[ARCHIVE] Custom Jutsu Submission - II

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-Quest-

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Re: Custom Jutsu Submission

(Fuuinjutsu: Raijin no Kaisekiryouri) - Sealing Barrier: Fifth Abyss
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user perform Boar>Ram>Snake erecting a massive spherical barrier around him. The barrier seals one elemental nature(basic 5) of the user’s choice, everyone inside will be unable to mold the said chakra nature, be it enemies summons, clones and the user himself. Existing techniques of the sealed element simply disperses within the barrier. This technique can have double significance to users with elemental Kekkei Genkai, as if one of their combination elements are sealed, their KG element also can’t be used. Eg; An Ice user while under the affect of a water sealed barrier, will fail to create Ice nature due to their inability to mold Water to combine with Wind nature.
~ Twice per battle.
~ No fuuinjutsu while active.
~ 2 techniques per turn while active.

‡ Declined ‡ Similar to existing techniques. LoK's gourd does the same thing, only difference being it's more powerful.

(Fudō no Aitou) - Acala’s Lament
Type: Attack/Defence
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: An advanced taijutsu technique for the enhanced strength, the user charging a level of chakra to his hands and then slam them together while releasing the chakra with pinpoint accuracy. The result of the collision carries a massive kinetic energy that causes a rippling wave blasting outwards that easily crush stones to pebbles. The user can choose to either direct his clap forwards a direction that reaches up to mid range, or omnidirectional limited to short range.
~ Useable by Hashirama, Tsunade, Sakura only.
~ No taijutsu at the same turn.
~ 2 turns gap between use.

Reference for the Effect:

‡ Declined ‡ A rip of Sound Release.
 
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Edward

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Re: Custom Jutsu Submission

(Katon: Moeru yōna ensui torunēdo) - Fire Technique: Fiery Conical Tornado
Type: Offensive/Defense
Rank: S
Range: Short-Long
Chakra: 40 (-5 per turn)
Damage: 80
Description: The user manifests a sizeable ball of flames on his palm, and with a simple hand motion, launches it up approximately ten meters above him. The user will then raise an arm and begin to spiral it whilst manipulating the ball of flames to expand vertically and into the shape of the tornado. However, this particular technique creates an upside down tornado, similar to a cone, that continues to spin so long as the user maintains the circular motion. The user manipulates the flames to be compressed and in a somewhat solidified form, similar to (Katon: Ryūen Hōka no Jutsu) - Fire Release: Dragon Flame Release Song Technique, while also being able to explode as found in certain fire techniques. This conical shaped flame tornado can create an outward explosion through the Tiger hand seal. It's detonation range is seven meter outwards (7 meter radius, basically), leaving the area affected burnt and greatly damaged. Alternatively, the user can choose to keep it as a defensive wall of flames, which is accredited to the solid-like composition of the flames. Upon physical contact with an opposing force, the general area struct will detonate and explode outwards, creating a perfect defense from most assaults.
Notes&Restrictions:
- Can only be taught by EdwardSama
- Can be maintained for two turns
- Cannot use S-rank or higher Fire techniques in the same, and next turn.

‡ Declined ‡ This can be accomplished with Scaze's Ifrit Inventory.

(Doton: Kenma-zai sukin) - Earth Release: Abrasive Skin
Type: Offensive/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+20 to Taijutsu)
Description: The user will channel earth chakra throughout his entire body and manifest a layer of "skin" composed completely out of earth,(essentially instant in activation). This layer is unique because in addition to being a thin layer of earth, a second layer lies just above it. The second and outermost layer of the technique is rubble and grain-sized pieces of earth closely packed together, resembling sandpaper. This empowers each physical strike the user makes because the strength of friction force created as a result of the physical contact is augmented by the outermost layer, adding the effect of abrasion with every strike. Because of the earth covering the user, their defense is slightly strengthened.
Notes&Restrictions:
- Can only be used 4x & lasts 3 turns
- Can be deactivated instantaneously.

‡ Declined ‡ Instant activation? Wtf? Similar techniques exist.

(Doton: Maddo uzu) - Earth Release: Mud Vortex
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will perform two hand seals (Ram + Snake) then slam his hands on the ground to channel earth chakra beneath a certain area in the battlefield. Through earth chakra and nature transformation, the user will manipulate the earth below the enemy to become dense mud, similar to that found in (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld. The two are similarly performed initially, however, this technique in particular creates a spiralling motion similar to a vortex and its depth can never exceet twenty meters. Along with mud, several large boulders and earthen pieces pelt and bombard the target(s) in the vortex. While the vortex swirls, it also pulls the enemy into the swamp, eventually causing the enemy to become suffocated if left undefended.
Notes&Restrictions:
- Can only be used 3x, but not consecutively.
- Can only be taught by EdwardSama

‡ Declined ‡ On submitter's request.
 
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RuckenTM

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Re: Custom Jutsu Submission

(Waki pērudoragonzu)-Springing Pale Dragons
Type: Supplementary/ Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After performing a single hand seal Ram, the user creates up to four blue lightning dragons creatures which emanate at a different vibration then regular Lightning jutsu. This different vibration of lightning chakra will have a spring coil likeness to it. These dragons are each 3 feet in length and 2 feet in diameter thickness. The spring like coil of the lightning jutsu gives the miniature dragons quicker bursts of speed towards the enemy when released from the hands of the user. These dragons will be coiled and look similar to a spring which upon being sent out from the hands will be pushed out and uncoil. This stretch of the coiled dragons are what make them faster then a regular lightning dragon. Once the dragon fully uncoils upon being sent out the tail recoils like a spring pushing it forward with extra momentum.


Notice:
->User can also apply it within mid air.
->Can only be used 2 times per fight
->Can only be taught by Ikiru Uchiha or Juha
You must be registered for see images

‡ Declined ‡ Raiton is already the fastest canon element, no need to make it faster lol.

(Katon: Gurēto-en kuraudo no Jutsu) - Fire Release: Great Flame Cloud Technique
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: Performing the Boar → Tiger hand seals and the user inhales air while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth toward the sky. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time, in this instance the clouds within range. These massive streamed intense flames from the user have enormous range and can cover a huge area; forming a soggy-cloud like state of flames that cover the area skies. The main advantage of the technique is that it can inhibit/ seal of the skies as an escape route, for the above sky is sizzling hot. While also heated air directly above, will be creating a sharp shift in air density levels near the ground. As light passes between the different levels, it will bend, creating mirages.

Note: The heat wave lasts for three turns.
Note: No S-Rank or above Katon in the user's same or next turn

‡ Approved ‡ The restriction was too heavy. Made this last longer.

(Uchiha Ikimono to angō-ka no Ken) - Uchiha Sword of Creatures and Encryption
Type: Weapon
Rank: S rank
Range:N/a
Chakra: (-20 to enemy chakra)
Damage: N/a
Description:
This blade is the most treasured item from Rai Uchiha, the prized possession of when he was alive. Having been in command of a group of his clansmen, it is presumable that Rai had capable leadership skills. He was a capable swordsman, even with one eye blinded. He also showed a noticeable amount of physical strength, being able to shatter the ground with a single strike of his sword. When death took him, his sword was passed onto his children soon they too passed on the sword. The very death of the Uchiha clan, resulted in treasures to being sold off to whoever would be interested. Years to pass, the sword ended back into a Uchiha home. Soon Ikiru's father presented the sword to him, with simple his understanding of where it came from. Since the massacre of the Uchiha clan, it's whole history of the sword is not known to Ikiru or anyone as Ikiru knows only it's a Uchiha sword.

Abilities of the blade:

╳ This blade once drawn would draw up water from the ground forming water sources with in two turns anywhere on land(passive). This is a very unique trait for a sword to carry which gave note that this blade could tap into natural aquifer's in the ground. The water sources are fairly large in size which is why it takes two turns for the blade's natural water ability to activate.

╳ When the user of the sword strikes an enemy or something an enemy is touching the water sucks -20 chakra from the enemy with every contacted strike. This form is very intricate and also unique to user who developed the ability.

Restrictions:
+ Can only make one water source per turn.
+ Takes two turns to draw up from underground a water source.
You must be registered for see images

‡ Approved ‡ Removed the last restriction, it would have made your weapon useless.
 
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Negative Knight

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Re: Custom Jutsu Submission

‡ New Cycle ‡

The new cycle starts on 07/07/2015 (at 12:00 GMT +1) and ends on 14/07/2015. The thread will be closed up to a week so I can check any remaining submissions and then it will be re-opened.

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

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

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

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

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Re: Custom Jutsu Submission

(Genjutsu: Midare)- Illusionary Technique: Disturbia
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will and cast an illusion on the opponent's mind that sees a single figure appearing on the terrain- this figure can be anyone and anywhere the user chooses but it can't be made within 5 meters of the opponent. This figure will have a distant look at everything, as if looking through you and won't appear to be concerned with the world around them. They can't move, can't talk, not even think- they are essentially living statues. If left ignored by the opponent after one turn this figure multiplies into two figures with the second one being set anywhere the user pleases, even beside the opponent which is unlike the first figure. After the second turn these two multiply into 8 figures, and after the third turn 16 and so on until the entire field is completely filled and the opponent has nowhere to move. In reality, these multiplying statues are actually explosive kunai that the user throws at strategic locations- of course the opponent wouldn't actually see when the user throws these kunai. The more turns that pass the user throws more around the field until it is riddled with explosives. Then, with a single hand seal the user will detonate all the tags he had set. The aim is to get as many as close to the opponent as possible to ensure death before the illusion is broken.
Note(s):
- Can only be done 3x
- Requires a turn cooldown

☼ Approved ☼

(Futon: Tentai-rei)- Wind Release: Celestial Decree
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage: N/A
Description: The user, by positioning in his hands towards his body as if ready for a Taijutsu strike will focus his Futon chakra throughout his hands, specifically his palms. Then, when the opponent is in range the user will release a focused jet of wind wide by 3 meters and long by 5 meters. This jet of wind is narrow at the start (the user's hands) and gradually fans out to a diameter of 3 meters so to catch opponents and medium sized objects. The nature of the wind technique is not meant to be deadly, instead the wind is moving at a velocity of over 400 mph which causes objects and people to be pinned to obstacles or completely flung meters away. If used to trap an opponent to the ground the wind blows over him/her so fast and hard they are incapable of taking even a breath of air as wind presses down on their entire body with great force, this can cause them to pass out should the technique not be countered. This only applies if pinned against an object or obstacle of the sort. If used to repel an opponent they can be flung as far as long ranged from the user. The secondary use to this technique is that if fired at the ground it can be used to dislodge large objects as well as fling the user into the air like a launching mechanism as well as allow in air dodging similar to Wind Stream Technique but on a much more effective scale. Summonings with wings and capable of flight can also use this technique as long as they have the rank needed through a flap(s) of their wings.
Note(s):
- Can only be done 3x
- No Wind technique above A ranked in the next turn
- Summoning can only do this 2x but not in the same turn

☼ Declined ☼

What separates this from hurricane fist? The 400 MPH winds would have to come waaaay down.


(Kōmori Ninpo: Soradanomi)- Bat Ninja Technique: False Hope
Type: Supplementary
Rank: B
Range: Short-Long
Chakra cost: 20
Damage: N/A
Description: This technique is very similar to the iconic Kage Bunshin no Jutsu of Konohagakure. It first sees the user forming a one handed hand seal and summoning a clone of himself. This clone can perform only Taijutsu and non elemental Ninjutsu (excluding Shadow Clone Techniques) B ranked and below but its true purpose is that should it be destroyed by the enemy (it can't be 'released' by the user) it will split into a myriad of bats, screeching and flying about. The screeching is a high frequency sound that induces a state of confusion and grogginess on all who is within mid ranged of the clone when it was destroyed (excepting the user of course). As the opponent is disoriented and groggy in his movements, the same bats will begin their assault, tearing and nibbling at his skin, while restricting his view of the outside world in a pitch black blanket of flying critters. This gives the user an opportune moment to follow up with a surprise attack or set into position while the opponent is occupied.
Note(s):
- Can only be done 2x
- Doesn't count towards the 4 clones per battle limit
- Requires a 3 turn cool down

‡ Declined ‡ This won't work when the clone is destroyed, only when it's released by the user.
(Kōmori Ninpo: Soradanomi)- Bat Ninja Technique: False Hope
Type: Supplementary
Rank: B
Range: Short-Long
Chakra cost: 20
Damage: N/A
Description: This technique is very similar to the iconic Kage Bunshin no Jutsu of Konohagakure. It first sees the user forming a one handed hand seal and summoning a clone of himself. This clone can perform only Taijutsu and non elemental Ninjutsu (excluding Shadow Clone Techniques) B ranked and below but its true purpose is that should it be released by the user through a simple hand seal it will split into a myriad of bats, screeching and flying about. The screeching is a high frequency sound that induces a state of confusion and grogginess on all who is within mid ranged of the clone when it was released (excepting the user of course). As the opponent is disoriented and groggy in his movements, the same bats will begin their assault, tearing and nibbling at his skin, while restricting his view of the outside world in a pitch black blanket of flying critters. This gives the user an opportune moment to follow up with a surprise attack or set into position while the opponent is occupied.
Note(s):
- Can only be done 2x
- Doesn't count towards the 4 clones per battle limit
- Requires a 3 turn cool down

☼ Declined ☼

Does the clone just change form into bats, or are actual bats summoned? If they're summoned, I don't believe they can be summoned in that manner. What you could do is remove the part about summoning the clone and make this usable on pre-made clones who have blood on them. So for example you cut your hand and make the clones, clones all have blood, and then you use them as a conduit for this summoning technique destroying them in the process.
 
