[ARCHIVE] Custom Jutsu Submission - II

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Gutsy

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Re: Custom Jutsu Submission

Toad Sage Mode Training:

(Sutōnhikigaeru No Tatchi) Touch of the Stone Toad
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: A highly advanced and dangerous technique which allows the user to manipulate his Senjutsu chakra to rush through the point of impact of a fist, finger, kick or anything that the user touches. The user will use the control over senjutsu chakra which is spread across his body, but this time not using it to increase the range and strength, but rather have the amounts of senjutsu chakra to travel inside the body of the opponent which he is currently battling. The amounts of chakra release and inserted to the opponent's body, will plant themselves on that specific part of the body, and due to the nature of senjutsu chakra being very difficult to control, the chakra will remain in a disbalanced state, and slowly petrify itself and the connected part of the body into stone. This effect is observed as the natural disbalance of senjutsu chakra inside the human body, will force itself into petrification, so turning into stone, if the user cannot correctly balance the amounts of chakra needed. As the amounts sent to the enemy’s body are fairly small, the petrification process will begin seconds after the impact with said body part is made. The trace amounts of chakra are low enough, and very separate from the enemy’s natural chakra flow, so placing it under control will be virtually impossible. The effects caused by this technique last for two turns in total before the Senjutsu chakra will slowly seep out of their body, making it functional again. The petrification process will stop the normal function of the part hit.
Note:
- The technique can be used 3 times per battle
- Must be in Toad Sage Mode
- Up to 5 areas can be petrified at once
- Each touch and petrification consumes 10 chakra points

~Declined~
Rank and chakra info are wrong. Also if the amount of senjutsu chakra being used is small this can be accomplished with a much lower rank than S-rank. If you're using S-rank Senjutsu chakra right into somebody's body, they should be turning into stone in more than just one small segment of their body.
Changed rank and chakra info, not sure what else to change.

(Sutōnhikigaeru No Tatchi) Touch of the Stone Toad
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage points: N/A
Description: A highly advanced and dangerous technique which allows the user to manipulate his Senjutsu chakra to rush through the point of impact of a fist, finger, kick or anything that the user touches. The user will use the control over senjutsu chakra which is spread across his body, but this time not using it to increase the range and strength, but rather have the amounts of senjutsu chakra to travel inside the body of the opponent which he is currently battling. The amounts of chakra release and inserted to the opponent's body, will plant themselves on that specific part of the body, and due to the nature of senjutsu chakra being very difficult to control, the chakra will remain in a disbalanced state, and slowly petrify itself and the connected part of the body into stone. This effect is observed as the natural disbalance of senjutsu chakra inside the human body, will force itself into petrification, so turning into stone, if the user cannot correctly balance the amounts of chakra needed. As the amounts sent to the enemy’s body are fairly small, the petrification process will begin seconds after the impact with said body part is made. The trace amounts of chakra are low enough, and very separate from the enemy’s natural chakra flow, so placing it under control will be virtually impossible. The effects caused by this technique last for two turns in total before the Senjutsu chakra will slowly seep out of their body, making it functional again. The petrification process will stop the normal function of the part hit.
Note:
- The technique can be used 3 times per battle
- Must be in Toad Sage Mode
- Up to 5 areas can be petrified at once
- Each touch and petrification consumes 10 chakra points
Note: Reduces sage mode by one turn

Approved - I've added the last note. Using up sage chakra reduced sage mode even for a B rank like this. This wasn't allowed in the rp years ago, but reborn seems ok with it. If it's abused i'll decline it.
New submissions:

(Maito Gai's O shiri no kine) Might Gai’s Ass Pounder
Type: Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: A technique taught by Might Gai during a training session with Jiraiya. Jiraiya having a hard time following Gai and his Eight Inner Gates changed it up to make it more suitable for himself, and renamed it from Leaf Style: Youth Exercise to Might Gai’s Ass Pounder due to witnessing his ridiculous performance. The user would be required to be in Sage Mode to be able to perform this technique as it requires a large amount of speed and strength. This meaning that only users whom have mastered Sage Mode, Eight Inner Gates or any of the likes would be able to perform this. The user would after entering their respective Mode, use their intense speed to crash into their opponent head and arms first, smashing them into the ground, holding them down with their hands before beginning to do 100 push-ups, smashing their head down into their body. These push-ups are all done in less than 5 seconds and with enough force to crack the ground beneath the target, breaking bones, muscles and cause severe internal damage, while forcing them into the ground. This technique may even be used to intercept an enemy and stopping them from performing a specific technique due to the intense speed which allows the user to tackle the target. This technique is capable of being combined with techniques like Frog Kata, or other techniques which enhance the damage upon impact.
Note:
- Must be in EIG, SM or have some sort of high speed abilities
- Can only be performed twice per battle

illustration:

Declined - Change the name <_<

(Gekido No Gama Sennin) Rage of the Toad Sage
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: Similar to when Naruto used the 5 tails chakra to cause his chakra to reach its boiling point, granting him heated punches to go through ice, as well as giving him more strength and speed, this technique was derived from this, utilizing ones fire chakra when in Sage Mode. After the user has entered Sage Mode, allowing the natural energy to enter his body, the user will super heat the natural energy, with his fire chakra, which has been combined with ones chakra, to the boiling point. This will cause a spike in strength and speed, as well as the user being very hot to the touch, being able to melt through cold objects like ice with a single punch, and even other liquids. Causing third degree burns to anybody touched.
Note:
- This state is active for 3 turns
- Can punch through water and ice of B-rank and below
- Can only punch through techniques of B-rank and below 3 times
- The speed and strength increase is slightly increased making a person in Sage Mode faster than the normal Sage Mode user

Declined - You have super strength in sage mode and frog kata you don't need this. If you want the heat element of it get a fire jutsu to do it.
 
