat of Exorcism:
Bata has a will of his own to an extent and is able to tap into the user chakra, draw them out and use it to form a shield/barrier of sound. Bata reacts to this upon sensing an incoming entity though it may or may not require the user's will depending on the situation. If the user isn't able to utilize his will due to him being unconcious(though still alive) or in a will-subduing jutsu of any kind, then Bata reacts itself so far the user still has chakra that it can leech. If the user can use his will properly, then it requires the user's will to form the barrier. The shield is able to deflect/bounce back A-rank and below jutsu and depending on the kind or area affected by the incoming jutsu, the shield can be large, small, parabolic or even spherical, encompassing 360deg around the user. This can only be used once per turn and counts as a move.
By sacrificing the ability of Beat of Exocrism for the remainder of the match, this abilty can be used to deflect a single jutsu of any rank above A-rank. However due to chakra strain from this, the user is not able to perform forbidden ranked techniques of any kind for 2 turns.
Bata can only react by itself twice for the entire battle and after doing so for the first time, there is a turn wait before Beat of Exorcism can be used again, after doing so the second time, there is a two turn wait before Beat of Exorcism can be used. Beat of Exorcism can be used a total of 6 times per battle
NOTE: Can only be wield by Priest
NOTE: The user sacrifices 5 chakra point per turn while its active. The user however, can deactivate it anytime thus loosing access to the weapon's abilities.
NOTE: When Bata is inactive and worn on the neck as a crucifix, it serves no purpose but for fashion.
NOTE: Activation and transition of Bata from crucifix to ear-morphs is instant and takes no time whatsoever.
NOTE: No sound technique above A-rank can be used the turn "Beat of Exorcism" is used
NOTE: Upon deactivation of Bataa, the user remains deaf for 2 turns and his balance is unstable thus giving him a reduction in speed(1 rank lower) for 2 turns.
NOTE: Once deactivated, Bataa can not be activated again until after 2 turns.

‡ Pending ‡ Leaving for Typhon.
 
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Typhon

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Re: Custom Jutsu Submission

Approved Contract:

(Kuchiyose no Jutsu: Nanaki) - Summoning Technique: Nanaki
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Nanaki is a descendant of Hunahpu, the Hero Twin of the Sun and the son of Seto. Like his father he holds a strong affinity for fire, and has even surpassed his father in its usage. Like most Jaguars he stands on all fours and has the traditional orange and black coloration. When on all fours his back reaches five feet, slightly smaller than Hunahpu. His powerful jaws are capable of crushing any physical defense C-rank or below. While not as physically impressive as some of the other warrior jaguars, his skill in fire usage is unrivaled. Once he enters combat he continually focuses fire chakra throughout his body causing his orange and black fur to turn a fiery red while a flame grows from the end of his tail. While in this Lunatic High his fire techniques gain 15 damage, though he receives that much more damage from water. He can use fire ninjutsu that the user knows up to A-rank and his normal attacks such as clawing and biting gain an additional heat element. Twice per battle Nanaki can use an A-rank attack called Sled Fang. With this attack he focuses fire chakra to his paws while hunkering down. He then uses the build up fire and releases it through his feet to launch himself forwards at rapid speeds where he claws through the target, coming to a sliding stop several meters behind them. Once per battle he can use a unique S-ranked fire technique called Cosmo Memory. He rears his head to the sky and howls manifesting a ball of flames high in the air. Numerous smaller balls of fire circle and collapse into the central one, raising its heat while keeping it condensed. Once the final one merges with it the ball releases the pent up heat as a focused blast down at the target. It starts out a couple of feet in diameter and rapidly expands to a short-range radius, incinerating everything in its reach.
-Lasts four turns once summoned.
-Can only be summoned once.
-Lunatic High is B-ranked and lasts as long as he is summoned.
-Sled Fang is A-ranked and can be used twice.
-Cosmo Memory is S-ranked and can be used once.
-Disperses regardless of turn after Cosmo Memory is used.
-Looks Like:
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(Kuchiyose no Jutsu: Kimahri) - Summoning Technique: Kimahri
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: Kimahri comes from an old line of Jaguar royalty and is one of the few remaining ones to stand on two feet. He has a melanistic coloration making his fur a very dark blue/purple verging on black. He stands almost ten feet tall and is build solidly. His imposing figure is matched by an equally imposing lance that is slightly taller than he is. Using his powerful jaws he is capable of biting through B-rank and below physical defenses. As is common with the melanistic type of Jaguars he is capable of hiding his presence from non-sensors making him deadly in low-visibility conditions. Kimahri is proficient in taijutsu and lightning ninjutsu, capable of using both up to B-rank. He has one unique ability called the Spirit Lance where he covers his spear in lightning and throws it high into the clouds while also channeling lightning throughout his body. Releasing the lightning he dashes forward at high speeds leaving a trail of electricity behind him. At the same time the spear comes down from above the target encased in a bolt of lightning. The two of them converge on the target, the spear a split moment before Kimahri. With one claw Kimahri strikes the target while grabbing the spear with the other, coming to a halt several feet behind the target spear in hand. The attack essentially looks like two bolts of lightning striking a target simultaneously, one horizontally and one from above.
-Lasts four turns once summoned.
-Can only be summoned once.
-Spirit Lance can only be used once.
-Looks Like:
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Rohasu