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Alyx

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Re: Custom Jutsu Submission

(Seirei Genjutsu: Akueriasu no Koorinoyouna Kisu)Celestial Illusion Arts: Aquarius' Icy Kiss
Type:Supplementary
Rank:A-rank
Range:Short
Chakra:30
Damage:60
Description:
One of Nanazai’s most original and powerful techniques ever created by her. The user will form four handseals before channeling there chakra into the brains of their target , to which they will all fall into a dormant genjutsu. Once active the effects of the genjutsu remains a secret until the user desires to use it or when they trigger the effect by channeling chakra in there body that is needed to perform a technique that is B-rank and over. Once they do, the genjutsu will trigger is effects where eight special keys will appear by the target begin to force themselves into the targets skins in a near instant. The keys will then turn and mimic the locking mechanism of a real key and lock. This will cause the target’s body to begin to start to become made of ice. The body parts affected is all up to the user, leaving them the option as to where the genjutsu affects the target. The freezing of the targets body part makes it hard for them to focus as the pain of having their body changing into ice forcefully causes intense mental pain. If the target doesn’t use a technique to trigger the effect, the user can auto activate the genjutsu at any time during its dormant stage if they feel it’s needed. The target in reality won’t be able to move the limbs effected by the effects of the genjutsu if they are lower ranked then the user, where as if they are the same rank or higher, they won’t be able to properly use the limbs to the point where they can’t make more than 5 hand seals when making a jutsu.

*Genjutsu remains dormant for 2 turns, to which once the effects activate lasts for 1 turn*
*No genjutsu above C-rank in next turn*
*No other genjutsu in the same turn as this one about C-rank*
*Can only be used twice per battle*

(Tsumibukai Genjutsu:Shiroihi no Nephthys)Sinful Illusion Arts: White Fire of Nephthys
Type:Offensive
Rank: S-rank
Range:Short
Chakra:40
Damage:80
Description:
The user will make three hand seals while channeling chakra into the brain of the enemy. This in turn causes a genjutsu to occur. This genjutsu however only triggers when the target begins to channel chakra required to perform a technique up to A-rank. Once done, the genjutsu effects begin to take effect. The target will find one of their body parts beginning to decay. This genjutsu emulates the effects of decomposition however differently from the original. The decay process is done through fire, to which it appears as if the targets body part is decaying but also the burning sensation it creates registers into the genjutsu as well. Once done the decaying flesh also produces a strong scent of phosphorus, burning the nose of the target. The burning sensation of the decaying flesh, and the scent are very painful within the genjutsu though in reality they are not harmed this however makes it harder to make techniques that require more than three hand seals due to the pain the genjutsu is emulating. The scent also causes the water ducts in the eyes to release a sufficient amount of water from the eyes, constantly making them burn as well and making it harder of the target to see. While the decay is going on, white little flames or embers can be seen, hence the name

*Remains dormant for at least 2 turns*
*Once the genjutsu is triggered, the effects last 1 turn*
*When in triggered the target is unharmed, but momentarily blinded by the tears, and unable to make more than three hand seals due to the mental pain being forced onto them*
*Can only be used twice per battle, requiring three turns before being able to be used again*
*No genjutsu above B-rank in the next two turns*

☼ Both Declined DNR ☼

(Watatsumi Chame: Igneri Senshi Tsuuru)✽ Sea Urchin Arts: Igneri Warrior Tools
Type: Offensive| Defensive
Rank: B-Rank
Range: Short- Mid
Chakra: 20
Damage: 40
Description:
Allows the user to summon countless amounts of small pin sized sea urchin spines. These spines are every small but in a large cluster, allowing the user the ability to manipulate them all together at once in order to be used as weapons or other medium sized structures like spears or walls. The spines are infused with the user’s chakra and is able to counter elemental ninjutsu up to B-rank with ease. They are summoned by the user by slapping there hand together. The spines are sharp and well pointed, but carry no venom.

*Can only be used once every 2 turns, lasts 3 turns*
*When being manipulated into a solid structure, the spines are solid and hard compared to earth release*
*The spines are summoned short ranged of the user, but most be within at least one meter but can be used up to mid-range*

Signed here:

☼ Declined ☼

Not really getting a good sense of how this looks. Do you just summon a big pile of the spines and then get free manipulation over them?
 
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Six Paths

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Re: Custom Jutsu Submission

(Genjutsu: Shinpi-tekina meisho) - Illusionary Arts: Mysterious Attraction
Type:Supplementary
Rank: A-Rank
Range: Mid-Long
Chakra: 30 (-10 per turn active)
Damage: N/A
Description: The user will make 3 handseals and induce chakra in the brain of the opponent. Once placed in the illusion, the user’s main senses will not be altered in many ways, except that of the Gravitational sensing and pain. As the user is situated into the ground, he will slowly feel a certain attraction from matter around him, like trees or buildings. At first he will feel as if he is being slightly attracted towards a certain body with no real harm. But as the turns continued one after the other, the pull becomes greater and greater, Until the user will think that the gravitational pull of the tree is overcoming that of the earth, actually forcing the user in that direction, while in the real world, the person is simply moving towards the tree himself. In the 3rd turn of the genjutsu still being active, he will not even be able to move a limb away from the objects sending the pull as the gravitational attraction will be that large. If the user is between 2 large masses that have about the same size, he will be seemingly stuck in the middle with both bodies pulling in the same amount of force.

► No Genjutsu in the same turn
► Only Ninjutsu up to A-Rank in the same turn
► Can only be used 3 times per battle.

‡ Declined ‡ This is a cool concept but I don't want it being something that intensifies every turn. All of it's effects should be realized in a single turn. Also, you can't control the opponent's movement like that. He/she will not be running towards the object you attract them towards.

(Genjutsu: Sāmosutatto) - Illusionary Arts: Thermostat
Type: Offensive/Supplementary/Defensive
Rank: S-Rank
Range: Mid-Long
Chakra: 40
Damage: 80
Description: Making 2 handseals, the user will slowly sent chakra towards the enemy's mind until the user is placed in genjutsu. With a simple control, the user will affect the sense of temperature and pain, along with the 4 main senses of sight, hearing, touch, and smell. Being very constant at first, the user will not change everything too drastically in the mind, leaving everything the same except the sense of temperature. As the turns continue, the enemy will slowly feel a certain change inside their body, being the current temperature. The enemy will slowly think that his body is getting hotter and hotter. In the following turns, the enemy will begin to sweat, with the body slowly in his mind turning read because of the heat. As the genjutsu remains, the senses start being affected as well very similarly to how an increase in temperature in the real world would. The feel of the of the sweat, the visible sweat drops, and the vision blurring because of the heat. As the genjutsu continues, and the body gets more affected every time, until a certain turn, it spark. The body of the user will seemingly catch fire. Beginning with the arms, small sparks will turn on the clothes. The heat will be at such a high degree that seemingly the oils and fats of the body caught fire. Simply seconds later a fire will engulf the whole body seemingly burning him alive, showing and expressing a lot of pain in the body. In the real world on the other hand in the real world, the enemy will simply scream in a very high amount of pain that he is seemingly being put on. As it continues, the enemy will most likely pass out because of the stress put up in the mind.

► No Genjutsu in the same turn
► No Ninjutsu techniques above A Rank in the same turn
► The final effect(Ignition), is visible after 3 turns

‡ Declined ‡ Similar to an idea Edward tried and might still be working on.
 
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Never

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Re: Custom Jutsu Submission

Custom Summon Contract :

(Kuchiyose : Ogada to Igido, Mgalekgolo Burazāzu) - Summoning : Ogada & Igido, The Mgalekgolo Brothers
Type: Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra Cost: 40
Damage Points: 80
Description:
The user bites their thumb, rubs it on their tattoo and performs three quick hand seals and summons what's Known as the Toughest Barnacle Summon on the contract, made up of many Thoracica type barnacles that instead of each of the Barnacles having a shell the flesh parts made of the tendrils have all collaborated together and share this whole Calcite Shell that protects them, however there is still Flesh that is exposed at the Waist and Neck. This Summon Consists of two of these big Armoured Monsters, that stand double the height of the user, though they usually walk around crouched. They have these spikes protruding off their back, but that's cosmetic to their look - the user is capable of riding on the back of the Mgalekgolo brothers by holding on these protruding spikes. The Mgalekgolo Brothers have always travelled in a pair and they both reside in the torso of each Monster, acting as the brain of each community of Barnacles. Even though the brain is in the torso, it still sees through the head. In the same way that works, because they are made up of many many barnacles if Genjutsu is used on the Mgalekgolo brothers then another Barnacle will take the effect for them and they will still be able to function as normal.

Their Armour is the toughest among the Barnacle Summoning Contract, Water has no effect on the Mgalekgolo's armour, all other elements need at least S-Rank to be able to pierce it and anything below that has no effect. However their flesh is their weakness, some of it exposed at their waist area and Neck area, it only takes B-Rank elements to cut through. Though because of their large and tough armour, they move very slowly, they usually walk but have the ability to Dash. This Dash is used when in close combat, they will gather enough strength and chakra and run forward, swiping, ramming or slamming this large shield with sharp edges wielded on their left arm into the opponent. Their shield is extremely tough and practically indistructable, the shield is big enough to guard anything above the waist of Mgalekgolo's body in a head on collision - however if crouched their whole front is covered. This means the opponent has to be very specific and it's best that the flesh is targeted as a head on attack is what the Mgalekgolo brothers are strong against, their Dash can break through Taijutsu and Elements with ease when used with this shield and they can close a distance of 5 meters in a second (only capable of dashing 10 meters)

The Last Ability the Mgalekgolo is a the capability of Firing a Charged Lightning Beam from their right arm, the Armour looks to be in the shape of a Cannon, but it's just like that to more easily shoot the lightning from said arm. The Lightning Beam has a 0.5 meter diameter when fired and is a continuous S-Rank shot that can be shot at one target and then swiped across to take out multiple targets. The Mgalekgolo brothers have a powerful bond and when one falls in battle, the other may use it's barnacles to become stronger, the two will merge and become huge, double it's current size. When this happens the brothers can shoot an SS-Rank lightning cannon blast which is also much bigger (2 meter diameter beam) and stomp on his foes, he will still have the same defence as before except it's flesh will be strong and will require A-Rank elements to cut through instead of B-Rank. Though this can only be done if one Mgalekgolo brother has been defeated and the other has gone up to it and touched it to fuse with the other community of barnacles which takes a couple of seconds. The user can't just kill one of the brother's to give the other the power up or else the summon will turn on the user and try to kill them (Opponent may take control), also the brother's can't choose to kill one another because of their strong bond.

- Dash Ability counts as a move and can only be used by one Mgalekgolo Brother at a Time.
- Lightning Beam Counts as a move. If both use it then it's two moves. If used when merged it's just one.
- Brain of each Brother doesn't have to be killed, their flesh at their waist and neck just has to take enough damage (B-Rank) to render a Mgalekgolo brother immobilized and useless
- Can only be summoned once per battle.
- Can't summon Barnacles for 2 turns after these are summoned
- No Barnacle Arts on the Same turn
- Like Oregon they Communicate through telepathy, they can't speak and only make grunting noises.

‡ Declined ‡ I'm going to start declining customs if I think they're long for no reason. This could have been a lot more concise imo. Lower their immunity to techniques. This is a a S-Rank summon split into two, so each is essentially an A-Rank. Lower the rank of the techniques they're immune to. Since each is A-Ranked, they can be immune to A-Rank and below Water, B-Ranks of everything else. C-Ranks should be enough to take out their flesh. You can remove one of them and make their immunity S-Ranks for water, A-Ranks for everything else and B-Rank for their flesh. The rank of the lightning beam needs to be lowered. Since this was so long, I might have missed something.

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(Doton/Meiton : Uchi kyōshin) - Earth/Dark Release : Resonating Within
Type: Defensive/Offensive
Rank: B (A)
Range: Short
Chakra Cost: 20
Damage Points: N/A (+60 Blue Flames)
Description:
After Absorbing the Physical and Spiritual energy of a technique through Dark Release then the user will channel their dark chakra into an Earth Technique that is created before this use (doesn't have to be in the ground). Or channel it through the ground and once an earth technique is used from the earth the Dark will be combined with it (can only be use with earth coming from the ground when used this way), the earth technique will appear to have cracks that glow purple sort of like veins that resonate through their entirety. This gives the Earth Technique Dark like properties where it will absorb techniques into the cracks of the technique, once a technique has been absorbed it will be converted into blue flames and will resonate from the cracks to make the Earth Technique Stronger.

If the Earth Technique is Destroyed the Blue Flames within will carry one as a wave that spreads out in the direction that the Earth technique was originally going. If the Earth technique is destroyed before it manages to absorb anything then it will all be destroyed including the Dark Chakra, (The Initial Dark Chakra doesn't give an extra layer of defence to the earth, only gives it absorption properties. Since Dark Release naturally strengthens the chakra absorbed the blue flames will become A-Rank in power).

- Must be taught by LonelyAssassin
- has the same absorption power as Inhaling Maw
- Can only be used if a technique has been absorbed before hand
- Can only be used thrice

‡ Declined ‡ This is really cool though it's usage needs to be clarified. Make this something which is used just before an earth technique but still happens in the same time-frame.

(Meiton : Rīchingunettowāku) - Dark Release : Leeching Network
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-20 per turn)(-60 from opponent per turn)
Damage Points: N/A
Description:
After Absorbing the spiritual and physical energy of a jutsu using "Dark Release : Inhaling Maw" the user performs a couple of hand seals and slams their hand on the ground, they will make a sort of chakra network in the ground with their dark release and it will spread out through the earth all up to mid range. The dark network will carry the properties of absorption, as long as the opponent is touching the ground the Dark network will sap the chakra from them and it will all go back through the network and to the user as long as he is touching the floor with his hand, allowing him to use Dark Jutsu for the future.

The user doesn't have to have his hand on the ground all the time, but if he wants to collect the chakra sapped from the opponent then he can gather it all at once at a later time by simply pressing his palm against the ground covered using the leeching network - however this costs one of your three moves. The great thing about this jutsu as well is that it will also send back to the user where their opponent(s) are, so it becomes like a sort of sensing for them.