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Silico

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Re: Custom Jutsu Submission

(Hebiātsu: Kuchyiose No Jutsu: Yūdoku Hebi|Snake Arts Summonig: Toxic Snake)
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A
Description: The user bites their thumb and smears blood onto their snake tattoo/scroll to summon the toxic snake onto their right/left shoulder/ground - depending on placement of tattoo/use of scroll. The toxic snake's ability is to envenom weapons/artillery such as kunais/shurikens/projectiles. The venom is very toxic and causes severe burns on contact with skin(A-rank burns - 60 damage points). Should the venom get in eye-contact, it would cause a blinding effect that lasts for the rest of the battle as well as causing extreme pain. Should the venom be swallowed or hit a vital area, it would be game-over unless immediately treated with med-ninjutsu. The snake itself has a cobra-like appearance and is about a meter in length. It can also dig underground and spit poison from the ground. Like Manda and other snakes, it can also read heat-signals while underground(well above it as well) and thus always be able to pinpoint a location to heatsources.

Note: Can only be summoned once.
Note: Snake is on the field for 4 turns.
Note: The envenoming process is passive and continues until snake is either killed or after the technique ends.
Note: Venom stays on tools/weapons throughout the entire battle, unless watered down and or dissolved. Just like normal venom.
Note: Must have snake contract and finished basic snake ninjutsu.
Note: Can only be taught by Skorm.


 Declined  DNR. You need poison mastery for something like this...





(Jiton/Fuuin: Satetsu Bunshin|Magnetic Release/Sealing Arts: Iron Sand Clone)
Type: Defense/Offensive/Supplementary
Rank: A-rank
Range: Short
Chakra: 30(+15 to reform)
Damage: N/A
Description: The user stomps on the ground and forms(up to four) magnetic fields to form into human-sized clones, made out of iron-sand. These clones are distinguishable from the original since they, like most metals, reflect light and gives a "shiny" surface. Other than that, the user and the clone(s) are completely identical. These clones are very tough, and have the ability to act as tangible and being able to reform themselves, if taking physical hits, just like regular sand clones. However, if they are to be reformed, the user spends some chakra to do so. This could be done anytime though and if they aren't reformed, they could very well act as a medium of iron sand(depending on what damage they took). These clones can perform iron sand jutsus as well as earth/wind jutsus(that the user can perform). They are resistant to physical attacks up to C-rank and are able to reform from physical strikes at the cost of some chakra points above that. The clones are very tough, but they are also slow(two ranks slower than the user). The clones all have one thing in common and very distinguishable. They all carry a sealing kanji on their back that activates on the users will. This seal is of B-rank and acts exactly like the Fuin Fuda seal. This seal can be triggered if the opponent is buried under a clone or if they're held by them. When the seal activates, the clone covers the target and seals them off effectively.

Note: Can only be used by Magnetism users with Iron Sand.
Note: Clones can use all Wind/Earth/Iron sand jutsus that the user knows.
Note: Must have knowledge in Fuuinjutsu up to B rank.
Note: Maximum of 4 clones per battle.
Note: Can only be taught by Skorm.


 Declined  No on the sealing part. Why wind and earth? Still don't understand why those two elements...





(Jiton/Fuuin: Kami no maisō|Magnetic Release/Sealing Arts: God's Burial)
Type: Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user forms their hands in a triangle-shape and locks onto the target. They would then create an immensely strong magnetic field inside their target to attract iron sand from underground, mixed with present iron sand or iron sand from the users gourd. Should sand from underground also be attracted(which almost always would happen), the target would lose balance as the ground under them would get loose and shaky as the iron sand would erupt in such force and speed that the ground would split. This sand would reach the target first, and at such speed that it would be impossible to react before the sand would've covered the target. The magnetic field in itself, is strong enough to attract the iron sand to such level that it gets sucked into the target's skin and ultimately crush them. This causes a great amount of pain and makes the target having trouble moving. Should the target use any lightning-based jutsu while being imprisoned by the iron sand, they would only suffer the strength of it on themselves as the iron sand would just cause the lightning to roast them inside it.
While under this crushing effect, the magnetic field itself also affects the target's mind and causes paranoia and seizures, making the target completely lose focus. When the iron sand itself has covered the entire target, a black kanji is formed that acts like a normal sealing tag(Fuin Fuda) and of B-rank in strength. The iron sand and magnetic field are of S-rank.

Note: Can only be used by Magnetism users with Iron Sand.
Note: Must have knowledge in Fuuinjutsu up to B rank.
Note: Can only be taught by Skorm.


