[ARCHIVE] Custom Jutsu Submission - II

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Gobi Gobletsson

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Re: Custom Jutsu Submission

(Doton: Tsuchiumare) - Earth Release: Dirtborn
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10
Damage: N/A
Description: Dirtborn is a technique made for tracking purposes, and overall view of the field, above and underground. After unleashing a pulse of chakra throughout the earth, the user is capable of creating a visual overview of the field, mapping it out in his head in a 3D perspective per say. All will become visible to the user, pressure marks, ridges, highs and lows of the ground, allowing him to manually examine certain areas in order to 'read' the nature's tracks. This is highly effective for hunting, or tracking down animals such as stags, however later have been adapted into means of warfare as well as to track escaped prisoners, intruders etc. A user of this technique is capable of tracking other ninjas equalling his own rank. This is a low-effect technique much akin to the Inner Sonar skill, which costs +1 extra chakra per turn and doesn't hinder the user in any sort of way other than the expenses of chakra.

‡ Declined ‡ The coloured is so unnecessary it's unbelievable. +1 chakra every turn to sustain?Stingy much? Though I like the technique itself.

(Doton: Chikyu Tenpuru Seido) - Earth Release: Earth Temple Sanctuary
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Mid
Chakra cost: 50
Damage points: N/A (-15)
Description: ''Chikyu Tenpuru Seido'' is a technique triggered through a wave of both the users hands, forming a perfect circle infront of himself. Upon activation the user activates the most fabled defensive earth technique known by mere plainwalkers. By extracting the strongest properties of earth release from the ground below, the user will forcefully cause smooth earthern pillars to emerge by high speeds around the himself in circular formation that can range from short to the mid-range. The earthen pillars themselves do not move, however emit a continuous flux of Earth chakra so that the space between the pillars is filled with chakra, forming a complete dome around the user, however it remains transparent so that the user still can see through it. Because this dome of fluxated chakra is spinning, it not only can defend against offensive jutsu's, but also against things like smoke, dust (not the element), poison clouds etc. as it purifies the air in and around the sanctuary. ''Chikyu Tenpuru Seido'' equals that of a Forbidden Ranked technique and is capable of blocking F-ranked techniques and blow. Once used it lasts untill deactivated, and can only be used twice per NW event. As any other F-ranked technique, it takes a toll on the user body -15. It drains additional chakra of 20+ chakra per turn it is activated. While the Sanctuary is active, the user is restricted from using other elemental chakras, aside from those related to earth. Should an object come in contact with the walls of Earth Sanctuary, he would be hit by a punch packed with enough damage to equal that of an F-rank - Thus the strength of the defensive properties..

‡ Declined ‡ Elaborate on the nature of this more (it isn't clear through your description). Also, this needs restriction befitting a forbidden rank and can only be used once per battle/NW event.
(Doton: Chikyu Tenpuru Seido) - Earth Release: Earth Temple Sanctuary
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Mid
Chakra cost: 50
Damage points: N/A (-15)
Description: ''Chikyu Tenpuru Seido'' is a technique triggered through a wave of both the users hands, forming a perfect circle infront of himself. Upon activation the user activates the most fabled defensive earth technique known by mere plainwalkers. By extracting the strongest properties of earth release from the ground below, the user will forcefully cause smooth earthern pillars to emerge by high speeds around the himself in circular formation that can range from short to the mid-range. The earthen pillars themselves do not move, however emit a continuous flux of Earth chakra so that the space between the pillars is filled with chakra, forming a complete dome around the user, however it remains transparent so that the user still can see through it. Because this dome of fluxated chakra is spinning, it not only can defend against offensive jutsu's, but also against things like smoke, dust (not the element), poison clouds etc. as it purifies the air in and around the sanctuary(The fluxation of chakra is similar to a stream of condensed dust which travels at a considerable speed, which proves capable of severe shredding and cutting as if hit by rock shrapnels.). ''Chikyu Tenpuru Seido'' equals that of a Forbidden Ranked technique and is capable of blocking F-ranked techniques and blow. Once used it lasts untill deactivated, and can only be used twice per NW event. As any other F-ranked technique, it takes a toll on the user body -15. It drains additional chakra of 20+ chakra per turn it is activated. While the Sanctuary is active, the user is restricted from using other elemental chakras, aside from those related to earth. Should an object come in contact with the walls of Earth Sanctuary, he would be hit by a punch packed with enough damage to equal that of an F-rank - Thus the strength of the defensive properties.

‡ Declined ‡ I started making edits but I noticed these restrictions aren't heavy enough. You didn't make all the changes I asked of you either.
 
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Vegeta

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Re: Custom Jutsu Submission

(Ameton - Kami no Namida) - Rain Release - Tears of a God
Type: Offensive
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: Sending their chakra into the falling rain, the user will make a short range square of rain drops all condense into sharp droplets that fall on the enemy from above like a bed of nails piercing into them. The only notice this attack gives is a momentary hesitation in the rain.

~Notes~
- Must be taught by -Vegeta
- Usable 4x per battle

‡ Declined ‡ I actually hate the Hidden Rain Slash jutsu so I have no intentions of approving anything like it.

(Raiton - Do~ūmu no Sen gyaran Galick gan!) - Lightning Style - Geets Gallant Galick Gun of Doom!
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra Cost: 50
Damage Points: 90 (-20 to the hands)
Description: The user begins by jumping high into the air while molding their raiton chakra. The user will then make a special seal by turning his left palm outwards placing his right palm behind it in a Tiger claw like position. A purplish aura of raiton chakra will appear a meter around them similar to the plasma bubble, however this is only from the user concentrating the chakra drawing it towards thier palms, thrusting them forwards releasing the blast in a focused blast of raiton chakra 1 meter in diameter having great destructive power, and upon impact will burst into an electrical explosion covering short range of the location. Because of the immense amount of concentrated raiton being released through their hands, the user will have difficulty stringing large amounts of handseals together the next turn.

~Notes~
- Must be taught by -Vegeta
- Can be used 1x per battle
- No S rank or higher Raiton in the next turn after use
- No jutsu with more than 2 seals can be used the following turn from damage to the hands
Ref-
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‡ Declined ‡ Similar techniques exist.

(Ikkaku geijutsu - Ikkaku Ikkaku) - Narwhal Arts - Narwhals Narwhals
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: By biting their thumb and pressing it against their right palm the user is able to summon up to 2 tusk like canine teeth into their hands like swords. The "tusks" are hardened bone and can withstand steel sword attacks up to their rank without breaking. They are pointed as they get smaller near the top like a spire.

~Notes~
- Must be taught by -Vegeta
- If 2 are created they are A rank in strength each
- Must have signed the Narwhal contract

‡ Approved ‡
 
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Matt

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Re: Custom Jutsu Submission

(Suiton: Mizu no Piripiri) Water Release: Urticating Bristles
Type: Offensive/Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description:
The user extends one hand, in a clenched fist, and forms a handseal with the other. This will focus water chakra within the same closed hand that will reveal up to four small blades of crystalline water as the user opens his hand. At that point, they will shoot out, chaotically, towards the user's opponent(s) with speed similar to full - drawn arrows. Despite their speed, they are essentially just water-based projectiles, and once they lock onto a target, willed by the user, they are out of the user's control, despite the seemingly chaotic movement (It is not a straight shot most of the times). The damage is given not by the piercing itself, but by the secondary ability, which is deployed autonomously after hitting a target. This secondary ability allows the blades to pull in any water outside, from a nearby water source of the air itself, like a vacuum, which will immediately engorge the blades, severing the target from within, as the blades reach dimensions around the 2-3 meters mark, wide width.
Restrictions:
Requires 1 turn between usages
Can only be used 5 times per battle
Initial damage is similar to an actual arrow, the stated damage is only for the engorging process.
Can follow 1 - 4 targets, splitting ranks accordingly.
Can only be taught by BlackCrow

‡ Declined ‡ Similar techniques exist.
 
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Flash

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Re: Custom Jutsu Submission

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

‡ Declined ‡ I hope you don't think "thrice the force" means the damage of techniques is boosted because it doesn't. My main problem with this is it's lack of counterability with the basic five. The only elements that can get rid of this are fire/lightning, one of which is weak to Wind and the other would cause the disk to ignite. Not only that but this wouldn't be as effective against speed users as you imagine it will be. Their speed is decreased by x3 and the disk only encompasses five meters. A user in the 4th Gate or using the Lightning Armour will escape the disk in no time at all, thereby making your technique useless against what you originally planned on countering. I just don't see myself approving this.
PM'ed you about the counter and increased the force to 5x (so anyone up to 6th gate can be affected).

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

‡ Declined ‡ It has been brought to my attention that this is too similar to one of ZK's techniques for his CE.

(Sagi ni yoru shi) | Death by Deception
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This is a jutsu specific to Zetsu. White Zetsu using his ability to plant spores on people and organic material (Black Zetsu will do the same by planting a part of himself (the will of Kaguya) on to different organic materials etc.), plants them at different locations in the battlefield. This can be done at any time during the course of the battle. Planting the spores follow the rules of canon "Spore Technique" which erases the trace of any chakra/spores. Zetsu then materializes himself out of those (maximum 4) spores that he planted, growing into himself, while abandoning his old body. This technique basically divides his entity into 4 equal parts (not creating a clone) that he can handle separately for a maximum of 3 turns; after which they all get combined together to form a single entity. The downfall to being divided is that, his power also gets divided and hence none of the bodies can perform techniques above A-Rank (if 2 bodies exist, then none can perform above S-Rank). However the advantage is that, even if one body survives the attack, the user can gain back his original powers.
Note:
The user can stay invisible for a maximum of 3 turns, after which he will have to materialize.
Can only be used twice.
User cannot use techniques above A-Rank in the same turn.
Can only be used by Zetsu.
Can only be taught by Flásh

‡ Declined ‡ Until the new Zetsu rules come out, I won't be allowing anything of this nature.