As long as this technique remains active on the field it will weaken all opposing Fire, Wind and Lightning that come from the ground or move along it (such as Intelligent Hard Work) onto the field by 1 rank.

- Lasts for four turns
- Must be taught by LonelyAssassin
- Jutsu is self sustaining, sapping 20 chakra from the user ever turn it's active
- To use this Jutsu, user must have successfully absorbed using Inhaling Maw
- If the User leaves the effected area of the Leeching Network then it will dispel the jutsu.
- Has a two turn cool down and can only be used twice per battle
- Inhaling Maw and Ultimate Inhaling Maw can't be used in the same turn, and also no Dark S-Rank techniques in the same turn

‡ Approved ‡

-Dark Training :
-Dark Bio :
 
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Daemon

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Re: Custom Jutsu Submission

Old CW:

New CW:

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

Note: This can only be used by Daemon

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



Updating:

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

‡ Update Approved ‡

Updating;

Can't quote the post so here is the link

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

‡ Declined ‡ DNR.
Adding a second ability to the weapon as a part of this check.

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

Note: This can only be used by Daemon

‡ Approved ‡
 
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Luther

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Re: Custom Jutsu Submission

(Chikyū no sutairu: Kurimuzonbokkusu)- Earth Style: Crimson Box
Type: Offensive
Rank: A
Range: Short-Long
Chakra cost:30
Damage:60
Description: The user does the boar and tiger hand-seals and slam his two hands on his ground bring-forth a huge box from the ground to trap his opponent. The box is 10 feet tall in height and spans several diameters.

Note:Can only be done 3x
Note:Must be taught by luther.

‡ Declined ‡ RIP.
 
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Detective L

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Re: Custom Jutsu Submission



( Ototon: Imperious Jutsu ) - Sound Release: Imperious Technique
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra cost: 40
Damage points: N/A
Description: The Imperious Jutsu is one of the three Unforgivable Jutsu, usage of any appropriate for a death sentence on the user. Considered the most demonic of the three, the Imperious Jutsu is associated with Control , as that is it's primary effect and objective. Beginning by channeling large amounts of Ototon chakra, the user releases this chakra by speaking the trigger word "Imperio", casting a genjutsu on the opponent. These high frequency and low energy waves affect the opponent by manifesting as a light ringing in their ears, affecting their auditory cortex, causing the opponent to hear the user speaking to them in their head, though appearing as the opponent's voice. As these words manifest, the genjutsu manipulates the opponent temporal lope, responsible for visual memories and emotion association. What this explicitly does is rewrite the temporal lope's ability to identify high-level visual processing of complex stimuli such as faces and scenes accurately, falsely implanting images into their mind. Altering the temporal lope also coincidentally alters the opponent's memory, combining to create an illusion that Both soothes and calms the opponent as well as creating an euphoric feeling that extends to their surroundings. Coupled with the user's voice resonating within their ear, the opponent will feel as if the thoughts that are within their brain are of their own and become more susceptible to acting on them, though this is no way implies control of the opponent's body. What this means is that the opponent will hear the voice and continue the train of thoughts as if they are his own thoughts. This in itself is an instant S rank Sound Genjutsu.

In addition time this, the user creates Sound waves that wrap around a targeted part of the opponent and is able to move based on how the user controls them. He is able to manifest these waves around the target's arm, for example, and cause the waves to form a moving wave, with the arm inside it and following the course of the wave. This effect is an S ranked Sound ability. As Both of these are a genjutsu and Hindering Sound jutsu effect, they take next to no time to perform, meaning initiation of them is instant, however subsequent control of the jutsu isn't.

Notes:

-Can only be taught by Detective L.
-Can only be used twice.
-After each usage, the user must wait at least 2 turns before using again.
-After using, the user is left unable to use any Ototon jutsu above A rank the rest of that turn and S rank and above next turn.
-Due to the high level of control needed to perform this, the user can only perform 1 other jutsu said turn and suffers from a powerful headache, causing 20 damage to the user.

‡ Declined ‡ This is simply overpowered. DNR.

(Genjutsu: Rengoku misuto) | Illusionary Arts: Purgatory Mist
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A (60 if successful)
Description: The technique starts off with forming a single hand seal, which places a Genjutsu on the opponent, however, one of a dormant nature. The Genjutsu stays dormant within the opponent until he uses a technique that forms smoke or any smoke that might occur on the battlefield, like a summoning technique (includes summoning animals, clones, and even weapons) or from an explosion, to the burning of papers. This sets the Genjutsu in motion, where the pearly white smoke of the technique quickly forms into a darker more sinister version which engulfs the opponent. As it takes over the opponent, it enters his eyes, nose, mouth and even ears, causing massive amounts of pain and discomfort as the smoke becomes sharper as it enters the openings. The rest of the smoke would constrict the opponent's body, holding him in place as it enters him. Once inside the body, the smoke expands, and would cause the explosion of inner organs or parts, up to the users creativity. The smoke can be manipulated to be very sharp, or simply be smooth. All of this occurs within the illusion, and has could cause mental stress on the opponent's mind after a single turn if not countered.

Notes:

-Can only be taught by Detective L
-No S rank Genjutsu for the next turn

‡ Approved ‡

(Genjutsu: Gurēsukēru) | Illusionary Art: Greyscale
Type: Supplementary | Offensive
Rank: S rank
Range: Short - Mid range
Chakra: 40
Damage: N/A (80 if successful)
Description: The user starts off by forming two hand seals, which induces a dormant Genjutsu on the opponent, which activates when the opponent uses a technique which covers his skin/armour based technique. This only works with more solid based armours like Earth (or any CE that falls under a sturdy composition). The Illusion lends from a disease known as Harlequin-type Ichityosis, which causes scale like features on your skin. Once the armour is activated, the illusion would trigger, and cause the very armour the opponent had used, to change into a lighter colour and constrict onto themselves, becoming dry as it does so, as it forms into small scales which aim to cover the whole body. The scales would become more and more, and even sturdier, as it covers the opponent's whole body (it starts at a vocal point, except the face) and although it doesn't paralyse the opponent, it significantly slows him down, much more than a normal Earthen armour would (one rank down). After a single turn, the scales would overcome his whole body and smother him, as it encloses his eyes, ears, nose etc, leaving nothing but a shell of his former self, a scaly grotesque. Due to mental stress, the opponent would take up to 80 damage to the power of the Genjutsu.

Illustration:

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Notes:

-Can only be taught by Detective L.
-Can only be used two times per fight.
-No A rank and above Genjutsu for the next two turns.

‡ Declined ‡ DNR.
 
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Punk Hazard

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Re: Custom Jutsu Submission

(Doton: Jigoku no Ryōken) Earth Release: Hellhound
Type:Offensive
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description:The user will release their chakra into the ground below the opponent. After performing the Ram-Horse handseals, the ground close-ranged on both sides of the opponent will rise up in the form of waves. The end of the waves are shaped like giant hounds with sharp fangs and claws. The hounds will sink their claws and teeth into the opponent's body, aiming for vital spots such as the neck and abdomen. The two waves will then converge and spiral around the opponent, forming a giant column of earth that traps the opponent, with their heads exposed. Due to highly compacted form, the opponent will be left completely immobile unless they have chakra enhanced strength, leaving them to bleed out from the wounds received from the Hellhounds' attack.
-Can only be taught by Riker Slade
-Can only be used twice per battle
-No S-rank or above Earth the same turn

‡ Declined ‡ Similar techniques exist.

(Genjutsu: Setsudan Fun'iki) Illusion Arts: Severing Atmosphere
Type:Supplementary
Rank: A
Range: Short-Mid (appears to cover the entire terrain)
Chakra: 30
Damage: N/A
Description:The user will cast an illusion on the opponent through using the Rat handseal. The opponent will experience a steady breeze flowing through the terrain. The illusion affects their senses of touch, sight and hearing, causing them to hear the wind, feel the wind on their body and causes anything they see to appear as though it's being affected by the wind as they would in real life, such as clothes, trees, leaves, hair, etc. swaying. However, the real use of the Genjutsu lies in the sense of touch. The Genjutsu causes, whenever the opponent moves, the wind to take on a very sharp quality, causing deep cuts in whatever part of the body the opponent moves. Should the opponent make handseals, their hands would be cut. Should they move their entire body, they'd feel cuts form on their entire body. Due to their brain believing the cuts are real, the opponent would feel pain from mental stress on the mind. The technique can affect multiple opponents at once, with a maximum of two.

-Can only be taught by Riker Slade
-No Genjutsu the same or following turn
-Can only be used twice per battle

‡ Approved ‡

(Fuuton: Taiki-me)Wind Release: Atmosphere Eye
Type:Supplmentary
Rank:A
Range:Short-Long
Chakra:30
Damage:N/A
[Description:[/B]The user will release from their body an omnidirectional pulse of Fuuton chakra, merging it with the air surrounding the terrain up to long-range. As a result, the user will create a thin "field" of Fuuton that remains connected to their chakra. While the completely invisible field is active, the user is given a rudimentary form of sensing. Any object with mass that enters and occupies space within the field causes distortion and displacement to the air. The user is able to sense this distortion and displacement due to the passive connection to their chakra, allowing them to detect the presence of anything that enters the field and causes it. Due to the connection being passive, the user is free to use chakra natures other than Fuuton while active but not above S-rank.
~Lasts for four turns before deactivating~
~Can only be taught by Riker Slade~

‡ Declined ‡ Similar to Typhon's Chakra Sensing Breeze.
 
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Nathan

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Re: Custom Jutsu Submission

(Kumodume) - Spider Talon
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Spider Talon is a forged by the John Reese. The purpose of the item is the storage of a large quantity of wire strings which then can be used from the glove and manipulated based on the glove. The glove is red and is fingerless, with a large circular opening in the middle to allow for the wires to pass through and subsequently go on the openings on each finger for it to be then ejected out through a lever-esque contraption made active through the compression of the hand into a fist. From herein, the user may proceed to manipulate the said thread in whatever manner they wish by using their hand movements. The versatility of this is extraordinary and, with a skilled practitioner, the Spider Talon may even be able to forge intricate constructs and manipulate them for direct offensive or defensive purposes.
Notes:
- Must be mentioned in the users bio.
- Can only be taught by Nathan.

✦ Declined, this is too complex and advanced to allow as a simple CJ, this would be a CW imo ✦

(Meiton: Musaboru Hagewashi no Noroi) - Dark Release: The Curse of the Wallowing Virtue
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50 (+20 for every turn active)
Damage: N/A (-40 to user once technique is over)
Description: The Curse of the Wallowing Vulture is a peculiar genetic mutation that is assumed to have appeared due to the Rabbit Goddess' own diluted chakra corrupting the environment and eventually making its way into unwilling inhabitants. Upon manifesting within a particular individual, the symptoms are made evident from conception, in fact. Most births of individuals who possess the mutation are known to be born — surprisingly healthy — but prematurely, as a consequence of taking both the mother's nutrients and her chakra, the latter being absorbed at an almost fatal rate. Even with such absorption, the victims of this curse are sickly and in constant need of nourishment.They are noted for their pale skin, with ghost-like features that would make one question the origins of these individuals. In short this is the ultimate dark release technique, and only the truest of dark release masters is able to use this to perfection.

In terms of what the curse actually performs, the answer is remarkably obvious to any onlooker for a short period of time. The curse causes the user to absorb chakra from within a certain radius passively. This particular absorption of chakra actually plays importance in the nourishment for the user. Without a plentiful supply, the user is extremely lethargic and their bodily constitution is remarkably weak, leaving them as helpless as a young child even if they had pronounced combat skills. The speed of this absorption depends on the nature of the user's intentions. While the user may choose not to interfere with the rate of absorption, thus leave it relatively slow, they may also decide to accelerate it through bodily movement, for example. The potency of this chakra absorption, however, is enough to disable most ordinarily formed techniques instantaneously, breaking them down into raw chakra with minimal effort. Moreover, the curse also induces an enhanced metabolic-esque function within the user's body, thus enabling them to convert the foreign, absorbed, chakra into usable chakra for the user.

Passive absorption - Wilting Flowers: is an application of the Curse of the Wallowing Vulture that is passive in nature. It is the curse's primary ability, in that it causes the user's body to radiate an aura of dark aligned chakra from their being that automatically draws in the latent physically aligned chakra from the surroundings in order to reach equilibrium. However, given the cancerous nature of the curse's ability, this action continues even after reaching so-called equilibrium, thus making it exponential in nature. The technique's potency is enough to quite easily disable ordinary elemental techniques (that follow the S&W of the element) with ease, leach off chakra from chakra-empowered blades and even cause fatigue to individuals actively expressing their chakra. However, the rate of this absorption can vary and can be overcome should one completely suppress their chakra or make use of certain seals. This passive technique rank is that of a S-rank, and lasts as long as the curse itself, meaning it is active as soon as the main technique is activated. And as a reach of Short range all around the user.

Accelerate absorption speed through bodily movement - Grabbing Hold: is an application of the Curse of the Wallowing Vulture. Through making use of physical motions, the curse's victim may extend the range and potency to which their spiritually aligned chakra is exerted, thereby allowing them to absorb other sources of chakra at a much faster pace. This is particularly evident when making contact with other individuals or sources of chakra. The physical contact forces the interaction between the user's chakra and the victim's chakra to be much closer, thereby effortlessly breaking the holds that tie them to their point of origin and enabling the cursed individual to absorb it into their being. This part of the curse is ranked at B-rank, and can only be used once while this curse is active. Meaning it can only be used once to increase the speed of absorption.

