[ARCHIVE] Custom Jutsu Submission - II

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Ushiro

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Re: Custom Jutsu Submission

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

‡ Approved ‡

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

‡ Declined ‡ DNR.

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

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



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

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

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

✦ Leaving for someone else ✦

I have from MU to submit a mythological contract. He'll check it. Dropping if approved.

Summoning Animal: Hydra
Scroll Owner: Ushiro
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: The Hydra is a large serpentine water beast with reptilian traits and many heads (usually 5-9). Its body features two arms and legs with sharp claws, sharp spines/spikes and a long serpent tail. Hydras dwell in a vast swampland rumored to hold an entrance to the underworld. A trait unique to the Hydra is its ability to regenerate its heads. Each time a head is cut off, two more will grow in its place. Cauterizing the stump of the head with fire has been proven to prevent it from regenerating. Hydras can also secrete deadly venom from their teeth and claws.

Generic appearance:
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✦ Declined, what about this poison? How deadly is it and what exactly does it do to an opponent before they die? The regeneration of the heads is ehh as well; while it's understood fire will prevent them from growing back, I believe Lightning would provide the needed heat to do this as well. The rest is fine.✦
 
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Akasha

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Re: Custom Jutsu Submission

(Katon: Abadon no kaosu boshū) - Fire Release: The Chaotic Offering of Abaddon
Type: Offensive / Supplementary
Rank: Forbidden
Range: Short (from initial position of the user where it is created) - Long
Chakra: 50
Damage: 90 (-20 to one who initially used it)
Description: The Chaotic Offering of Abaddon is a technique which combines usage of explosive tags and fire variation ash. User would through rapid release and conversion of chakra cause for a tremendous golem to arise from the ground, being the size similar to Golem when using (Doton: Dai iwa Kyojin no Jutsu) - Earth Release: Great Stone Golem Technique. Abaddon (Golem) would be formed out of little ash participles which were tightly converged giving out a certain degree of solidity to the entity. The external layer of ash participles would be quite hot whereas the inner one, where a solid amount of explosive tags is hidden, would have a temperature quite lower which would disable immediate activation of them. Now, around each limb on the exterier layer of ash participles, there would be a layer of intangible fire enveloping it which would Abaddon continuesly release, reaching up to long range radius. The said layer of fire wouldn't really make damage but it would be quite heavy, giving out a desert like mirrage and thus making it hard to see. It would be quite hot in a way where it would drain a person, making them breathless. The fire chakra would be completely intangible and wouldn't affect users themselves due to it being created from their chakra. Additionally, getting rid of it wouldn't be an easy task due to its tangibility. With each turn it is active it would decrease the amount of seals one can perform (who are not user) due to uneasiness. With first turn, techniques up to four hand seals; second turn, techniques up to three hand seals; thrid turn, techniques up to two hand seals; and in fourth turn only techniques with but a single hand seal. The said intangible layer of fire would continuesly be regenerated but would also cost user each turn additional 5 chakra points. The Golem would be sentient to a certain degree being able to act and react on its own as well as move. However, user of the technique could control it at will. In addition one would be able to release its fists towards the destination they desire before recreating it. As the fist come in contact with an object of sorts, they would explode as well as the explosive tags which were hidden deep within them, creating a huge mealstorm. However, recreation would take a tool on the golem as it would become smaller in size, using other parts of its body to become re-created. Each fist would only be able to be up to 2 meters in diameter. One would be able to do this up to four times before completely having the Golem vanish. The Golem could be used to merely aid one in battle, however the most notable feature of it is the ability of ash participles from which it is created to completly disperse in few moments time once the golem finds itself completely in danger (or at users will) before condensing themselves into a great number of smaller golems. These smaller golems would spawn in two turns span continuously and with great speed move towards the target. Within each small gollem there would be a hidden explosive tag and each time it comes in contact with a specific solid entity it would explode. Their only task would actually be to harm the one whose chakra signature differs from the user and at all costs they would follow them so as to attack. With each turn, one could spawn up to 30 little golems that would attack from all sides. Using wind chakra against these little beings would cause them to explode creating a two meters in radius explosion each.

Note: To release the fists would cost user a jutsu slot in turn as well as additional 20 chakra points drain and each fist would have power of a B ranked offense
Note: The final ability of Abbadon would cost user 30 chakra points if they want to use it intentionally rather than when he finds himself in danger
Note: Can only be used once per battle
Note: The Golem will stay on the battlefield for up to four turns before automatically dispersing
Note: User won't be able to use fire techniques of S rank in two turns span once this techniques ends, and those of A rank in one turn span
Note: Can only be Taught by Akasha
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‡ Declined ‡ Shorten this.

(Doton/Katon: Tamashī no rekuiemu) - Earth/Fire Release: Requiem of Souls
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50
Damage: 90
Description: Requiem of Souls is one of the more powerful techniques which is actually a combination of both fire and earth release. It was named Requiem of Souls due to the amount of souls it so took within time of its existence and its power also increases with every new one it so takes. User would through the rapid release and conversion of chakra focus doton chakra within one of their limbs before slamming it onto the field upon which they are standing. With the slam onto the ground they would cause for firstly and omnidirectional wave of flammable, sticky mud to spread out within mid range radius. As soon as they release the flammable mud they would release a pulse of warm katon chakra, igniting the mud and causing for an omnidirectional wave of demon like souls of fire to spread all around the user in mid range radius whilst leaving a wave of heat behind it. The two actions would be almost concurrent as the most time consuming thing would actually be spreading out the mud. As soon as the mud forms, it would have similar effect as if the swamp was created within the battlefield. However, unlike the swamp, it would pull only those who have differing chakra signatures. Trying to feed onto the person they took hold off (the one standing within the radius in which it spans) and using their soul as a new source of power. This would make it much harder as to defend. As perhaps indeed, by using water one would be able to disperse the flames, the mud won't be so easy to get rid off. A mere spark of lightning would cause for mud to ignite, due to heat emitted by it. Once the flames have been formed, using a wind jutsu would cause for them to explode into a maelstrom.

Note: Can only be used once per battle
Note: The jutsu would leave a great tool on the one using it and drain them off 20 chakra points
Note: Upon using this technique user won't be able to use A ranked jutsu of earth element and S ranked of fire within the same turn this one was activated as well as S ranked earth in the next one
Note: Can only be Taught by Akasha

‡ Declined ‡ This would require too much work on my part to help correct this/make this viable. DNR.
I got permission from NK to resubmit.

(Doton/Katon: Tamashī no rekuiemu) - Earth/Fire Release: Requiem of Souls
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50
Damage: 90 (-20 to the user)
Description: Requiem of Souls is one of the more powerful techniques which is actually a combination of both fire and earth release. It was named Requiem of Souls due to the amount of souls it so took within time of its existence and its power also increases with every new one it so takes. User would through the rapid release and conversion of chakra focus doton chakra within one of their limbs before slamming it onto the field upon which they are standing. With the slam onto the ground they would cause for firstly and omnidirectional wave of flammable, sticky mud to spread out underground within mid range radius. The mud would be quite adhesive and heavy and as soon as it forms, it would have similar effects to the swamp but at the same time it would be covered by a layer of earth above which would disable it to take its effects immediately. Now, as soon as they release the flammable mud they would release a pulse of warm katon chakra breaking the layer of earth which was covering the mud and igniting it, causing for an omnidirectional wave of demon like souls of fire to spread all around the user in mid range radius whilst leaving a wave of heat behind it. Keeping in mind that it would be optional if user wants to use the fire wave but rather just leave the mud stay dormant (for up to three turns). As soon as the mud forms, it would have similar effect as if the swamp was created within the battlefield. However unlike the swamp, characteristic to mud from this technique is that it would pull inside only those who have differing chakra signature as they've already been fed by their chakra upon activation of this technique. And perhaps indeed, by using water one would be able to disperse the flames upon their combustion, the mud won't be so easy to get rid off. A mere spark of lightning would cause for layer of earth covering the mud to break, simultaneously it would also get ignited, due to heat emitted by it. Once the flames have been formed, using a wind jutsu would cause for them to explode into a maelstrom. In case whereas the flammable mud was ignited without user sending forth a pulse of their chakra as to arouse the flames but rather due to a different source (heat from lightning and/or similar), the demon like souls would always transit in direction of a person who has a differing chakra signature.

Note: Can only be used once per battle
Note: Counts as two moves if both the earth and fire part of this technique have been used
Note: The jutsu would leave a great tool on the one using it and drain them off 20 chakra points and unable to use techniques which require more than two hand seals in two turns span.
Note: Upon using this technique user won't be able to use A ranked jutsu of earth element and S ranked of fire within the same turn this one was activated as well as S ranked earth in the next one
Note: Can only be Taught by Akasha

‡ Declined ‡ Remove the ability to not "ignite the mud". This should always be a Earth/Fire jutsu. Are there any tells to the mud forming beneath the battlefield?

(Sankayō zoku no tōmei-sei) - Transparency of Diphylleia
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn)
Damage: N/A
Description: Transparency of Diphylleia is a paper variation of Leech All Creation: Attack Prevention Technique. Once activated, user would through a four turns span be able to merge with any paper sheet on the ground as well as emerge from each. Similar to the previously mentioned technique, once the user merges with the paper which is spread around them, they won't be able to be noticed, neither by the sensory ninjas nor the doujutsu ones. Only once fully emerged will the ability to notice/sense the user be available. The user on the other hand will be aware of their surrounding, just so as long the paper is spread as their senses would become connected to that of paper sheets. Technique is immediate. Movement of the user through the paper would be twice greater than their initial speed due to how accustomed they are to manipulation of them.

Note: Can only be used twice per battle
Note: Each turn this technique is active user will be drained additional 5 chakra points
Note: Can only be Taught by Akasha

‡ Declined ‡ What does the bolded mean? Decrease the speed to equal that of a Kage Ranked shinobi with leg weights.
(Sankayō zoku no tōmei-sei) - Transparency of Diphylleia
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn)
Damage: N/A
Description: Transparency of Diphylleia is a paper variation of Leech All Creation: Attack Prevention Technique. Once activated, user would through a four turns span be able to merge with any paper sheet as well as emerge from each. Similar to the previously mentioned technique, once the user merges with the paper which is spread around them, they won't be able to be noticed, neither by the sensory ninjas nor the doujutsu ones. Only once fully emerged will the ability to notice/sense the user be available. The user on the other hand will be aware of their surrounding, just so as long the paper is spread as their senses would become connected to that of paper sheets. Technique is immediate in a sense whereas user barely needs time to merge and emerge from paper sheets, however traversing through them is a different story. Movement of the user through the paper would be equal to that of a Kage Ranked shinobi with leg weights due to how accustomed they are to manipulation of them.