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Re: ±±Custom Jutsu Submission±±

Kichiyose: Konpaku [Summoning: Ghost]
Type: Summoning
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user draws blood from there thumb and wipes it on the users summoning tattoo summining Konpaku the genet boss, Konpaku is loyal to whomever he is summoned by Unlike the lower genets he can speak english. He is as big as Manda and his claws are as sharp as a sharks teeth, Kanpaku can perform wind jutsu up to the users current rank.
Note: Summoning lasts for 4 turns.
Note: Can only be summoned by someone who has signed the Genet contract.
Note: Can be summoned onceper battle but must wait 5 turns to re-summon him._________
-Declined- Can only be summoned once, and up to S-rank wind techniques only, plus if you want a special ability aside from that you can make it.


Kichiyose: Konpaku [Summoning: Ghost]
Type: Summoning
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user draws blood from there thumb and wipes it on the users summoning tattoo summining Konpaku the genet boss, Konpaku is loyal to whomever he is summoned but Unlike the lower genets he can adapt very quickly to multiple languages. He is as big as Manda and his claws are almost as sharp as that of a sharks tooth, Konpaku can perform wind jutsu up to S-rank techniques, aswell as having an ability similiar to that of the inuzuka clan and thier ninken though it only applies to the user who summons him. He also dons a pale-green armor most of the time that envelops his chest and fully covers his back though without a helmet, with a hiltless tanto strapped to his side.
Note: Summoning lasts for 4 turns.
Note: Can only be summoned by someone who has signed the Genet contract.
Note: Ability to communitcate telepathically can only be used by the current summoner of Konpaku on the battlefield.

‡ Declined ‡ Sorry but you need to link your summoning contract when you submit summons/summoning jutsu.

__

Fuuton: Hyaku Ken Butoukai | Wind Release: Hundred Blade Dance
Type: Offensive
Rank: S-Rank
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user gathers a high amount of wind chakra, releasing this chakra into the air around them, performing the boar handseal the user proceeds to shape this vast chakra into the shape of 1 hundred hiltless swords, the user then performs either the hare handseal or the dragon handseal, the hare seal causing the swords to stab into the ground and wait for thier creator to use them as actual weapons though since its made up of the users chakra the opponent cannot use these againt the user, and the dragon seal causing all of the blades while in mid-air move to incircle the opponent once incircled all of the swords starting crashing downwards at the opponent at high speeds with intent to pierce through the opponent using a very wide array of different angles.
Note: Can only be used twice per battle.
Note: Must wait 2 turns to use again.
Note: Lasts for 5 turns if using hare method.
Note: Can only be taught by Rohasu.

‡ Declined ‡ Similar techniques exist.

__

Suiton/Fuuton: Gyaku Fubuki | Water/Wind Release: Reverse Snow Storm
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 60
Damage: 80
Description: The user whilst wielding a bladed weapon channels a heavy amount of water chakra into the blade portion, once done the user quickly slashes at the opponent releasing a heavy stream of water, simultaneously the user slashes up after channeling a large amount of wind chakra into the weapons blade, releasing wind chakra almost in conjuction with the water, once both wind and water are in mid range of the target the user will perform the hare then dragon seals separately though fast enough to seem like a chained seals making the stream explode into a thick mist covering the battlefield, and causing the wind drop the tempature of the water to a freezing temperatures creating ice, whilst in the process of freesing the user controls the mist to form rain drop sized blades that once frozen the users controls and directs said blades at the opponent causing massive laceration damage and causing the opponents body tempature to drop which decreases thier speed.
Note: This jutsu counts as two though performed almost simultaneously.
Note: If this jutsu lands on the desired target, the targets speed will be decrease by 1 rank do to hypathermal effects.
Note: User if in short range of the opponent will be damage by blades thus +20 damage is applied to the user.

Note: If the user is blocked from using the wind jutsu and the mist stays on the battlefield it is to be consider as the canon mist jutsu with all sensory effects intact.
Note: Can only be used twice per battle.
Note: Must wait 3 turns to use again.
Note: Can only be taught by Rohasu.