Enhanced metabolic-esque function - Vulture's Roost: is an application of the Curse of the Wallowing Vulture. By absorbing surrounding chakra, the user can choose whether he may employ it as a means to accelerate his natural healing process, thereby enabling him to shrug off almost all minor injuries by quickly absorbing chakra and healing the wounds that he had on him. The speed of this process can be accelerated to the point where it is compared to Healing Power in potency, although its fundamentals are vastly different. This application is ranked S-rank, and can only be used twice while this curse is active.​

Notes:
- Can only be used once per match.
- While in this state, user can only use dark release techniques, as everything energy based will be absorbed even from the users end. That being said, earth techniques are usable.
- Wilting Flowers can be used as a replacement for inhaling maw, meaning techniques that require inhaling maw, Wilting Flowers can be used as a substitute.
- Once used, lasts for four turns, and once it ends the user will suffer major pain, thus unable to use any dark, fire, lightning or wind techniques for three turns. Earth, and water are usable but only those of A-ranks.
- This technique does not bypass any sort of elemental strengths and weaknesses of dark release.
- Can only be taught by Nathan.


 Declined  You can't alter a KG with a custom. What you're submitting is something that alters your bio and its abilities too drastically. Its almost a CC ability...


--

(Gurifin Kuchiyose No Jutsu: Chalchiuhtlicue) - Griffin Summoning Technique: Chalchiuhtlicue
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user bites their thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Chalchiuhtlicue, the Water Empress, also known as Goddess of the water, rivers, seas, streams, & storms. Chalchiuhtlicue is a very large Griffin, roughly the size of Ibuse (Hanzo's Salamander Summon), and is able to carry a max of four people on her back, with relative ease. Chalchiuhtlicue has beautiful white fur and feathers covering her whole body. Chalchiuhtlicue has an extremely high natural affinity for Water Release, granting her a very high degree of control over the element. Chalchiuhtlicue uses her high affinity for controlling the Water Element in a number of ways, each one as powerful and amazing as the last.

Drenched Lungs: First, her love of Water and the uncalculatable amount of time she has spent in it has increased her lung capacity to such levels that she is able to able to remain submerged almost indefinitely. While not her most amazing trait, it does come in handy, especially since it's the result of natural evolution, and not the result of Chakra enhancement.

Wingbeat of the Eddies: Chalchiuhtlicue's ability to remain submerged for extremely long periods of time has also been attributed to one of the worlds most well known natural phenomina, the raging whirlpools in the Land of Eddies. Chalchiuhtlicue is able to replicate this in any large body of water by submerging herself and flapping her wings violently, stirring up the water and thereby creating violent conditions. These conditions make it almost impossible for regular Shinobi to use the body of Water affected by this ability for Water Release Jutsu, as well as making the waters surface too violent to stand on without being pulled under, potentially to their death. Only individuals with a special biology, like Kisame Hoshigaki, or members of the Gyojin Clan, may fight without fear of death in these conditions. These conditions remain for 4 turns after used before the waters die down again, even if Chalchiuhtlicue's Summoning time has ran out. In terms of power, this ability is the equivalent of an S-Ranked Water Jutsu, and therefore follows basic Elemental guidelines and restrictions.

Soaked Wings: Chalchiuhtlicue has even created her own unique method of creating Water from seemingly nowhere. She uses her wings like a sponge, gathering the moisture in the air and redistribtuing it for Water Release Jutsu. By combining her naturally high Water Affinity, which allows her to use Water Release up to S-Rank, and this ability, Chalchiuhtlicue is a very powerful Summon, capable of amazing feats and truly deserving of her titles. Of course, this is almost impossible in environments that have little moisture, like those found in desserts, especially in the Land of Wind.

Feathers in the Rain: Through this unique ability, Chalchiuhtlicue is not only able to use most any Water Release Jutsu without a water source, she is also able to use her wings to direct droplets of manipulated Water at specific locations. Through basic Elemental manipulation, the water can take any form or viscosity capable in canon Water Release, including basic water, sticky syrup and flammable oil. Chalchiuhtlicue uses this ability in conjunction with her summoner, to create various deadly conditins, such as igniting the oil, or using the syrup to ensnare the target while her Summoner delivers a fatal attack. The attacks created by this ability have a Long Range, but it only affect a small area of roughly 5m and have a B-Rank level in terms of power.


Note: Both of Chalchiuhtlicue abilities (Wingbeat of the Eddies and Feathers in the Rain) count as 1 of the users 3 moves.
Note: Each of Chalchiuhtlicue's "Feather" abilities (Water, Syrup, Oil, etc.) can be used twice per match each.
Note: Chalchiuhtlicue can only be summoned once per battle/ event.
Note: Chalchiuhtlicue can stay on the field for 4 turns per battle.
Note: Must have signed the Griffin contract.
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‡ Declined ‡ Why would her second ability make it impossible for opponent's to use the water source? Why would it kill everyone excluding Kisame/the Gyojin? Flammable oil customs are no longer allowed so remove that. The special conditions she creates will end once this summon ends. You also need to clarify the nature of it better. Is it just the creation of whirlpools or something more?
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(Gurifin Kuchiyose No Jutsu: Chalchiuhtlicue) - Griffin Summoning Technique: Chalchiuhtlicue
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user bites their thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Chalchiuhtlicue, the Water Empress, also known as Goddess of the water, rivers, seas, streams, & storms. Chalchiuhtlicue is a very large Griffin, roughly the size of Ibuse (Hanzo's Salamander Summon), and is able to carry a max of four people on her back, with relative ease. Chalchiuhtlicue has beautiful white fur and feathers covering her whole body. Chalchiuhtlicue has an extremely high natural affinity for Water Release, granting her a very high degree of control over the element. Chalchiuhtlicue uses her high affinity for controlling the Water Element in a number of ways, each one as powerful and amazing as the last.

Drenched Lungs: First, her love of Water and the uncalculatable amount of time she has spent in it has increased her lung capacity to such levels that she is able to able to remain submerged almost indefinitely. While not her most amazing trait, it does come in handy, especially since it's the result of natural evolution, and not the result of Chakra enhancement.

Wingbeat of the Eddies: Chalchiuhtlicue's ability to remain submerged for extremely long periods of time has also been attributed to one of the worlds most well known natural phenomina, the raging whirlpools in the Land of Eddies. Chalchiuhtlicue is able to replicate this in any large body of water by submerging herself and flapping her wings violently, stirring up the water and thereby creating violent conditions (i.e using her wings to create a strong whirlpool, or tidal waves that make it very hard to stand atop of). These conditions make it almost impossible for regular Shinobi to use the body of Water affected by this ability for Water Release Jutsu, as well as making the waters surface too violent to stand on without being pulled under, potentially to their death. Only individuals with a special biology, like Kisame Hoshigaki, or members of the Gyojin Clan, may fight without fear of death in these conditions. As to why Kisame or the Gyojin clan members can withstand the currents caused by Chalchiuhtlicue is due to their connection with the water, being beasts of the water. These conditions remain for 4 turns after used before the waters die down again. In terms of power, this ability is the equivalent of an S-Ranked Water Jutsu, and therefore follows basic Elemental guidelines and restrictions.

Soaked Wings: Chalchiuhtlicue has even created her own unique method of creating Water from seemingly nowhere. She uses her wings like a sponge, gathering the moisture in the air and redistribtuing it for Water Release Jutsu. By combining her naturally high Water Affinity, which allows her to use Water Release up to S-Rank, and this ability, Chalchiuhtlicue is a very powerful Summon, capable of amazing feats and truly deserving of her titles. Of course, this is almost impossible in environments that have little moisture, like those found in desserts, especially in the Land of Wind.

Feathers in the Rain: Through this unique ability, Chalchiuhtlicue is not only able to use most any Water Release Jutsu without a water source, she is also able to use her wings to direct droplets of manipulated Water at specific locations. Through basic Elemental manipulation, the water can take any form or viscosity capable in canon Water Release, including basic water, sticky syrup. Chalchiuhtlicue uses this ability in conjunction with her summoner, to create various deadly conditions, such using the syrup to ensnare the target while her Summoner delivers a fatal attack. The attacks created by this ability have a Long Range, but it only affect a small area of roughly 5m and have a B-Rank level in terms of power.​

Note: Both of Chalchiuhtlicue abilities (Wingbeat of the Eddies and Feathers in the Rain) count as 1 of the users 3 moves.
Note: Each of Chalchiuhtlicue's "Feather" abilities (Water, Syrup, etc.) can be used twice per match each.
Note: Chalchiuhtlicue can only be summoned once per battle/ event.
Note: Chalchiuhtlicue can stay on the field for 4 turns per battle.
Note: The special conditions Chalchiuhtlicue creates will end once the summon ends.
Note: Must have signed the Griffin contract.

✦ Pending, leaving these two for someone else ✦


 Declined  Too much. Normally, I don't allow a summon that can use all ninjutsu from a given element to have more than one or two minor unique abilities. The 2nd ability is not well explained and seems ridiculous. Making water move violently has no effect on using water ninjutsu... You want her to negate your opponents use of a water source but you fail on explaining "how". The last ability is a no no.
 
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Lili-Chwan

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Re: Custom Jutsu Submission

I would like to ask for forgiveness in advance...

( Genkei Genjutsu: Liliana no Akumu ) Protoype Illusion Technique: The Sage Night of the Deceit Mare
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 (+[/b]10 per turn)
Damage Points:
N/A
Description: Night Mare is an incomplete prototype for one of the most powerful non-Doujutsu illusionary technique, conceptualized by the Sage of Deceit herself. To cast the technique, the user must perform 7 handseals. While performing the handseals, the user will start with her/his hands separate, doing symetrical one-handed handseals. To the eyes of the beholder, as the signs succeed, the hands will seemingly join, mid-way through appearing like normal, albeit unorthodox, double-handed handseals, and then appearing once again as one-handed handseals then with reversed symetry, the last handseal shattering the illusion and appearing as a upside-down praying gesture, double handed. This will cast a genjutsu on any number of beings in an area, including animals and independently sentient objects and creations, like living weapons and resurrected creatures, dispersing clone techniques or other near-sentient chakra creations, and transporting any target into an illusionary realm, thicker and more resilient than any ilusion, with a hold on the target's mind almost at the same level as the mythical Izanami, disconnecting the mind from the body, keeping the targets immobile and in a stasis in the physical realm while the mind moves freely. The diference between Izanami and the Night Mare, besides the time-loop, is that the latter is cast simultaneously on any target and the user her/himself.

Once the stage is set, the illusion is relatively simple. The realm is not immutable, and the user is able to chose any type of terrain in the initial casting, creating an exact copy of the original environment or transporting all those trapped inside the Night Mare Realm to another completely diferent biome. The user can change the color and appearance of any substance, such as inverting the colors, darkening all the lights or picking just one color, painting the world alike. All theses alterations to the realm will be completely aesthetical, without altering the rules of physics, something akin a glorified False Surroundings Technique, and prone to alter as the battle moves along. This just sets the intial terrain of the Night Mare Realm. The real complexity of the realm is that, while in this realm, both the user and any target will be able to perform any jutsu they are capable of, Taijutsu, Ninjutsu or Genjutsu, and any variants or specializations. Instead of happening in the physical world, the techniques will modify the realm as if it was real. An Earth technique will break any earthen feature of the realm and throw it towards a target. Any genjutsu used by a target or the user will become real, in terms of the Night Mare Realm, afecting all (even if the focus of the genjutsu is a single person). Likewise, any non-Genjutsu technique in the physical realm, inside the Night Mare Realm will be a Genjutsu. Any restriction applied to genjutsu will be applied to all genjutsu, while any restriction applied to non-genjutsu skills will be meaningless, except if they apply to the technique itself, such as restrictions in the amount of times a technique can be used. Samewise, speciality bonus will only apply if the specialty is Genjutsu, thus Primary Genjutsu masters will reduce the handseals of all techniques to 1 and Secondary Genjutsu masters will increase perform faster techniques than non-specialists.

The only rule in the Night Mare Realm is the rule of Genjutsu Layering. All jutsu are turned to Genjutsu, and Genjutsu does not interact with other Genjutsu the same manner as elemental techniques do. True masters of Genjutsu will be able to utilize the Realm to perform marvellous and intricate counters and attacks, while those ignorant of Genjutsu will be helpless. To faciliate, any genjutsu can be stacked as long as the ranks of the techniques are the same or lower. Any genjutsu of higher rank will wipe all stacked genjutsu of lower ranks. Genjutsu of the same rank, when stacked, will be able to interact and manipulate the previously cast genjutsu, according to who cast the genjutsu last. Genjutsu of lower rank will be unable to manipulate something created by a previous, higher ranked, genjutsu, but will be able to add to the combined ilusion. So, High will Wipe, Same will Manipulate and Lower will Add. The terrain of the Realm is considered to be an E rank Genjutsu, and any freeform action/taijutsu will be ranked the same. The Realm itself is an S rank illusion that acts on a higher level than any jutsu, so the rules can't be bent or manipulated ( So S Ranked jutsu whose purpose is to restrict the usage of genjutsu or anything similar will have that particular function fail ). Jutsu pertaining to the complete disappearance of the user or a target, like Flower Petal Escape, will remove the person from the realm for a maximum of 1 turn, and then allow the user to appear anywhere else. These can only be used 3 times within the Realm. There is a diference, though, between controlling the genjutsu, like willingly dissolving into petals or fading away for the purpose of cloaking oneself, and forcefully being removed, like a jutsu that creates acid, or incenerates someone, or even a jutsu that makes one believe they are being erased by a giant rubber. If these follow through without being blocked, will count as successfully knocking the target's unconscious (and they normally mention so in the jutsu's description)

To break the illusion one requires an exterior source of chakra, such as someone outside the Night Mare using an S ranked Kai on a target, or through S-Rank-Level Pain. Since the target's body is disconnected from the mind, Natural Energy will not be passively gathered, and, as such, can't be used to release the Genjutsu. This is the ultimate type of illusion that reverts the consciousness of a person onto itself, making the person believe they are moving when everything is actually happening in their heads, isolating the target from the physical realm. Because everything is happening inside a shared spiritual realm, inside everyone's minds, Full-Body Chakra Bursts or Kai can't be used by the target to release her/himself. The goal of someone inside the technique is thus to knock unconscious or kill the user of the technique, inside the Night Mare Realm, which will break the technique and knock the user unconscious for 3 turns, 1 less if the person is an official Sage related to Genjutsu and 1 less if the user is a primary Genjutsu Master. Likewise, the user's goal is to knock unconscious or kill her/his target inside the Night Mare Realm, knocking them unconscious through the remainder of the technique and 3 turns past it's end, 1 less if the target is an Official Sage and 1 less if the user is a Primary Genjutsu Master. In case of Primary Genjutsu masters, after they are knocked unconscious the first time, if there are more people inside the realm with the exception of the user, they can simply be dead/unconscious inside the technique for 2 turns ( thus they can't move/participate in the battle for two turns ), afterwards they can re-spawn anywhere within the realm and carry on the battle.