 Declined  Look at the red.... =_=#
 
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Sasori

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Re: Custom Jutsu Submission

Name: (Ningyo no dakkyu) Puppet Dislocation
Rank: S
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This is a puppet technique capable of being used only by Sasori or other users who are a puppet themselves. This technique focuses on generating chakra threads from inside of the user’s joints which begin to detach parts of the user’s body from the rest with a chakra thread. The jutsu mainly focuses to increase the range of the techniques which the user can perform. While using this jutsu the user is capable of stretching their body parts up to long range. Chakra threads can be formed through the user’s entire body in order to stretch parts of the body all at once. The user takes on a strange look while using this. So by using this technique the user can for example stretch one of their legs, arms, head ect. There is also another way that this ability can be used, and that is by only using the chakra threads to stretch one of the user’s limbs at a time instead of all of them at once. Basically the user will generate chakra threads from all or specific joints on their body to greatly increase attack ranges. The chakra threads allow for the user stretch their limbs up to long ranges in order to grab onto enemies or for other purposes. Allows for Sasori to easily change his body shape or possibly dodge incoming attacks within reason. This technique works similarly to how Kakuzu manipulates the strings inside of his body.

Note: Full Puppet Dislocation mode can only be used for 4 turns.
Note: Single limb dislocation can only be used 4 times. (And each time cost 10 chakra)
Note: Can only be used by Sasori or a User who has a puppet body.
Note: Can only be taught by Sasori


Approved - I reduced it to 4 times and 4 turns. Nice jutsu though.

Name: (Norowarenta Ningyo Sosa) Cursed Puppet Manipulation
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: This was a form of puppetry developed by Sasori in order to increase the amount of puppets he can have on the field, and to increase the convenience of using puppet’s in battle. This jutsu works by manipulating cursed tags infused with the user’s chakra in order to control the puppet. The user may only use two cursed tags on two puppet’s at a time while in battle. Once attached to the puppet the user’s chakra begins to emit inside the puppet giving him full control of the puppet and how it behaves. While attached to a puppet it drains 20 chakra points per puppet so up to 40 chakra points being drained each turn. While in this form the puppet is capable of using any of the known techniques which it has learned up to then. The puppet user is greatly less hindered due to the fact that chakra strings are not involved in this process. While manipulating two puppets at a time the user cannot use above B-rank techniques on himself no limit on the puppets, but while using it on one puppet he can use up to A-rank techniques. There is no limit in rank of puppet techniques the user can use. The puppets which the user is manipulating at the time are capable of using any taijutsu within reason. The opponent is capable of blowing or washing the tags away with a weak wind or water jutsu (D-rank) if they are capable getting to the tags. If the tags are blown away the user loses control over that puppet, and cannot put another tag on it for three turns.

Note: Can only be taught by Sasori
Note: No other puppets can be used through any means
Note: No shadow Clones can be used.

Declined i'm not going to allow you to take control of others puppets.
Name of Puppet: (Ani) Annie
Rank: S
Type: Human Puppet
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This is a human puppet Sasori acquired when on his hunt for special kekkei genkai. It may have taken a long time to finally find a worthy specimen for his collection, but he had finally done it. Annie is capable of using all five basic elements as well as using the special kekkei genkai known as Storm release. Annie has had a lot of modifications done to her body in order to transform her into a more powerful form than when she was once alive. The first major modification of the puppet is that she no longer stands on two legs, but instead has a pair of arms spreading out of her abdomen which allow for her to place her body on the ground on all Six. When in this state it is similar to how the salamander puppet stands. Her four arms are all capable of being protracted into long distances. On the puppet’s front arms are tags which are capable of summoning forth three normal sized puppet arms which launch themselves at the enemy at a fast rate, and can reach up to long range. All of the puppet’s arms are capable of releasing poisonous gas from a compartment on their hands. The puppet’s front arms are also capable of launching off like a grappling hook and attach itself to whatever it grabs hold of. There are holes placed on the puppet’s hand enabling it the ability to emit streams of storm release. Its mouth is capable of opening to generate chakra from within its mouth to unleash a powerful stream of chakra which can reach up to mid range, and can be adjusted to fire a thin or wide range blast. Annie is also capable burying herself underground up to long range. One ability of this puppet is that it is capable of utilizing its storm release ability to cover its body inside of thick dark thundercloud with electricity running through it. Once the puppet has the thundercloud around itself it will then propel its body at the target which can be up to long range, and attack them with a powerful force which will push them back as well as electrocute them. With the many holes placed over its body it is capable of releasing black clouds with lightning running through them as a defense and offensive move. The cloud protects the user up to short range and anything surrounding it. When using the thunder cloud as a defensive move it is equal to a B-rank jutsu, and can be blown away with a weak wind jutsu (C-rank). On the other hand the puppet is capable of using the thundercloud to fire strikes of lightning equal to B-rank. In the middle of the puppet’s chest is a hole for Sasori heart compartment where he can change into the puppet quickly.
Link to Battle:
(Agreement:
)
Link to Biography:

Notes: Can only be used by Sasori
Notes: Summoning tags/grappling hook count as a move
Notes: The storm released emitted from the puppet’s hands are equal to A-rank (-30 chakra for each use)
Notes: The blast fired from its mouth is equal to A-rank (-30 chakra for each use)
Notes: While inside of the thundercloud it only last 3-turns.
Notes: When propelling its body forth inside of the thundercloud it is equal to an S-rank jutsu (draining 40 chakra each use)




Declined - Not going to allow the poisonous gas. You beat her and made her into a puppet but the poison will stay with cannon puppets. Having a puppet use base 5 alone is pretty powerful.
If you use all that coding again, i'm going to DNR your jutsu. Use the coded template provided. If you want to make your jutsu look all nice with that coding do it in your own customs thread. It's annoying for us mods to have too look through it all within your submission.
 