Note: Can only be used twice per battle
Note: Each turn this technique is active user will be drained additional 5 chakra points
Note: Can only be Taught by Akasha

‡ Approved ‡
 
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Method

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Re: Custom Jutsu Submission

Raiton: Janpu yure | Lightning Release: Jumping Jolts
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will first grab hold of a weapon such as a shuriken or kunai, or even a simple melee weapon. The user then channels there raiton chakra into the weapon. Throwing it toward the target, the user is able to form a single handseal & cause a burst of lightning to rapidly jump from the tool to it's target, as long as they are both within a 5 meter gap of each other. On contact, not only does the target suffer damage, but is also paralysed for one turn. This jutsu can deal more damage if used on larger tools, but in turn would require a larger amount of chakra to be channelled. Larger weapons such as Fuma shuriken require an extra +5 Chakra. The bolts can also jump between projectiles but all must be within the 5 meters.
- Only able to perform A Rank & below during the same turn.
- Can only jump between 5 projectiles before dispelling
- Taught by Method

‡ Declined ‡ Similar techniques exist.

Suiton: Misuto sōsa | Water Release: Mist Manipulation
Type: Offensive|Defensive|Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: 30
Description: After having performed the "Hidding in Mist" Jutsu, the user performs two handseals & channels the chakra across the mist. By compressing the water particles within the mist, the user is able to create different shapes & forms, which could be used for any type of situation (offensive, defensive or supplementary). The creation itself is left up to the user's imagination, of course being within the scope of the narutoverse, including it's common uses such as arms to grab hold of the target, walls to defend against certian attacks or even decoys to confuse the target. The size of the creation also depends on the size of the mist, such generic creations labelled above would have little effect but dependant of the size to which it is created the mist's range shortens. Such an example would be creating a summoning that resembles the image below. It's size would shorten the range of the field from long to mid range. The technique would consist of a dull blue hue similar to the mist, making it very hard but not impossible to notice, even harder without a source of light. The strength of the structures usually depend on the size & amount of water compressed; larger ones being stronger than the smaller creations.
- Unable to perform jutsu while active.
- Taught by Method

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‡ Declined ‡ Similar techniques exist.

Meiton: Yami akiraka ni | Dark Release: Darkness Revealed
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 each turn)
Damage: 80
Description: A technique sort by near all masters of Dark Release. It was seen as one of the greater Dark release techniques & was most powerful in terms of defense compared to other Dark jutsu. After having performed this jutsu, the user is required to absorb up to three A Rank jutsu; Lightning, Fire & Wind using the "(Meiton: Kyūketsukō) - Dark Release: Inhaling Maw" technique. The user has six turns to do this in & is unable to perform any dark release jutsu that requires the usage of Inhaling Maw beforehand, otherwise they will have to absorb the chakra once more. After having successfully performed the requirements needed, the user is able to release the chakra through the diamond marking on their hand. The chakra begins to crawl across the user's arm, completely covering it while shortly after the rest of the body. The user is coated in a thick blanket of purple Dark chakra with hints of black hue, almost as if merged with the user's skin. The user's eyes become pure white. The abilities of the technique are not fully known, yet three have been revealed & shown to prove very useful for any situation(Offensive, Defensive & Supplementary).

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Offensive | The offensive cababilities of this technique are primarily simple forms. The user is able to create jet black structures across their body, varying from simply weaponry such as swords, axes & whips etc, each of them equal to B Rank dark release techniques. The user is able to perform all dark release jutsu of A rank & below without the need of "Inhaling Maw" by sacrificing a turn of this technique, thereby using the dark chakra already held by the technique as a source. During close combat the user is slightly more resistant to melee attacks due to the surrounding dark chakra.

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Defensive | The most notable part of the technique. The user being covered entirely of Dark charka, is able to absorb any technique composed of Wind, Fire, Lightning & Raw Chakra, without the need of performing the "Inhaling Maw" technique, instead posting this as reference & using one of three moves allowed each turn. The opposing jutsu would simply pass into the user, being absorbed by this technique. If a technique of S Rank or Forbidden (Forbidden dependable on the jutsu itself) is absorbed then the user has the choice of either using the contained chakra to perform a dark jutsu or to add an additional turn to this technique. The user is still able to absorb chakra from Water release jutsu of C rank or below, but has no other effect towards the water source.

Supplementary | Using this part of the technique allows the user to empower Dark jutsu. By sacrificing a turn of this technique the user is able to strengthen Dark related techniques by one rank, S rank simply gaining extra damage (+20 Damage). Another use of this ability allows the user to siphon chakra form the opponent when they are in contact with them, but is left unable to perform the defensive type of this technique in the same turn. Each time the user comes in contact with their opponent, they absorb 50 chakra, adding to their own supply.

None of the above are passive techniques & to the least require the user to reference which ever they use as one move out of their three. Being able to use Lightning & Fire jutsu, the color of the jutsus perform gain a dark purple hue, this of course is purely cosmetic. While in this form the user is able to perform Dark, Lightning & Fire jutsu of all ranks, & Ninjutsu of A rank & below. The user is left unable to perform Earth, Water or Wind jutsu. On activation of this technique, due to the dark release chakra spreading not just outside of the body, but covering a majority of the chakra network (a reason to why the user is only able to use certain elements), it is able to release the user from genjutsu of S Rank & below.

- This jutsu originally last 5 turns
- Can be used twice per battle
- Can only be Taught by Method
- The user is unable to perform dark jutsu for 2 turns after this technique ends
- The user is unable to perform Lightning or Fire jutsu of S Rank on the turn this technique ends


Dark Release Training |

‡ Approved ‡ Awesome technique. I upped the chakra absorption from the opponent to 50 and on each contact rather than each turn (so if you strike the opponent 8 eight times, you'll leech 400 chakra).
 
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Vex

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Re: Custom Jutsu Submission

Toph Beifong
Type: Human Puppet
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Toph was a muscular young woman coming from a privileged family in the Earth Country. She wears a segmented armor composed entirely of Steel. A cylindrical spool is attached to the back of the armor along the base of the spine. This armor is able to keep Toph safe against opposing jutsu up to B rank. In addition, along the arms there are metallic steel cables. These cables are steel tipped with an arrow head. The compacted metal wires can be lengthened or retracted up to long range through the usage of freeform Steel Release, allowing the puppet to swing around the battle field. Toph is composed primarily of Wood like any other puppet. The wood is light weight and yet sturdy, giving her a highly free body. Of course, since Toph is a human puppet she is able to utilize steel release up to S rank as befitting her rank. Furthermore, as one of the puppets of Sasori's personal collection, she has a special compartment for Sasori to transfer his core into if he so desires. This special compartment can be found along the right side of her chest. Like other human puppets, Beifong is able to use the basic 5 elements.

‡ Approved ‡ Made some edits.




( Ototon: Avada Kedavra ) - Sound Release: Avada Kedavra
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra cost: 50
Damage points: 90 ( -40 to user )
Description: The Avada Kedavra jutsu is one of the three Unforgivable Jutsu, usage of any appropriate for a death sentence on the user. Generally considered the most fatal of the three, the Avada Kedavra is the jutsu associated with Death, as that is it's primary effect and objective. Beginning by channeling large amounts of Ototon chakra, the user begins releasing this chakra in two waves; the first wave is released by the uttering of the word "Avada". By speaking this word, the user releases several Hindering Sound waves of high frequencies, but low energy, causing waves to affect the target, causing localized paralyzation of certain parts of the target's body. This is achieved through the sound waves vibrating intensely and causing the targeted body part to be affected by alternating waves, essentially preventing movement ( the chosen body part can be limbs, such as the arm or legs, organs, such as liver or tongue, or even small digits, such as fingers and toes ). This doesn't include the heart nor lungs, however. While this effect is immediate, it's main goal is to prevent the target from moving while the latter, more destructive part of the jutsu is released towards the opponent. Upon speaking the word "Kedavra", a low frequency but high energy sound wave is released from the user's hand or weapon, moving towards the enemy. What is unique about this wave is that it is clearly visible in the form of a bright green wave that appears like a jet of light. Accompanying this bright wave, the sound of rushing wind can be heard, almost as if an invisible force was rushing through the air, though this is just the sound created that occupanies the Ototon jutsu. As the bright green wave travels, it causes no noticeable damage on contact with a foe, it's effect being more internal than external. Upon hitting a sentient, living target, the wave passes through the body of the target, causing high level vibrations in the targeted area, enough to cause minute and cellular destruction of such a level that the area is left unusable, it's cells fractured beyond normal repair ( this does not include high level Medjutsu, like Sakura's Yin Seal ). Upon ripping through a target, the sound wave forces a target backwards 10 meters, causing greater damage. The damage the user takes pertains to mostly the arms, preventing high ranking Taijutsu of A rank and above the same turn.

Note: This jutsu can only be used twice per battle but only once against each opponent
Note: After each usage, the user must wait at least 3 turns before using again.
Note: 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.

‡ Approved ‡

( Ototon: Cruciatus Jutsu ) - Sound Release: Cruciatus Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The Cruciatus Jutsu is one of the three Unforgivable Jutsu, usage of any appropriate for a death sentence on the user. Considered the most sadistic of the three, the Cruciatus Jutsu is associated with Pain, as that is it's primary effect and objective. Beginning by channeling high amounts of Ototon chakra, the user begins by releasing this chakra through the usage of a lone word. Upon speaking the word "Crucio", the user triggers a high frequency, but low energy wave to be released, casting a genjutsu on the target, casting excruciating pain on the victim. As the genjutsu is cast, the target doesn't see his surroundings change at all, only the user speaking the words and feeling as if pressure is pushing on the body, seeing slight ripples emanating from the user, causing the target to potentially believe this is a projectile approaching the target that is causing damage. Considering the fact that this curse doesn't physically harm the victim, it only stimulates pain receptors, overloading the with such high signals that it impairs motor abilities over time, the concept of pain being so high that they cannot physically move. While seemingly lasting a long time due to the echoing of the user's voice in the genjutsu, the actual illusion lasts only 2 turns, causing pain the entire process, but should the user subject an opponent to it for more than a turn, the target's mind will be broken, causing them to become vegetative, and comatose.