Tl;Dr: I perform 7 handseals and you are inside a genjutsu that changes the terrain to what I want, once. Genjutsu will happen for real in that terrain, and any jutsu will be tagged as Genjutsu, so they also happen for real. This lasts indefinitely until either you kill or knock me unconscious in the illusion, or I do the same to you. You can't release from the illusion in any way, pain, senjutsu, kai, etc, you can only fight me with these new rules, and since all jutsu are genjutsu, you lose your non-genjutsu bio speciality and any restriction only applies if it was originally for genjutsu. If you win the fight, I get unconscious for 3 turns, if I do, you get unconscious for 3 turns. The best genjutsu user wins (though fire is also genjutsu, so the best fire user also wins, or taijutsu user... or whatever). For more details, read the full version.

*This jutsu is incomplete, the complete version of this jutsu will be unlocked (basically resubmitted) if I ever learn Yin Release*
*This jutsu requires the user to spend 10 chakra per turn, and an additional 5 chakra for every extra being caught in the technique. In the creation of this technique, the user is required to spend 50% more chakra than normal for a S rank, due to the incompleteness of the genjutsu requiring more chakra to achieve the complexity ( thus 60 chakra cost instead of 40), and that is what accounts for the rules of the realm being stronger than other S rank Genjutsu stacked on top of it*
*In the turn of casting and in the case of interruption by the user, she/he can only perform 1 other technique, that can't be offensive or attack the target in any way*
*The user is unable to use Genjutsu for 5 turns after the jutsu ends, by defeat or interruption*
*It can only be used 1 per battle or event*
*Can only be used by an Official Sage*
*Can only be taught to 3 people*

Declined. Template is incorrect: Type comes before rank. Not after it.


( Genkei Genjutsu: Liliana no Akumu ) Protoype Illusion Technique: The Sage Night of the Deceit Mare

Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+10 per turn)
Damage Points: N/A
Description: Night Mare is an incomplete prototype for one of the most powerful non-Doujutsu illusionary technique, conceptualized by the Sage of Deceit herself. To cast the technique, the user must perform 7 handseals. While performing the handseals, the user will start with her/his hands separate, doing symmetrical one-handed handseals. To the eyes of the beholder, as the signs succeed, the hands will seemingly join, mid-way through appearing like normal, albeit unorthodox, double-handed handseals, and then appearing once again as one-handed handseals then with reversed symmetry, the last handseal shattering the illusion and appearing as a upside-down praying gesture, double handed. This will cast a genjutsu on any number of beings in an area, including animals and independently sentient objects and creations, like living weapons and resurrected creatures, dispersing clone techniques or other near-sentient chakra creations, and transporting any target into an illusionary realm, thicker and more resilient than any illusion, with a hold on the target's mind almost at the same level as the mythical Izanami, disconnecting the mind from the body, keeping the targets immobile and in a stasis in the physical realm while the mind moves freely. The difference between Izanami and the Night Mare, besides the time-loop, is that the latter his cast simultaneously on any target and the user her/himself.

Once the stage is set, the illusion is relatively simple. The realm is not immutable, and the user is able to chose any type of terrain in the initial casting, creating an exact copy of the original environment or transporting all those trapped inside the Night Mare Realm to another completely different biome. The user can change the color and appearance of any substance, such as inverting the colors, darkening all the lights or picking just one color, painting the world alike. All theses alterations to the realm will be completely aesthetic, without altering the rules of physics, something akin a glorified False Surroundings Technique, and prone to alter as the battle moves along. This just sets the initial terrain of the Night Mare Realm. The real complexity of the realm is that, while in this realm, both the user and any target will be able to perform any jutsu they are capable of, Taijutsu, Ninjutsu or Genjutsu, and any variants or specializations. Instead of happening in the physical world, the techniques will modify the realm as if it was real. An Earth technique will break any earthen feature of the realm and throw it towards a target. Any genjutsu used by a target or the user will become real, in terms of the Night Mare Realm, afecting all (even if the focus of the genjutsu is a single person). Likewise, any non-Genjutsu technique in the physical realm, inside the Night Mare Realm will be a Genjutsu. Any restriction applied to genjutsu will be applied to all genjutsu, while any restriction applied to non-genjutsu skills will be meaningless, except if they apply to the technique itself, such as restrictions in the amount of times a technique can be used. Samewise, speciality bonus will only apply if the speciality is Genjutsu, thus Primary Genjutsu masters will reduce the handseals of all techniques to 1 and Secondary Genjutsu masters will increase perform faster techniques than non-specialists.

The only rule in the Night Mare Realm is the rule of Genjutsu Layering. All jutsu are turned to Genjutsu, and Genjutsu does not interact with other Genjutsu the same manner as elemental techniques do. True masters of Genjutsu will be able to utilize the Realm to perform marvellous and intricate counters and attacks, while those ignorant of Genjutsu will be helpless. To facilitate, any genjutsu can be stacked as long as the ranks of the techniques are the same or lower. Any genjutsu of higher rank will wipe all stacked genjutsu of lower ranks. Genjutsu of the same rank, when stacked, will be able to interact and manipulate the previously cast genjutsu, according to who cast the genjutsu last. Genjutsu of lower rank will be unable to manipulate something created by a previous, higher ranked, genjutsu, but will be able to add to the combined illusion. So, High will Wipe, Same will Manipulate and Lower will Add. The terrain of the Realm is considered to be an E rank Genjutsu, and any free form action/taijutsu will be ranked the same. The Realm itself is an S rank illusion that acts on a higher level than any jutsu, so the rules can't be bent or manipulated ( So S Ranked jutsu whose purpose is to restrict the usage of genjutsu or anything similar will have that particular function fail ). Jutsu pertaining to the complete disappearance of the user or a target, like Flower Petal Escape, will remove the person from the realm for a maximum of 1 turn, and then allow the user to appear anywhere else. These can only be used 3 times within the Realm. There is a difference, though, between controlling the genjutsu, like willingly dissolving into petals or fading away for the purpose of cloaking oneself, and forcefully being removed, like a jutsu that creates acid, or incinerates someone, or even a jutsu that makes one believe they are being erased by a giant rubber. If these follow through without being blocked, will count as successfully knocking the target's unconscious (and they normally mention so in the jutsu's description)

To break the illusion one requires an exterior source of chakra, such as someone outside the Night Mare using an S ranked Kai on a target, or through S-Rank-Level Pain. Since the target's body is disconnected from the mind, Natural Energy will not be passively gathered, and, as such, can't be used to release the Genjutsu. This is the ultimate type of illusion that reverts the consciousness of a person onto itself, making the person believe they are moving when everything is actually happening in their heads, isolating the target from the physical realm. Because everything is happening inside a shared spiritual realm, inside everyone's minds, Full-Body Chakra Bursts or Kai can't be used by the target to release her/himself. The goal of someone inside the technique is thus to knock unconscious or kill the user of the technique, inside the Night Mare Realm, which will break the technique and knock the user unconscious for 3 turns, 1 less if the is an official Sage related to Genjutsu and 1 less if the user is a primary Genjutsu Master. Likewise, the user's goal is to knock unconscious or kill her/his target inside the Night Mare Realm, knocking them unconscious through the remainder of the technique and 3 turns past it's end, 1 less if the target is an Official Sage and 1 less if the user is a Primary Genjutsu Master. In case of Primary Genjutsu masters, after they are knocked unconscious the first, if there are more people inside the realm with the exception of the user, they can simply be dead/unconscious inside the technique for 3 turns ( thus they can't move for three turns ), afterwards they can re-spawn anywhere and carry on the battle.

Tl;Dr: I perform 7 handseals and you are inside a genjutsu that changes the terrain to what I want, once. Genjutsu will happen for real in that terrain, and any jutsu will be tagged as Genjutsu, so they also happen for real. This lasts indefinitely until either you kill or knock me unconscious in the illusion, or I do the same to you. You can't release from the illusion in any way, pain, senjutsu, kai, etc, you can only fight me with these new rules, and since all jutsu are genjutsu, you lose your non-genjutsu bio speciality and any restriction only applies if it was originally for genjutsu. If you win the fight, I get unconscious for 3 turns, if I do, you get unconscious for 3 turns. The best genjutsu user wins (though fire is also genjutsu, so the best fire user also wins, or taijutsu user... or whatever). For more details, read the full version.

*This jutsu is incomplete, the complete version of this jutsu will be unlocked (basically resubmitted) if I ever learn Yin Release*
*This jutsu requires the user to spend 10 chakra per turn, and an additional 5 chakra for every extra being caught in the technique.*
*In the turn of casting and in the case of interruption by the user, she/he can only perform 1 other technique, that can't be offensive or attack the target in any way*
*The user is unable to use Genjutsu for 5 turns after the jutsu ends, by defeat or interruption*
*It can only be used 1 per battle or event*
*Can only be used by an Official Sage*
*Can only be taught to 3 people*

Link to Surreal Palm Approval:

( Shuru-te: Hariade ⋔ Hokori ) Surreal Palm: Infinite Incisions ⋔ Shattered

Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn active )
Damage Points: 60
Description: Possibilitates the shattering of the chaotic continuum, and weaves its piercing debris onto a wholesome harmony. The form consists of up to 6 physical motions which in turn shatter and pulverize the world around, inside the illusion. Everything breaks down and fragmentates, and the practitioner guides the weaving dust of the shrappnels of reality through the physical motions. Easiest way to comprehend this illusion is to think of the affected objects, which can be anything, including the whole realm of the illusion itself as a crystalized substance that, when immobile, looks exactly as the original ( the ground, a tree, the sky, the user, the target ) but, when affected, shatters and crashes like glass, even if it retains the same colors and textures, which seemingly shiver and sparkle like multiple diamonds. With this crunched reality, the user is able to wrap the target in tight shredding hands, throw clouds of piercing dust and splintered blades of reality, or even continuously shatter and reform one's body and limbs to make one's physical attacks more unpredictable, etc. After the six motions, which can be a combination physical strikes ( hence the damage ) and binding illusionary wraps/throws, the user is free to perform a finisher where the practitioner will place both hands, or even both knees besides the opponent's face and neck and then quickly snap the head around, shattering the neck and spine, disrupting the genjutsu, or simply move on to other attacks, leaving behind a constricted opponent within an illusion.

*The user may divide the 6 motions between multiple turns, spending chakra for each and counting as a move towards the jutsu count. This can't be done indefinately, and, thus, must span, at max, 3 turns.*
*Non-Finisher usages leave the target binded for 2 turns before the genjutsu ends. This does not require extra chakra, it's merely lingering genjutsu*
*Each physical strike disrupts the illusion for a fraction of a second, unless it's after the 6 motions, where any fitting physical strike will disrupt the genjutsu as normal*
*Can only be used 4 times per battle*

? Declined, I'm not allowing this to spread over multiple turns. The colored part also implies that you can choose between physical attacks or illusionary attacks, something else that I'm not allowing; the attacks will certainly have to be physical attacks for it to work. Also, if the intent of the illusion is to shatter the environment and inversely anything in the illusion (not including the opponent), then wouldn't the subsequent shattering cause the illusion to end? I dont see how the "tight shredding hands" logically come into play with this illusion, nor the finisher part, which seems to be a 7th strike itself and not part of the 6 attacks described in the jutsu. This needs a cooldown period as well, not allowing consecutive usages. ?
( Shuru-te: Hariade ⋔ Hokori ) Surreal Palm: Infinite Incisions ⋔ Shattered

Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn active )
Damage Points: 60
Description: Possibilitates the shattering of the chaotic continuum, and weaves its piercing debris onto a wholesome harmony. The form consists of up to 5 physical motions with a 6th as a finisher, which in turn shatter and pulverize the world around, inside the illusion. Everything breaks down and fragments, and the practitioner guides the weaving dust of the shrapnel of reality through the physical motions. Easiest way to comprehend this illusion is to think of the affected objects, which can be anything, including the whole realm of the illusion itself as a crystallized substance that, when immobile, looks exactly as the original ( the ground, a tree, the sky, the user, the target ) but, when affected, shatters and crashes like glass, even if it retains the same colors and textures, which seemingly shiver and sparkle like multiple diamonds. With this crunched reality, the user is able to wrap the target with blankets of shattered illusions, throw clouds of piercing dust and splintered blades of reality, or even continuously shatter and reform one's body and limbs to make one's physical attacks more unpredictable, etc. After the six motions, the user is free to perform a finisher where the practitioner will place both hands, or even both knees besides the opponent's face and neck and then quickly snap the head around, shattering the neck and spine, disrupting the genjutsu, or simply move on to other attacks, leaving behind a constricted opponent within an illusion.