(Kage no Sento: Gekido fugu no fukushū) | Shadow Combat Style: Vengeance of an Furious Pufferfish
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By using the ability of the shadows to materialise, and also their own ability to use it directly from their body, the users of Shadow Combat will form two handseals [Boar - Rat] and place both their palms on the ground to release a large amount of shadows from his palms into the ground. The user will infest the entire battlefield with his chakra before creating an entire forest of shadow spikes that rise from underground, which can be as many as thousands, up to the tens of thousands (similar to "Dance of the Young Ferns"). The chakra in the ground is released in a way, similar to sharp and durable roots, that will hold the earth from moving (not allowing anyone to perform ground altering Earth techniques of up to S-Rank) and also killing anyone who might be hiding underground. On the other hand, the spikes of shadows that rise from the ground, indiscriminately slaughter whoever stands on the ground's surface. The shadow spikes can even reach up a little higher than the height of the greatest summon Gamabunta. The user can freely manipulate the spikes as long as his hands are in contact with the ground. Straight after creation, the user can detach themselves from the created source after which he will no longer be able to control the spikes. Until the user detaches himself from the spikes, he won't be able to use any other jutsu other than Shadow manipulation. Even if the opponent destroys part of the forest, the user can simply recreate it by adding +15 more chakra.
Note:
- Lasts three turns after which the shadows fade away.
- Can only be used by the users of Shadow Combat.
- Only two techniques in the same turn.
- No other shadow Combat jutsu above A-Rank in the same turn.
- Cannot use any other jutsu (except Shadow Manipulation) while still connected to the spikes.
- Can only be used twice.

‡ Pending ‡ Leaving for Modara.

✦ Declined, this is too much. An instant burst all over the field of shadow spikes at one time unlike Dance of the Seedling Ferns which spreads out omnidirectionally is ehhhh, especially given that you try to restrict all Earth up to S rank jutsu from being used with this. The height of the spikes is waaaayyyy too high and recreating it will be a no if destroyed. ✦
 
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Pervyy

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Re: Custom Jutsu Submission

(Ninjutsu: Daishou seichuu ) - Ninja Art: Size Control
Type: Attack/defence
Rank: B
Range: Short-long
Chakra: 20
Damage: N/a
Description: The user will release their chakra around a space or object. Once they have done so which happens almost instantly, the user will either expand this space or shrink it through the use of their chakra control. We have seen by the tsuchikage you can control the weight of an object, but with this jutsu the user doesn't alter the mass at all, just the size. If it's used on a bolder, the mass will be the same but the user can reduce the size of the bolder to that of a bullet. This will reduce the air resistance on the boulder but increase the point of impact if say it way falling from above. The user is unable to use this on other people and summons, this includes clones but can use it only anything else such as a orb of water, large rock, a ball of fire. Per use the user can only either make the area or bigger, if the user water to increase the size of something then decrease the size, they would then have to use this jutsu again. There is a limit to how big they can make something though. You can only expand something to the size of gamabunta, but the toughness of the object and rank stay the same. So if you increase the size of a wall, it doesn't get stronger just bigger. Same goes for if you shrink something, it doesn't get weaker or lighter, it just gets more compressed and focussed, so a fireball would still have the same burning/explosive propperties depending on the jutsu but just vary in size.


(Genjutsu: wakemae ) - Illusion Art: Slash
Type: Attack/defence
Rank: A
Range: Short-long
Chakra: 30
Damage: N/a
Description: The user will release their chakra into their opponent trapping them in a genjutsu. The genjutsu is short and simple. They bend reality to make the opponent feel a 1inch deep cut across any part of their body which can be up to 6 inches long. The pain will feel like someone has cut them with a sword at that point. This was originally used to torture and interrogate other ninja leaving them mentally scarred and drained. The genjutsu lasts until the end of the users next turn or when the user ends the jutsu beforehand. It was adapted to be used in battle to distract other ninja to leave them open to attack.
Note: The user can make 1 illusion slash per use. If the user makes more than one in the illusion, each slash takes up one of the users three jutsu per turn.
Note: Can only be used twice per battle with 1 turn between uses.

‡ All Declined ‡ You can only submit on one account every cycle.
 
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Tsuki

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Re: Custom Jutsu Submission

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

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

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

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

Note: Can only be used by Tsūki

‡ Declined ‡ Didn't read this fully but two whole paragraphs need to be removed (the enhanced Earth and the enhanced Water).
(Asenshon no Tarisuman) - Talisman of Ascension
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: 10-40 (Depends on rank)
Damage: N/A
Description: Talisman of Ascension is an artifact made during the ancient times of Sunagakure. It takes the form of a coin that is 5 centimeters in diameter and is placed on the user's back, between their two shoulders and below the neck. The talisman is virtually indestructible and does not contain any chakra by itself, but will however act somewhat like a parasite once in contact with the user's body and once the user "accepts" it by granting it a small portion of his chakra. At this point, the talisman "awakens" and has few small tendrils come out of it and enter through the user's skin to finally connect with the user's chakra system and become one with the user. The talisman is basically fused with the user and would remain as such (something that has already been done when the CW is wielded). Talisman of Ascension would act as if being part of the user's chakra system, having the user's chakra and other forms of energy usually within the user's body to normally flow through the talisman aswell. As for what purpose it actually serves, it grants a defensive mechanism that can be triggered multiple times.

Ability:
The user might sometimes be unaware of certain attacks that are about to hit him, such as small sneaky attacks from behind or above, or even a betraying handshake that delivers an electric shock. That's when the defensive mechanism takes action. So it basically takes action when the user is unaware or cannot react in time. It can also take action if the user wills it to do so even if he is aware of the attack. Also, if the user decides to personally counter the attack then the Talisman can restrain from taking action. Talisman of Ascension recognizes foreign chakra/energy beside those that normally dwell within the user's body. Once it perceives a jutsu with foreign chakra/energy closeby the user (short range), even if from a source that is in contact with the user's body, the talisman, being part of the user's chakra system, forcibly causes some of the user's chakra to emerge from the body part(s) that are threatened to be damaged in order to block and prevent the foreign jutsu from harming the user. Basically blocking or negating the foreign chakra/energy from doing what it attempted to do. The Talisman uses an amount of chakra equivalent to that of the enemy jutsu and would neutralize the enemy jutsu so that it won't harm the user. The defensive mechanism is neutral to all elements/energies. So for example, if the enemy attack is B-Rank, the Talisman would use an amount of chakra equivalent to that of a B-Rank jutsu. For A-Rank enemy attacks, the Talisman would use an amount of chakra equivalent to that of an A-Rank jutsu. The same applies for any other rank. This defensive mechanism can only trigger 2 times to protect the user against an S-Ranked attack and 4 times against an A-Ranked attack. It can be triggered as many times as possible for B-Rank and below attacks. The defense counts as one of the user's 3 moves per turn and would have additional restrictions applied when triggered against an S-Rank or A-Rank attack. The user can perform a technique during the same time-frame as this defensive mechanism is being triggered because the talisman acts separately from the user. However, the technique that the user performs during the same time-frame cannot be a genjutsu or an elemental technique when the S-Rank and A-Rank variants are triggered (meaning he can only perform non-elemental techniques) due to the talisman interfering too much in the chakra system. This defensive mechanism does not trigger to protect the user against purely mental attacks such as genjutsu and Yamanaka techniques.

Note: Can only be used by Tsūki
Note: Doesn't work against Forbidden ranked attacks
Note: A-Rank variant cannot be triggered again in the same and following turn
Note: S-Rank variant cannot be triggered again in the same and following two turns


✦ Declined, this collides with two of Cali's 7SM swords abilities. ✦

- Update. Clarifying something. -

(Futon: Kaze no Hiretsuna Jetto) - Wind Release: Sneaky Jet of Wind
Type: Supplementary/Offensive
Rank: B-Rank
Range: Mid-Long
Chakra: 20
Damage: N/A (30 from the disk of wind)
Description: The user gathers wind chakra below their feet which is then manipulated into becoming a jet of wind that lifts the user slightly above the surface they're standing on, whether it's ground or a water source (20 centimeters above surface). The jet of wind is large enough for the user to stand on. This jet of wind is then controlled by the user to travel in an arc manner trajectory towards a target while they themselves are standing on it, allowing themselves to travel that same trajectory aswell. Its speed is faster than a running shinobi yet the user and the jet of wind can clearly be seen and tracked with the naked eye. Traveling in an arc manner with such speed would allow the user to evade mid-ranged-sized attacks within reasoning (for example: incoming projectile-type or stream-type techniques) while at the same time approaching their opponent. Once they evade the incoming attack, the user does a side back flip, leaving the jet of wind while manipulating it to compress itself into a disk made out of wind that travels in mid-air straight towards the opponent at greater speed since the user "pushes" it with the motion of their back flipping with their feet (still trackable with naked eye). The jet can be seen/noticeable because of the impact it does on the surface it is moving on. The jet has a somewhat grey-ish color but still has some transparency to it aswell. The disk of wind will still have that grey-ish color (more noticeable by sight since it's compressed) but cannot be heard when it's noisy in the battlefield, unless someone has enhanced hearing abilities. The slicing damage it does would be as large and similar to that of a normal katana enhanced with C-Rank wind chakra. When doing the side back flip, the user lands back to the ground/water source. Wind Release: Sneaky Jet of Wind can also be used while airborne, but instead of approaching horizontally, the user will be approaching diagonally downwards since they're simultaneously manipulating the jet to approach the opponent in an arc manner while also "falling" because of gravity.

Note: Usable 3 times per battle
Note: Cannot be used in consecutive turns
Note: Must be mid/long range away from opponent to use

♦ Approved ♦
- Update (also shortened name) -

(Futon: Hiretsuna Jetto) - Wind Release: Sneaky Jet
Type: Supplementary/Offensive
Rank: B-Rank
Range: Short-Long (made short, can travel to long)
Chakra: 20
Damage: 40
Description: The user gathers wind chakra below their feet which is then manipulated into becoming a jet of wind that lifts the user slightly above the surface they're standing on, whether it's ground or a water source (20 centimeters above surface). The jet of wind is large enough for the user to stand on. This jet of wind is immediately upon creation controlled by the user to travel the trajectory they desire while they themselves are standing on it, allowing themselves to travel that same trajectory aswell. Its traveling speed is astounding yet the user and the jet of wind can clearly be seen and tracked with the naked eye. Traveling with such speed would allow the user to evade attacks within reasoning (for example: projectile-type or attacks from above) while also potentially approaching their opponent. Once the user evades the incoming attack or is done traveling the trajectory he/she desired, the user leaves the jet by jumping away from it. At this point the jet continues forward as it turns into a gale of slicing winds (because of losing its concentrated form once the user abandons it) that leaves severe cuts on anything on its path. Wind Release: Sneaky Jet can also be used while airborne, but instead of traveling horizontally, the user will be traveling diagonally downwards since they're simultaneously manipulating the jet to move to their desired direction while also descending because of gravity. A notable thing about this technique is that its formation is near instantaneous, which allows the user to evade close quarters combat attacks.