Note: Note: This jutsu can only be used 3 times a battle, lasting 2 turns each use.
Note: After each usage, the user must wait at least 2 turns before using again.

‡ Approved ‡ Toned it down.
 
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Re: Custom Jutsu Submission

(If required.)

(Uchiha Ichizoku Shin Katon: Sōdaikakyū no Jutsu) Uchiha Clan True Fire Release: Grand Fireball Jutsu
Type: Offensive
Rank: S-Rank
Range: Mid - Long (Mid Range AoE)
Chakra: 40
Damage: 80
Description: The user starts by performing the Horse → Tiger → Rat → Dog → Horse seals, and kneads a tremendous amount of Fire Style Chakra within their stomach, as they take a deep breath. The user combines the air in their lungs with the kneaded Chakra and leap into the air, then sharply exhale all the Chakra-infused air at their designated target. As they do, they apply Shape Manipulation to the Chakra-infused breath, creating a massive variant on the all-to-common Fireball Jutsu, resembling the Sun more than a simple Fireball. This Fireball, having a considerably larger size than a regular Fireball, travels considerably slower in comparison, but requires a considerably larger amount of Water to counter. As the Fireball hits the target, or any dense solid surface, it explodes as any other Fireball would, causing a massive explosion with a terrifying amount of force. However, that is only the first stage of this Jutsu.
As the Fireball explodes, it releases innumerable tiny embers into the air. These gently fall to the ground, where upon contact with any physical surface, violently erupt, releasing great amounts of Fire which are channelled straight up in a large pillar of flame. Even if the initial stage is disrupted, countered or destroyed, the Fireball still explodes and releases the embers, which completely blanket up to Mid Range of the Fireball's location with a fiery storm, enveloping all within this range in a violent inferno.

Ninja World Terraformation: The Kiln This technique may be used in the Ninja World, instead of in a fight. If used in such a way, the user causes a violent form of Terraformation to occur, completely burning, scorching and otherwise destroying the Landmark they currently preside in, leaving nothing but ash and cinders. This effect can only be used on one Landmark in any event. Everyone present within the Landmark, including the user, when this Jutsu is used to Terraform the Landmark receives minor burns, only minor though due to the Jutsu's effects being spread over an entire Landmark, each receiving 10 Damage from this Jutsu.

Note: Can only be used once per battle/ event.
Note: Terraformation counts as it's one usage.
Note: Can only be used by an Uchiha Biography.
Note: Can only be taught by x iiiMPerFeCT.

‡ Approved ‡ Removed the last paragraph.

(Last Jutsu in Submission.)

(Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Mid
Chakra: 30 (+5 for each Nin-Tai Action)
Damage: 10 for each Nin-Tai Action
Description: Developed as a form of Taijutsu Supplement by a Shinobi, who used another one of their own technique's to help expand the Nin-Tai genre, Litmus Fist carries on the concepts of it's parent technique, Litmus Finger, into new fields of use on a much larger but narrow scale. Where the parent technique was focused on creativity and speed through lack of any Seals, this technique is solely focussed on collaboration with almost any form or stance of Taijutsu in close quarters combat, either through Free-Form combat, or established and well-known forms of Taijutsu. The user begins by gathering a decent amount of Chakra throughout their entire body, then performs various forms of Taijutsu actions or motions. Just like with the parent technique, but on a much larger scale, these Taijutsu actions and motions should each be representative of an Element (defined in the examples below), which cause the Chakra to take on the properties of, and change into, Elemental Chakra. From there, the user applies Shape Manipulation and the same level of creative freedom from the parent technique to perform various kinds of Ninjutsu enhanced Taijutsu actions, either creating the Element they wish to use from their own Chakra, or from existing sources, like a nearby sources of Water, or the ground beneath their feet, however, any offensive action involving an existing Element must originate from the user, same with Elements created by the user. Because the Nature of the Chakra is only changed when released in conjunction with Taijutsu actions , this allows the user to swiftly and accurately shift between Elements, and even perform numerous and extremely unique combinations of Elements, allowing the user to easily create their own unique "style", simply by performing a series of basic actions. However, this technique's versatility comes at a price. After the initial kneading of Chakra, the user must continue to gather and maintain the Chakra gathered throughout their body after using it for the Ninjutsu aspect of the technique, keeping a delicate balance throughout their body, which allows them to shift from one limb to another, or swap between Elements, without sacrificing the speed or power of their physical stances, motions or actions. This means that the user must remain wholly focussed on this Technique and therefore can't use other Jutsu, except Taijutsu, while they maintain this Jutsu.

The following is a list of basic examples from the 5 Elemental Natures, however, these are simply basic examples, and not the full extent of either the respective Elements, or the technique in general.

Fire - Element of Power: Among the easiest to perform, thanks to the less complicated Nature of the Element and the general ease of its creation, by performing energetic actions or generating friction in some form, the user influences the Chakra within their body, changing it into Fire Style, which they can then proceed to use in conjunction with Taijutsu, either to supplement their actions, or to engage in Mid Range combat. The types of Fire that can be used include both regular Fire, and sub-elements of the Fire Element, including Ash and other substances, such as flammable mist.

Image references: [SUB][ ][/SUB] [SUB][ ][/SUB] [SUB][ ][/SUB]​

Wind - Element of Freedom: Another simple-to perform Element, given the user has plenty of room to move without hinderance, through sharp and direct movements, the user influences the Chakra within their body, changing it into Wind Style, which they can then proceed to use in conjunction with Taijutsu, or engage in Mid Range combat. The types of Wind that can be used include sharp & precise blades of Wind, or powerful gusts of Wind, that go well with swift Taijutsu motions and evasive movements.

Image references: [SUB][ ][/SUB] [SUB][ ][/SUB] [SUB][ ][/SUB]​

Lightning - The Element of Speed: As the user performs fast, erratic movements, they influence the Chakra within their body, changing it into Lightning Style, which they can then proceed to use in conjunction with Taijutsu, or engage in Mid Range combat. The user can perform a variety of attacks, including basic usages of the Lightning Element, such as free flowing arcs, concussive blasts or solid forms of Lightning, which are best utilized in conjunction with less restrictive forms of Taijutsu, such as Free Form.

Image references: [SUB][ ][/SUB] [SUB][ ][/SUB] [SUB][ ][/SUB]​

Earth - Element of Substance: By far the hardest Element to control with this technique, the user, through performing slow, concentrated movements, influences the Chakra within their body, changing it into Earth Style, which they can then proceed to use in conjunction with Taijutsu, or engage in Mid Range combat. Through this Jutsu, the user is granted a great level of control over the terrain surrounding themselves, allowing them to utilize it to their advantage, with great effect. The types of Earth that can be used general rock, earth, mud, all of whcih can be used in a variety of ways. These types of attacks are well suited to the stances and forms of attacks found in Strong Fist Taijutsu, as they clearly represent the characteristics of the Earth Element, with dense, concentrated movements, focussed on direct damage.

Image references: [SUB][ ][/SUB] [SUB][ ][/SUB] [SUB][ ][/SUB]​

Water - Element of Change: Another difficult to control Element, the user starts by performing fluid and graceful movements, which influences the Chakra within their body, changing it into Water Style, which they can then proceed to use in conjunction with Taijutsu, or engage in Mid Range combat. The types of Water that can be used include both regular Water, and sub-elements of the Water Element, including mist, solidified forms of water and other substances, such as flammable oils, etc.

Image references: [SUB][ ][/SUB] [SUB][ ][/SUB] [SUB][ ][/SUB]​

Note: The user can keep this technique active for a max of 4 turns, and must wait 2 turns before they can use it again.
Note: The user is limited to a maximum number of actions per turn with this technique, and are as follows. A max of 6 if they use no other technique's in the same move, 4 if they use one other technique in the same move, and 2 if they use 2 other Jutsu in the same move.
Note: Can only be taught by x iiiMPerFeCT.
 
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Kooljay

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Re: Custom Jutsu Submission

(Raiton: Raijin no ude) - Lightning Release: Arms of Raijin
Type: A
Rank: Supplemntary
Range: Short
Chakra:20 (5 to maintain)
Damage: (+10 to if used in any Taijutsu and Kenjutsu)
Description: After weaving the handseals Snake and Ram, the user releases raiton below their arms on the lower rib area in the form of arms. The arms are capable of a multitude of things. For one, these extra pair of hands are able to weave hand seals for raiton jutsu. Because the limbs are made of raiton chakra, they can also be used to enhance in logical taijutsu and kenjutsu moves. When the arms come in contact with another human's body they will shock and numb the targets body. If the user uses these limbs to wield a blade, some of the raiton chakra that makes up the arms will also channel into the sword and increase its cutting power by increasing the rate in which the sword vibrates. The sword also carries with it the numbing effect if it makes contact with a human body.

Note: Can only be used by those taught by Kooljay
Note: The Raiton Limbs can only be used for Raiton jutsu.
Note: Paralyzation lasts 1 turn if sucessful but is ineffective against bios who have a primary Lightning Specialty
Note: Lasts four turns and can only be used twice per battle.

‡ Declined ‡ Similar techniques exist.

(Magen: Surirā) - Demonic Illusion: Thriller
Type: Supplmentary
Rank: B
Range: Mid
Chakra: 20
Damage: N/a
Description: The Thriller genjutsu is a very odd and unique one. After weaving one hand seal and invading the targets mind with chakra, they will perceive hundreds upon hundreds of zombies coming up from the Earth all around themselves. One in particular is wearing a bright leather outfit. Anyhow, once the zombies have risen music from an unknown location will start to play and drown out all other sound stimuli besides the Zombie in the red leather clothes. That zombie will then start singing and leading synchronized dancing with all of the other zombies. His voice is the only sound that is loud enough to to be heard over the music. In the meanwhile, the user is hidden among the zombies while the target is vulnerable.

Song and Dancing used in the genjutsu

‡ Approved ‡ Lmao.
 
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Kai NB

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Re: Custom Jutsu Submission

(Fūton: Shūmatsu Sokudo) — Wind Release: Terminal Velocity
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: By focusing their chakra, the user will cause the air in their surroundings to wrap around the target’s body. In doing so, the air will condense and act as a barrier which will constantly push against the target’s body. This causes the target to become locked in a state of terminal velocity, capping their current speed. Trying to overwhelm the state of terminal velocity will work against the target, as the more they attempt to overwhelm it, the more air condenses to counter in response.