*Non-Finisher usages leave the target bound for 2 turns before the genjutsu ends. This does not require extra chakra, it's merely lingering genjutsu*
*Each physical strike disrupts the illusion for a fraction of a second, unless it's after the 6 motions, where any fitting physical strike will disrupt the genjutsu as normal*
*shattering your mental realm does not break the illusion because it's an illusionary shattering*
*Can only be used 4 times per battle, and can only be used once every two turns*

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( Shuru-te: Slavin ⋔ Enkei ) Surreal Palm: Astounding Alternative ⋔ Perspective

Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Induces the severance of the strings of reality, detaching the caster from the laws of nature. The user focuses chakra onto the user's arms, crossing them together. The chakra will be extremely concentrated raw chakra, creating a visibly black coating over the user's skin. After crossing one's arms, which allows for a strong block that plays in equal terms with elemental ninjutsu, the user will spread their arms out, and cause the world to appear to bend in but a second, creating an endlessly stretching tunnel with the ground circling over their heads. Inside the Perspective, gravity is fully controlled by user, and, with every motion, gravity can individually affect every entity within the illusion, such so that one can be pulled towards the centre of the tunnel, pressed onto the ground or even feel the entire tunnel rotate or move at great speed. This is meant to overwhelm the opponent, leaving them open to the perfectly balance, in reality, caster, as he deals a series of 5 attacks, mostly consistent of upper torso motions, to factor in the blackened coating of concentrated raw chakra, if it wasn't neutralized in the beginning of this technique, creating a very interesting effect of seeing the world's perspective and gravity changing with every motion the user performs and every attack the user deals out. Every strike onto the opponent will shatter the the illusion temporarily, turning gravity and perspective back to normal for a split second, before another motion tilts the world once again, until the fifth attack breaks the illusion permanently.

*Can only be used 2 times*
*Breaking the coating does not break the illusion, though overpowering it and continuing onto the user will *
*Requires 3 turns in between usages*
*Can't use Ninjutsu or Genjutsu above S rank in the same and following turn*

✦ Both Approved, edit made for clarity. ✦

( Genkei Genjutsu: Ouikimono no Genbun'ya ) Protoype Illusion Technique: The Beast-Guardian of the Mind Within

Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( +40 per each spread )
Damage Points: N/A
Description: The Beast-Guardian is an incomplete prototype for one of the most powerful non-Doujutsu illusionary technique, conceptualized by the Sage of Deceit herself. It is a prototype because it's an highly complex parasitic genjutsu, but, without Yin's power to turn thoughts into their spiritual quasi-reality. As a genjutsu, it behaves as the user's consciousness turned into a manifestation of a beast, a familiar, a creaturesque guardian that keeps the realm of the user's mind. It behaves as a Genjutsu that is set on the user, moulding the mind's palace in a much similar way that a Bijuu is imprison in the bowels of one's consciousness. It assumes the appearance of a gargantuan animal, unique to each user, revealing their inner and truest selves. It is meant to threat and repel invaders of the mind.

The guardian is kept within by a vanishing sealing in the user's third eye chakra, a single vertical line which will appear only when activated, in the user's forehead. The seal acquires the spiritual functions of the third eye chakra, peering inside, towards the user's mind and chakra pathway. When that is disturbed by a mental invasion, though Ninjutsu or, more commonly, Genjutsu, it will deploy an S rank Genjutsu of the gigantic familiar, within the recess of the user's mind, which will manipulate the invasion and purge it out, while parasitically following the link of chakra that caused the attack in the first place, to find the attacker's mind.

It will roar the attacker back to submission, in a similar procedure as Killing Intent though unrestricted, as it is essentially a paralysing Genjutsu not Ninjutsu, freezing the opponent's psyche. As the beastly guardian subdues the target, it will corrode their mind, eating at their chakra until they are but empty husks of their former selves. The animalistic guardian will send a burst of chakra, mediated by the user, centred on the target, spreading it's might onto anyone short-range of it, and initiate the procedure there, and so on, until all those within infection range of a target is left unconscious and spiritually eaten.

Technically wise, the Beast-Guardian consists in a Sealing that reacts no foreign chakra disturbances to the user's chakra pathway, deploying a genjutsu that costs 40 chakra, and reverberates towards multiple targets, first the user, then the opponent that cast the disturbance in the first place, then onto any targets short range from the first one, and so on. It's an S rank genjutsu, so it is able to manipulate other S rank techniques, cast a priori, and uses that manipulation to neutralize the techniques' effects, as well as being capable of flushing out the chakra of any technique ranked lower. It's effects on the target are also essentially S rank genjutsu that aim to paralyse them and then knock them unconscious, though can be defended as any genjutsu with Pain or Chakra purges.

The usage if the Sealing and the Genjutsu are a prototype to a much more complex technique that would rely on Yin chakra alone, creating what essentially becomes a summon that exists only in the user's mind, and follows the chakra pathway left by foreign mind-altering techniques to invade other minds. As it stands, it is mediated by the sealing, so it has no will of it's own, and is subject to the user's manipulation. It can automatically detect mind-altering techniques, but it's deployment can be restrained by the user's will, allowing the user to utilize other forms of releasing the technique without relying on such a chakra taxing technique.

*This jutsu is incomplete, the complete version of this jutsu will be unlocked (basically resubmitted) if I ever learn Yin Release*
*A spread is each deployment of the technique. First spread is to the user itself while encompassing the first opponent. The second spread is centred around the first opponent, onto every sentient being around. The second spread is a combined release from all the secondary targets, and so on, until all the sentient beings within range are caught and there's no more reverberation of the chakra*
*The sealing only be activated 3 times, costing as one jutsu. The spreads all happen in moments, and all counts as the same jutsu, despite costing more chakra every time*
*Can't use other genjutsu for 2 turns with each activation, and in the same turn*
*A genjutsu specialist can drop the cost of each additional spread in half, and just can't use genjutsu in the same and next turn*

‡ Pending ‡ Leaving the 2nd and 3rd for Madara. The other two are declined and need to be shortened drastically.
 
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Yashiro

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Re: Custom Jutsu Submission

(Fuuton/Kenjutsu: Shinku Tsuki, Gin Kiba) - Wind Release/Sword Arts: Crimson Moon, Silver Fangs

Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user focuses their wind chakra between himself and the opponent, creating a distortion in the air between them that swiftly draws the target towards the user. The wind sort of forms tentacles of air that latches onto the target and drags his/her body towards the user. This, however, is best used when the opponent moves to perform an attack that causes him to raise his arms above the head, since then the target would leave an opening in the abdominal area for the user to strike. And when the arms are raised above the head, the force of the wind dragging the target would leave them temporarily immobilized when within short range(Five meters apart or so). However, Being mid range and using this technique allows more time for the target to break free of the wind, by the time the wind had dragged the target into short range the wind would be so weak that it could easily broken with force or a drastic weight change. When close enough the user performs a desirable sword strike most convenient for the user or the situation Or the user could choose to release a crescent shaped blade of dense and extremely sharp wind, should the target break free of the dragging air.

Note - Can only be used 3 times per battle.
Note - The wind distortion and blade of wind are both A ranked individually.
Note - No wind in the same turn.
Note - Can only be taught by Yashiro.

‡ Declined ‡ As it is, it sounds like you have a choice whether or not the slash of air is released (meaning the pulling force's power varies depending on your whim). You need to specify that the slash of air is released regardless of whether or not the opponent breaks free of the pulling force.

(Genjutsu: Shi no shokubutsu no shushi) - Illusionary Arts: Seed of the Death Plant

Type: Supplementary/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user either forms an inflorescence shaped explosive of chakra which is tossed at the opponent and detonated into multiple seeds of chakra or makes direct contact with the targets body and releases a seed of their chakra into the opponents chakra network. If no contact is made with the head, affects is delayed by one turn as the seed projects an embryonic shoot that vines through the body and into the brain to cast the illusion. Once the seed of chakra is released into the opponent's brain or the embryonic shoot has made it's way to the brain, It begins the affects of the illusion on a subtle scale before escalating into one gruesome illusion yet beautiful at the same time. During the turn the seed has been planted, the target would experience a tingling sensation within their bodies as the seed begins to sprout it's roots through the body. The target would also have his sense of smell disrupted by the smell of flowers and pollen, compelling the target to sneeze constantly, which in fact would also disrupt the targets sense of sight as with each sneeze the eyes automatically close. Following in the next turn, the roots begin sprouting into flower buds which escalates the affects of the illusion, now the sneezing becomes uncontrolable as the smell becomes even stronger. The target would even begin tasting the flowers overwhelming even the targets sense of taste. The taste of the flowers or roses depends on the user, for example, a tropicana rose for instance tastes like a blade of grass, the pale lavender colored roses have a distinct taste of Black Pepper where as the dark red ones have a faint soapy taste etc. the tastes depends on flower or rose being used for the illusion. During the following and final turn, the roots and flowers would have spread throughout the target's body, leaving no space for further development, the flowers/roses would then burst forth from the target's body, forcing it's way out and inevitably destroying the target's body from the inside out. Ripping apart every fiber of their being and delivering overwhelming and excruciating pain as the target nears death. Thereafter a large flowerbed grows from the body ending the opponent's life as well as forming a grave for the deceased as well. A simple way of exclaiming that there is beauty in peace.

Note - Can only be used once per battle.
Note - No other genjutsu may be used or layered with this illusion.
Note - No regular ninjutsu above A rank during the course of this illusion.
Note - The illusion is in affect for 3 turns, following death in the 4th. Albeit, if the seed is not directly planted in the brain, then it would be an extra turn added.
Note - Can only be taught by Yashiro.

‡ Declined ‡ What gave you the idea that this would ever be allowed? I won't DNR this simply because the illusion part is fine and has some potential. Remove everything to do with explosive chakra and flowers exploding out of the opponent's body. Make this a simple genjutsu.
(Fuuton/Kenjutsu: Shinku Tsuki, Gin Kiba) - Wind Release/Sword Arts: Crimson Moon, Silver Fangs
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user focuses their wind chakra between himself and the opponent, creating a distortion in the air between them that swiftly draws the target towards the user. The wind sort of forms tentacles of air that latches onto the target and drags his/her body towards the user. This, however, is best used when the opponent moves to perform an attack that causes him to raise his arms above the head, since then the target would leave an opening in the abdominal area for the user to strike. And when the arms are raised above the head, the force of the wind dragging the target would leave them temporarily immobilized when within short range(Five meters apart or so). However, Being mid range and using this technique allows more time for the target to break free of the wind, by the time the wind had dragged the target into short range the wind would be so weak that it could easily be broken with force or a drastic weight change. Whilst the opponent is caught and dragged by the air the user releases a crescent shaped blade of dense and extremely sharp wind to attack the target. However, if the target is close enough, the user could choose to coat the sword in wind chakra and perform a simple sword strike as well.

Note - Can only be used 2 times per battle.
Note - The wind distortion and blade of wind are both A ranked individually.
Note - No wind S-Rank or above in the next turn
Note - Can only be taught by Yashiro.

‡ Approved ‡ Your restrictions are always so heavy. Changed it and lowered the usage limit by one.

(Genjutsu: Shi no shokubutsu no shushi) - Illusionary Arts: Seed of the Death Plant

Type: Supplementary/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The User performs a sequence of three hand seals and focuses their chakra into the opponent's chakra network. Once the illusion has been cast, It begins the affects on a subtle scale at first before escalating into one gruesome illusion yet beautiful at the same time. During the turn the illusion has been cast, the target would experience a tingling sensation within their bodies, almost as if a seed had begun sprouting it's roots through the body. The target would also have his sense of smell disrupted by the smell of flowers and pollen, compelling the target to sneeze constantly, which in fact would also disrupt the targets sense of sight as with each sneeze the eyes automatically close. Following in the next turn, the roots begin sprouting into flower buds which escalates the affects of the illusion, now the sneezing becomes uncontrollable as the smell becomes even stronger. The target would even begin tasting the flowers overwhelming even the targets sense of taste. The taste of the flowers or roses depends on the user, for example, a tropicana rose for instance tastes like a blade of grass, the pale lavender colored roses have a distinct taste of Black Pepper where as the dark red ones have a faint soapy taste etc. the tastes depends on flower or rose being used for the illusion. During the following and final turn, the roots and flowers would have spread throughout the target's body, leaving no space for further development, the flowers/roses would then burst forth from the target's body, forcing it's way out and inevitably destroying the target's body from the inside out. Ripping apart every fiber of their being and delivering overwhelming and excruciating pain as the target nears death. In reality, during the final turn whilst the target feels as though he is dying, he only drops to the ground unconscious and completely at the mercy of the user.

Note - Can only be used once per battle.
Note - No genjutsu in the following turn.
Note - The illusion remains in affect for three turns, following the loss of consciousness in the third turn and the end of the illusion.
Note - Can only be taught by Yashiro

‡ Approved ‡

Updating - I made a mistake here, this technique was previously posted as an S-Rank and I was told to switch it to an A-Rank but I forgot to weaken the restrictions on it.

(Genjutsu: Sen'i No Akumu) - Illusionary Arts: Fiber Nightmare
Type: Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user performs a sequence of three (3) hand seals whilst focusing their chakra into the mind of their target. By making mention of the word "Retract", the genjutsu is activated, causing the target to start seeing and believing that suddenly all their clothing starts retracting/pulling inward and sucking their entire body sort of into a dark vortex, but more like the fiber within the clothing starts to retract and reshape into a tiny ball of cotton or wool, consuming the target's entire body. At first it feels as though the clothing is only getting tighter, however, not long thereafter or almost immediately thereafter, the clothing starts to completely squeeze the body, sucking violently inward and compressing the target's body into a small, hand sized ball of fiber. It consumes the flesh then moves to the bones, crushing the bones and compressing the entirety of the targets body into one small ball of fiber. The whole experience delivers excruciating pain to the opponent due to him believing what is actually happening to him. Should the fiber be allowed to completely retract, the target would completely lose his senses of sight and hearing, as the world around him darkens entirely with the target appearing to have been absorbed into a dark vortex from his point of view. With the fiber retracting, the target is subdued by the excruciating pain of having his entire body crushed and consumed with extreme force. At first, movement does not prove impossible whilst the clothes only starts pulling tight, hand seal performances and body arts are all possible. However, at the moment of the body being completely engulfed, movement is completely hindered to the point where hand seals cannot be performed and bodily movements completely restricted.