Note: Usable 3 times per battle
Note: Cannot be used in consecutive turns

(Suiton: Secchakuzai Joushou Tama) - Water Release: Adhesive Rising Spheres
Type: Supplememtary/Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs 3 hand seals as they send their suiton based chakra to a water source, spreading their chakra in it. They then control their chakra to blend with the water forming countless spheres of water which then turns into a sticky, adhesive liquid in a similar manner as Water Style: Starch Syrup Capture Field. Those spheres of adhesive water begin to rise from below the water source's surface each sphere large enough to imprison an average sized shinobi's arm or leg inside of it by overwhelming it. They rise up towards the sky up to mid range from the water source's surface. That is only the case for those spheres which did not get attached to something larger than themselves. As they rise up, more and more spheres begin to stick with eachother as they turn into larger spheres which then becomes heavier. Once the maximum height is reached, all the adhesive liquid spheres which have overwhelmed something will compress themselves slightly crushing whatever's inside of them as they then fall back to the water source. This technique, from its beginnig, will partially incapacitate targets who gets in contact with the adhesive liquid spheres because of the spheres overwhelming different parts (normally limbs) of their body. When multiple sphere overwhelms parts of the same target's body they then fuse with eachother to finally engulf the target entirely.

Note: Usable twice per battle
Note: Requires a large water source (lake, river, ocean, etc)
Note: No water techniques in the same turn, no water techniques above S-Rank for 3 turns
Note: For the technique to carry on and happen, the user needs to keep focusing on it otherwise it will end mid way


 Approved 
- Update -

(Suiton: Secchakuzai Joushou Tama) - Water Release: Adhesive Rising Spheres
Type: Supplememtary/Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs 3 hand seals as they send their suiton based chakra to a water source, spreading their chakra in accordance to the area size the user chooses to affect. They then control their chakra to blend with the water to form spheres of water that possess sticky, adhesive properties in a similar manner as Water Style: Starch Syrup Capture Field. Depending on the affected area's size, the spheres themselves will vary in quantity and size. If the affected area is a localized short range radius, then no water source is required and only a single sphere will erupt and it would be large enough to engulf 5 shinobis inside of it. If the affected area is a localized mid range radius, then each sphere would be as large as that of "Water Release: Gushing Water Imprisonment", enough to engulf a single shinobi (one person per sphere). Finally, if the affected area is a localized long range radius, then each sphere would only be large enough to engulf a shinobi's limb (so 6 of them fused together would be enough to entirely engulf a single shinobi). These spheres of adhesive water begin to rise from below the water source's surface. They rise up towards the sky up to mid range from the water source's surface. That is only the case for those spheres which did not get attached to nor engulfed something larger than themselves. As they rise up, the spheres gradually stick with eachother, turning into larger spheres which then becomes heavier. Once the maximum height is reached, all the adhesive liquid spheres that have overwhelmed something will compress themselves slightly, crushing whatever's inside of them as they then fall back. The localized long range affected area variant, from its beginning, will partially incapacitate targets who gets in contact with the adhesive liquid spheres because of the spheres overwhelming different parts (normally limbs) of their body. When multiple spheres overwhelm parts of the same target's body they then fuse with eachother to finally engulf the target entirely. This entire process can be hastened if the user has already engulfed their desired target or target's body part into a sphere. If that's the case, then they can immediately, by mental command, trigger the compression of said sphere(s) to damage the target(s) and end the entire jutsu instead of waiting for all the spheres to rise up to mid-range in height. The mid-range and long-range radius variants can be made in such manner that no spheres would rise beneath the user or certain allies if these are inside the affected area.

Note: Usable twice per battle
Note: One turn cooldown between usage
Note: Localized short range radius variant requires no water source
Note: Localized mid range radius variant requires a normal water source
Note: Localized long range radius variant requires a large water source (lake, river, ocean, etc)
Note: No water techniques in the same turn, no water techniques above S-Rank for 3 turns
Note: Once the user stops focusing on this technique, it will end

‡ All Pending ‡ I need to sit down, copy all of this into a document and remove all the bold before checking this.

✦ Both Approved ✦
 
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Avonomemi

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Re: Custom Jutsu Submission


(Sōgu: Dāku-ken no sukurōru ) Manipulated tools: Scroll of Dark fist
Type: Offensive/Defensive
Rank: B

Range: Short - long
Chakra cost: 20
Damage points: 40
Description: The user sink a scroll into the ground then activate it using the seal of confrontation; from the underground the scroll manifest invisible chains that bind him on the neck, wrists and ankles. The user can use the chains attached to their wrist as a long ranged weapon, like a whip. In addition, one of the chains can be used to connect to their sword, kunai, shuriken etc, allowing the user to use it for long ranged attacks. The chains act also as a shield against attacks; the chains immerse in the user chakra creates a blue energy shield to block against incoming attack. The user can also use his chains to latch onto an enemy's limbs, and swing them around effortlessly.
Note:
- The chains last for six turns.
- When the chains are attacked they become visible temporary.
- When strike with a stronger jutsu the chains de-activate for one turn.
- The chains does not restrain the user free movement.
- The defensive action of the chains count as a move.
Restriction:
- Usable only three times per battle.
- Require a scroll to use.

‡ Declined ‡ Why is this long-ranged? When have you ever seen a jutsu last for six turns? Invisible chains? You need to work on the formatting (you have two different "notes" sections).


(Sōgu: Dāku-ken no sukurōru ) Manipulated tools: Scroll of Dark fist
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user sink a scroll into the ground then activate it using the seal of confrontation; from underground the scroll manifest chains that can’t be seen except by those who possess a dojutsu to bind him on the neck, wrist and ankle. The user utilize the chains as a long ranged weapon like a whip, one of the chains can be attached to his sword, kunai, shuriken etc., allowing him to use his weapon for long ranged attacks. The chains can be used as a shield against attacks; when the chains are immersed in the user chakra, a blue energy shield is formed . The user can also use his chains to latch onto an enemy's limbs, and swing them around effortlessly.
Note:
- The chains last until destroyed.
- When the chains are attacked they become visible temporary to a non-dojutsu user.
- The chains do not restrain the user free movement.
- The defensive action of the chains count as a move.
- Usable only three times per battle.
- Require a scroll to use.

‡ Declined ‡ I still don't understand what this is trying to achieve.

(Henshitsu Sukiru) Alteration Skill
Type: Supplementary
Rank: D
Range: Short - Long
Chakra cost: 10 (5 per turn)
Damage points: N/A
Description: This is a form of ninjutsu that involve using hand movement, the user can alter the trajectory of a released jutsu as the attack move toward the target using hand gestures, the user utilizing their chakra manipulation skill is able to make a fireball/water ball/wind blast/stone etc. recently released to move from its original travel path to a curved path or even through a corner to hit a hidden target. This ninjutsu work mostly for projectile based jutsu like fire release: blazing shuriken dance.
Note:
- The technique can be activated by the user will likewise cease usage at will also.
Restriction:
- Can't perform other jutsu while active.
- Alteration of a jutsu travel path count as a move.
- Cost additional 5 chakra points after the first turn.



‡ Declined ‡ Just no.
(Henshitsu Sukiru) Alteration Skill
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (5 per turn)
Damage points: N/A
Description: This is a form of ninjutsu that involve using hand movement to alter the trajectory of a released jutsu as the attack move toward the target, the user utilizing their chakra manipulation skill is able to make for example a fireball/water ball/wind blast/stone etc., recently released to move from its original travel path to a curved path or even through a corner to hit a hidden target. This ninjutsu work mostly for projectile based jutsu like fire release: blazing shuriken dance.
Note:
- The technique can be activated by the user’s will likewise cease usage at will also.
- The technique cannot be used on a large scale jutsu
- Can't perform other jutsu while active.
- Alteration of a jutsu travel path counts as a move and can only be done a maximum of twice per jutsu.
- Cost additional 5 chakra points after the first turn.

‡ Declined ‡ Still no.

(Shōkan tekunikku: Tai to rirī)Summoning Technique: Corps and Lilly
Type: Summoning
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: By biting the thumb and spilling blood on the meerkat tattoo (or other means of summoning) the user summons Corps and Lilly. Like every meerkat they share equal physical appearance, both summons are about the same height with fukasaku, though Lilly is a bit taller than corps.
Corps: his distinctive feature is he has bigger foot than a regular meerkat and an earth user. Utilizing his peculiarity, Corps is able to send a coded language to a desired target by performing a timid yet effective tap on a solid surface that is in contact with the target, as he taps the surface he produces negligible vibrations that travel to the target as a coded message. Corps has incredible vision such he is able to detect movement under a coat from a long range and can perform up to B-rank earth jutsu.
Lilly: her distinctive feature is Lilly has a yellow colored scraf tied around her neck, she is a lightning user. Utilizing her gift while seated on the shoulder of the summoner, she monitors the user’s chakra flow for any interruption or spike, Lilly is able to cancel out illusions tricks (up to B-rank) performed on the summoner by sending adequate amount of electric shock through the summoner’s body. Lilly also has heightened reflexes such she is able to respond adequately to any slight change in the user’s chakra flow. She is immune to A-rank and below illusions and can perform lightning jutsu up to B-rank
Note:
- They can only be summoned twice per battle
- They last for four turns

Summon Contract http://narutobase.net/forums/showthread.php?t=157594&page=141&p=11518521&viewfull=1#post11518521
Permission http://narutobase.net/forums/converse.php?u=156772&u2=109943


‡ Declined ‡ Summons can only have a single affinity (that includes summons which include more than one animal).
 
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Priest

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Re: Custom Jutsu Submission

Pitohui Geijutsu: Iyemoja no hōyō - Pitohui Arts: Embrace of Iyemoja
Type: Defense/Offense
Rank: S
Range: Close
Chakra: 40
Damage: 80
Description: The user claps, summons from Modakeke and clad his entire body in pitohui feathers. This feathers are light though thick as steel and able to tank B-rank and below techniques without notable effect though can be canceled out completely by A-rank elemental attack which would prompt the feathers to poof back to Modakeke. However their beauty lies in their complete immunity to pure taijutsu and in their own counter attack. If for example, an opponent tries to punch the user the feather can open up and form hard scales able to shave, pierce and impale the target's hands and because they are cursed with neurotoxins, they discharge mild toxins into the open wound of the target causing paralysis. More potent and lethal dose of toxins can be administered through a direct hit from the user's attack while wearing the feathers. The damage that would be recieved from this goes beyond total body paralysis as the target is prone to blood poisoning and lastly heart failure if the toxin is not removed in 2 turns.
NOTE: Although the user still would be pushed by the force of the attack even if he receives no damage from them.
NOTE: Usable once per battle
NOTE: Last 4 turns
NOTE: No forbidden rank Ninjutsu(pure) while wearing the feathers.

‡ Declined ‡ The poison effect is far too much.