‡ Declined ‡ Overpowered and unrealistic.
 
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Twilight

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Re: Custom Jutsu Submission

Genjutsu: Akuma yaiba|Illusion Arts: Demonic blades
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user makes two handseals and then they channel their raw chakra into their opponent's brain to trap the opponent in an illusion where the opponent firstly hears the whistling sound of wind currents around them then the opponent sees multiple blades of wind form around their head which rushes in to damage and bruise their head. In the real world, the opponent stand still, suffering from massive mental stress that eventually makes them fall down on the ground, unconscious.
- Can only be taught by Shonnen.
- The technique lasts for one round.
- Can only be done twice with one turn cool down.
- No other genjutsu can be done in the same round the technique is done.
- No A-rank and above genjutsu can be done the next round after the technique is done.

Genjutsu: Hibiki Meiun|Illusion Arts: Sound of Doom
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user claps their hands together to release their raw chakra and channel it into the brain of their opponent to place the opponent in an illusion where the opponent suddenly hears loud screeching sound from nowhere that torments the opponent and the sound seems to continue until the opponent falls unconscious from the great mental agony that they suffered from while in reality, the opponent stand still until the mental agony reaches its point of climax and the opponent falls down unconscious.
- Can only be taught by Shonnen.
- The technique lasts for one round.
- Can only be done twice with two turns cool down.
- No A-rank and above genjutsu can be done in the round the technique is done.

Doton: Fuzen Hebi|Earth release: Evil Serpent
Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user makes a single handseal and slam their hand on the ground to create a giant earth snake that rises with mouth open from under the opponent, pushing the opponent up in its mouth and returns back to the ground to crush the opponent to the ground.
- Can only be taught by Shonnen.
- The technique lasts for just one round.
- Can only be done twice in a battle.
- No A-rank and above earth technique in the same round this technique is done.

‡ All Declined ‡ Similar techniques exist.
 
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-Best-

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Re: Custom Jutsu Submission

Hiraishin Genjutsu : Sanran Yūi | FTG Illusionary arts : Scattered Dominance
Type: Offensive | Supplementary
Rank: A rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:

Sanran Yui is more of a dormant genjutsu. The user will perform a string of two hand seals and place the opponent in a genjutsu that lies dormant within the opponent's mind until triggered. The trigger for this illusion if for the user to use the Hiraishin no jutsu. As soon as the user uses the FTG technique, It will appear to the opponent that the user has started to teleport rapidly to every marked location in the battlefield with a kunai in his hand without any time delay, throwing the kunai towards the opponent. Because of this image of super fast teleportation to the tagged location, it will appear to the opponent as a continuous flickering images of user in the tagged location throwing kunai at the opponent. If the opponent get's hit by the imaginary kunai, he will be suffering some damage due to severe mental stress. Once teleported and triggered, the visibility, shadow and every other physical aspects of the user is completely masked from the opponent. However, the opponent will be able to hear the sound of the footsteps of the user for in if the user to be running when he is short ranged from the opponent. The Genjutsu lasts only for that turn once triggered, revealing the position of the user in the next turn. If the user were to attack the opponent by releasing anything from his body( Like throwing a kunai ), the thrown projectile will be visible to the opponent, However using jutsus to attack the opponent will make the user visible to the opponent. If in case the opponent is marked with an FTG seal, Image of the user will not be produced near the opponent. Making the images throw kunai at the opponent depends on the user's wish. User may make the illusionary images to either throw kunais at the starting of the technique or during the end of the turn.

Restrictions:
- Can only be used by bios capable of using FTG.
- Stays dormant for 4 turns.
- Can only be used thrice per battle.
- No Genjutsu above B rank in the same turn it is triggered.
- No Genjutsu above A rank is to be used on the opponent when this genjutsu lays dormant.
- Must have a turn gap before using it again.
- Can only be taught by .Shanks.


 Declined  Lets start with the basics. Its a Genjutsu. Name it correctly. Its just a simple visual illusion that you're performing an attack using FTG so its not worth the A-Rank. B-rank is more fitting. I don't get why this would do damage to your target or why its dormant. It should be triggered by doing 1 or 2 handseals and act as a normal illusion. Finally, this infringes on a village custom from Konoha in some regards so I'd personally keep it simple or it can't be approved.