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-Haku Yuki-

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Re: Custom Jutsu Submission

Resubmitting

Hyouton: Hiebie chi Bokushingu ​​ no tame ni)-Ice Release Cold Blooded Boxing
type: Attack
Rank: S
Range:Short
Chakra Cost: 40
Damage: 80
Description: The user will focus all their ice chakra into their hands, making them extremely cold. This will cause the users hands to take on a blue appearance, as well as freeze skin and water inside the enemy on contact. The user will engage the enemy in close combat with this jutsu active and attempt to strike them, or even just brush them, the freezing cold chakra being emitted from the users hands will cause the skin of the enemy to freeze, giving them frost bite and freezing any water inside the enemies body that was hit, even sweat. This freeze will cause immense pain and will make the hit area numb hard to move and control and after 2 turns the enemy won't be able to move that body part ever again. The user will not have the same effects even if he accidentally touches himself as he has control over the chakra, and due to his training with the jutsu has become immune to its effects.

Note: Lasts three turns
Note: Can only be used twice per battle
Note: Does not prevent the use of water jutsu from the enemy after they are hit.
Note: While active the user can only use wind,water,ice, Ninjutsu, taijutsu and genjutsu aswell as Ce's that consist of atleast one of the three elements the user can still use.


~Declined~
Take out the "Never move again" part, make this A-rank, again this doesn't need to be such a high rank.


NEW

Suiton: Primal umi juugan)- Water style: Primal sea bullets
Type: Offensive
Rank:S
Range:Short-long
Chakra:40
Damage:80
Description: The user will make a single handsign while focusing their water chakra into several spheres made of water each the size of a baseball. The user will condense their spheres into tiny bullets that can't be seen by the human eye (except dojutsu) The user will then send the water to surround the enemy on all sides With a snap of the users fingers each one will release a stream of highly pressurized water at the enemy from all sides. This jutsu can also be used directly from infront of the user as a frontal attack rather then a surrounding one.

Note: In total there's 12 water spheres/bullets, that will surround the enemy, two on the left, two on the right, two above rwo infront of and two behind.
Note: Can only be used twice per battle
Note: No Water jutsu Above S rank in the same turn

~Declined~
Not really a contributing factor, but your math is off. You said 12 spheres and I only counted 10. Make the spheres reasonable size. No need to try and make them fool the average eye especially if your channeling enough water into the size of basketballs for each of them. Something about this makes it seem like it's been done before but I couldn't think off the top of my head considering water isn't my forte so I may end up leaving this for another person next time around.

UPDATING original apporved here

(Hyouton: Koori Bakudan)- Ice Relase: Ice Bomb
Type: Offensive
Rank: S/Forbidden
Range:Short-Mid (Long)
Chakra Cost: 40/50
Damage Points: 80/90 (-20 to the user from the blast)
Description: There are two versions of this jutsu, the S rank version and the Forbidden rank version. The S rank Version the user will make 2 hand seals and clap their hands focusing on creating the egg shaped chakra, but the user will form an ice shell around the egg and throw it like a grenade, the grenade of Ice can be blown up by the user at anytime by snapping his fingers. Only the S rank version can reach long range. To use the F rank version the user will make 5 hand seals while building up a large amount of ice chakra. He then condenses it into a white sphere between his palms made of compressed pure ice chakra the size of a small egg. He then releases his control on the sphere, releasing that huge amount of chakra in a form of an ice shockwave that freezes all non-organic matter up to mid range, leaving only a frozen small crater with the user in the middle.

note: Can't use any more ice jutsu Above B rank for 2 turns and water or wind above A-Rank for 2 turns After Forbidden rank useage
note: user can't perform taijutsu during the next turn
note: Forbidden rank version usable once per match
note: can only be taught by -Haku Yuki-
Note: Can only use S rank version 3 times

Got rid of a really terrible restriction that was unneeded, and thought that wasn't enough of a reason to up date it so i also updated it so there'd be an S rank version of it.

~Declined~
No need for this to be a multi-element technique. Pick a rank and if you want it to be capable of going long range or whatever make the adjustments to that as such.
Resubmitting

Suiton: Primal umi juugan)- Water style: Primal sea bullets
Type: Offensive
Rank:S
Range:Short-long
Chakra:40
Damage:80
Description: The user will make a single handsign while focusing their water chakra into several spheres made of water each the size of a baseball. The user will condense their spheres into The size of a bullet, The user will then send the water to surround the enemy on all sides With a snap of the users fingers each one will release a stream of highly pressurized water at the enemy from all sides. This jutsu can also be used directly from infront of the user as a frontal attack rather then a surrounding one.