Pitohui Kuchyosei: Afuape no Tsuin - Pitohui Summoning: Afuwape Twins
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user rubs blood across his Pitohui tattoo or does the summoning handseal then presses his palms on a surface or claps to execute the summoning.
The Afuape twins, Atukpa and Ewedu are a pair of pure black Hooded Pitohuis who are very powwerful and special amongst the ranks of Hooded Pitohui warriors. They can be either summoned together as a pair or separately, though summoning them as a pair boost their power and will thus a +10 damage to their ninjutsu.

Atukpa
She is entirely colored black though her color changes to pure brown whenever she uses her signature jutsu. The 50m sized Pitohui is an earth specialist able to use earth techniques that her summoner knows upto S-rank and what she only needs to perform them is her to be in contact with the earth or through the flap of her wings should she be not in contact with earth(If the earth jutsu does not require a contact with earth).
Atukpa's signature ninjutsu however is her ability to turn her entire self into mud. Although she is prone to lightning, she is able to morph into any shape, extend her body, pass through intricate obstacles, harden herself at will and can be immune to physical attacks as they would just pass through her.
Like every other Pitohuis, Atukpa possesses an equally lethal amount of neurotoxins on her body giving a paralysing effect to her physical attacks.

Ewedu
Like her sister, he is also black, same sized, however a distinguishing feature he posseses is a longer hooded tendril above his head. Ewedu is a Lightning specialist able to use lightning techniques that the summoner knows up to S-rank and what he only needs to perform them is to flap his wings instead of handseals. His special ability is particularly utilized upon his summon into and when he leaves the battle field. Unlike his sister who appears and leaves in a cloud of purple smoke, Ewedu's appearance comes like a harmless translucent pop. The pop is actually a harmless barrier that instantly spread across the entire battle field. The barrier however comprises of Ewedu's lightning chakra and its composed of electromagnetic pulse. In this barrier, Nobody except Ewedu is able to use lightning jutsu. Lightning technique above S-rank however can overcome the subduction of the barrier thus the barrier does not affect Forbidden rank lightning jutsus. This barrier last until Ewedu leaves the battlefield. His leaving the battle field deactivates the Electromagnetic barrier and with the same pop sound, erects another one which last for only 3 turns. This barrier is composed and supersaturated with static electric charges. This does not hinder anyone trapped in the barrier from using lightning, albeit the reverse. Static electricity lingers and would pose a threat when there is too much friction causing a quick phenomenon called electricity by induction. this affects mostly those who runs at immense speed, because they work against air resistance, they create air friction which inturns cause the static electricity around to gather around them and generate electricity which would shock them. Lightning technique used in this barrier is faster than normal and using any kind of water jutsu in the barrier would cause conduction of the static electricity and immediate electrocution. Electocution due to air friction or water usage is A-rank.

NOTE: The twins can only be summoned once except if they are summoned separately, then the summoning can be used twice.
NOTE: Due to Ewedu"s special ability, summoning count as two moves
NOTE: The barrier erected when Ewedu leaves the field of play also counts as a move.
NOTE: They last for 4 turns on the field of play.

‡ Declined ‡ Shorten this.

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


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

Pitohui Kuchyosei: Owanbe - Pitohui Summoning: Owambe
Type: Suplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user smears blood on the Hooded Pitohui tattoo, claps or slams his hand on a surface to summon Owambe. Owambe is a very small pitohui, size of small akamaru and can be carried on the summoners head. She has no power whatsoever nor can she use any ninjutsu by herself. However with her on the field of play, every other hooded pitohui in Modakeke, has a special link to her that makes it so that with her on the field, their morale and will to protect her and her summoner becomes tripled thus they develop an extra saturation of toxin on their entity. This makes them instead of appearing an disappearing in a cloud of smoke, the cloud of smoke is replaced by a cloud of purple neurotoxin gas. The potency of the cloud of toxin depends on the level of the hooded pitohui that is summoned or sent back. If the hooded pitohui summoned while Owanbe is on the field is B-rank, the level of damage the neurotoxin does to anyone apart from the summoner and Owambe would be equivalent to B-rank damage.
NOTE: Owambe can only be summoned once but can be on the battle field until the summoner sends her back, not just because she is a harmless bird, but because she needs cudling and likes being a domestic pet.
NOTE: Once summoned though, only one other Pitohui can be in play while she is on the field

‡ Declined ‡ I didn't mean it was simply overpowered for an E-Rank. It's just overpowered in general. It needs to be toned down in some way.

 
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Omega

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Re: Custom Jutsu Submission

(Genjutsu|Sara's Songu)-Ilussionary Arts: Sara's Song
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: To those close to Ragna it is no secret that he has had a troubled life. This jutsu was dedicated to his lost sister, so that others might feel his pain. The enemy will suddenly see a young girl appear above the user holding a golden balance. She will begin singing a song in a strange language signifying the different parts of the genjutsu.

Verse One Confinement: Sara's hands become entrapped in shackles. The balance behind her rises on the left side and lowers on the right. The enemy's hands in turn began to twist and contort into misconfiguration causing tremendous pain and rendering the user unable to use handseals as long as the genjutsu is active. The balance becomes even again.

Verse Two Fate: The song gets louder and she begins to cry. The balance again shifts and then the user begins to cry uncontrollably as well. The fluid coming out of the enemy's eyes are not normal. but they are tears of blood that severly blur the enemy's vision and cause discomfort to the eyes. The balance returns even again.

Verse Three Atonement: The song gets louder again (just for effect you would still be able to hear the user.) As the song gets louder and louder the enemy will see the world spinning uncontrollably behind his blurred vision. When the world stops spinning the enemy will stop crying and the next thing he will see is Sara cradling him as he views his headless body. The enemy will then pass out from shock. Ending the genjutsu.

Restrictions:
-Can only be used once
-No genjutsu above B rank for 3 turns.
-No A rank or above genjutsu in the same turn
-Can only be taught by Omega
-Must be learned through RP with Ragna bio.

‡ Declined ‡ The effects of the second verse are simply too much; you can't control your opponent's bodily actions (excluding involuntary movements such as knee jerking). One thing to note is, you need to clarify the time interval between each of this verses (ideally it would be a turn each). Making an enemy go unconscious is as good as killing them in our RP so effects like that can't be triggered at a moment's notice.
(Genjutsu|Sara's Songu)-Ilussionary Arts: Sara's Song
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: To those close to Ragna it is no secret that he has had a troubled life. This jutsu was dedicated to his lost sister, so that others might feel his pain. The enemy will suddenly see a young girl appear above the user holding a golden balance. She will begin singing a song in a strange language signifying the different parts of the genjutsu.

Verse One Confinement: Upon activation of the genjutsu this verse takes effect. Sara's hands become entrapped in shackles. The balance behind her rises on the left side and lowers on the right. The enemy's hands, in turn, began to twist and contort as they become misconfigured causing tremendous pain and rendering the enemy unable to use handseals as long as the genjutsu is active. The balance becomes even again.

Verse Two Fate: In the next turn Sara’s eyes are wrapped in bandages as she begins to cry. In the enemy’s view the world starts spinning uncontrollably causing everything around him to become blurred and thus give him a sense of vertigo/disorientation. This makes it nearly impossible to make any precise moves. The balance becomes even once again.

Verse Three Atonement: In the third and final turn the song gets louder again (just for effect you would still be able to hear the user.) As the song gets louder the world stops spinning and the next thing he will see is Sara cradling him as he views his own headless body collapsing to the ground. The enemy will then pass out from shock. Ending the genjutsu.

Restrictions:
-Can only be used once
-Each Verse takes effect after 1 turn.
-No genjutsu above B rank for 3 turns.
-No A rank or above genjutsu in the same turn
-Can only be taught by Omega
-Must be learned through RP with Ragna

‡ Approved ‡ You misunderstood my previous check. Making the opponent go unconscious is fine as long as it isn't an immediate effect. It happens on the third turn of your illusion being active so it's fine.

(Kuchiyose no Jutsu|Chuuseki)-Summoning Technique: Cornerstone
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After performing two handseals and smearing blood across their summoning tattoo, the user will summon four salamanders collectively known as Cornerstone. Each Salamander is 2 feet in length and are very fast. Their purpose is to aid the one who summons them in close combat situations. They attach themselves to the users limbs and upon each strike they shoot out quick darts of poison to paralyze the target area. While the user moves the salamanders quickly scurry across the user’s body to get in position to augment his strikes making them a very useful and dangerous duo during these situations. Due to this even if the enemy sufficiently meets the user with equal or greater force he will suffer paralysis if contact is not avoided.

Restrictions
-Must sign salamander contract
-Poison darts only travel short range
-Can only be summoned once
-Lasts 4 turns
-Must be taught by Omega5

‡ Declined ‡ How long does the paralysis last?

(Katon|Haihai Kaijin)- Fire Style: Creeping Ash
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A (80 once contact is made)
Description: The user will channel a great amount of Katon chakra and then release it in the form of dense layers of ash that covers the users body completely (save for eyes and nostrils). The ash suit serves the user much like a first line of defense and was created especially to aid in close combat situations. It’s main and most deadly ability is that the ash enveloping the user’s body creeps across foreign targets once contact is made. This makes the user a potential danger to even his allies and summons. As it creeps across the contacted target, it ignites and burns them as it envelopes the target in a mass of fiery ash.

Restrictions:
-Only Taijutsu and Katon can be used while active
-Lasts 3 turns
-Must be taught by Omega
-No Katon above A rank during the turn this is activated
-Can only be used by bios with Katon specialty

‡ Declined ‡ Similar techniques exist...and somewhat suicidal.
 
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Houdinii

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Re: Custom Jutsu Submission

(Genjutsu: Enmu za Kanchi)-Illusionary Arts: Haze of Perception
Type: Supplementary
Rank: A
Range: Short - Medium
Chakra: 30
Damage: N/A
Description:
To begin the user will form two hand seals and place their target under a subtle illusion. In this genjutsu the target will first see a large puff of smoke poof into existence and expand past the caster as they finish their hand seals(similar to a summoning or clone technique) encompassing the target as well as it momentarily blocks their vision. That is when the second stage of the illusion is put into place, the caster of the illusion will manipulate the targets sight so that they will see what is behind them instead of what is in front of them. So when the smoke clears and they are able to see again it seems as if the caster of the technique had moved during the haze. Due to this techniques effects when the target regains sight of the user they will actually be facing the opposite direction to them and as such will be prompted to release techniques the wrong way, causing them to miss. It is also worth noting that the caster of the illusion manipulates the targets sight to mimic things they would normally see in relation to their body as they face forwards.(Hand/arm movements, the nose etc)

Note:
~Can only be used twice
~Cannot use genjutsu above A rank next turn
~Can only be taught by xHoudinii

‡ Pending ‡ Cool technique. Leaving for another mod.