Note - Can only be used twice per battle.
Note - No genjutsu during the same turn nor the one thereafter.
Note - Can only be taught by Yashiro.

‡ Approved ‡
(Genjutsu: Sen'i No Akumu) - Illusionary Arts: Fiber Nightmare
Type: Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user performs a sequence of three (3) hand seals whilst focusing their chakra into the mind of their target. By making mention of the word "Retract", the genjutsu is activated, causing the target to start seeing and believing that suddenly all their clothing starts retracting/pulling inward and sucking their entire body sort of into a dark vortex, but more like the fiber within the clothing starts to retract and reshape into a tiny ball of cotton or wool, consuming the target's entire body. At first it feels as though the clothing is only getting tighter, however, not long thereafter or almost immediately thereafter, the clothing starts to completely squeeze the body, sucking violently inward and compressing the target's body into a small, hand sized ball of fiber. It consumes the flesh then moves to the bones, crushing the bones and compressing the entirety of the targets body into one small ball of fiber. The whole experience delivers excruciating pain to the opponent due to him believing what is actually happening to him. Should the fiber be allowed to completely retract, the target would completely lose his senses of sight and hearing, as the world around him darkens entirely with the target appearing to have been absorbed into a dark vortex from his point of view. With the fiber retracting, the target is subdued by the excruciating pain of having his entire body crushed and consumed with extreme force. At first, movement does not prove impossible whilst the clothes only starts pulling tight, hand seal performances and body arts are all possible. However, at the moment of the body being completely engulfed, movement is completely hindered to the point where hand seals cannot be performed and bodily movements completely restricted.

Note - Can only be used twice per battle.
Note - No genjutsu S-Rank and above during the same turn nor the one thereafter.
Note - Can only be taught by Yashiro.

‡ Update Approved ‡
 
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Re: Custom Jutsu Submission

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

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

-Lasts for 3 turns
- Can only be used Twice

‡ Declined ‡ Not a bad idea. Remove the chakra cost, the chakra originally input into the technique will fuel it for three turns. Clarify the speed more (you need to chose a ninja in addition to the Leg Weights). I'm definitely not allowing the KG version. I'm tempted to remove the Fire and Lightning versions but I'll decide on your next submission. The ability to use them as a source, it will only work if techniques can be created from a source in the first place e.g. False Darkness can't be used from the Terrofairy. So for the most part, that sentence will only apply to the Water terrorfairy. Specify that this is originally made within short-range of you.
(Kowai Oni) - Terrorfairy
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: n/a
Description: A technique developed to nuisance an opposing Shinobi, Terrorfairy revolves around the creation of a small creature designed to annoy and interrupt during combat, or not. The creation will never be larger than a half meter in height and its width would never exceed that of a bloated chimpanzee. The only common trait of a creation would be its speed; capable of moving at speeds starting with the users base speed and never exceeding Rock Lee without weights, the creation would prove difficult to catch and prevent from causing trouble. Of course, the creation would only reach top speeds in a linear path and having to stop to make quick adjustments or maneuvers, however the creature would remain nimble as is its nature. The 'Terrorfairy' would remain sentient during its play, requiring a chakra toll from the user of the technique. Each creation would resemble something like an imp or a crude chimpanzee but it's characteristics would lie in the source it is created from. The creations would never possess the strength to cause any real harm to the target but they were designed to be a nuisance so they are capable of doing things like grabbing hair, opening a pouch, slapping, etc. The nuisance from said creation would be coupled with a trait shared by their source material. The Terrorfairy would always be created within 5m of its maester.

Raw Chakra - The user of the technique will perform two handseals and manifest a Terrorfairy from raw chakra. The Terrorfairy would be a tangible creation and possessed no special trait beyond their basic ones due to Raw Chakra being its source.
Water - Manifesting a Terrorfairy from either a water source or by materializing it from water molecules, the user of the technique will have the option of choosing between a sticky syrup composition or giving the Terrorfairy a very slick composition, making the nuisance like a greased pig or a giant piece of chewed gum.
Earth - Coupled with the action of either stomping or slamming hands on the ground, the user will create a Terrorfairy out of earth. This Terrorfairy would move at the same speed as the user of the technique. This Terrorfairy was extremely heavy however, and could use its weight to act like an anchor.
Fire/Wind/Lightning - By placing their hands together and choosing an elemental nature, the user of the technique would draw his hands apart to reveal a Terrorfairy completely composed of said element. A Terrorfairy made from fire would deliver C ranked burns on contact with the skin, lightning would send out C ranked shocks. A Terrorfairy made of Wind would have the ability of passively changing between a solid tangibility and reforming to avoid physical attacks.
-A Terrorfairy could be used as a source of a technique for its element, but it would end the Terrorfairy (The technique from the Terrorfairy would have to be one that requires a source.)
-Lasts for 3 turns
- Can only be used Twice

‡ Approved ‡

(Gorira Sukuwatto) - Ape Squat
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/a
Description: This body technique would focus on the improvement of one of the most basic compound movements, the squat. The technique would initiate by the Shinobi dropping their butt low, as if they were about to squat, and then exploding into the motion of a squat. Instead of the ninjas upper body rising, their legs would inversely drive down with great force into the ground beneath them. This would dismantle the earth beneath them and create a crater with a radius of 3m, the force from the technique sending a shock throughout the ground beginning with them and ending at Short range, strong enough to cause a Shinobi to fall down. If the Shinobi using the technique was standing over a substance like water or mud, then the force from this technique would displace the substance up to 10m away in the direction of the force applied from 'Ape Squat'. This technique is not offensive in nature but logically could cause damage, for example if an opponent was burrowed in the ground beneath a practitioner who uses Ape Squat, they could be crushed by rocks.
-Can be used 3 times
-Only A rank and below taijutsu in the same turn

‡ Approved ‡

(Suiton: Dansu no Kingyo) - Water Style: Dancing Goldfish
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: n/a
Description: This techniques revolves around the use of water molecules to aid with evasive or offensive maneuvers. By using nature manipulation to seize control of water molecules surrounding the caster, the user of this technique will use the water molecules to surround themselves and provide support for otherwise difficult or previously impossible maneuvers. The water molecules could be concentrated to a single limb or spread over the body, but their purpose was to aid the Shinobi to perform at a higher acrobatic tier. For example, this technique could be utilized in a way that allows the Shinobi to enter a high arcing backflip to evade something, using the molecules to surround the feet and guide the user smoothly through the air at his own pace and under control, but also allowing him to change directions if necessary. Furthermore, this technique could aid a Shinobi with a more complex taijutsu attack as long as the chakra for the technique is maintained.
-Usable 5 times

‡ Declined ‡ Similar techniques exist.
 
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Beifong

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Re: Custom Jutsu Submission

(Kōton: Mukankaku no shunji yoroi) - Steel Release: Instant Impervious Armour
Type: Defensive
Rank: S-Rank
Range: On self
Chakra: 40 Chakra
Damage: N/A
Description: A passive ,self sustaining, self aware, autonomous defensive steel release ability accessible only by masters of steel release. The technique works as an improved version of (Kōton: Mukankaku no Yoroi) - Steel Release: Impervious Armour and may be counted as a steel version of Garaa's sand shield which makes the user harden their own body once a part gets hit by any other physical object. the hardening is instantaneous and takes only a fraction of second to harden the touched part of the user's body. Fire and lightning can be counted as a physical object that would trigger the activation of the armour if it's stated in the jutsu description that fire/lightning is dense and hard as solid objects as stated in (Katon: Ryūen Hōka no Jutsu) - Fire Release: Dragon Flame Release Song Technique for example. getting hit by a solid, dense and hard object stimulates the activation of the ability and once the activation starts the ability stays active for the following three turns.
note: can be used three times per battle
note: requires at least 1 turn cool down between each usage
note: only Beifong can teach this jutsu

Declined - doesn't need to be S rank as it's like the cannon jutsu



(Koton: Sakae no Galahad) – Steel Release: Glory of Galahad
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra Cost: 40 (-15 chakra per turn)
Damage Points: N/A (+20 damage to physical Taijutsu attacks)
Description: This technique is often seen as a close counterpart to Steel Release: Impervious Armour. The user will use their koton chakra to turn their whole body into black steel, making themselves invulnerable to virtually all types of weapons and physical taijutsu attacks. While in this state the user is immune to A-Rank and below techniques of neutral elements (S-Rank and below of elements weak to Steel, B-Rank and below for elements strong to steel). However while this technique is active, the user can only use Steel, Fire, Earth, any KG/CE combination of the aforementioned elements and non-elemental abilities. Aside from the advantages bestowed on the user in this form, it also imparts two abilities. The first is reshaping the user's body (fully or partially). The user can shape any parts of his body into a variety of bladed-weapons in order to give this technique its offensive edge. This technique can do something as simple as make the edge of the user's arms and/or legs into swords or it can even reshape whole limbs into any sort of bladed weapon e.g. swords, spears, lances, tridents, etc. The user can even go far as reshaping the entirety of their body into anything within their imagination as long as they don't exceed double their original size/dimensions. They can shape themselves into anything from a suit of armour to a humanoid dragon-like creature. The second ability allows them to create any type of limb or additional body parts such as arms, legs, spiked protrusions, wings, tails, scales, etc. When this technique is cancelled/deactivated, the user's body will first revert to it's normal shape/form before the steel conversion is undone.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Steel techniques on the turn this is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn this is deactivated

✦ Declined, yeah Im not allowing this. You basically have two different jutsu in one. The armor jutsu and creating/reshaping part. Im not approving this. ✦
(Kōton: Sakae no Galahad) – Steel Release: Glory of Galahad
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (-15 chakra per turn)
Damage Points: N/A (+20 damage to physical Taijutsu attacks)
Description: This technique is often seen as a close counterpart to Steel Release: Impervious Armour. The user will use their koton chakra to turn their whole body into black steel, making themselves invulnerable to virtually all types of basic weapons and physical taijutsu attacks (up to and including S-Ranks). While in this state the user is immune to A-Rank and below techniques of neutral elements (S-Rank and below of elements weak to Steel, B-Rank and below for elements strong to steel). However while this technique is active, the user can only use Steel, Fire, Earth, any KG/CE combination of the aforementioned elements and non-elemental abilities.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Steel techniques on the turn this is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn this is deactivated

(Kōton: Chuugi no Lancelot) – Steel Release: Loyalty of Lancelot
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: This technique can only be used while Glory of Galahad is active. It involves reshaping the user's body (fully or partially) while in this steel-like state. The user can shape any parts of his body into a variety of bladed-weapons in order to give this technique its offensive edge. This technique can do something as simple as make the edge of the user's arms and/or legs into swords or it can even reshape whole limbs into any sort of bladed weapon e.g. swords, spears, lances, tridents, etc. The user can even go far as reshaping the entirety of their body into anything within their imagination as long as they don't exceed double their original size/dimensions. They can shape themselves into anything from a suit of armour to a humanoid dragon-like creature. The user can also modify their body to create any type of limb or additional body parts such as arms, legs, spiked protrusions, wings, tails, scales, etc. When Glory of Galahad is deactivated, the user's body will first revert to it's normal shape/form before the steel conversion is undone.

Note: Can only be used four times per battle

‡ All Pending ‡ Leaving for Madara.

✦ Both Approved ✦
 
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-Haku Yuki-

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Re: Custom Jutsu Submission

Re-submission
The main similarity was the ability to repair damage so I got rid of it

(Hyouton: Tou Ue)- Ice style: Freeze up
Type: Supplementary/Defensive
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: After many years living in the mist alongside the Hozuki the Yuki had seen their unique ability to become completely water. The Yuki sought out a way to replicate that power but with their own kekki genkai after many years they figured out a way to become ice itself. The user will focus their ice chakra throughout their body merging it into every cell and constantly will pump the chakra in and out the user will begin to take the appearance of ice and will continue this process until the user is solid ice. Unlike the Hozuki who are unable to maintain human shape, the user will maintain their shape due to ice being solid. While the user is like this they will also take the properties of ice being resistant to wind and water neutral to fire and weak to earth and lighting. The user will still be able to move around while they're ice and if shattered the user will still be alive unless they return to their human form but will still be able to perform ninjutsu if the jutsu used as long as they don't require handseals. If shattered (as in into pieces not just an arm or a leg) the user will not die unless they turn back to their human state but even if shattered into pieces the user will be able to preform water wind and ice jutsu still as long as they don't require handseals. (once again that wouldn't count it just a leg was shattered you would still be able to make handseals if your arms are intact). While this is active, the user can only use Ice, Wind, Water and any KG/CE combinations of the aforementioned elements as well as non-elemental abilities (Nin, Gen, Tai, Ken, etc).

Note: User can remain as ice for four turns
Note: can only be used thrice per battle

‡ Approved ‡ Nice technique.

New submission
(Hyouton: Koori Koukai)-Ice Release: Ice reform
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will focus an extra amount of their chakra into an ice release technique just as its formed and keep it in the center of the jutsu. Then as the ice jutsu is shattered the user will have the chakra spread out like a spider web one string of chakra attached to each piece of ice using this chakra he'll pull the pieces back together and using the spider web like chakra will repair cracks reforming the jutsu to how it was before breaking.
Note: The reformation can only be done 2 turns max after the jutsu is shattered any longer and it'll melt.
Note: Can only be used three times per battle
Note: This jutsu doesn't have to be used just as the ice jutsu is made but must be added to the ice before it shatters.

‡ Declined ‡ Is this an attempt at reforming your body after being shattered during Freeze Up? I won't allow this to be used on Ice techniques, just on your body after being shattered.