Ninjutsu : Unmei no Fuda | Ninja arts : Tags of Fate
Type: Offensive
Rank: A rank
Range: Short
Chakra: 30
Damage: 60
Description:

An effective close quarters Ninjutsu move that is used take advantage over opponent's Taijutsu moves. As the opponent performs a Taijutsu move on the user( A rank and below), the user will seemingly try to take the hit. Just as the opponent's body is about the land a hit on the user, The user will continuously make chakra infused explosive tags appear all over their body more like creating a frontal replica of the user made of explosive tags which will attach itself to the opponent and spread rapidly throughout the entirety of the opponent without taking much time in the process. It will be more like the opponent is kicking on a thick pile of paper with the tags attaching themself to the opponent's body rapidly. The user will take a part of the impact force produced by the opponent's taijutsu move to his advantage and get's himself pushed back outside short range from the opponent. With a simple hand gesture, the user can either tighten the chakra infused tags to completely restrict the movement of the opponent and explode the tags on his own will or simply explode the tags to create a stationary yet powerful explosion that causes massive damage to the opponent. If the tags were to get exposed to crushing of earth, piercing of lightning, cutting of wind or getting burned by fire, the tags will immediately explode.

Restrictions:
- Can be used 3 times per battle.
- No ninjutsu above A rank in the same turn.
- Can only be taught by .Shanks.


 Declined  Love it but I have one question: if earth, fire and lightning make them go "boom", how can you expect a ninja to defend from this? Additionally, you'll have some time before you can get back on your feet, focus on them, assess the situation and make them tighten or explode. Keep that in mind as I don't want you to think you can take a taijutsu kick and be like it was nothing, triggering the rest of the technique whithout time for your opponent to react. Still, the idea is solid and inventive. Well done!


Fukuzai Bakuyaku Buki - Hidden Explosive Weaponry
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: +10 weapon based ninjutsu technique if activated
Description:

The Expert ninjutsu mercenary from the five great nations gathered together in order to develop new weapon based system that would take the weapon related ninjutsu to a higher level. Whilst the normal kunai, shuriken, katanas that are used by regular shinobis are manufactured using materials that have the property to conduct chakra and let the user channel chakra through it, these special kind of weaponry are made by the combination of Explosive tags as well as a thin layer of the metal that is used to manufacture the normal kunais. One or two explosive tags are wrapped up close together and encased inside a shell created by metal in the shape of regular kunais and shurikens. These shells are extremely thin in nature and are always coated with a thin layer of the user's chakra( Like freeform chakra channeling into weapons which consumes very very less chakra). While looking like normal kunais and shuriken, these weapons carry a very special surprise inside them. With just a simple freeform manipulation of the chakra present in the special explosive weaponry, the user can make the regular looking kunais and shurikens to explode, creating an explosion equal to the power of an explosive tag. While normal clashing with regular or raw chakra coated kunais will only appear as a clash or collision between two kunai, These kunais when interact's with elemental chakra coated kunais or elemental techniques ( D rank and above), the external casing is forced to break up, leading to the explosion of the tags inside. Due the property to get exploded on the command of the user, weapon related ninjutsu gains an additional +10 damage boost due to the usage of these ninja tools.

Restriction:
-Must have mastered ninjutsu to use these special weaponry.
-Must state in the user's biography about these special weapons.
-Applies only to normal ninja tools like Shuriken, Kunais, Makibishi spikes and regular sized katana.
-Doesn't apply to special weapons like Custom weapon, NB swords, canon swords or special weapon variants like scythe etc. which are lager in size than an average katana.
-Can only be taught by .Shanks.

‡ Pending ‡ Leaving for another mod.


 Declined  DNR. This is more akin of a Weapon based CFS, a CW or something more than a simple Custom Jutsu. Additionally, there are many flaws here, one of them is the lack of rank, range, type, etc etc and the weird +10 bonus to god knows what...
 
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Robot Boy

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Re: Custom Jutsu Submission

-Resubmitting-

Dropped the reference and described them.

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

‡ Declined ‡ There are still references here. What is Ascending Earth? You need to link/post any techniques you mention above your submission.

(Suraishingu Kiba) – Slicing Fangs
Type:Attack/Supplementary
Rank:S
Range:Short
Chakra:40
Damage:n/a(-15 to the user)
Description: The user will channel chakra into and around their tail, 'enlarging' it , and creating a dense coat as well as a second ‘tail’ before twirling the tails around like rotary blades, spinning them furiously and causing air currents to form around it, making it resemble a Tsūga. The user then sends wind chakra through the tail, releasing a surge of wind as the tail ‘rotates’, and creating a vacuum vortex in its surroundings. The tail can cut the enemy even without touching them upon thrusting it. While the tail is active, the user will be cut each turn but, it’s also a useful method for releasing them from illusionary techniques (A-rank and below).

-Lasts for three turns
-Its best suited in one of the wolf transformations
- Can only be used once per battle

‡ Declined ‡ You need to clarify that this can only be used used in your transformation states rather than saying "its best suited". The last sentence is also unrealistic and needs to be removed.