✦ Approved ✦

(Futon: Kaiin Kohheru)-Wind Release: Dutch Oven
Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description:
The user will expel wind from their mouth which they will form into a very wide and thin 'sheet' of air. As it is released the user can shape this sheet into any form desired (cone, dome, sphere etc), the main advantage of this technique is that it is very good at containing and moving any type of air based gas, mist, poison, toxin etc. After containing or moving the gas the user can at any time perform one hand seal and cause the sheet to rupture, either at one point (pushing the gas in one direction) or completely(releasing the gas in that area). Its also worth noting that due to the strong wind currents that form the sheet, coming into contact with it directly would push the enemy back and knock them over, though with no lasting damage.

Note:
~Can only be used three times
~Can only be taught by xHoudinii

‡ Declined ‡ Add a note about what rank techniques this can send back. I also think you should raise to an A-Rank.

(Raiton: Keshi Ittou)- Lightning Release: Rave Party
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description:
The user will begin this technique by channelling huge amounts of raiton chakra through one of their arms and into their hand. Due to the huge amounts of electricity that travel through their arm when they do this, the user takes a moderate amount of electrical damage to that arm which causes a severe degree of pain and numbness. The user then touches the ground with that hand, creating 12 'rods' of lightning(5m tall) that burst from the ground wherever they see fit and there they shall remain until activated or destroyed. Upon contact with any enemy or technique the rods detonate in an electrical explosion, affecting the area short range of them. When one rod detonates the others react to it and explode as well, triggering a chain reaction of electrical explosions.

Note:
~Can only be used twice
~The rods cannot be created directly under the opponent
~Cannot use lightning techniques above A rank in the same turn or the next
~Due to the pain and numbness experienced, the user is restricted from grasping objects and forming hand seals for the rest of this turn and the next.
~Can only be taught by xHoudinii

‡ Declined ‡ Similar techniques exist.
 
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Kirikoe

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Re: Custom Jutsu Submission

(Futon : Ten no hejji) - Wind Release : Celestial Hedgehog
Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User Surges Wind Chakra all through their body, The user can then channel this wind chakra into their back and create hundreds of wind needles which can pierce into targets and push them back slightly. After they have focused the wind chakra throughout their body they can choose to jump and curl into a ball thus shooting off condensed, pressurised wind needles in various directions, or can aim their back in a direction of there choice, aiming the needles in that particular direction.

The wind needles expands from their back as a defensive mechanism similar to that of a hedgehog and can cause quite severe cuts, however as the needles travel and reach Mid-range they begin to loose pressure thus expanding and becoming spirals of wind and then when they reach Long-Range they become huge tornadoes that travel horizontally in the sky.

- Can only be taught by Kirikoe
- Can only be used 3 times
- No s-rank wind on the same turn

‡ Approved ‡

(Bakuton - Kyōka ) Blast Release: Enhancement
Type:Supplementary|Offensive
Rank: C-S
Range: Short
Chakra: 15 - 40
Damage: 30 - 80
Description: The user can, by focusing his blast chakra into an explosive tag/Explosive tagged Kunai or any other weapon that has explosive tags involved, inbue them with blast chakra in order to increase there effect and explosive potential, by doing this the user gives the explosive tag a great power boost allowing it to combat ranked jutsu from C - S rank depending on the amount of chakra the user imbues the tag with, Respecting strengths and weaknesses of course.

The blast radius of the B-S rank version is the entirety of short range and is an incredibly focused blast, all those caught within the blast will suffer severe burns and internal damage from the shockwave, being caught within the S ranks range will often mean death if caught.

The explosion occurs either upon contact or the user can perform a single one handed hand-seal similar to deidara in order to set off the explosion.

- The user can only use the S ranked version of this jutsu twice, The A ranked Version 3 times, The B ranked version 4 and the C ranked version has no limit.
- The user regardless of what rank he uses all bar C rank must wait a turn before using again, the S rank version cannot be used until two turns have passed.

‡ Approved ‡ Nice technique.

(Bakuton - Bakuhatsu heiki) Blast Release: Explosive Weaponry
Type: Offensive|Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses his blast chakra into a weapon which he is holding, inbuing it with explosive tendancies, after which once the user strikes the opponent with that said weapon, on the point of contact an explosion is given off similar to that of the landmine fist technique which acts in the same way as to avoid damage to the user.

This technique can be used on any weapon and due to the blast being concentrated in such a way to avoid damage to the user and the weapon he is holding, the weapon itself won't break under the blasts expolsive power. The explosion that occurs on contact is as powerful as landmine fist and can cause severe burns and cause the opponents own weapons to break easily.

The effects of this jutsu are similar to landmine fist except through the extension of a weapon instead.

‡ Declined ‡ It's been brought to my attention that these are similar to two of Solf's Blast jutsu.
 
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Deviation

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Re: Custom Jutsu Submission

(Raiton: Raijū no Fukku)- Lightning Release: Lightning Beast Hook
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: After channeling chakra to one's dominant hand, the user extends it and releases the chakra in the form of a lightning rod protruding from the palm of his hand which the user then grips. By applying shape manipulation and bending the tip into a pseudo hook, the user then spins himself and hooks onto the opponent. As he spins, the opponent is caught on the hook and is hurled by the user in whatever direction he chooses. This jutsu is best used in conjunction with taijutsu or freeform taijutsu.
Note: Can only be used 3x per battle
Note Can only be taught by Izzeh/Deviation

‡ Approved ‡
 
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Selendrile

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Re: Custom Jutsu Submission

(Fuinjutsu: Danchō)- Sealing Technique: Grandmaster
Type: Supplementary
Rank: B
Range: Short
Chakra: (-10 per unseal)
Damage: N/A
Description: This sealing technique is in sync with the brain and the motor skills, detecting when the body is incapable of moving on its own. Placed at the base of the brain stem (so on the rear neck), the seal detects the stress occurring when the body is incapable of movement. When this occurs, the seal forges a link between the user’s brain and his body, allowing the user’s thoughts to translate into movement. The seal also releases several thousand, invisible, chakra wires that instantly spread over the user’s body (although can be seen with various forms of chakra sensing). These wires run along the length of the body and limbs, and wrap around joints and other critical areas of movement. By utilizing the link between the body and mind, the user can think to move his arm in a specific motion, and the wires will contract, bend, and stretch in order to force the same action to be performed. The wires perform the movement while the user simply directs them. As long as the user can think clearly/rationally, he is able to move his body even though he may be physically unable (this does not apply to techniques that literally bind the body such as an earth whip or something similar). This is best used in the circumstance when the user is incapable of producing his own movement (such as if an arm or leg is injured, or the user is paralyzed through various means), allowing him to battle relatively normally. To the opponent, the movements seem to be completely natural and are indistinguishable from the user’s normal movements. This technique can last up to two turns consecutively if the user wishes (counting as a single move each turn), or it can be ceased at the user's will.
- Usable three times per battle

‡ Declined ‡ Similar techniques exist.

(Ninpo: Sōzō no Hashira)- Ninja Art: Pillar of Creation
Type: Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user initiates this technique when an incoming attack threatens him. As an attack approaches, the user focuses chakra into his body (either in a limb/area, or releases the chakra at once all over his body) which creates a second-skin like layer. Utilizing the chakra, the user creates a highly dense layer of flowing chakra currents that are suspended just off from his skin. These currents are manipulated to flow in a variety of directions according to the situation. When an attack makes contact with the currents, it is redirected along the specified flowing path. Similar to how water rolls off a surface, the incoming technique simply rolls off the user's body. This is capable of being used on both physical and intangible elements with the same effect, unless the physical object carries too much force upon impact (such as large boulders or something similar). This technique is neutral to elemental techniques of the same rank due to the density of the currents.
- Usable three times per battle
- No S-rank or above ninjutsu in the same turn

‡ Declined ‡ Similar to Lili's Amphibian Intervention.
 
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Leathercandle

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Re: Custom Jutsu Submission

Akuma āmā: Incursio (Demon Armor: Incursio)
Type: Weapon
Rank: D and A
Range: Short - Medium
Chakra: 10 and 30
Damage: 0 and 0
Description:
Incursio is a sword that can transform into a set of armor and a long spear when a certain amount of chakra is channeled into it.
Sword form:
The initial stage of Incursio takes the form of a short sword with a chain link tassel. The user can channel 10 charka into the sword and stab it into the ground or hold it above him in the air for it to take on it's second stage.
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Armor and Spear form:
As the sword transforms into the spear and armor, a very bright light shines for a short moment that has a similar effect to that of a flashbang. The Armor itself completely clads the users body, and is so sturdy that all kenjutsu and taijutsu techniques of B rank and below cannot break through it. The armor is made of a very rare metal that is quite light but very strong as well. The user can channel 30 doton chakra into the spear to harden it to the extent that it could cut through solid objects up to B rank, or cut through an A rank once (if the user cuts through an A rank, they must "harden" the spear again before they can cut through ranked solid techniques again.)
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-Must be taught to use by Leathercandle
-The armor and spear last forever unless they make direct contact with an A ranked technique
-If the spear was hardened with doton chakra and came into contact with an A ranked technique, the effect of the doton technique wears off instead of the spear breaking
-The sword can be transformed into the armor and spear twice per battle
-The sword is indestructible, the armor can take one direct hit by an A ranked technique before it breaks, canceling the damage.
-If the armor breaks, it can still be accessible once more if the user accesses the second form again
-Changing from the sword stage to the armor and weapon stage counts as a move
-Using doton chakra to harden the spear counts as a move


Suiton: Sutikkīmisuto (Water Release: Sticky Mist)
Type: Supplementary
Rank: B
Range: Long
Chakra: 20
Damage: 0
Description:
The user opens their mouth and lets out a massive amount of mist to cover the entire battlefield, very similarly to the technique "Hidden in the Mist". Because the mist is made out of the user's chakra though, the user can see through the mist almost like it wasn't there. At any time they so please, the user can form a single handseal to cause the mist to rush at an opponent inside of it, changing to a sticky syrup like form as it does so. The enemy would be completely covered in the syrup, unable to move whatsoever due to its mass and stickiness.
-Can only be taught by Leathercandle
-Can only be used twice per battle


Doton: Kurētā ken (Earth Release: Crater Fist)
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user channels doton chakra into one of their fists and punches the ground with it. All around the user up to mid range, the ground crumbles down 10 feet, creating a massive crater all in but one place, where the user is. Whats more is that earthen spikes form as and after the earth is falling, and shoot out at any targets at a rapid pace. The spikes will continuously shoot out due to the fact that they are made up of what is around them, which provides plentiful ammunition.
-Can only be taught by Leathercandle
-Can only be used thrice per battle
-No doton techniques next turn

‡ All Declined ‡ Similar techniques exist.
 