Note: Lasts 2 turns
Note: Can affect up to and including 3 targets at a time
Note: Can only be used once

‡ Approved ‡
 
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Akuma

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Re: Custom Jutsu Submission

Summoning Animal:
Scroll Owner: Loki
Other Users who have signed contract: N/A
Summoning Boss if existing:
Other Summoning Animals tied to contract:
Origin: Draco is a genus of agamid lizards that also are known as flying dragons. In the Narutoverse they come from and live within the Biaro Forest. They are commonly summoned from this firest much like other summons have their own secret locations.

General Description: The ribs and their connecting membrane may be extended to create a wing, the hindlimbs are flattened and wing-like in cross-section, and a small set of flaps on the neck serve as a horizontal stabilizers. Draco are arboreal insectivores. While not capable of powered flight they often obtain lift in the course of their gliding flights. Glides as long as 60 m (200 ft) have been recorded, over which the animal loses only 10 m (33 ft) in height, which is quite some distance.

Summon General Abilities: The lizards are well known for their "display structures" and ability to glide long distances using their wing-like, patagial membranes supported by elongated thoracic ribs to generate lift forces. They are fast creatures and most can move at the same speed as a taijutsu specialist but not restricted to such, they have agile bodies and strong sense of direction and perspective. They have great control over their generally long and flexible tails, that can whip and entangle objects/targets with relative ease. Because of their great stability and body flexibility, some Dracos can stand on two legs, though this is a rare trait. Because they have refined hand/finger extermities, many of them are capable of forming handseals. Signers of the contract have a Draco tattoo for easier and faster summonings.
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‡ Approved ‡

Permission from for a sub-species of the Lizards.

(Kuchiyose no Jutsu: Nidhoggr √ Warudoumei ) ≈ Draco Summoning Technique: Nidhogg √ Malice Sriker
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Nidhogg is a dark gray skin colored Draco with green eyes and green wing-like membranes. Nidhogg prides itself in it's ground based and fighting style, being a Taijutsu specialist. It's length reaches up to two and a half meters, with it's tail alone being almost as long as it's body which can hit/whip people with great force ( B rank ). It stands slightly taller than an adult human and can use Taijutsu (Kaito's too if the user knows it) up to A rank and can even hold/wield weapons (though it can't use elemental taijutsu). While moving on four legs it moves as fast as a taijutsu specialist, while moving as fast as lee without weights while running (it's movements attacks are still trackable by tai specialist). It's hard skin can protect it from basic damage of C rank tai and lower. Nidhogg has a personal taijutsu technique from which it earns the name "Malice Striker" it coils it's tail around the opponent's neck and delivers two punches charged with chakra into the target's gut. Once the wind is knocked out of them, he leaps into the sky with them in his grip and entangles his tail around their limbs/body while spinning facing the ground. Smashing the target head-first into the ground while jumping away at the last second (Much like Lee's technique) with the damage of A rank tai. And it's capable of speech like other summonings.
≈ Can only be summoned twice (with 2 turns interval)
≈ Remains four turns on the field, three the second time.
≈ Taijutsu techniques used count to the user's three jutsu.

‡ Declined ‡ I see what you're going for but a summon as fast as a Taijutsu specialist without weights? I'm not going to allow that.

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(Kuchiyose no Jutsu: Narukkuja √ Tensujin) ≈ Draco Summoning Technique: Narukuja √ The Tyrant
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A (-15 to user for summoning)
Description: Narukuja is probably one of the strongest Draco known to date, and rivaling Manda in length. It has black scales and nightmarish red eyes, giving it the look and style of a predatory black panther. When it's in rage (after receiving notable damage) its eyes glow bright red and leave a trail of reddish lines when Nargacuga moves. It's tail unlike any other Draco has numerous spike-like protrusions as a result of the many wounds it's received. Which can be linked up with its tail attacks for devastating hits (overcoming A rank defenses). The vertebrae and tail muscles are extremely flexible, making the tail of Narukuja also prehensile like most Dracos. The scales at the end of the tail can also be shaken to produce rattling sounds similar to that of a rattle snake which often warns lower ranked summonings to stay away and even strike brief fear into equally strong summons. It has the ability to attack with almost every part of its body, mainly its frontal limbs and its spiked tail by cladding said extremities with a strong layer of chakra. Narukuja channels chakra into it's mouth to create sharp teeth of solidified chakra. Also has extremely strong muscles that let it jump long distances, and tall heights as well as glide through long range distances and make sharp turns, having one of the best airbone mobility within the contract. It moves fast despite it's size, and because of it can reach distances in a short amount of time. While capable of speech, it's very rare for Narukuja to follow the summoner's orders to the dot. Though it doesn't turn on them, it attacks on it's own volition and acts how it feels he should.

It's main affinity is Fire release, being able to use fire techniques the user knows up to S rank with freat efficiency. It's trait technique is " Fire Release: Great Flame Technique " which it uses to set targets and objects on flames with the stream. It has a unique ability named "Meteor Drive" in which it expels a large amount of fire chakra through it's frontal body (head, limbs, wing-like membranes, chest, etc.) basically covering it's main body in flames. It then leaps high into the air and glides at high speeds while shrouded in flames, acting like a meteor that can take turns and spin through the air or use it at ground to ram into targets or crush it with great force. It's skin let's it resist the heat of the flames long enough to use the technique, though it can only do so twice. The technique has a power of S rank (A rank second time). Narukuja is immune to techniques B-Rank and below, while tanking one S rank and dispersing afterwards, A rank won't making it disperse but will weaken his techniques by half, a second A rank will disperse it.

≈ Can only be summoned once per battle.
≈ Remains four turns at most.
≈ Cannot summon any other Draco while Narukuja is on field.
≈ Every technique it uses counts torwards the user's 3 jutsu.
≈ Meteor Drive can only be used twice per battle and counts to the user's 3 jutsu.

‡ Approved ‡ Made a edit.
 
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Gutsy

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Re: Custom Jutsu Submission

(Ninpo: Yūgen shōgekiha)- Ninja Art: Profound Shockwave of Awareness
Type: Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: N/A
Description: Yūgen shōgekiha, a move developed by the talented Jiraiya showcases the rudimentary and often bypassed use of chakra. The ability to induce a physical disturbance on the opponent without actually harming them, drawing a little inspriration from Killing Intent. The move begins by having the user's foot/feet on the ground, this is essential to the technique and if this simple requirement is not met it fails. Once the user has connection to the ground with at least a foot he will stop his leg, sending chaka racing through the ground in a controlled manner towards his opponent(s). This chakra ripples underground by about 2 meters to avoid any surface disturbances, once it reaches below the opponent it will race up into their bodies flushing their chakra system with the user's. This is also a form of Kai and can release the opponent from Genjutsu but the main use of the foreign surge is to overload their tenketsu with as much as the user's chakra that they are left momentarily in a state of shock, like having a wave of uncontrollable feelings rush through their bodies. With the chakra consisting of both physical and spiritual energy both the target's body and mind are sent into a state that can only be described as a profound one, so much that the opponent is lost for words and actions as an indescribable sensation races over their entire bodies. This only lasts the duration of the turn its used and opponent's will easily overcome the feeling once the chakra finishes surging through them. The surge also disallows them from performing any chakra costing Ninjutsu techniques up to S ranked due to an already S ranked amount of chakra in their system, but with basic Ninjutsu weak to elemental Ninjutsu the user is free to perform Ninjutsu surge like techniques of A ranked and above to break free from this alien surge. Alternatively, the user can have this technique affect multiple targets in an 360 degree manner of his position but this only reaches up to Mid ranged as opposed to a more focused, Long ranged reach.
Note(s):
- Can only be done 2x
- No other Ninjutsu techniques above A ranked in the same turn and the next
- Cannot be used on opponents who already has a continuous surge of chakra running through their system, regardless of rank

‡ Declined ‡ DNR.

(Hikigaeru No Himitsu) –The Toads Secret
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Signers of the toad contract have learned to harness the unique venom that is found within The Cane Toad and other toad species. The venom from the different toads are gained through extracting it from toads and storing it in bottles for later use, or by applying it to the weapons of the users choice, such as swords, axes, kunai, shuriken, senbon etc. It may even be applied to smoke bombs, flash bombs and tags so when they explode the venom will be carried by the explosion to the enemy. This makes for a very dangerous and possible lethal arsenal of weaponry for future combat. Unlike most venoms found in other animals, the toads’ unique venom which is found inside the toads and on their skin as it is produced by the glands, does not require to enter the enemy’s body to affect them. The toxicity of a toad’s venom depends on the amount and to affect an enemy it only requires touching the skin of the person or animal. The toads venom will cause an enemy to become dizzy, having blurred vision as well as slurred movements, and if the enemy is affected by too much venom it will cause bleeding from eyes, nose and other areas as well as involuntary coughing. This venom that is produced by toads can be utilized in several ways by the user.

The user is, due to their mastery of toads and having studied the venom, has become capable of producing said venom from their body as they manipulate the glands that they will make to do so, so that it coats their skin like a layer of sweat. This is utilized in combination with Taijutsu. When this is done the user is far more lethal as he only needs to graze or touch the enemy to affect them, yet the effect that it has on the enemy depends on the strike. If the user is capable of touching the enemy once, the opponent will not feel anything for the first turn, yet the next turn he will begin to be slightly dizzy as well as having slightly slurred movement due to the touch of the venom on the users’ body. Yet this is what a single touch does, nothing more nothing less. If the user wants to do more lethal damage upon the enemy he needs to strike them further. After each strike that is done to the enemy, the effects will become more severe, and they last for the entirety of the battle unless the enemy has an antidote towards the venom of some sort. Due to the studies of the toads and having mastered its abilities, the user has become immune towards any and all toad venom. The venom on the users body stays on his body for the entirety of the battle unless it is washed away.

The user is also capable of utilizing the venom that they produce or gain by extracting it from other toads, by applying it to different weapons and tools. The user is capable of applying this venom to their armor, sword, axe, arrow, kunai, shuriken, senbon, whips or any other kind of weaponry. This means the venom is also capable of being used not only on weapons capable of being thrown or shot towards the enemy, but also capable of being used together with a sword and thereby used together with Kenjutsu techniques. This of course causes the weapons and the users Kenjutsu strikes to be more lethal, as they merely need to graze the enemy to cause the before mentioned effects. To make the users arsenal even more dangerous, the user is also capable of placing this toad venom upon smoke bombs, flash bombs, explosive tags, chili pepper bombs and any of the likes, so when they do explode they will not only cause the effect that they normally do, they will also cause the small amount of venom that is placed upon them to be carried out into the area with the blast, so it will hit the target and cause immediate effect. Below is a small table that shows how many strikes, touches of venom that is required for each effect to take place. Every time a strike happens it stacks upon the previous one and causes more severe actions as seen below. After the last strike in the table below, it will cause the enemy to eventually die from the effects after his turn is complete. The effects of the venom take place one turn after the strike happens.