( Kuchiyose No Jutsu: Terra soshite Roxie)- Summoning Technique: Terra and Roxie
Type:Summon
Rank:S
Range:Short
Chakra:40
Damage:n/a
Description: Are the daughters of Mine and are moles from Furui rokkīton'neru. Terra and Roxie are the same size as Gamariki except the older sister Terra is a few inches taller than her younger sister Roxy. They have a slender and a humanoid-like figure and wear the same standard attire that Sunagakure ninja have except they don’t wear anything on their hands or feet, and each have a mole tattoo over their eye, Terra having it on her left and Roxy having it on her right. They can perform earth techniques up to and including S-rank and both are needed to perform the techniques. Their favored weapons seem to be a pair of hammers and they are never seen in battle without one. They can perform techniques that revolve around or allow the use of their favored weapon. Once per battle, the sisters can release their earth chakra from their mouth and combine them to cause a giant titan of stone, 35 meters in height, to form and move towards the enemy at a slow pace and walks over whatever is front it, should it be within range. Once the titan is within range of the intended target, the sisters will have the titan shoot both of its arms like rockets, causing an immense explosion that blasts away anything at mid-range while crushing anything that came in contact with the arms. (Counts as an S-rank move and using this technique reduces the number of turns the sisters can stay on the field, by 2.) The titan has a large rock shaped gear around its neck, two on its shoulders and wrists. Its hands are shaped like boulders and have segments of rock which make up its arms and are held by the user’s chakra. It also wears stone shaped boots and crown on its head, a gear shaped symbol on its torso, a thick mantle that look like four banners wrapped around it, and the user’s chakra radiates from its eyes and mouth.
-They count as two moves
-Requires a ground source
-Lasts for 4 turns
-Must have signed the mole contract
-can only be summoned once per battle

‡ Declined ‡ Their special ability is too similar to the Great Stone Golem.
(Raiton: Joushou tsuchi) - Lightning Release: Ascending Earth
Type: Offensive
Rank: B
Range: short(mid if channeled into a weapon and thrown)
Chakra: 20
Damage: 40
Description: A stronger version of Lightning release: roaring earth. The user forms the ram handseal and concentrates their lightning chakra all throughout their body. Once the target is within close range, the user slams one hand on the ground, releasing a significant amount electricity along the ground and is shot upward below the targets feet in the form of a much larger vertical column of electricity. The lightning upon impact, lifts the target into the air before dropping them down. Furthermore, instead of slamming one hand on the ground, the user can choose to focus the technique into a weapon and throw them into the ground near the target and release it from there. The weapon is not usable for close-combat and is best suited once the target is distracted or restrained. The column has a 3 meter radius and when formed into a weapon it is shaped like how Sasuke forms chidori into a spear or a blade.

Restriction:
-Physical contact with the ground must be made
-The user cannot use both methods on the same turn
-Can be used up to 3 times
-Can only be taught by fang

♠ Approved ♠
I get it now. Fixed a bit of your description for clarification.
-Resubmitting-

(Suraishingu Kiba) – Slicing Fangs
Type:Attack
Rank:S
Range:Short
Chakra:40
Damage:n/a
Description: The user will channel chakra into and around their tail, 'enlarging' it , and creating a dense coat as well as a second ‘tail’ before twirling the tails around like rotary blades, spinning them furiously and causing air currents to form around it, making it resemble a Tsūga. The user then sends wind chakra through the tail, releasing a surge of wind as the tail ‘rotates’, and creating a vacuum vortex in its surroundings. The tail can cut the enemy even without touching them upon thrusting it.

-Lasts for three turns
-Can only be used in one of the wolf transformations
- Can only be used once per battle
-No jutsu above A rank in the turn after this ends

Approved - made edits

( Kuchiyose No Jutsu: Terra soshite Roxie)- Summoning Technique: Terra and Roxie
Type:Summon
Rank:S
Range:Short
Chakra:40
Damage:n/a
Description: Are the daughters of Mine and are moles from Furui rokkīton'neru. Terra and Roxie are the same size as Gamariki except the older sister Terra is a few inches taller than her younger sister Roxy. They have a slender and a humanoid-like figure and wear the same standard attire that Sunagakure ninja have except they don’t wear anything on their hands or feet, and each have a mole tattoo over their eye, Terra having it on her left and Roxy having it on her right. They can perform earth techniques up to and including S-rank and both are needed to perform the techniques. Their favored weapons seem to be a pair of hammers and they are never seen in battle without one. They can perform techniques that revolve around or allow the use of their favored weapon.

-They count as two moves
-Requires a ground source
-Lasts for 4 turns
-Must have signed the mole contract
-can only be summoned once per battle
- No summons for two turns after or at the same time as this one.

Approved - made edits

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

Approved - made edits

‡ All Pending ‡ Leaving for Typhon.
 