Update


Removed useless restrictions I only had on their in hopes of approval the first time around ( it worked xd ) and corrected spelling

(Hyouton: Mizu Freezing no Jutsu)- Ice Release: Water Freezing jutsu
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will perform one hand seal and then focus's his wind chakra into a water source or jutsu cooling it until it becomes ice.

note: Can only be used thrice per battle

‡ Update Approved ‡ Usually I don't allow updates which merely power something up but that was horribly restricted.
Resubmitting
(Hyouton: Koori Koukai)-Ice Release: Ice reform
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will focus an extra amount of their chakra into themselves as they use , or before they shattered will add extra chakra into themselves. The user will keep the chakra at the center of themselves. Then as the ice jutsu is shattered the user Either by alittle bit like losing an arm or alot like being completely turned into little pieces of ice, the chakra spread will out like a spider web one string of chakra attached to each piece of ice. Then using his chakra he'll pull the pieces back together and using the spider web like chakra will repair cracks reforming the jutsu to how it was before breaking.

Note: Can only be used three times per battle
Note: This jutsu doesn't have to be used just as freeze up is used but must be added before they shatter.
Note: The user can use this for a single limb or their entire body,meaning if you lose an arm last turn and the next turn you shatter completely this jutsu will bring everything back together so long as it hasn't been melted by a jutsu.
Note:Adding the extra chakra will not count towards the jutsu count but activating the jutsu to reform will

‡ Declined ‡ Don't like how this is. Make it something you use after you're shattered.

NEW SUBMISSION

( Suiton/Hyouton:Ya korri kan)- Water release/Ice Release: Melting Ice caps
Type: Supplementary/Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: The user will make a single handsign while gathering a large amount water chakra in his chest. Once the chakra has become large enough the user will spit out the large amount of water chakra as a huge wave while doing so the user will add his ice chakra into it freezeing bits and pieces of the water into ice bergs that can crash into the enemy as the jutsu rushes at them. When it settles the battlefield will have become a complete ocean with huge ice bergs and glaciers. Finally after the water has settled the user will blow up a piece of the ice bergs with their chakra causing a large piece to fall into the water and melt away making the water level increase higher and force tsunamis to go in every direction.
Note: The water is very cold and can cause hypothermia from touching it, the icebergs only melt because the user releases his chakra control over them to force the water up higher and cause tsunamis.

Note: No water jutsu for two turns after use and no ice style jutsu above A rank for the next 2 turns
Note: The user will become very exhausted after use and his reaction speed will go down 1 level for 2 turns.
Note: can only be used once per battle

‡ Declined ‡ The explosions of the icebergs, are they offensive/damaging to the opponent? Also, this is a bit heavily restricted (mainly the no water for 2 turns after use bit).

Link to approved contract:

(Kuchiyose no Jutsu: Peng)- Summoning Jutsu: Peng
Type: Sumon
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: Peng is a giant Hoopoe bird from an ancient legend that was said to be alive since Asurha and Indras first battle and is the boss of the Hoopoe contract. Its wings and body are huge, big enough to dwarf Gamabunta. Its body is twice the gamebunta and its wings around the same same as gamabunta. It's feathers are a pure white color and its eyes and beak the color of gold. This Hoopoe is capable of using Three chakra natures wind,fire and earth. Wind from the right wing, fire from the left wing and earth by just focusing its chakra and will not even need contact with the ground to use earth style. It can use all these elements up to S rank

Note: Can only be summoned once per battle
Note: Stays on the field for three turns

‡ Declined ‡ Twice the size of Gamabunta? Can use three different elements? No.
 
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Robot Boy

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Re: Custom Jutsu Submission

(Katon: Reijingu Tsuchi Doraibu) – Fire Release: Raging Earth Drive
Type:Offensive
Rank: S
Range:Long
Chakra:40
Damage:80
Description: Is a larger variant of the raging drive technique. The user will weave the tiger hand-seal and stomp on the ground, having huge amounts of fire rise along the ground and is shot upward in the form a giant vertical column of fire instead of the three columns with the raging drive technique, which rises around the targets. The column forms around and traps the targets instead of rising underneath them and burning them. The user then manipulate the column and create a giant orb of fire that rises above the targets and then, turns into a giant lance of fire that descends onto the targets, incinerating them. The column when formed is several meters in height and covers a 5 meter radius.
-Useable twice per battle with a 2 turn cooldown period in between usages.
-No S-rank and above fire techniques next turn

raging drive:

(Te-ru Shikon) - Tail Fang
Type:Defensive
Rank:B
Range:short
Chakra:20
Damage:n/a
Description: The Inuzuka’s ninken will channel chakra into and around its tail, 'enlarging' it , and creating a dense coat as well as a second ‘tail’ to the extent that it can be used as a shield to protect its own body or an ally, blocking physical attacks up to C-rank. When performing it, the ninken twirls its tails around like rotary blades, spinning them furiously and causing air currents to form around it, making it resemble a mini Tsūga.
-Can be used up to four times
-Can only be used by a ninken or in one of the wolf transformations

looks something like this:

You must be registered for see images



~Resubmitting~

(Chimeiteki Keiteki: Ohitsuji Kujiku) –Fatal Horn: Ram Crush
Type: Offensive
Rank: B
Range: Short(Mid if used with the extending mechanism)
Chakra Cost: 20
Damage: 40
Description: The user will take fatal horn, coat the head in fire chakra, and surround its horns with spheres of fire that swirl around it. The user will then thrust fatal horn into the target, slamming the target with significant force. The horns are four meters long and are covered completely.

Notes:
-Can only be used with Fatal Horn.
-Useable up to three times per battle.

✦ All Approved, edited bits of them ✦
(Doki No Sono Bibu Shikon) – Wrath of the Tail Fang
Type:Attack/Supplementary
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description: Following the same concept as the tail fang technique but, rather than forming a defense the user will use it to attack by forming through their tail while focusing water chakra to make a dense spear-like drill before either thrusting it or firing it from the tail to impale the target and penetrate them. The user can also, by focusing more chakra, the user can form smaller drill-like spikes on the surface of the spear before binding the enemy and dealing shredding and piercing damage.

-Can only be used in one of the wolf transformations
-Must be a member of the Inuzuka clan

(Clawing Ōkami) – Clawing Wolf
Type:Attack/Defense
Rank:B
Range:Short
Chakra:20
Damage:40
Description:The user will create a modified clone of their ninken with larger and sharper claws, and bulkier legs. To attack, the clone uses their huge claws and once the target is within range, the user will trap the target between its claws, and release their killing intent (B-rank) onto them before slashing by crossing their claws as if they were a pair of scissors. The claws are very hard, able to withstand C-rank taijutsu and D-rank ninjutsu.

-Can only be used three times per battle and the user can only create one clone at a time.

‡ Both Pending ‡ Leaving for another mod.

✦ Both Approved. Been saying that too much in this thread....✦

(Koton: Toreddo Jitensha) – Steel Release: Tread Bike
Type:Offensive/Defensive/Supplementary
Rank:A
Range:short-long
Chakra:30 (-20 per turn)
Damage:n/a
Description: The user creates a bike of black steel by using a pre-existing source of earth and molding the earth with their fire chakra. Much like a motorcycle, the user can perform freeform moves with the bike such as wheelies or spins but, also in conjunction with elemental attacks. On the Bikes tread wheel, are spikes that run along its surface and is used for dealing extra damage when the user races through the targets. By focusing his fire chakra into the bike, the user can leave behind trails of fire from the wheel and inflict damage, move, or release an A-ranked backfire from the engine’s valves. By focusing earth chakra, the user can form a B-ranked dust cloud to slow down targets or spray rocks to inflict damage. While using the tread bike, the user is limited to earth, fire, and steel techniques. Outside of battle, the user can use this as a means of transportation. Twice per battle and at the cost of 30chakra, the user can boost their speed (though still traceable by normal eyes) by focusing a great amount of fire chakra.

-Can only be used by steel bios
-Lasts for four turns
-Can be used once per battle

‡ Declined ‡ Spikes on the wheels? Also, this is three techniques in one. You can make the fire out of the "engine" and the dust cloud as separate techniques.
 
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BlacKing

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Re: ±±Custom Jutsu Submission±±

(Interu: Shinshi no Bōshi) - Intel: The Gentleman's Hat
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Intel is a Gentleman's Hat or Top Hat worn by Hazama. It sits on his head very securely in such a way that it sits low across his forehead and eyes; making direct eye contact impossible. It can only be removed if Hazama touches it. Hazama came across this hat on his first set of travels of leaving Iwagakure. He found a few out of character things for the hat that has become to be quite special. The hat, it would seem, allowed the wearer to channel a vast amount of chakra into it and store it completely until when the wearer most needed it. Hazama would speed nights on end almost completely depleting his chakra into the hat before he slept, to see how much chakra the hat could store. The hat was given its name 'Intel', for its ability to grant the user complete awareness of the battlefield as long as the wearer has it on its head after charging chakra into it. After a week straight of almost spending his chakra from the night before, Hazama gave up on the hat and just continued to wear it. It was then that he noticed that the Hat seemed to be trying to insert chakra into him. Thinking no in his head, the hat obeyed. Hazama reckoned that he had enough chakra in this hat to make him capable of performing multiple techniques if he were ever to be completely drained of chakra on the battlefield. From that moment onward, Hazama never went into battle without the hat on his head. The lining of the hat was made of thin, sharp chakra metal. Hazama could easily charge wind or lightning chakra into the hat and use it as if it were a dangerous weapon. The chakra metal in the hat extended a barrier around the hat, increasing it cutting efficiency. Hazama is capable of throwing the bladed Top Hat as a projectile and it always comes back to him in a way that will not cause harm to himself. The cutting power of the hat is the equivalent to a circular Saw.
Note: Intel gives Hazama enough chakra upon request after depleting his to perform up to and including B Ranked techniques for 5 turns.
Note: If Hazama takes the hat off, or depletes the Hat of chakra, he will not be able to use the hats sensory technique.

Note: If all of the chakra in the hat is used up, Hazama will no longer be able to continue battle.
Note: Hazama can only channel lightning/Wind/fire chakra into the hat to achieve the B Ranked chainsaw attack. This can only be achieved once per turn and each element can only be channeled once per battle (3 attacks total)

______________
~ Approved ~
Edited to B ranks
=============
Update/Editing the Hat to the mask.

Uzumaki Clan Mask - Iron Mask of the Berserker
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Located somewhere along the outskirts of Konohagakure was a shrine belonging to the Uzumaki. At the entrance of the temple is a giant replica of the clan's symbol. Within the temple at the center is a podium of sorts where several oni-masks hung beneath three connected symbols of the clan, under all of which are ornate, black flames. The shrine has since fallen into ruin from the wear and tear of time, though the masks all stayed intact. After escaping Iwagakure, but before traveling to Sunagakure, SiWang heard talk of the shrine and traveled to the outskirts of the village of Konohagakure where he found the tattered shrine. Investigating, he noticed that all the masks were still in tact. Most of them looked extremely demon-like in nature...save for this one. This one mask, made of the same metal as the Uzumaki Chains that he was so fond of, seemed rather boring in nature, however it called out to SiWang, begging for him to wear it; promising power that he knew not. Upon wearing the mask, It sat on his face very securely. He noticed that the only way he could remove the mask, was by performing a Sealing Release technique or by SiWang’s will. If not removed by SiWang’s will, the removal of the mask causes instant death to SiWang. The thick mask was fashioned in such a way that it made seeing SiWang’s eyes extremely hard if not in short range (0-5 meters) as the thickness of the mask made it seem as if his eyes were hidden in the darkness. This, however, gave SiWang tunnel vision, only capable of seeing things directly in his line of sight. To make up for this however, the mask seemingly granted SiWang complete awareness of what was going on within 10 meters around him in any direction.

Note: The mask holds the Reverse Four Symbols Sealing Technique, that activates upon the user’s death.
Note: The mask has 8 slits around the nose and mouth of the mask to allow the user to breathe and use techniques from.
Note: Counts as 3x Sensing.

Note: Mask gives SiWang enough chakra upon request after depleting his to perform up to and including B Ranked techniques for 5 turns.
Note: If SiWang depletes the mask of chakra, he will not be able to use the hats sensory.
Note: SiWang can only channel Lightning/Wind/Fire/Water/Earth chakra into the mask to achieve a B Ranked face protection. This can only be achieved once per turn and each element can only be channeled once per battle (5 attacks total).
Note: This mask can be used on other bios (Obito Uchiha, Haku Yuki, Kakashi Hatake, etc) that have a mask to have the same effects, but takes on a different cosmetic appearance for each.


‡ Approved ‡

===

Ototon: Jishindō Funka | Sound Release: Ground Shaking Eruption
Type: Defense/Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user channels sound chakra into the ground from their feet at a certain resonant frequency as long as the ground is solid in nature (cannot be used against fluid surfaces such as sand, mud, swamp or water). The user screaming at the top of their lungs, causes the ground everywhere beyond 5 meters (in every direction) of the user to violently shake and shatter apart before erupting causing large chunks of earth up to 5 meters in depth to be lifted upwards into the air in an attempt to strike at whatever is in the area. The shake can cause someone to lose balance and fall to the ground. Afterwards, the earth falls back down to the ground, changing the terrain to rocky, filling in the 5 meter deep holes made by the massive cataclysm. The rocks falling back to the ground leave a cloud of dust all around the area for one turn that make it hard to see for everyone on the battlefield.

Note: Can only be used 2x per battle.
Note: No other Sound Techniques can be used in the user’s next turn.
Note: No Sound techniques can be used in the same turn.

‡ Approved ‡

Doton | Earth Release: Shrapnel
Type: Offensive
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 60
Description: The user channels their chakra into large chunks/boulders of rocks/earth (in the air or on the ground) and then performs a handseal which explodes the earth/rocks outwards 5 meters from their location, sending shrapnel everywhere.
Note: Can only be used 3x per battle.
Note: Cannot send their chakra into the solid earth and explode it, it must be a chunk/boulder/any form of earth/rock.
Note: Cannot be used to override an opponent's jutsu/technique.

‡ Declined ‡ Similar techniques exist.
 
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