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Lyanna Stark

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Re: ±±Custom Jutsu Submission±±

(amatsu enkou kajou chakram)Heavenly flame spiral chakrams
Type: Weapon
Rank: S rank
Range: Short-Mid range
Chakra:40
Damage: 80
Description:
The chakrams Made out of white steel and compose of 8 spikes on the outside with a cross over handle allowing manuverable weilding. the two chakrams Are extremely light.And infused with The users chakra.The user can use them as a hand to weapon/hand combat weapon.They can be infused with wind and fire elements.Wheninfused with fire it will have a slight reddish glow to it and burn all those but the user who make contact with it.This includes objects.When infused with wind chakra the chakrams become much more sharp capable of cutting through stone.It gains a slight green glow.In addition to this.The chakram is able to be thrown and moved around when infused with the user chakra.Be it fire or wind.Upon performing thesnake handsign after throwing the user is able to make the chakram(s) spin so rapidly they produce a cyclone which will suck in and rip apart all things around them.When added with fire.It will cause a defestation wind +fire attack.
Restrictions
~Can only be taught and given by blaise12
~The whirlwind ability of it can only be used twice per battle.
The user can only infuse chakra within it 4 times per battle. and can never switch between wind and fire within the same turn.
Abilities(too make more clear)
~When infused with wind chakra. increse in speed of weapon not user and added sharpness.
~When infused with fire. burns all other than user who touches.
~Can create cyclone of wind.Which added withfire makes a devestating attack.

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X-Declined-X Why not just submit the cyclone as a seperate technique? keep the orginal weapon nice and clean and without any exploits
Took out Cyclone Like told.

(amatsu enkou kajou chakram)Heavenly flame spiral chakrams
Type: Weapon
Rank: S rank
Range: Short-Mid range
Chakra:40
Damage: 80
Description:
The chakrams Made out of white steel and compose of 8 spikes on the outside with a cross over handle allowing maneuverable wielding. the two chakrams Are extremely light.And infused with The users chakra.The user can use them as a hand to weapon/hand combat weapon.They can be infused with wind and fire elements.When infused with fire it will have a slight reddish glow to it and burn all those but the user who make contact with it.This includes objects.When infused with wind chakra the chakrams become much more sharp capable of cutting through stone.It gains a slight green glow.In addition to this.The chakram is able to be thrown and moved around when infused with the user chakra.Be it fire or wind.

Restrictions
~Can only be taught and given by blaise12
~The whirlwind ability of it can only be used twice per battle.
The user can only infuse chakra within it 4 times per battle. and can never switch between wind and fire within the same turn.
Abilities(too make more clear)
~When infused with wind chakra. increase in speed of weapon not user and added sharpness.
~When infused with fire. burns all other than user who touches.

‡ Declined ‡ This is basically a basic ninja tool infused with different elemental chakras. This doesn't warrant a Custom Weapon.

(Hyouton:Ao no ikari wa, bara: Ice Release) : Wrath of the blue Rose
Type: Offensive
Rank: B
Range: Mid
Chakra: 20
Damage: 40
Description:* The user after having performed the suiton jutsu Rain at will .Will perform a sequence of three handsigns. Upon doing so the rain droplets within the air made by rain at will, Will freeze up (Stop moving) due to the influx of hyouton chakra within the air,before quickly joining together to form a multitude of roses resembling a blue colour due to the sheen coming from the sun. The roses will then all charge towards the enemy. Upon contact they brake into sharp shards of ice. Cutting and shredding both skin and ground.
-Can be used 4 times
-Must know Hyouton
-Only usable by Blaise12 unless Taught

☼ Declined ☼

This would be an ice rain technique, which requires rain training. If you have training link it in the resubmission and make it a rain jutsu.
Changed the requirement for usage(took away rain at will) added more versatility to the jutsu and changed range to fit.
(Hyouton:Ao no ikari wa, bara: Ice Release) : Wrath of the blue Rose
Type: Offensive/Supplementary
Rank: B-S
Range: Mid-Long
Chakra: 20-40
Damage: 40-80
Description:* The user Will perform a sequence of three handsigns. Upon doing so snow flakes manifest within the air made by the moisture within the air,The snowflakes Will then freeze up (Stop moving) due to the concentration of hyouton chakra within them,before quickly joining together to form a multitude of roses resembling a blue colour due to the sheen coming from the sun using shape manipulation. The roses will then all charge towards the enemy. Upon contact they brake into sharp shards of ice. Cutting and shredding both skin and ground. Depending on the amount of chakra used directly affects the amount of roses.Should it be used at S rank it will cloud the opponents vision less so at A rank chakra wise and hardly at B rank.
-Can be used 4 times
-Must know Hyouton
-Only usable by Blaise12 unless Taught

‡ Declined ‡ Remove the multi-rank bit and it has to be created a certain distance away from the opponent.
 
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Onii Chan

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Re: Custom Jutsu Submission

(|Gen| Riariti kyūshū ) Reality Absorption
Type: Offensive
Rank: E - S
Range: Short - Medium
Chakra: 5 - 40
Damage: 10 - 80
Description: The user builds up chakra inside his/her body then releases it into the atmosphere causing a wave of the users chakra to push violently through the area causing surrounding chakra to be disturbed. By activating this jutsu whoever steps inside the appropriate field of disturbance will undergo varies effects such as chakra absorption and hallucination.

NOTE: Anyone who has started training in Gen can use this jutsu, however depending on the rank the user has in gen will determine the effect of the jutsu. For example if the user has D-rank Gen training then using this jutsu will drain 20 health per turn of the opponent, However if the user has A or S-rank training in Gen then the jutsu will drain 60 or 80 health per two turns of the opponent.

NOTE: This jutsu lasts until the user whom activated this jutsu is defeated or releases it.

NOTE: Can only be taught by me.

‡ Declined ‡ Link me your Genjutsu training.



(|Katon| Sandā no Shinigami bureido)- Reaper Blade of Sunder
Type: Weapon
Rank: C-B class
Range: Short-Long
Chakra: 15-20 Chakra
Damage: 30-40 Damage
Description: This weapon is a scythe that is made of black steel including the smooth pole that is connected to the double bladed scythe that sticks. The black blade is covered in black dust.This weapon can be detached to make two weapons or just one that is alternative to the scythe, The part where the scythe is connected to the steel pole can be detached and when detached a handle can be shown connected to the start of the blade (the thick part of the blade) and a lock or large steel clip at the top of the pole where the handle of the scythe blade can enter and lock in place to form the scythe. When detached the wielder can use the scythe blade as a sword for short to medium ranged battles that can be easily clipped back onto the pole clip to make the scythe again, this weapon is considered a ''Trick Weapon'' due to its fast and easy transitions between weapons in battle.

NOTE: Only a few people are able to wield this type of weapon giving it even more of a special reputation it already has, This trick scythe is normally shown to be wielded by the ''HāmāNagaro Family''.

NOTE: Must be C-class or B-class Katon/fire to use the special sunder(fire) ability, however to use the blade there is no required skill but knowledge of how to use the weapon.

NOTE: No negative effects against the wielder

NOTE: Weak against water when the sunder(fire) ability is active, however it is strong against wind and lightning.

NOTE: This weapon can be detached and reattached multiple times without any negative effect, when using trick motions or switching back and forth it becomes more and more faster it would seem when performing the act of swinging long then switching and swinging short, however it is not faster than the usual realistic nature. To sum it all up ''a sword can be swung faster than a full scythe''.

‡ Declined ‡ Similar techniques exist.
 
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Erzo

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Re: Custom Jutsu Submission

(Fūton: Kū Sora ) – Wind Style: Spirit Void
Rank: A
Type: Supplementary
Range: Short – Long
Chakra: 30 (-10 per use of Wind jutsu)
Damage: N/A
Description: An activation jutsu, the user releases his wind chakra in a burst, allowing it to travel outwards into all ranges without being seen or noticed (unless through the use of doujutsu or a form of sensing which allows it). This is done in an instant, allowing it to be used alongside another jutsu and since it's just wind chakra, and not actual wind no damage would be done through this release, it does however, bring about a unique ability. Through this jutsu, the user is able to change the location of the creation of jutsus which before have had a specific origin. This allows jutsus which before were very basic and straightforward to be used in a new and surprising way, but does not change anything other than that. Everything, including, distance, way the jutsu is made and properties of said jutsu remain the same. For example, a jutsu which creates a blast of Wind from the users mouth and towards the opponent from a 10 meter distance could be used to create the same blast, from the opponents left, or right side. Even at an angle from above. However, the distance of 10 meters, the way the blast of wind is created, and any other properties would remain the same. In the case the user decides to use these attacks from below, whatever the distance is, they'd be created the same distance underground, causing ruckus and the destruction of Earthen bits from underground as they emerge. This is more than enough to alert the opponent. Moreover, the attack's power is not decreased in this situation, unless the Earth itself is already infused with chakra of an element which could otherwise weaken or neutralise the incoming Wind (goes with Wind's strength and weakness). ~ Can only be taught by Erzo. This jutsu can be used twice per battle, remaining active until otherwise deactivated by the user, or the user runs out of chakra. If/when deactivated (by choice), the user can't activate it again for three turns, nor is he/she able to use any Wind jutsus higher than A-rank within the same turn.

‡ Declined ‡ I see what you're trying to do but this is too much.