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Houdinii

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Re: Custom Jutsu Submission

(Doton: Shin Tousou)-Earth Release: Core Conflict
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description:
The user will form the Dragon>Dog handseals and can either inject their chakra into an existing earth technique or by forming the required handseals for this technique immediately after the target earth justu, stringing them together. By doing so they can give this technique the same property as seen in some other earth techniques, that is to emit electricity from the rock itself. This electric charge causes bolts to arc out into short range surrounding the earth technique, serving a dual purpose. Firstly the electricity will arc out and attack objects or enemies within short range, dealing a good deal of electrical damage to them. While it also can serve to nullify any lightning technique that comes into contact with the earth technique(Up to A rank). It does so by forming an opposite charge to the lightning it meets and effectively cancelling out with it, leaving the earth technique remaining as it was. The electrical charge can be placed on the entirety of an earth technique or only a small portion of it and is up to the users discretion.

Note:
~Can only be used three times
~Cannot use Doton techniques above S rank for the rest of the turn
~Can only be taught by xHoudinii

‡ Declined ‡ I believe Noni tried something like this.

(Suiton: Assai Gomeiwaku)-Water Release: Crushing Annoyance
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
The user will form the bird>dog hand seals and expel a large sphere of water from their mouth towards their target. This sphere is unique in its composition with the outer layer of water being thick and adhesive. This means it will stick to whatever it comes into contact with, while the middle of the sphere is made up of normal pressurized water. Upon coming into contact with a target, technique or whenever the user forms one final hand seal, the inner core of the water will violently push outwards, causing the sphere to rupture. This means that the thick, sticky outer layer will be scattered in all directions and slam into any target or technique within short range, dealing a good deal of blunt force damage. The user will manipulate their chakra to make sure that when this technique ruptures, that is always facing away from the user so as to not catch themselves within their own technique, if they are within short range.

Note:
~Can only be used twice
~Cannot use Water techniques above A rank for the rest of the turn and next
~Can only be taught by xHoudinii

‡ Declined ‡ Similar techniques exist.
 
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Ańbu Juniør

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Re: Custom Jutsu Submission

(Fuuton: Fukutsu No Seishin) Wind Release: Fortitude
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: As a dual wielder Aj suffered one fatal flaw, he had little to no defense when attack. What he needed was a shield, strong enough to protect him at a moment's notice, but light enough that it wouldn't affect his striking speed. He fell back on his primary element. Wind. He realized that by channelling wind chakra into his palm and manipulating it to envelope his arm up to the elbow, he could elongate it to form a disk of dense wind three meters in length. This disk served to protect him from incoming attacks of the same rank and below, and was large enough to protect his entire body if he crouched behind it. Due to its density the disk of wind could directly block offensive physical actions such as taijutsu or kenjutsu techniques.
~The disk of wind last for three turns, but can be dispelled at the user's will.
~No lightning technique above A-rank can be used while the disk of wind is active.
~Can only be used twice per battle.

‡ Declined ‡ Similar techniques exist.

(Doton: Tsuchi Dōka) Earth Release: Earthen Assimilation
Type: Attack/Defense/Supplementary
Rank: A
Range: Short
Chakra: 30 (+5 to create spikes)
Damage: 60
Description: The user will perform two handseals while jumping in any direction of his choosing and channel earth chakra throughout his body. He will roll on his back, causing chunks of earth the surround him in the shape of a ball as contact is made with the ground, turning the user into a sort of dense, earthen wrecking ball. The ball will travel with tremendous speed in the direction of the user's previous jump, and cannot change directions until coming to a complete stop. The earthen ball is able to withstand elemental ninjutsu attacks of the same rank with regards to elemental weaknesses and strengths, and can withstand a bombardment of explosive kunai/tags. The user can add extra chakra from inside the ball in order to create spikes three meters in length from its exterior in order to rip through opponents or obstacles. While within the earthen ball the user will be aware of the surrounding area outside.
~The Earthen Assimilation lasts for two turns, but can be discarded at the user's discretion.
~Can only be used twice per battle.

‡ Declined ‡ What if I told you there's a canon technique that does this?

(Nezumi Shuhō: Ō no kaisan) Rat Technique: King's Dissolution
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:The user will perform a single handseal and channel chakra throughout their body, upon which they will begin to dissolve into a multitude of small rats that scatter in all directions. Similar to how Jiraiya travels in small toads, the user would be stealthily concealed within one of the rodents, who move with great agility to cover large distances. While inside the rat, the user will be aware of his surroundings outside, and after reaching a safe distance he can have the rat release him from it's mouth. While within the rat, the user is unable to use any techniques, and must fully emerge from it in order to do so.