1 Touch/Strike: Dizziness and slurred movement
2 Touch/Strike: Blurred vision, difficulty seeing
3 Touch/Strikes: bleeding from nose and ears
4 Touch/Strikes: bleeding from eyes, nose and ears
5 Touch/Strikes: Bleeding from eyes, nose and ears as well as coughing up blood involuntarily (Eventually it will end with the death of the enemy)
Note:
- User must have signed and mastered the Toad Contract
- The user is only immune towards venom that originates from the toads
- The Jutsu is capable of being used four times per battle
- The Jutsu can be used to create an arsenal of weaponry outside of battle

‡ Declined ‡ This is a copy of Zaphkiel's technique for spiders. You even have a spoiler highlighting the different effects just like he did.

(Kuchiyose no Jutsu: Tahm Kench) –Summoning Technique: Tahm Kench
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Tahm Kench, a legendary toad from ancient times said to be almost as old as Gamamaru the Great Toad Sage. Into a sunken town the handsome Jiraiya ran, for he owed gold and blood and yet had none to spare. He was desperate, and before long he was about to walk away and change his path, when he heard a song call on him to change his luck again. Now the singer was a creature, with the biggest mouth Jiraiya had ever seen. “Excuse my song” the monster toad said, “the tunes purpose was your attention for I knew you had troubles, and I can offer solutions… can you save me from this bind you ask… boy the world is one river, and I am its King”. Jiraiya was offered a solution for a simple prize, the toads hunger to be satisfied when he so wished and Jiraiya took it. The monster toad is a giant, dark brown and green swamp colored toad, that stands as tall as a large two story building and with a mouth and stomach so large that it can consume almost anything, especially when it expands its stomach it is capable of consuming animals and people with ease, even summoning animals larger than him. The massive toad has a grim and dark demeanor unlike the other toads, wearing old metal hand braces that used to be handcuffs, and he has a small mustache. The toad saved Jiraiya and accepted to be part of the contract, yet he would not be a pet of any sort neither would he rest until Jiraiya paid his debt. The toad was never summoned again, yet when it came to Jiraiya finding a woman he actually liked, a beauty, the toad would appear rising out of the water nearby. Even tho Jiraiya tried everything he could to cast out the toad, it ate all of the gold, the food and all the presents and even the house for its hunger, nothing satisfied. Before Jiraiya knew what had happened the toad monster had snapped its jaw around the woman tearing her apart with his almost shark like teeth, snapping bones and ripping flesh apart as he devoured her in front of him. It was only afterwards Jiraiya was capable of subduing the monster toad. The massive monster toad with his stomach that cannot be satisfied and his teeth that can tear anything apart was subdued by Jiraiya and is now forced to do Jiraiyas bidding for what he had done. Jiraiya first realized the horrifying powers the toad actually possessed when he summoned him for the first time. With his dark demeanor, razor sharp teeth and white eyes he would come off as terrifying to anyone standing before him.
With his powerful tongue and jaw, Tahm Kench is capable of releasing his tongue out in a straight line, in which it with great force will either smash into the target or wrap around them, sticking to them due to its sticky like liquid upon the tongue. This can quickly subdue the target before the tongue will retract back into his mouth, where he would snap his jaws closed, devouring the enemy. His jaw is capable of breaking bone, tissue, organic materials and even some metal of lower resistance (bite and crush through B-rank and below solid objects). Besides his powerful jaw and tongue, Tahm Kench has a unique stomach which allows him to, with his acidic stomach fluids, completely devour animals and organic matter within seconds after it enters his stomach. This of course means immediate death, if the person or animal inside him does not react immediately. Yet there is one thing he can do, he can keep the one who summoned within his mouth, keeping him safe from attacks if he so wishes.

Besides these features that the legendary River King has, he is capable of three different techniques of his own, a particular set of abilities which makes him a nightmare to anyone who meets him.

The first ability that Tahm Kench possesses is the power to literally swim through both water and earth, as he releases chakra from his body, so that the earth around him turns into a swamp like state, so he can swim through it and deep into the ground if he wishes. This allows him to swim on land as well as on water, but not only that, he is capable of swimming at very high speed, through the ground to any desired location and hide if he wishes. And while doing so the ground which he passes through will immediately turn back to normal after he has passed leaving no trace of him. This allows him to take refuge underground, or make a surprise attack as he shoots up from the ground like a bullet devouring anything that he catches with his mouth as he comes out.

The second ability which he possesses is the power to release a powerful jet stream of highly acidic stomach fluids from his mouth. This jet stream is so powerful and so acidic that it slices and melts through organic matter, flesh and metal with ease. And the powerful stream shoots out with very high pressure, also being capable of changing its direction by simply turning his head. This stream has a very long range and can be used to slice and melt through anything. The second ability can also be used in another way. This other way allows Tahm to keep the acidic stomach fluid within his stomach and building it up so that it fills up almost the entire stomach. This is of course mostly used when he has consumed an enemy, and this is done to suffocate them and increase the speed at which the enemy is devoured.

The final ability which Tahm possess is the power to dislocate his jaw, opening it so wide that he can devour virtually anything (not boss sized summonings) while then using his massive stomach and his large lungs, he begins to suck in anything within mid-range from him. When he does so, he creates a powerful vacuum like effect, where everything is sucked in with immense force, and everything is sucked straight into his stomach and devoured the moment it touches his stomach fluids. The technique is stopped when Tahm decides to close his mouth again and not allowing anything to leave his stomach. This powerful vacuum effect is so powerful that it requires great strength to be capable of standing his ground and not be sucked in.

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Note:
- The first ability to go underground and swim around is considered a B-rank technique and it has a long-range reach.
- The second ability which allows Tahm to use his stomach fluids in two different ways is considered an A-rank technique and it has a long-range reach if used like a stream.
- The third and final ability is considered a very powerful S-rank technique which sucks in everything within mid-range from Tahm.
- The first ability can be used 3 times per battle, the second ability can be used 2 times per battle and the third ability can be used 2 times per battle.
- Tahm stays on the battlefield for 5 turns
- Requires the user to have signed the Toad Contract
- No other summonings on the battlefield at the same time

‡ Declined ‡ Shorten this.
 
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ZandaT

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Re: Custom Jutsu Submission

(Fūinjutsu: Gitai hakai shīru) - Sealing Arts: Mimicry Destruction Seal
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: This sealing technique is a rather simple acting one. Using a seal with the word either on paper or somewhere on one’s body, the seal will remain dormant until the enemy’s chakra makes contact with it. If this seal is used against an enemy technique, the moment the technique comes into contact with the seal it will cease and a seal will be placed on the source of the chakra (the opponent). The seal restricts them from using the same type of chakra that was used for their previous technique. For example; if used on an elemental technique, it would prevent them from molding chakra of that element. If used on raw chakra techniques or special chakra types it seals them. If this seal is placed directly onto the victim’s body, the user can specifically determine which chakra nature they seal off.
NOTES
►User can only have two of these seals in their possession.
►The restriction lasts for 6 turns unless otherwise broken.
►Only one of this type of seal can be in play at a time meaning a minimum six turns before re-use.
►No other techniques S rank and above the same turn the seal is used
►No Fūinjutsu for one turn afterwards
►Can only be taught by ZandaT

✦ Declined, doesn't make much sense; simple contact with a technique won't bind and prevent someone from using chakra of that nature. OPed and illogical. ✦


(Fūinjutsu: Shīru Gyakuten) - Sealing Arts: Seal Reversal
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: This sealing technique was inspired by the Uchiha’s ability to break and reverse the genjutsu of their opponent back onto them. This technique accomplishes the same feat only with sealing based techniques. With a plain black sealing tag on their person or body, the user will wait until some sort of adverse sealing is acted upon them by their opponent. Upon having their capabilities sealed somehow the user can activate the black tag which will infuse into the opponent’s seal (tangible or not) and neutralize it. In the second phase of this technique the opponent’s seal is re-implemented, however this time against. The draw back to this technique is that the full effects of the jutsu only work against one sided sealing techniques, i.e techniques that seal only the opponent. If the seal being targeted seals both the user and their opponent then this technique cannot re-implement seal. As well, if the sealing technique used by the opponent requires a type of chakra that the user doesn’t possess, it will cannot be re-implemented against them.
NOTES
►Can only possess two of this seal and only one can be used at any given time.
►Can be used 2x per battle
►Has a 2 turn cool down
►No other sealing jutsu in the same turn.
►Can only be taught by ZandaT

✦ Declined, this implies that one seal can give the user access to anything that was sealed from them, ultimately acting as a key for several seals ranging from elemental chakra, spiritual energy and physical energy as well. Too broad. ✦

(Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: (-30 from user when sealing activates)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, a circle on the wrist band will emit a bright colorful light corresponding to the known energies of the Ninja World (our current rp). The circle will glow purple for Keigoku, green for natural energy, gold for Kiyoshi energy, blue for Force energy, and red for Ethereal energy (what the Katsuryoku use) within range. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the energy back into the wrist band. The jutsu is quite helpful for shinobi that does not have any energy sensing abilities, but its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Can be used 3x per battle
►Has a two turn cool down when a S-Rank technique is sealed
►Can only be taught by ZandaT

✦ Declined, collides with a Seal I submitted some time ago. ✦

‡ All Pending ‡ Leaving for another mod.
 
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Noni

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Re: Custom Jutsu Submission

(Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on technique)
Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This technique acts as a second life to many water techniques: streams, projectiles, humanoids, armors, etc. Essentially the mist around the water will be intangible and initially play no role in the clash of the two original techniques, however, when the users original technique is weakened, the mist ability be put into fruition. The mist will turn into a body of water, and flush itself back into original body of the technique, regenerating it if it was weakened or reforming if it was negated/overpowered. This mist can regenerate specific parts of the water structures or its whole body, and can only be used once for the whole body or body parts (mainly applies to humanoids). The regeneration of the technique happens instantly when attacked and passively. When reforming a weakened technique, after reformation the technique will remain the same rank it was before. If reforming a technique that was destroyed/overpowered, it will be one rank below. This technique can be used with only water techniques, and extends to many different variants of water- syrup, crystalline, rain, etc. The technique after reformation will have the same bodily movement and abilities it had beforehand. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with a jutsu.