Note: In total there's 10 water spheres/bullets, that will surround the enemy, two on the left, two on the right, two above two infront of and two behind.
Note: Can only be used twice per battle
Note: No Water jutsu Above S rank in the same turn

Declined - Needs restricting a bit more. You're attacking with water from all sides with S rank power, make it A rank and below the next turn.

Hyouton: Hiebie chi Bokushingu ​​ no tame ni)-Ice Release Cold Blooded Boxing
ype: Attack
Rank: A
Range:Short
Chakra Cost: 30
Damage: 60
Description: The user will focus all their ice chakra into their hands, making them extremely cold. This will cause the users hands to take on a blue appearance, as well as freeze skin and water inside the enemy on contact. The user will engage the enemy in close combat with this jutsu active and attempt to strike them, or even just brush them, the freezing cold chakra being emitted from the users hands will cause the skin of the enemy to freeze, giving them frost bite and freezing any water inside the enemies body that was hit, even sweat. This freeze will cause immense pain and will make the hit area numb hard to move and control and Won't be able to control the affected area (including moving chakra to the area) for 3 turns. The user will not have the same effects even if he accidentally touches himself as he has control over the chakra, and due to his training with the jutsu has become immune to its effects.

Note: Lasts three turns
Note: Can only be used twice per battle
Note: Does not prevent the use of water jutsu from the enemy after they are hit.
Note: While active the user can only use wind,water,ice, Ninjutsu, taijutsu and genjutsu aswell as Ce's that consist of atleast one of the three elements the user can still use.

Declined - Not having this stopping use of chakra from the area. Apart from that it's all good.


UPDATING original apporved here

Hyouton: Koori Bakudan)- Ice Relase: Ice Bomb
Type: Offensive
Rank: Forbidden
Range:Short-Mid
Chakra Cost: 50
Damage Points: 90 (-20 to the user from the blast)
Description: The user will make 5 hand seals while building up a large amount of ice chakra. He then condenses it into a white sphere between his palms made of compressed pure ice chakra the size of a small egg. He then releases his control on the sphere, releasing that huge amount of chakra in a form of an ice shockwave that freezes all non-organic matter up to mid range, leaving only a frozen small crater with the user in the middle.

Note: Can't use any more ice jutsu Above B rank for 2 turns and water or wind above A-Rank for 2 turns
note: user can't perform taijutsu during the next turn
Note: Usable once per match
Note: can only be taught by -Haku Yuki-


Alright I made it so its pretty much the original without that stupid can't stand for 15 seconds thing

Approved
 
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Souji

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Re: Custom Jutsu Submission

(Dan bōru-bako) | Cardboard Box
Type: Weapon/Defensive/Supplementary
Rank: S
Range: Short (from user)
Chakra: 40
Damage: -
Description: This cardboard box is no ordinary packaging. Forged in the flames of war, it was the preferred weapon of some of history's most legendary soldiers and ninjas. The box itself is imbued with a two-way summoning seal; it can be summoned to the user and summoned away from them at will, similar to how a weapon is summoned, albeit requiring very little time to do so. The box itself has openable flaps on all sides, its top, and its bottom, which can be controlled at the user's will, only requiring manual force to open or close them. These movable flaps can also allow the box to be folded into a smaller form, allowing the box to be strapped to the user's back or unfolded and formed in the heat of a fight where a summoning would prove too risky. There are also eyeholes in the form of cutouts for the user to keep an eye on their surroundings. Furthermore, the box has pre-existing chakra that flows through it independent of the user's input (having been channeled before and between battles), which is an important property to note. The box provides a rudimentary form of battlefield awareness (sensory), allowing the user to detect things within a mid range radius with them at the center as long as they're inside the box.

In order to use the cardboard box, the user will summon it and hide inside it, being covered from all angles. If the box is already present on the user's person, they can alternatively unfold the box and cover themselves. This weapon is unique in the fact that it is almost purely defensive; the user's chakra that flows through every pore of the box is capable of strengthening its integrity; the box is destructible, but it can tank the equivalent or a combination of before being destroyed: 1 Forbidden Rank, 2 S-rank, 4 A-rank, 8 B-rank, 16 C-rank, 32 D-rank, 64 E-rank, or an indefinite amount of freeform damage. So, for example, the box can survive 2 A-rank attacks and 31 D-ranks, requiring a single D-rank or above to completely destroy it.

A master of the cardboard box can utilize it with a variety of combat stances. The first stance is the "mobile crouch":

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Where the user is fully mobile while wearing the box like a turtle's shell. This reduces the user's movement speed by one level, but otherwise, the box's defensive properties are retained, and due to the openable flaps around the box, the user is able to "pop and peek" out and use their jutsus against a target, turning the user into a mobile tank of sorts. The box itself is only defensive and does not boost any of the user's jutsus.

The second stance is known as the "full run":

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Where the user stands straight up, propping the box up and covering their body. The user can move at their normal speed, and the box can act as a ram of sorts, with the user slamming into their opponents. This may not cause significant damage, but should be sufficient enough to briefly stun or daze the enemy if they take the brunt of it (approximately free-form to D-rank in strength). That moment could possibly provide a tactical advantage. In this stance, the user cannot "pop and peek" like in "mobile crouch", but the box, due to its shift in form and larger surface area, gains the ability to Deflect projectile-based jutsus, which do not count towards the damage done towards the box. Masters can even deflect jutsus back towards their opponent.