Turtles learned here:

(Kame Kuchiyose no Jutsu: Chōrō no sheru) - Turtle Summoning Technique: Mzee's Shell
Type: Defence / Supplementary
Rank: C -S
Range: Short
Chakra: 15 - 40
Damage: Depends
Description: A summoning jutsu which is quite distinct in nature due to its summoning of a specific part of a turtle as opposed to the full being. The process of summoning is as normal as any other, with the user swiping blood over his tattoo or performing the sequence of hand seals in order to call forth the shell of the african-soft shelled turtles. Unlike the normal shell, the african soft shelled turtles have a soft and somewhat malleable shell - as the name suggests - whilst having a dense bone beneath it. The shell feels somewhat leathery and has a distinct characteristics which aren't common in other shells. To begin with, when summoned, this jutsu summons the shell of differently sized turtles (depending on rank used) onto the users body, used as armour. C-rank would summon a shell over the users fists, B-ranked would cover four limbs as opposed to two, A-ranked would cover full body, whilst the S-ranked version would do the same but allows a stronger defence. When summoned, the shells natural ability to change shape allows them to be worn by the user in a similar way to a knight's armour, covering his/her body appropriately and without any awkward gaps in the defence, with the shells malleable component easily allowing the user to move freely with the armour on. Moreover, due to the way the shell is shaped, when used as a full armour, jutsus which hit the armour are dissipated of their chakra as they hit the outer shell and the energy and momentum of the attack whilst the chakra used within the jutsu is spread out and dispersed outwards behind and besides the user. The amount of chakra dissipated depends on the rank used, with S-ranked being able to dissipate chakra of 40 points and higher, whilst A-rank deals with 30 and so on. When used in close quarter combat, the armour allows the user to deal more damage, adding 15 damage points in all hits that they manage to make against the opponent. In addition, when not worn as armour, the user has the ability to make them float around him (only in short range), with their movement being coordinated and manipulated by both movement of his body, and/or at his will, allowing more proficient Taijutsu movements, whilst allowing to deal damage according to the rank of the summoning. A secondary use would be in the exact way, but instead of only summoning the shells, the turtles are also summoned alongside. The turtles summoned are quite small sized (ranging from 5 - 15 inches, size depending on rank) all over his body (can decide where, and how concentrated they are). The turtles will - upon receiving the chance, but always with the summoners intentions/will - extend their neck a further arms length from the body. These turtles reach outward and bite down on whatever is within reach, with the bite being chakra enforced it'd deal quite some pain, pain which is only further inflected when they pull back their neck, ripping apart whatever chunk of flesh they've attached themselves to. Moreover, this jutsu allows the user launch the turtles towards the opponent, mouth first, allowing them to cling on and rip apart skin, or simply crash into the opponent to deal blunt damage. When launched like this, they're able to travel a maximum of mid range.
~ Can only be used by those who have the turtle summoning contract. S-ranked armour and/or turtles can be summoned twice per battle and only lasts four turns whilst the other versions only last 5 turns per use. Once used, the user must wait two turns before being able to re-summon the armour/turtles once again. When using secondary state, C/B-ranked turtles are 5 inches long, with size increasing by 5 inches with as the rank increases (A-rank 10 inch, S-rank 15inches). The damage done by the bites also becomes more severe due to size of jaw and area which the turtles are able to rip apart.

‡ Declined ‡ Shorten this.
 
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Strawberry

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Re: Custom Jutsu Submission

(Fūton: Kiryū Kyuushuu Dansu) l Wind Release: Air Current Vengeful Dance
Type: Offensive l Defensive
Rank: S rank
Range: Short - long
Chakra: 40
Damage: 80
Description: A technique derived from the Wind Release: Air Current Wild Dance, where instead of manipulating the air current to serve supplementary purposes, the user focuses on offence. The user will channel his chakra into the air around the battlefield, taking control or the air currents bringing them together to take on a more solid tangible form. This tangible form is still versatile and flows freely like the gust like nature of the parent technique but it will not blow things away nor raise dust etc.. instead its solid form is used for physical damage. The technique's air currents will give off a dense green hue and be held together very compactly as such will look very much like green water flowing through the air. As long as the user maintains focus on the solid tangible air current, the currents can be freely manipulated and moved around the battlefield and can be of various sizes and can take on any form the user see's fit for the situation. As such the air currents can be divided into smaller dense tangible currents attacking from different angles, a single massive frontal air smash, large air current balls and so on.

Note: Can only be taught by strawberry
Note: Can only be used twice a battle
Note: Requires 2 turn cool down before reuse
Note: Air currents cannot be created short range of the opponent
Note: Requires constant focus to maintain the technique
Note: Technique lasts a maximum of 3 turns before deactivating

‡ Declined ‡ Similar to Ushiro's Winds of Change.

-------------------------------------------------


(Ninpo: Sukuro-ru Fukusha) l Ninja Art: Scroll Duplication
Type: Supplementary
Rank: A
Range: short
Chakra: 30
Damage: n/a
Description: The user applies a similar principle to the kage bunshin, and multiple shuriken bunshin jutsus on scrolls. The user will as he is about to activate a scroll based jutsu, duplicate the scroll. However the user does not create two differant scrolls but, simply increases the size of the original scroll. This is done by having the duplicated scroll essentially bind with the original end to end and extend it but remain rolled. The activation of this technique is instant and takes no time. This is because the jutsu is cast with a scroll based jutsu and the affects of the duplicated jutsu do no take place right away, but after the scroll. The duplicated double scroll will not double the effect of the jutsu, but merely extend it. So, a scroll firing a kunai, will not fire two kunai, but one kunai followed by a second kunai (they will take up two spots in the timeframe, and are not simultaneous). The duplication jutsu merely acts as a way of preping this action. Overall the jutsu will work as follows, the now slightly larger scroll will unravel and create its affect, but continue unraveling into the extention which will then repeat the affect, separated by the delay of unraveling.

Note: Can only be taught by Strawberry
Note: Can only be used three times
Note: Requires 2 turn cooldown
Note: Can only be used on scroll related jutsus
Note: Will only work on jutsus up to A rank
Note: Does cost a move out of three a turn

‡ Approved ‡
Updating

(Ninpo: Sukuro-ru Fukusha) l Ninja Art: Scroll Duplication
Type: Supplementary
Rank: A
Range: short
Chakra: 30
Damage: n/a
Description: The user applies a similar principle to the kage bunshin, and multiple shuriken bunshin jutsus on scrolls. The user will as he is about to activate a scroll based jutsu, duplicate the scroll. However the user does not create two differant scrolls but, simply increases the size of the original scroll. This is done by having the duplicated scroll essentially bind with the original end to end and extend it but remain rolled. The activation of this technique is instant and takes no time. This is because the jutsu is cast with a scroll based jutsu and the affects of the duplicated jutsu do no take place right away, but after the scroll. The duplicated double scroll will not double the effect of the jutsu, but merely extend it. So, a scroll firing a kunai, will not fire two kunai, but one kunai followed by a second kunai (they will take up two spots in the timeframe, and are not simultaneous). The duplication jutsu merely acts as a way of preping this action. Overall the jutsu will work as follows, the now slightly larger scroll will unravel and create its affect, but continue unraveling into the extention which will then repeat the affect, separated by the delay of unraveling. If for one reason or another the user wishes to cancel the activation of the extended scroll, the user can simply disperse that extended portion of the scroll much like a shadow clone which will then disperse in a puff of smoke


Note: Can only be taught by Strawberry
Note: Can only be used three times
Note: Requires 2 turn cooldown
Note: Can only be used on scroll related jutsus
Note: Does cost a move out of three a turn

‡ Update Approved ‡

---------------------------------------------------
Aight so this things been sitting pending for a while, i'll just resubmit it :/

I've simplified it and its been changed a lot, so i wont bold.


(Doton: Cybele Negai) l Earth Release: Cybele's Boon
Type: Supplementary
Rank: C-S
Range: Short - Mid
Chakra: 15-40
Damage: 20-80
Description:
The user sends out his chakra up-to mid range all around him and creates an underground to surface syringe out of earth. This is done by having the user create large pores on the surface and condense and manipulate the earth in certain areas underground, forming the shape of a syringe. This earth is also coated with the users chakra all the way to the surface, except the pores on the surface which must remain open for water to fall through. The coat of chakra helps to keep the earth strong and fill in any cracks, creating a better seal. When water is present over the earth and open pores, the water completes the seal and the user moves a large section of earth further underground causing a decrease in pressure which leads the water to become unstable and be sucked into the cavities above ground and pulled below ground, this is further accelerated by the users chakra that coats the earth and gravity. The size of the syringe depends on the users manipulation of the earth and how much water needs to be absorbed. The syringe must be made large enough to quickly suck in water, however creating a syringe too large will lead to an ineffective seal and a syringe too small would not suck up all of the water. Therefore to achieve the desired affect the user must ensure they use the correct amount of chakra to create a syringe that is most effective at absorbing water.Essentially if the user wanted he could absorb even large water techniques that rival large bodies of water or small puddles quickly. The user can then force the lowered chunk of rock back up, forcing the mass of water back up and out of the cavities. However this time the user eliminates the coat of chakra, which makes the syringe weaker. so when the water raises up it bursts through the earth sending debris flying everywhere and the water as well. Due to the nature of the jutsu, only water jutsu that touch the ground are affected.

Note: Can only be taught by Strawberry
Note: Can only be used twice a battle
Note: Requires 2 turn cooldown
Note: Water pulled underground can be used like a water
Note: User cannot use any jutsu as long as he has the syringe active
Note: Only works on water jutsu/water making contact with the ground

Pending. Your description is really confusing and has a lot of stuff in it that could be left out. Isn't this basically just a technique that creates holes to suck up water techniques coming at you? Send me a vm to explain it s so I can see what I'll do with it.

(Doton: Cybele Negai) l Earth Release: Cybele's Boon
Type: Supplementary
Rank: C-S
Range: Short - Mid
Chakra: 15-40
Damage: 30-80
Description: The user sends out his chakra up-to mid range all around him and creates an underground to surface syringe out of earth. This is done by having the user manipulate the earth underground to physically take on the form of a syringe, that is connected above ground, via a pore(s). The syringe is sealed tight, below ground has the users chakra channelled into it. As soon as water passes over the pore(s) or hole(s) above ground, the syringe - seal is complete and the user manipulates the earth seal plunger downwards. This makes the water above ground get sucked down wards extremely quickly due to the massive suction force accelerated by the users chakra. The suction force of this technique is strong enough to suck even extremely large bodies of water underground almost instantly. The size of the The syringe must be made large enough to quickly suck in water, however creating a syringe too large will lead to an ineffective seal and a syringe too small would not suck up all of the water. Therefore to achieve the desired affect the user must ensure they use the correct amount of chakra to create a syringe that is most effective at absorbing water. Then if the user desires, they can instantly, force the lowered chunk of rock (plunger) back up, forcing the mass of water back up towards the surface with a great deal of force erupting from the surface like a short burst geyser, water and chunks of earth flying in the air.

The jutsu however is not only limited to water/other liquids, and can suck in other objects as well like swords, armour etc. For other objects the overall process remains the same but the user will manipulate the pore or hole to actually rise out a bit and latch onto the object to aid in suction. Objects that arent liquid in nature can however be damaged as they they are sucked in.

Note: Can only be taught by Strawberry
Note: Can only be used twice a battle
Note: Water pulled underground can be used like a water source
Note: User cannot use any jutsu as long as he has the syringe active
Note: Only works on things that are along the surface.