Note: Can only be taught by Noni
Note: Can only be used three times
Note: Can not be used on forbidden rank techniques
Note: Does not work on KG/CE variants
Note: Can not be combined with both Ceto, and Davy at the same time, but can so with only one of them

‡ Declined ‡ I just don't see myself approving this.

(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 for body movement attacks)
Description: The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. Its movements are governed entirely by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, where the beast prevails the most, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can completely absorb chakra of techniques up to its current ranking. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well, making this beast a great defensive tool in its mist form, but it has very little offense. At most its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing chakra for the opponent or a technique costs one move. As well as intangibility allowing physical attacks to phase through its body, avoiding them at all cost. And with its light nature, can float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent with physical attacks, and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would be a detriment to the opponent for a risk of getting stuck would be likely. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. The syrup form has more supplementary use then anything else, and moves at normal ninja speed. Lastly, its crystalline body, its base body, is quite slow, but presents a great offensive tool. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The crystalline body can erect spikes out of its body randomly to be used for attacks when needed that extend up to mid range (costs a move). This beast provides a great tool offensively, very little defensively and supplementary however. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so then on earth).

Note: Can only be used twice
Note: Must be taught by Noni
Note: Stays on field for four turns
Note: Follows elemental strength and weakness
Note: Requires one turn cool down before re-use
Note: Can not use water above S-rank the turn the jutsu is created
Note: Can not used water S-Rank and above the turn the jutsu is dispelled
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‡ Declined ‡ For one, this needs to be shortened. Two, this contains too many abilities. The sticky threads is fine but the crystalline one won't be capable of using any abilities. There's a lot of excess description here, especially for the sticky and crystalline ones. It's obvious what they can do given their compositions, no need elaborate so heavily on it.

(Suiton: Gōjasuna gurando shūryō)- Water Release: Gorgeous Grand Exit
Type: Offense/Supplementary/Defense
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: This is a two part technique that acts specifically depending upon the type of technique used: streaming (controlled humanoids, continuous attack, etc) and projectiles (sentient humanoids, launched attacks). For streaming, whenever the opponents technique is either negated/destroyed, or unable to get it off in time specific to time frame in the RP) their will be a trace of mist left behind after the negation of the technique. The mist will act for two things, it will be used to harm the opponents vision (dojutsu included). It will also have a chakra absorbing aspect, for it will passively move forward due to momentum and cover the area from where the streaming technique was negated and onward, it will be a sort of wall of protect against an opponents next technique, for it to be weakened by 20 chakra points, or if the opponent is in close proximity or covered by the mist, he will have his chakra absorbed as well by 50. For projectile based attacks, the mist will appear as a trail right behind the users technique. Once again, the trail will move forward due to momentum and cover the area in between the user and opponent (and if the opponent if close enough). The effects remain the same as it was for the streaming aspect. However, just like how the opponent might have visual difficulties, so might the user. The mist glossed over the terrain will be logical in size of the initial technique. Lastly, if the user is to somehow make contact with the mist, it will not absorb their chakra. After the mist clashes with a technique, it will disperse, but contact on the opponent it will remain for a duration of three turns, or until the opponent disperses the mist. Terrain changing water techniques can also be applied here as well, just about anything can logically. As well as the forms of water (e.g. syrup). The creation of the technique can be done within the same time-frame the attack is sent by simply performing an extra hand seal during performance.

Note: Can only be taught by Noni
Note: Can only be used four times
Note: Does not work on Forbidden rank water or KG/CE variants of water

‡ Approved ‡ Made some edits.
 
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BusinessManTeno

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Re: Custom Jutsu Submission

(Ninjutsu: Fukai Pa-puru) Ninja Art: Deep Purple
Type: Offensive | Defensive | Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn for each ninja, -20 to reform)
Damage: N/a
Description: Deep purple was designed for multiple purposes being a unique type of ninjutsu. The user will channel chakra into its fist then physical release it into a physical orb the size of a baseball of pure chakra. Once done the user will do the tiger handseal then blow out of his mouth which takes the shape of a translucent type of smoke, though its not, onto the orbs of chakra. The translucent breath once breathed upon the orbs will then take shape of ninja warriors with the orb of chakra in the epic center of their body. This is not to be confused with clones as these ninja warriors can not mold chakra of any kind but have the physical capabilities of dealing small damage. Each of these ninja warriors are controlled via the mind of the opponent, and speed matches that of lee without leg weights, while the physical damage from each of these deal no more then 10 DMG, not even enough to bruise the opponent unless hitting the same spot multiple times building up damage. The unique thing about deep purple is that, the user can reform one of the ninja warriors with the cost of -20 Chakra. This technique is mainly used as a distraction. The user is able to merge all of these ninja warriors making a ninja warrior twice as fast as its original body alone, allowing it to deal C rank damage freeform and must be dealt S rank damage or below to disperse

Note: Takes B rank or below to disperse the ninja warrior
Note: Stays on the field a max of 4 turns
Note: If recreated, the ninja warrior can stay on the field for another 4 turns
Note: Can use twice with a 5 move cool down period.

‡ Declined ‡ This is very similar to what Afro did. I was also tempted to approve this because of the coloured. " Each of these ninja warriors are controlled via the mind of the opponent". That would have been hilarious lmao. You can get Afro's permission to resubmit but the merging thing and them double their speed needs to go. Also, is there any way to destroy them for sure? They seem like they would be a real nuisance to deal with.

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(Ninjutsu: Desaki) Ninja Art: Re destination
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 25
Damage: N/a
Description: This technique is only useful when summoning, allowing the opponent to chain this with the summoning jutsu, acting as 1 technique overall. The user once complete his ritual handseals/drawing of blood, the user will chain the half handseal right after before he palms the ground. This allows the user to summon his summon anywhere on the battle field that suits his needs. Example, if the user has a summon thats summoned in the sky, he can re-position the summon to appear infront, behind, to the side, or even below the user. This technique can be summon as much as summoning a land animal in the water, or a summon above the opponent to crush them (this deals B rank damage) or far behind the opponent for a surprise attack.

Note: Can use 3 times per battle

‡ Declined ‡ *Summons Gamabunta on top of the opponent*. Sorry but this is somewhat OP especially when combined with Scaze's Summoning Explosion.

(Genjutsu: Tetsu Kikyuu) Illusionary Arts: Hide and Seek
Type: Supplamentary
Rank: B
Range: Short - Mid
Chakra: 25
Damage: N/a
Description: This is a very useful technique allowing the user to play mind games with the opponent. The user will do the tiger handseal, which induces the opponent into the illusion. What the opponent will see is the user pressing his hands on a flat surface being the ground, a wall, a building, etc. Creating a large portal which the user will then get inside of. Once the user enters the portal, the portal will close up, letting the opponent believe that the opponent is no longer there. The user will then emerge from a portal anywhere around the opponent, poking his head out. This technique is normally used to enrage the opponent. In reality the opponent still has reign over his body as if he wasnt in an illusion, the only thing is that the opponent does not see the real user but the fakes coming in and out of portals leaving him open for attack, but can backfire if not careful.

Note: Can use a max of 4 times
Note: This technique last 2 turns, unless broken
Note: Dojutsu users and sensors can sense/see the real body even through the illusion without breaking it.

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‡ Declined ‡ Do you have control over what portals you emerge from? or is it pre-determined when you first cast the genjutsu? like you just keep randomly emerging from portals around the opponent? It can't be something you control unless you maintain the illusion (meaning you can't perform any other techniques while it's active).
 
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Yanks

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Re: Custom Jutsu Submission

(Takeda no Sukāji) – Takeda's Scourge
Type: Weapon
Rank: S
Range: Short–Mid
Chakra Cost: N/A (-10 to activate mechanism)
Damage Points: N/A
Description: Takeda's Scourge is a multipurpose gauntlet that was originally designed and created by the expert weapon user, Takeda Takahashi. Composed of an iron-aluminum alloy, this gauntlet is just as strong as titanium and just as light, preventing any hindrances to the user's general speed. Because of the strength of this alloy, Takeda's Scourge is virtually indestructible when faced against freeform ninja tool/sword attacks. On the left and right side of the gauntlet, are two, small compartments that contains two metal whips. The whip in the left compartment has the appearance of a thick metal cable with a ribbed surface and razor-sharp point at it's end. The whip in the right compartment is a thick, but smooth metal cable with a retractable grappling hook at it the end of it (which can also act as a spearhead when not in grappling use). The whips are generally flexible, but can be straightened to be used as a makeshift sword.
Abilities:
To activate the gauntlet's mechanism, the user would flow chakra into it, which would cause either one of the whips shoot out of it's respective compartment and reach up to 7m in length. The ribbed whip has 10 hidden blades, which the user can decide to activate at any given time (when activated, it faintly resembles a spine). The smooth whip, as mentioned before, has a large retractable grappling hook that they can use to grab on to objects such as ledges, boulders, and even humans. The hook/cable can carry objects up to 115kg in weight and can be swung around with relative ease. Due to the it's hard, titanium-like properties, the whip's spearhead has the ability to pierce/break through Doton structures, up to and including C-Rank.

♦ Must be taught to use by Yanks
♦ Only one whip can be used at a time
♦ Activating one of the whips count as 1/3 of the user's turn count

‡ Declined ‡ Similar to Best's Custom Weapon.
Permission to re-submit [ ]

(Takeda no Sukāji) – Takeda's Scourge
Type: Weapon
Rank: S
Range: Short–Mid
Chakra Cost: N/A (-10 to activate mechanism)
Damage Points: N/A
Description: Takeda's Scourge is a multipurpose gauntlet that was originally designed and created by the expert weapon user, Takeda Takahashi. Composed of an iron-aluminum alloy, this gauntlet is just as strong as titanium and just as light, preventing any hindrances to the user's general speed. Because of the strength of this alloy, Takeda's Scourge is virtually indestructible when faced against freeform ninja tool/sword attacks. On the left and right side of the gauntlet, are two, small compartments that contains two metal whips. The whip in the left compartment has the appearance of a thick metal cable with a ribbed surface and razor-sharp point at it's end. The whip in the right compartment is a thick, but smooth metal cable with a retractable grappling hook at it the end of it (which can also act as a spearhead when not in grappling use). The whips are generally flexible, but can be straightened to be used as a makeshift sword.
Abilities:
To activate the gauntlet's mechanism, the user would flow chakra into it, which would cause either one of the whips shoot out of it's respective compartment and reach up to 7m in length. The ribbed whip has numerous hidden blades, which the user can decide to activate at any given time (when activated, it faintly resembles a spine). The smooth whip, as mentioned before, has a large retractable grappling hook that they can use to grab on to objects such as ledges, boulders, and even humans. The hook/cable can carry objects up to 115kg in weight and can be swung around with relative ease. With enough force applied, the hook can crush anything within reason if the user wishes to. Due to the it's hard, titanium-like properties, the whip's spearhead has the ability to pierce/break through Doton structures, up to and including B-Rank.