The final ability of the box is that it can be used as a trap. A box user can throw the box over a target if they come within short-range, essentially trapping them in the box, forcing the target to destroy the box from inside with the equivalent power as stated before. This window of time allows the user to set up attacks or techniques as a contingency should the opponent be able to break free.

- The user is allowed to use up to two (2) boxes per battle.
- Summoning a box to and from the user counts as a move.
- Taking an attack counts as a move.
- Changing stances counts as a move.
- Deflecting a jutsu in the "full run" stance counts as a move.
- Attempting to trap an opponent counts as a move, and can only be used within short range, twice per battle.
- Once a box is destroyed, it cannot be summoned for the rest of the battle.
- Can only be taught by Souji.

✦ Declined, Seriously reduce this pls ✦
Back to the drawing board...

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(Baionikkuāmu) | Bionic Arm
Type: Weapon
Rank: S-rank
Range: Short-Long
Chakra: 40 (-5 chakra per turn when chakra is channeled)
Damage: 80 (+10 to taijutsu, +10 to kenjutsu)
Description: Modeled after an iconic aspect of a legendary amputee, this version of the bionic arm is designed for combat use by non-amputee shinobi, worn over their entire forearm like a glove. The wrist/hand portion of the bionic arm is its own part. The user's real hand is clenched into a fist and holding a handle at the wrist joint inside (in the above picture, just before the ball joint connecting the hand and wrist). When manipulated by the inner handle, the arm replicates the movements of any regular limb, and when fueled by the user's chakra, it gains a specific set of abilities. The wrist can rotate in all directions and orientations on its ball joint, granting it ambidexterity to be worn by either arm.

The first general ability of the arm is the ability to act as a short range weapon. Chakra causes the arm to act similarly to a sword, combining the advantages of having a sword and two free hands, without the need for an actual sword. The material of the arm is near-indestructible. By default, the arm can block/defend up to A-rank attacks (elemental or not) on its own (without chakra input), but channeling chakra into the arm increases this defensive capability up to S-rank. While the protection is significant, attacks that avoid the arm itself or maneuver around it can still hurt the user (the user of this weapon must direct and manipulate his/her limb to protect itself), and it is not necessarily an all-encompassing shield. Offensively, the plain arm can enhance taijutsu strikes and can increase the strength of kenjutsu techniques when it is used like a sword. When chakra is channeled through it, a faint, blue, sharp and thin "aura" surrounds the arm.

Secondly, the wrist about the ball joint of the bionic arm can be manually rotated (no chakra input) at high speeds, forming a spinning "drill" like mechanism (or a gyroscope), with the hand's fingers locked in an open palm. This devastating ability has incredible piercing power (S-rank), and other more innovative uses. For example, a projectile coming towards the user can be deflected (or even caught and redirected!).

Finally, when push comes to shove, the user can fire the hand portion of the bionic arm as a powerful projectile (S-rank) that acts like a homing missile that targets the intended enemy. The user controls the trajectory of the arm with their chakra, and the effectiveness/damage of the hand can depend on its pose (rank and damage is the same, but for example, a fired hand in the shape of a fist will deliver blunt damage, and a "drill" hand will pierce the enemy). When combined with the rotation, this creates a projectile that is incredibly fast and difficult to counter, coupled with gyroscopic effects. The projectile can reach up to Long-range. Once the hand hits the target (or is otherwise countered), the user will have to "reload" a new hand onto the bionic arm (does not count as a move). Users can carry up to three (3) extra hands.

These abilities can be combined with each other. For example, the user can channel chakra to create a defensive weapon while rotating the hand to form a "drill-like sword". Ranks and damages of abilities do not stack and are independent of each other.

- Channeling chakra through the arm to use as a sword-like weapon/shield counts as a move
- Allowing the arm to rotate like a drill counts as a move
- Firing the hand as a projectile counts as a move, and it can be controlled for up to two turns
- The user cannot combine more than two (2) of the abilities together in a single turn, and combinations take up two move slots
- When maintaining chakra over the arm in any way, the user can only do this for up to three consecutive turns before allowing a cooldown period of two consecutive turns before any chakra-based abilities of the arm can be used again. Otherwise, chakra input can be done up to three separate times before the consecutive cooldown period begins
- Can only be taught by Souji

Declined - Firstly firing the hand is a no. That i will only allow pein to do. Secondly the indestructable part of the arm is too much, it needs to say be destroyed by one S rank or 2 A ranks. Give details of what it can withstand. S rank drill with no real restrictions and such. Needs alot of work but not just making it longer again, consolidate U_U