‡ Approved ‡
 
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Edward

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Re: Custom Jutsu Submission

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


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

(Ototon: Banshī no sensō Kurai) - Sound Release: Banshee's War Cry
Type: Offensive | Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user infuses any object capable of exploding, detonating, etc, or able to create an exploding sound with a coating of sound chakra. Objects coated by this technique gain a distinct sound that is easily heard. Once contact is made with another object (such as an opponent's technique, a landmark, etc) the infused object would explode like normal (unless it's an object that requires no physical contact to create an explosive sound, such as an explosive tag or smoke bomb). However, the infusion of sound amplifies the sound waves released in order to produce a screeching sound that can affect those who hear it. The effects created by the amplified sound waves vary by distance. If the target is within short range of an explosion they will experience deafness and moderate disorientation for two turns. If the target is within mid-range of the explosion they will experience deafness and have a mild headache for a single turn. If the target is long range from the explosion, there are no adverse effects. The user is capable of negating these adverse effects by coating his own ears within sound chakra. This will effect all targets within range of the explosion, with the exception of the user.
Notes & Restrcitions:
Note: Can only be used four times, however, it cannot be used consecutively.
Note: Can only be taught by EdwardSama

Fuuinjutsu Training [ ]

‡ Approved ‡

(Fuuinjutsu: Hōnetto no Sutingu) - Sealing Technique: Hornet's Sting
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20 (initial activation; +5 per turn)
Damage: N/A
Description: This is a seal with the Kanji "Sting". It is placed upon weapons and is activated once the user swipes blood onto it. Upon activation, the ink of the Seal would spread throughout the surface of the weapon, covering it with Kanji's for "Sting". The active seal serves to supplement each strike towards opposing techniques, a body, or another weapon. If physical contact with the sword is achieved, the localized area struck would be "sealed", or rather, momentarily paralyzed. This is because the seal utilizes lightning chakra that is discharged in the target's body. The lightning chakra creates an electrical current that flows through muscles, resulting in a brief paralysis in the area struck. (For example, if a hand was grazed by the blade, the entire arm would become paralyzed). Against weapons such as projectiles, swords, katana's, and custom weapons, the seal of the users weapons would extend to the opposing weapon, and if the user were to maintain contact with the weapon, it would utilize the same lightning chakra as described before and release an electrical current throughout the limb/area exposed and paralyze that local area momentarily. This is a passive seal placed on weapons that must be stated in the bio and can be deactivated at will. The paralysis lasts 2 turns, while the seals extending onto the opposing weapons lasts 3 turns. (So, after 3 turns, the seals that extended onto the opponent's weapon would vanish).
Notes&Restrictions:
Note: Each usage lasts four turns, or until deactivated.

‡ Pending ‡ Leaving for LoK.

☼ Declined ☼

The technique is fine, but it can't be passive. needs to be applied in battle.


(Futon: Hakai-tekina ōbu) - Wind Release: Orb Destruction
Type: Supplementary/Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40 (If used offensively)
Description: The user will materialize an orb of wind, accompanied by a light humming sound and a bright blue hue, in an area within mid-range. The orb of wind proceeds to collapse upon itself, creating a vacuum like effect that generates the wind from its 5 meter radius. This is accompanied by slicing winds, inflicting damage onto the enemy whilst flinging him/her inward onto the original location of the orb, forcefully moving the target to the opposite side of the orb. The distance the target travels is directly proportionate to their original position in respects to the orb of wind. For example, if you are four meters away from the left side of the orb, when the technique is performed, you should be flung to the right side of the orb, four meters away, equating to 8 meters. Alternatively, as a supplementary usage, the user can perform this on a nearby location, but without the slicing winds, providing a quick method of evasion.
Notes and Restrictions:
Note: Can only be used 4x; no consecutive uses
Note: Can only be taught by EdwardSama

Video to demonstrate it (1:40-1:43):
[video=youtube;EUpTRoSQEX4]https://www.youtube.com/watch?v=EUpTRoSQEX4[/video]

‡ Declined ‡ Remove the slicing winds bit entirely.
 
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Sinthorus

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Re: ±±Custom Jutsu Submission±±

Approved steel bio:

For the sake of rp i've put iron in some of the cj i make for my bio. I figured this should be ok because the majority of steel is Iron anyway. Though these are still steel release jutsu.


(Kōton: Tetsuryū no Uroko) - Iron Dragon's Scales

Rank: A
Type: Attack/defence
Range:Short
Chakra Cost: 20 per turn
Damage Points: +20 to tai
Description: The user covers part of his body (or the entirety of it) with steel scales to dramatically increase his offense and defense power. When punching while covered by these scales, the user is capable of creating powerful gusts of wind through mere kinetic force. When confronted with lower ranked flames (C rank or below), the resulting clash generats a powerful shockwave which will heavily damage the area surrounding the blast but not the user due to their scales. These scales are strong enough to shatter bone and rock alike, resilient against regular flames (B rank or below), and much harder than normal steel. This is a more advanced version of Steel Release: Impervious Armour as it covers the entire body and and increases offensive powers at the same time. Though the jutsu adds +20 to taijutsu, as the users skin is as hard as steel, the defence propperties are equal to A rank steel.

Note: Lasts 4 turns
Note: Useable twice
Note: The user is more vulnerable to lightning in this form. If hit by a lightning jutsu, the lightning jutsu will be boosted by one rank
Note: Can't use lightning while active

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±± Declined ±± Still too powerfull. Look at this: +20 to tai, giant gusts of wind just be moving, resistance to fire, physical invulnerability to physical attacks basically. Too much. This would be a defensive technique that adds physical power....take the wind gust and blasts as well as the fire thing.


(Kōton: Tetsuryū no Hōkō)- Iron Dragon's Roar
Rank: S
Type: Attack
Range: short - long
Chakra Cost: 40
Damage Points: 80
Description: After gathering chakra into his mouth, the user shapes it into a powerful tornado which he subsequently emits and sends towards his foes. Such tornado possesses immense force, being capable of generating powerful blast like a hurriane and inflicting heavy blunt damage, but also releases sharp shards of steel in the process, to shred the opponents' body. This blast is very large and consists of 1000 small blades of steel.(see below for how it looks)

Note: Useable twice
Note: No lightning jutsu in the same turn.
Note: No wind in the next turn


You must be registered for see images

±± Declined ±± Why does this stop you from using wind and lightning one in one turn the one in the other? Also...isn't this basically a spinning tornado of small sharp blades? So...blunt damage? Shouldn't it be "cutting damage"?



(Kōton: Tetsuryūkon) – Steel release: Iron Dragon's Club
Rank: B
Type:Supplementary
Range:Short-mid
Chakra Cost: 20 per club
Damage Points: 40
Description: Gajeel transforms his arm or leg into a large steel club, increasing punching and kicking power. He can also create multiple smaller clubs from the end of the original, hitting many enemies at once. The clubs can be elongated at Gajeel's will, making for powerful ranged weapons. He is also capable of increasing their size dramatically and to detach them from his body. The 40 damage comes from the impact of the club as it's shot out. The clubs can only be created from his limbs and will always be connected to him, as they can't be shot as ranged weapons. Each use of the technique pertains to both his arms.



The above is waiting to be checked, i don't know if it counts as resubmission, if not then i'm submitting this:
±± Approved ±± Next time simply VM one of us ^^

(Kōton: Tetsuryūken) – Steel release: Iron Dragon's Sword
Rank: A
Type: Attack
Range:Short-mid
Chakra Cost:N/A
Damage Points:N/A
Description: Similar to Iron Dragon's Club (if approved), but possessing cutting instead of blunt power and thus being possibly deadlier, the user transforms his arm or leg into a large, jagged steel blade (as seen below). The spikes along the blade's edge make its slashes more painful and dangerous and the weapon's length can be increased to reach enemies away from him. The sword can also function like a chainsaw, effectively increasing its damage, as it rotates as seen in the image below. When the sword is rotating, i can cut through almost anything solid.

Note: Useable 3 times


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±± Approved ±± Edited
Resubmitting from a few years ago:


(Kōton: Tetsuryū no Uroko) - Iron Dragon's Scales

Rank: A
Type: Attack/defence
Range:Short
Chakra Cost: 20 per turn
Damage Points: +20 to tai
Description: The user covers part of his body (or the entirety of it) with steel scales to dramatically increase his offense and defense power. When punching while covered by these scales, the user will have increased strength to that of tsunades punches. These scales are strong enough to shatter bone and rock alike, resilient against regular flames (B rank or below), and much harder than normal steel. This is a more advanced version of Steel Release: Impervious Armour as it covers the entire body and and increases offensive powers at the same time. Though the jutsu adds +10 to taijutsu, as the users skin is as hard as steel, the defence propperties are equal to A rank steel.

Note: Lasts 2 turns per use
Note: Useable 3 times
Note: The user is more vulnerable to lightning in this form. If hit by a lightning jutsu, the lightning jutsu will be boosted by one rank
Note: Can't use lightning while active

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(Kōton: Tetsuryū no Hōkō)- Iron Dragon's Roar
Rank: S
Type: Attack
Range: short - long
Chakra Cost: 40
Damage Points: 80
Description: After gathering chakra into his mouth, the user shapes it into a powerful tornado which he subsequently emits and sends towards his foes. Such tornado possesses immense force, being capable of generating powerful blast like a hurriane and inflicting heavy blunt damage, but also releases sharp shards of steel in the process, to shred the opponents' body. This blast is very large and consists of 1000 small blades of steel.(see below for how it looks). The tornado controls the 1000 small sharp blades of steel the slice whatever they hit like it was being cut by 1000 super sharp razor blades.

Note: Useable twice
Note: No lightning jutsu in the same turn.
Note: No S ranks in the same turn



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(鉄竜の鋼拳 Tetsuryū no Gō Ken) - Iron Dragon's Hard Fist
Rank: A
Type: Attack
Range: short
Chakra Cost: 30
Damage Points: +20 to tai
Description: After having turned his body to steel through any method the user will release more chakra into their hands and feet to increase the strength of their taijutsu. With this technique the user will enhance their taijutsu attacks with more chakra that increases their punching and kicking power and speed. Because of this, when the user punches forwards the force behind the punch sends a shockwave forwards up to 5 meters pushing back anything it comes into contact with. Normally when a user is punched or hit by steel it's enough to fracture or break bones upon contact, with this, if the user makes contact the force behind the attack sends a shockwave through what is hit shattering the target (based on rank and elemental strengths still). For example if a bolder was hit in one place by this attack, there would be a shockwave sent through the bolder shattering it into pieces. If a ninja was hit in one rib with this, it would send a shock through that side of their ribcage breaking their ribs on that side of their body.
Note: Must turn body to steel before hand
Note: No Lightning Jutsu in the same turn

‡ All Declined ‡ You can only submit on one account every cycle.
 
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