♦ Must be taught to use by Yanks
♦ Only one whip can be used at a time
♦ Activating one of the whips count as 1/3 of the user's turn count
[video=youtube;cDUW6v7seS0]https://www.youtube.com/watch?v=cDUW6v7seS0[/video]

[13:15 – 13:49] For an example of it's use

‡ Approved ‡
 
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Summer

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Re: ±±Custom Jutsu Submission±±

resubmiting

(Kesshou: yuka) - Crystal: floor
Type: Supplementary
Rank: S rank
Range: Short - Long
Chakra Cost: 40
Damage Points: NA
Description:
The user does three handsigns begins by building up there crystal chakra and proceeds to turn the top 3 feet of the ground into crystal making it so the enemy's are no longer touching the ground and able to manipulate the ground itself. This also can be used as a focus point for making crystal jutsu's rise up from the platform faster as there is already a crystal source to draw from. The platform can be damaged but it will take a jutsu equal in power to do so, following elemental interactions. The user also has the ability to control how far the range of the technique will work but has to state during the jutsu process which ranges are being effect. Speed reference for building the platform is similar in speed to crystal labrynth.

Restrictions: can only be used once
: earth cannot be manipulate from the ground as long as this jutsu is on the field for either the user or the enemy.
: no other crystal jutsu's can be used in the same turn.
: this jutsu stays on the field for 4 turns.
: only guren can use this jutsu.


 Approved  Edited​
Futon Hauringu Katsu ) Wind Style: Howling Splitter
Type: Offensive
Rank: S Rank
Range: Mid- Long
Chakra: 40
Damage: 80
Description:
The user of this jutsu will harness wind in such a way that leaves a howling rip across the battlefield. The user will form four handsigns and having wind chakra built up in the lungs will expel a stream of wind from there mouth. The wind will split in half down the middle using the users tongue to divide the mouth during expulsion. The wind expelled will form into two trains of wind which will will arc from the user outwards and then crash towards the enemy moving back inwards towards them riding on a wind rail system. The trains are natural scale of what a train would be. These two twin ghost looking trains will crash into the enemy from either side of them. The user however could instead do a single train that goes straight towards the enemy at a slightly faster speed as they are not following an arced path towards the enemy. The trains themselves will not make much noise except for the swooshing of the speed it's moving.

Looks:

Restrictions:

+ can only be used once per battle

+ cannot use wind in the next turn

+ no wind above A rank in the same turn

Can on be taught by Juha

‡ Declined ‡ Similar to Wesobi's jutsu. Also trains? Is that you Sheldon?


Futon Baikyuu Rifuto )-Wind style: Increased lift
Type: Supplementary
Rank: C Rank
Range: Short
Chakra: 15
Damage: N/A
Description:
This jutsu was used in close combat and also for mid air evasion's. The user focusing wind chakra on the tenketsu points located at the user's armpits. The user will exert a gust of wind from the armpit area which can lift a user into the air 10 feet. Depending on the users body positioning the user could excel faster towards the enemy with there body angled correctly. The user can focus on either of the armpits to release wind from or a single armpit to throw you for a sideways flip or roll when seriously pressured. While in mid air this technique will guide you an extra 10 feet higher into the air.

Can on be taught by Juha

‡ Declined ‡ Gusts of wind from the armpits? :/

Was approved here:

(Kesshou: yuka) - Crystal: floor
Type:Supplementary
Rank:S rank
Range:Short - Long
Chakra:40
Damage:NA
Description:
The user does three handsigns begins by building up there crystal chakra and proceeds to turn the top 5 feet of the ground into crystal making it so the enemy's are no longer touching the ground and able to manipulate the ground itself. This also can be used as a focus point for making crystal jutsu's rise up from the platform faster as there is already a crystal source to draw from. The platform can be damaged but it will take a jutsu equal in power to do so, following elemental interactions. The user also has the ability to control how far the range of the technique will work but has to state during the jutsu process which ranges are being effect. Speed reference for building the platform is similar in speed to crystal labrynth.once the ground is covered with crystal the user can user crystal from the floor creating structures found in the canon list that required handsigns and no longer need use of handsigns, because of having a large existing source already made. The user is simply manipulating from the pre made source of crystal.

Restrictions: can only be used once
: earth cannot be manipulate from the ground as long as this jutsu is on the field for either the user or the enemy.
: no crystal jutsu's above B rank can be used in the same turn.
: this jutsu stays on the field for 4 turns.
: only guren can use this jutsu.

‡ Declined ‡ You're free to change the restrictions, they're a bit heavy but nothing more.
 
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Penguin

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Re: Custom Jutsu Submission

Suiton: Suishin Pengin - Water Style: Propelling Penguin
Type: Supplementary
Rank: C-rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: A very simplistic suiton ninjutsu in nature, combining the ideals and characteristics of Suiton: Suidan no Jutsu and Suiton: Suihachi, the user will produce very powerful streams of water from their hands and or feet, propelling them through the air at ridiculously high speeds. The speeds are so fast, nearly doubling the user's base speed when using this jutsu, that the user would not be able to react accordingly or even see things clearly unless their reaction times dictate otherwise. The jutsu is not meant to be used offensively, but to simply outrun any technique coming for him, but it has it's downsides. To the average shinobi, this jutsu is a double edged sword due to the fact that they cannot process their environment faster than what they are moving, so they would be prone to hitting things that slower moving targets could avoid.

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

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‡ Declined ‡ Eh, I don't like the mention of double speed. I'd remove it but you elaborated on it so extensively.

Suiton: Hogo Pengin no Tangan - Water Style: Plea of the Protective Penguin
Type: Offensive/Defensive
Rank: C-S
Range: Short-Mid
Chakra: 15-40
Damage: 30-80
Description: A fairly simple but effective suiton ninjutsu, Hogo Pengin no Tangan is a suiton ninjutsu that uses the properties crystalized water to coat the blade of a sword. The user would put as much or as little chakra into the blade to crystalize as they want, and then they would simply cut through an opposing jutsu, releasing a crescent of crystalized water towards the opponent. With paramount chakra control, the user would then control the crescent of crystalized suiton much like the jutsu Suiton: Nagareru no Yari, only except instead of hand movements, the user would control the crescent via waving their sword up, down, left, or right. The user could control the crescent up to mid range with ease, and due to the crescent's properties of crystalline water, it's cutting power would be unmatched, even compared to the famous Suiton: Suidanha.

Note: Can only be used twice
Note: Can only be taught by Penguin

‡ Declined ‡ No more Japanese names when referencing things. ENGLISH PLEASE. I also see no reason for this to be multi-ranked.
 
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Joker

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Re: Custom Jutsu Submission

(Suiton: Haha no giman no hogo)- Water Release: Mother's Deceptive Protection
Type: Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This technique is based of the reflection jutsu Water Mirror Technique. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc). After the sphere does its job, it disperses, it will remain dormant around the technique until interaction with an element.

Note: Can only be used three times
Note: Can not be used in consecutive turns
Note: Can only be taught by Joker
Note: Can not be used on Forbidden rank water techniques
Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Elemental strength and weakness stays the same

‡ Declined ‡ I'm torn on whether or not I should allow this. Remove the last line or rewrite it since it doesn't make such sense. Clarify how long this bubble lasts. I also don't understand the following note "Can not be used on Forbidden rank water techniques". Does this mean this is a jutsu which is applied to existing water techniques and isn't a shield/defensive type of jutsu? If so, I'm completely against that. This is powerful enough without you being capable of applying this to existing jutsu. This is a basic defensive jutsu that sends techniques back to the opponent in water form, nothing more. Remove the references to the water mirror.

(Suiton: Sōzōnushi ni taisuru)- Water Release: Against the Creator
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will perform two handseals before focusing their chakra into a technique produced mist in order to grant it a unique ability. Essentially the mist is able to absorb the traits of techniques in such a way it becomes tough for the opponent to perform them. Whenever the opponent performs specific elements, the mist will absorb this trait, and be used in such a way to attack/disarm the opponent. This is done by the mist conducting/absorbing the material around the short range radius of the user and harming them in such fashion, it will not be of an extreme degree, but it does hinder. When the user performs electricity, they will notice numbness shock attacks around the area. Fire attacks will heat the area around the opponent, burning them slowly, and making it tough to breathe. Wind will make cuts appear on the opponent with their movements (nothing deep). This technique is based of the chakra absorption of grudge rain, and reflection jutsu Water Mirror Technique. This absorption will only work on techniques A-Rank and below (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). This technique works under logical elements, not all elements will be able to cope with this, such as, solid earth, most water, wood, steel, etc. Solid elements that might have a chance to be absorbed (lava, mud, etc), will simply take the traits applicable, so lava would make the area around them hotter, mud would make the area around them stickier. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique without resistance. The opponents techniques will continue, and not be weakened, however, it might provoke the opponent in having to stop the manipulation of technique, at the least, some moderate pain depending on the absorption. The longer their manipulation, the worse the pain can get due to length and exposure to it (such as third degree burns, or complete paralysis).

Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Can only be taught by Joker
Note: Can only be used three times per battle
Note: Lasts three turns
Note: One turn cool down before re-use
Note: Cannot be used on Forbidden Rank Techniques

‡ Declined ‡ Again, remove the reference to the Water Mirror. What does that last note mean? Explain the bolded. Does this absorb compatible techniques or not? Does it absorb anything at all?