Fuuton: (Kishō uranai no resshō) — Wind Release: Laceration of Aeromancy
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short - Long
Chakra Cost:30 (-10 chakra per turn)
Damage Points: 60
Description: This is an infusion technique derived from the "Rotating Shuriken" jutsu in that it is similar to how one can infuse their wind chakra into bladed weapons to manipulate them in a spinning manner. This technique allows the user to infuse his wind chakra into any given solid or entity of solid fragments, reducing it to fragments, or in the case of the latter, even smaller fragments. Small in size, they become extremely sharp to the touch, as well as taking on a pure white tint that reflects the natural color of the fragments. From that point on, the user has control over the deadly wind infused fragments, and controls them through hand gestures in a manner similar to Gaara and his sand. They are also lightweight and extremely fast. In another example, this technique is preformed by Atem to infuse and empower flower petals that he keeps on his person. However, the technique is not limited to flower petals as mentioned; it is applicable to anything within reason, be it flower petals, rock sediments, or any solid fragments able to be reduced into smaller pieces can be infused. However, due to being an elemental streaming type, the user is limited to preforming wind natured techniques and techniques utilizing non-elemental chakra (or no chakra at all).

- Can only be used three times per battle
- The technique lasts a maximum of 3 turns
- No A-ranked wind or above in the same or next turn
- 2 turn interval before the technique can be used again
- Can only be taught by Souji

Declined - It's a nice jutsu but i need a limit on the fragments to can control. Say you use it on a broken sword that is in 8 pieces. Also say the power is split between the amount of fragments you use it on. Not every fragment is A rank in power.
 
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Re: Custom Jutsu Submission

Approval to Griffins: [ ]
(Gurifin Kuchiyose no Jutsu: Benzaiten & Idaten) - Griffin Summoning Technique: Benzaiten & Idaten
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Bendaiten and Idaten, the Harmonic Twins. What differentiates these twin from other Griffins, is the fact that they can always appear as a tag team. Although the abilities that they possess are always divided among the brothers, they try to make the most of it by attacking in unison, so as to cover up their disadvantage. As twins, they share similar appearances, voices, abilities, etc. However they have differing personalities, which is how one can easily tell them apart.

Idaten: The eldest of the two, Idaten is the dangerous of the two. He is brash, hotheaded and always leaping headfirst into danger simply for the fun in it. A wonderful beast to behold, he is six foot tall, eleven feet in length and both his feathers and fur have a dark striped pattern running through them. His gleaming emerald eyes and crooked smile pierce through even the hardiest of wills, easily frietening most men. Idaten also possesses a large plumage of feathers and hair rolling from his head to his tail. His "playful" nature hides his taste for blood as he bares subtle scars across his entire body, all of which he recieved either from meals that had fought back, when he bit off a little more than he could chew, or when he got too overzealous with his play mates in his youth. He has a natural affinity to danger and a dangerous element, Lightning. When flying at full speed, his body automatically coats itself with lightning chakra (A-Rank), that allows him to fly high among the thunder clouds, without any problem. With a flap of his wings, he is able to release bullets of Lightning (B-Rank) twice per battle to attack his targets. However, being one of the harmonic twins, Idaten is known for his ability to perform most forms of offensive Sound Release Jutsu, such as "(Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill" and "(Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill" up to A-Rank, and of course, usage of these Jutsu of course counts towards the users 3 moves per turn.

Benzaiten: Younger brother to Idaten, Benzaiten is more relaxed and timid, preferring to take a more tactical approach to battle than his brother. Benzaiten's fur and feathers are a lighter shade than Idaten's, with dark brown spots speckling his entire coat and plumage. His lithe figure and smaller frame than his brother makes Benzaiten far more agile than Idaten, which makes him naturally more fond of flight than fight, but he is not a coward. In fact, he cares more about his Summoner's wellbeing than his own, staying by their side for the majority of his summoning time. Benzaiten, being the calmer of the two, prefers flying at lower altitudes, where the wind currents are strong, which provide him a challenge. When flying at full speed, his body automatically coats itself with wind chakra (A-Rank), that allows him to fly in the heavy wind currents, without any problem. With a flap of his wings, he is able to release bullets of Wind (B-Rank) twice per battle to attack his targets. However, being one of the harmonic twins, he is known for his ability to perform more covert and Supplementary forms of Sound Release. Idaten has such a highly tuned sense of hearing that he always has the "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill" activated passively, allowing him to keep his Summoner updated on specific details, such as the location of their opponent/ target, should other methods of detection be unavailiable. Benzaiten also has access to other indirect Sound Release skills, such as "(Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines" or "(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness". Benzaiten has access to these Sound Related skills up to A-Rank, and besides the aforementioned case of "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill", count as a usage towards the users 3 moves per turn.

Resonant Cry: While neither Benzaiten nor Idaten possess the skill or general Chakra control to perform Sound Release Genjutsu on their own, they can combine their Chakra's in the form of a loud but harmonic cry, that creates an A-Rank Illusion with a Short - Long range area of effect. With the onset of the cry, the target(s) will freeze on the spot. The harmony will make the illusion overlap the reality, in a sense that, the targets will be able to see the real world, but the world will be manipulated by the twins (the target(s) do not enter a dream like world). The cry being so shrill, will make it difficult for the target(s) to move their muscles, as long as they listen to the song. However, in the illusion, the paralysis will be accompanied by heavy pain all over the body. Every note sung, will make the targets feel like their soul has been removed from their mortal body. The target(s) will start shivering as their bones start cracking. With every crack, the pain increases, which in reality, translates to mental damage. The target(s) will be so overwhelmed by the attacks, that they start loosing hope. This is when the twins give out their final harmonic note, which starts tearing the flesh of the target(s), while squashing their internal organs, making blood ooze out violently from the numerous cuts they receive. The mental damage due to the illusion will be so huge, that the target(s) will go unconscious after the second turn, if not countered properly. The user will however, be immune to these harmonic notes, as he is used to these notes, having trained with the twins for such a long time.