~Can only be use twice per battle
~Must sign rat contract to use
~Can only stay within the rat for two turns
~Rats used in this technique cannot be detonated

‡ Approved ‡ You finally accepted your rightful place as Rat King?

Contract Validation:
 
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Re: Custom Jutsu Submission

(Gen/tai: ikkyou) - Tai Illusion: Surprise
Type: Offensive | Supplementary
Rank: A rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user releases their chakra into their opponent binding them in a genjutsu where they see the user standing where they are and not moving apart from the normal breathing. Meanwhile the user appears behind their target with chakra charged into their hand punching the target in the lower spine paralyzing them for one turn.
Note: Useable twice.

(Fuuinjutsu: shou) - Sealing art: detonate
Type: Offensive | Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage: 60
Description: The user will release their chakra onto an object creating a small seal which is two inches in diameter. As they do they will release a burst of chakra into the seal all in one swift movement. This seal acts as a bomb of sorts, the user will perform one handseal releasing the seal in doing do releasing the sealed chakra outwards in a blast two feet around from where the seal was made. The seal can be made on any solid objects but needs to be touched to do so. This jutsu is mainly used to distract the target as the blast isn't nearly strong enough to kill.
Note: Useable 4 times
Note: Can be detonated from any range
Note: No other fuuin in the same turn

‡ Both Declined ‡ Similar to existing techniques.
 
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Re: Custom Jutsu Submission

(Ninjutsu: Cardea no seigyo)- Ninja Arts: Control of Cardea
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: N/A (+10 to each technique)
Damage: N/A
Description: This technique is a variant of the Manipulating Advancing Blades technique, whereby objects infused with the user’s chakra are granted the ability to hover, levitate and attack according to the user’s will. To initiate this technique, the user simply activates an ability which allows him to infuse his future chakra-based techniques with additional chakra. This serves two purposes. Firstly, this surplus chakra affords the user control over the subsequent techniques in a fashion akin to its parent technique; under its influence, the techniques are able to move whilst being directed by the user’s will - techniques which once had a fixed trajectory could now move in more complex manners. Of course, this does not actually influence the speed nor power of the user’s techniques, but simply allows him greater control over his own attacks. Additionally, the user is not burdened with the need to focus on the techniques; rather, he can proceed on to other techniques whilst still maintaining control over his prior jutsus. The second ability is that techniques which are infused with this chakra have the ability to upon contact, passively inject this surplus chakra into other mediums, giving the user control over these substances as well. However, the technique, upon doing this, would lose its original levitation powers, and simply head towards the opponent (for offensive techniques). The injected substance can range from a technique, or simply an chakra-less inanimate object. Only 1 object may be injected with this chakra for the user’s control. For techniques, the injected technique must be weaker than the original technique (ie. B-rank techniques can only affect techniques below B-rank). Upon being injected with chakra, the influenced substance may hover and levitate throughout the air to do the user’s bidding, though likewise, speed and power remains the same. It is worth noting that the injected substance cannot be a human/summon. Moreover, the injected substance can only be manipulated for one turn, after which, they dissipate/become immobile and ineffective. This is due to the limited chakra inside the injected technique. The injection is also not mandatory for every substance the original technique comes into contact with - it is up to the user’s discretion. Activating this ability is instant because this is a standalone technique that does no harm.

Notes:

-Can only be used 3x per battle
-Lasts 4 turns; may be terminated early
-No techniques above S-rank while this is active

‡ Declined ‡ This has been tried many, many times.

(Futon: Teito no sōdō)- Wind Release: Tumult of Tate
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique revolves around the vacuum aspect of Wind. With a clap of his hand, the user is able to create two golem-shaped entities of wind anywhere within range, though outside of a 3 meter radius of the opponent. These humanoid figures of wind are composed of highly compressed wind, that functions like a vacuum. The golems are roughly the size of the Earth Release: Stone Golem technique, and are, of course, A-rank in strength each. Upon creation, the golems begin to grow in size rapidly, using the terrain(dirt, rubble, soil, rocks, water etc.) to fuel their growth by drawing smaller particles in through the vacuum. Within a turn, each golem will be able to grow to the size of the Earth Release: Great Stone Golem technique. Of course, in spite of the increased size, the strength of either golem remains the same. Both golems function as sentient entities, and are able to move and attack much like humanoid figures. They are also able to gravitate throughout the air due to their wind composition. When in Great Stone Golem form, the golems have a reach of long-range. Due to the strength of the vacuum, being within a 3 meter radius of either golem will make movements and gesticulations highly difficult. The unique nature of this golem makes it highly invulnerable to damage - so long as it is not completely destroyed, it will be able to feed on the terrain and regenerate to its original strength and size, regardless of the damage sustained. Regeneration takes one turn. The A-rank golems are capable of combining together at any point in time to form a larger golem that is S-rank in strength, in which case the size would be twice of its original counterpart. Each golem is capable of imploding, creating a much stronger vacuum that would suck in everything within short-range towards itself (including the user if applicable), whilst shredding it to bits. However, this would cause the golem to vanish. This counts as a move. The strength of the vacuum is approximate to the strength of the golem, and can be done independently of each other. That is to say, one of the A-rank golems may choose to implode, creating an A-rank vacuum, whilst the other remains. The golems may also choose to combine, creating an S-rank vacuum instead that is larger in size, drawing in everything within an 8 meter radius.