(Suiton: Greeting Death)- Water Release: Greeting Death
Type: Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: A heavily defensive-based technique for water release. Beforehand, the user will activate this technique as a stand alone instantly due to its lack of danger, this gives performing the technique much quicker the moment the user notices a fast moving/untraceable technique. Such techniques that require nothing, but eye contact, or physical activation provides this technique to be useful in the situation. The moment chakra meant to harm, or disable the opponent attempts to attack, or enter them, a mist will erupt all around their body in a swirling manner, covering them from head to toe. The mist is visible through though, so its easy to still keep visual of the opponent. The cloudy mist absorbs the chakra of the technique in such a way that it can effectively stop it, and not harm the opponent. Visual genjutsu is negated, and techniques that require eye contact is also absorbed rendered useless. After absorbing and complete protection, the mist passively will disperse away. This technique can only be activated within this specific scenario addressed, where it becomes impossible to notice the technique in any other way, it provides a great defense. This in some cases can work on taijutsu based attacks that move at pace faster then traceable, for the mist can absorb the chakra that requires the speed to be fueled, and essentially prevent it from being effective, but things that have speed from regular body training/energy (EIG, leg weights) will not be effected. Also, in some cases, momentum can still play a factor in the body attack, it won't fault movement completely, just take the chakra medium that allows for the great speed movement. It won't damage or distract the opponent either- the mist.

Note: Can only be used three times
Note: Can not used above S-Rank water next turn
Note: Can only be taught by Joker
Note: Can not be used in consecutive turns

‡ Declined ‡ I'm not sure what this is trying to accomplish at all. The chakra used in genjutsu doesn't "travel" and so it can't be absorbed before it enters the user's body.
 
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ᴍᴏᴏғʏ

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Re: Custom Jutsu Submission

(Suiton: Suika no Jutsu II) – Water Release: Hydrification Technique II
Rank: A
Type: Defensive/Offensive
Range: Short - Mid
Chakra cost: 30 (-5 per turn)
Damage points: 60
Description: This technique follows the very same concept as it's parent technique, "Water Release: Hydrification Technique" as a basis. The user can either infuse his already active Hydrification State, or simply activate and use this technique instead. The user will change the compounds of the liquid that make up his body, ranging from one to two at maximum simultaneously. Unlike it's parent technique, these conversions need to be sustained with chakra for prolonged usage. Specific body parts can be converted or even combined with two states within reason. (ie: Adhesive Mist.) Techniques released from the user's body acting as the source, will contain the same properties so long as the conditions logically allow it. In Crystalline form, the water is compressed to such a level that it appears to be almost crystallized in nature, increasing both defensive and offensive penetrating/cutting potential. Another variation will spread out molecules in the water, turning into a mist state. It can also be turned into a viscous and adhesive state, used to bind targets by sticking them or even an elastic-like functionality for more versatile usage in battle. Lastly, the absorption ability that takes advantage of both water's special traits as well as a Hozuki's natural talent for manipulating water. The user will absorb a source of water either naturally, or chakra-based in order to grow in size, equivalent to the technique/source absorbed (Up to the same rank). The user can choose to contain the water inside in order to maintain his enlarged form, or utilize it as a source for his next water-release technique. The user is free to create constructs out of his converted body, within reason. (ie: Turning his arm into a spear, extending a spike from his back, etc.)

⋩ Can be used four times per battle.
⋩ Can only be used by Hozuki Clan Biographies.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities.

‡ Approved ‡ Edited.

(Suiton: Suika Taijutsu) - Water Release: Hozuki's Body Modification
Rank: B-A
Type: Defensive/Offensive
Range: Short - Mid {Long}
Chakra cost: 20-30 (-5 per turn)
Damage points: 40-60
Description: Through the usage of this technique, the user will enter a hydrified state or manipulate his already activated state. Taking full advantage to manipulate one's body structure through the liquid state, the user will extend his limbs to deal ranged attacks, combining taijutsu and ninjutsu, being very similar to Gozu and Mitsuki's extending abilities to the normal eye (appearing as normal limbs that extend.) Not only can the user extend his limbs, but also artificially create new ones out of water, by materializing it or releasing it from his body. These could range from, extra arms that would function as normal ones, to even pair of wings to bestow the user the ability to fly or extra pair of eyes. When dealing ranged attacks the user can materialize crystalline layers of water that hover in front of the striking limbs in order to increase the potency of the attacks or even combine it with a layer of adhesive syrup to stick targets and draw them in closer. Naturally, this technique allows the user to blend into other water sources, either naturally or self made, allowing him to use the source as means of extending the range and versatility of his attacks. (ie: Blending into a pond and extending a liquefied arm from afar). Blending into water sources will leave the user completely undetected unless found through sensory means.

⋩ A-Rank can be used four times per battle.
⋩ Can only be used by Hozuki Clan Biographies.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities.

‡ Approved ‡ I assume this is only long-ranged when you blend into a source to accomplish this?

(Fūinjutsu: Kirigakure Kurisutaru Sagefuda) - Sealing Arts: Hidden Crystalline Mist Tag
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: (-10)
Damage: N/A
Description: A paper tag with the symbol for "Crystalline Mist" (晶霧). The tag is sealed with the user's chakra-infused mist which also contains crystalline particles mixed inside. The tag replaces the need for explosive notes and instead, releases mist instead of the ordinary smoke of an explosion. The crystalline water particles inside produce superficial piercing/shredding damage similar to shattering glass. The damage is equal to that of any ordinary explosive tag, barring the burning qualities in exchange for the shredding. These tags can be used in other Ninja Techniques that utilize explosive tags, as it replaces them, if the user wishes. After the explosion settles, the crystalline particles turn back into droplets of water as the mist spreads throughout a mid-range radius.

⋩ Must be posted as a reference when used.
⋩ Mist stays present in the field for four turns
⋩ Technique does not count towards Jutsu Count.
⋩ Technique must be placed in the user's biography(s).

‡ Approved ‡
 
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Goddess

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Re: Custom Jutsu Submission

(Genjutsu: Shaneko ) - Illusion Technique: Copycat
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40(-5 per turn)
Damage points: N/A
Description: After preforming 6 handseals (Tiger -> Dragon -> Boar -> Hare -> Tiger -> Bird), The user focuses chakra into the opponents chakra system. This puts them under an illusion of substantial power. The Illusion itself is explained as this: The user replicates any material into the opponents mind to confuse them and deter them from attacking or even figuring out the real attack. For example, when a Kunai is thrown by the user, he/she can inject chakra into the opponents mind. By using the basics of genjutsu, the user can replicate the image of that kunai to either conceal or confuse the enemy. This copy is completely identical to the original in terms of ability and looks. To the opponent the copy seems as real as ever. But in reality, the duplicate of the object doesn't exist. This illusion has a lingering effect and can last a certain amount of time. While under the illusion, the user has no way of telling they are under the illusion since everything stays the same except for the duplicated object. As the technique is active, the user can weave one handseal to make the copied object disappear and are allowed to copy another object from the real world into the illusion. Example - The user can weave a handseal to get rid of the recently copied Kunai and chose to copy the exact image of any object or person into that illusion so that it appears twice(copying the user themselves so that it appears they have used a sort of clone jutsu or copying a fire jutsu that was done by the user or opponent so that it is shown to the opponent twice. Copying one's index finger so that instead of seeing one index finger the opponent will see two.)
Note: Can only be taught by Goddess
Note: Technique lasts 4 turns.
Note: Can be used twice per battle but must have a 3 turn gap between each usage.

‡ Declined ‡ Similar techniques exist.
 
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Shady Doctor

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Re: Custom Jutsu Submission

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Yoi monkīfisuto | Drunken Monkey Fist: Don’t Touch My Banana
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra Cost: N/A
Damage: N/A
Description: This technique utilizes the elements of the playful monkey and is designed, not only to defend, but to increase the opponent’s frustration. In this technique the user makes use of various acrobatic movements; flips, rolls, jumps, bobbing and weaving and taunting motions to avoid enemy attacks and mocking their inability to hit them. This is not an all encompassing defense as the user can only defend/dodge at their current speed level and against other taijutsu or general small area techniques. As the Drunken Fist makes use of highly unpredictable movements that ordinary shinobi would need training for, these acrobatics enable the user to effective bob and maneuver in ways that cause the opponent to be unable to successfully land an attack.

‡ Declined ‡ What makes this any different from Scorps' Flip and Roll Techniques?

( Hebereke Seiyuuki Genkotsu: Saru) - Drunken Monkey Fist: Monkey See, Monkey Do
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The user will progressively walk toward their opponent in a stumbling and hunched over manner with his arms swaying back and forth like a pendulum, triggering an illusion. As the victim sees this swaying motion, they will find themselves beginning to do the same as their eyes consciously follow the movements of the user, unwillingly copying the movements of the user. The illusion will progress and have the shinobi feel as though they are dazed and they will begin to see after images of their opponent as though they (the victim’s) perception are becoming disturbed. It is then that the user will disappear from their perception, having spun and executing a powerful taijutsu blow to the back of the foe's body.
Note: This can be used 4 times a battle with a 1 turn cool down usage.

‡ Declined ‡ These effects go beyond the normal limitations of Genjutsu (controlling the opponent's movements/hypnotizing them).

( Hebereke Seiyuuki Genkotsu: Kirikoe ashi no sutansu ) - Drunken Monkey Fist: Paw of Lord Kirikoe
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 20
Damage: 40
Description: The user, with their hands out in front of them, will imitate drunken movements. The user will then suddenly turn his palms out with his fingers wide like a monkey’s paw/claw. This subtle movement creates the illusion where the victim sees the user accelerate quickly while ducking their body slightly almost as if the user disappears and re-appears much closer to them. The victim will then see the user thrust both their palms aiming at their solar plexus and heart or any other vitals on the lower torso and stomach. In reality, after turning their palms the user executes a powerful roundhouse or side kick aimed anywhere but the target area the illusion captures; meaning if the illusionary attack was on the torso, in reality the opponent would get hit anywhere but the torso.

‡ Approved ‡
 
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Yasopp

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Re: Custom Jutsu Submission

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

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

‡ Approved ‡

(Shakuton: Bizu) - Scorch Release: Beads
Type: Offensive/Defensive
Rank: C
Range: Short - Mid (Made within Short-range)
Chakra: 15
Damage: 30
Description: A very low ranked, but helpful jutsu. The user creates 6 medium sized suns (30 inch circumference, same size as basketballs) and joins them together to create a large bead, similar to the ones worn by monks. These beads are controlled by hand movements and can be used to attack and defend in many ways.
Note: Once performed, the bead can stay for the rest of the battle until destroyed

‡ Approved ‡
 
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