Notes:

-Can only be used twice per battle
-Golems last for 4 turns, before they dissipate
-No Wind above A-rank for the rest of, and the next turn

‡ Declined ‡ I'm not allowing this to be combined with Pull of Pazuzu or Erzo's Sickle Draws, so add a note stating that. If both golems implode individually, will that count as two of the user's moves?

(Suiton: Carcinus no kōra)- Water Release: Carapace of Carcinus
Type: Defensive/Supplementary/Offensive
Rank: S
Range: Short-Long (Created Short)
Chakra: 40 (-15 per turn to sustain)
Damage: Depends
Description: This is a technique that utilises the versatility of the water element in the form of a sentient armour. To initiate this technique, the user simply surges chakra throughout his entire body in a fashion similar to the Hardening technique, erecting a layer of water over his entire body(certain parts may be excluded but it would not be a full-body surge). This water can take on any of the following three forms, with each composition having its own benefits. The first form comprises of solid crystalline water. This form is more offensively oriented. In this form, unfocused electricity is unable to affect the armour since crystalline water does not conduct electricity. However, focused electricity is still capable of dealing damage. The second comprises of a sticky, syrupy fluid much like the Starch Syrup Capture Field technique. This form is more geared towards supplementary usages, such as immobilising the opponent or anchoring the user. The fluid spreads quickly upon contact with another surface, weighing them down, making it ideal for trapping others. Of course, this doesn’t immobilise the user. The third form comprises of water derived from the Grudge Rain technique. This form is unique in that when it comes into contact with a foreign chakra substance, it will absorb chakra from them, reducing its damage by 20. When in contact with a human, it will absorb 50 chakra per turn. This makes it ideal for weakening others. This also applies to the user in some ways, since the user is in contact with the armour. However, the armour doesn't absorb the user's chakra, but foreign chakra (eg. genjutsu). When foreign chakra enters the user, this armour, in this form, would serve to nullify it by absorbing it, thus rendering the effects useless. This means that the user is immune to genjutsu insofar as the armour remains in this form, as foreign chakra will be absorbed. This ability is also not limited to genjutsu, but also applies to other supplementary techniques that directly affect the user (eg. added/light weight, etc) that involves foreign chakra. The effects of these techniques will also be nullified as the foreign chakra would be absorbed, making the user impervious to such techniques for the duration of this technique. Passively, the user may switch freely between all 3 forms. The user is also capable of passively reshaping the armour to cover only specific body parts and vice versa. Both of these happen near instantaneously. Of course, this armour does not only serve defensive purposes. It can be used offensively as well. The armour is capable of launching attacks using itself as the source; this includes various shapes, such as projectiles, spears, needles, and waves. Additionally, the armour can be reshaped to form extensions for varying purposes, such as swords, sticks, or even take on the shape of various exoskeletons/animal parts for close-combat. Each of these usages count as one move, and are A-rank in strength - while multiple constructs may be formed with a single usage, the cumulative strength and size should be that of an A-rank. Without a usage of these offensive applications, the armour itself is incapable of dealing any substantial, non-freeform damage, as it adds little offensive power to the user’s close-combat moves. So long as the armour is not fully destroyed, the user’s constant supply of chakra will replenish its strength.

Notes:

-Can only be used 2x per battle
-Lasts for 4 turns, though it may be terminated early
-Offensive applications can only be used 4x per usage of this armour, after which the armour will deactivate by itself
-No Water techniques above A-rank for the rest of the turn
-One turn cooldown before re-use

‡ Declined ‡ Great technique. The crystalline armour has already been done by Moofy. So only two forms remain. You can combine them into one so there's no need to switch forms. Regardless, the instantaneous changing form/shape needs to go. The genjutsu immunity is something I tried before and the mod checking it threw on a heap of restrictions, and this was only to stop S-Ranks and below. Also, I'm not sure if something like that is even viable. Can you really absorb the opponent's foreign chakra that's now embedded in your chakra system? I'll discuss this with another mod. Keep it for now but I may remove it on my next check.
 
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