This Illusionary Technique is unique to Idaten and Benzaiten, and can only be used once per battle/event. While performing this Genjutsu, both Idaten and Benzaiten will be occupied on maintaining this Genjutsu, and cannot use any other technique actively. They can maintain this Genjutsu for a max of 2 turns, before they must stop, and this is because the strain on the vocal chords from performing the Genjutsu forces them to stop before they do permanent damage to themselves.

Note: Can only be summoned once.
Note: Remains on the field for a maximum of four turns.
Note: The cry being so loud, will drown any and all sound jutsus of the user and the target(s) when Resonant Cry is in play.
Note: Must have signed the Griffin contract.
Note: Cannot summon any other griffin for the next two turns.

✦ REDUCE, REDUCE, REDUCE!! ✦
Sadly this cannot be shortened any further. Being a twin summoning. :\

(Gurifin Kuchiyose no Jutsu: Benzaiten & Idaten) - Griffin Summoning Technique: Benzaiten & Idaten

Type: Summoning
Rank: S-Rank
Range: Short (Short - Long for "Resonant Cry" Genjutsu)
Chakra: 40
Damage: N/A (60 from "Resonant Cry" if not countered)
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Benzaiten and Idaten, the Harmonic Twins. As twins, they share similar appearances, voices, abilities, etc, however they have radically differing personalities, which is how one can usually tell them apart. As a result of their "unique" birth, being hatched from the same egg, the twin Griffins developed a special equilibrium of Chakra natures, a delicate balance of Element's and applications for those Elements that should have been inherited by a single Summon, but were split amongst the Twins in this case. Not only has this bonded the twins out of a sense of necessity, it's also made them one of the best duos in the Summoning Animal community.

Idaten: The eldest of the twins, Idaten is also the more dangerous of the two as his brash, hotheaded nature and headstrong personality always seems to get himself into danger, simply for the fun he finds in it. A majestic beast to behold, he is six foot tall, eleven feet in length and both his feathers and fur have a dark striped pattern running through them. Idaten also possesses a large plumage of feathers and hair rolling from his head to his tail, which he displays with great pride and zeal whenever the opportunity arises. Idaten is known for his affinity to perform offensive forms of Sound Release, such as "(Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill" and "(Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill" up to A-Rank. In addition to this, Idaten also possesses an affinity for Lightning Release Jutsu up to B-Rank and of course, usage of any Jutsu by Idaten counts towards the users 3 moves per turn.

Benzaiten: Younger brother to Idaten, Benzaiten is more relaxed and timid, preferring to take a more tactical approach to battle than his brother. Benzaiten's fur and feathers are a lighter shade than Idaten's, with dark brown spots speckling his entire coat and plumage. His lithe figure and generally slimmer frame would make one believe he is weaker than Idaten, however this is not the case. Just like Idaten, Benzaiten is known for his special equilibrium of Nature Affinities. Benzaiten is well known for his usage of "covert" and Supplementary forms of Sound Release. Idaten has such a highly tuned sense of hearing that he always has the "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill" activated passively, allowing him to keep his Summoner updated on specific details, such as the location of their opponent/ target, should other methods of detection be unavailable. Benzaiten also has access to other indirect Sound Release skills, such as "(Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines" or "(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness". Benzaiten has access to like Sound Related skills up to A-Rank. In addition to this, Benzaiten is also able to perform Wind Release Jutsu up to B-Rank and besides the aforementioned case of "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill", each count as a usage towards the users 3 moves per turn.

Note: Can only be summoned once.
Note: Each Griffin can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.

Approved - Removed the resonating cry, submit that as a separate cj much like ma and pa's gen. Took everything out to do with that. But apart from that nice summon.

(Ototon Genjutsu: Ototataku) - Sound Illusionary Art: The Sound of Drums
Type: Supplementary
Rank: A-rank
Range: Short - Long
Chakra: 30
Damage: N/A
Description: By activating this genjutsu though the click of a finger, or any sound the user releases sound waves that travel towards the opponent and induces a genjutsu that follows the following the victim's mind begins repeating a simple pattern. Four drum beats in a second by second loop, constantly repeating in their mind. The sound of it tears away at the victim's mind, leaving them mentally weak until their mental state deteriorates completely, leaving them completely insane. The way this works is it plays havoc on the brain's capabilities of identifying touch, smell, sounds, sights, etc. The brain detects this sound as an anomaly, so it shuts down the auditory senses, rendering them basically deaf. That doesn't work and the sound still plays, so it starts shutting down the senses, one at a time until there's nothing left to shut down. The sound's still playing though, so it does one last thing; One last ditch effort to try and remove the sound. The brain shuts down areas that pertain to logic and reasoning, leaving the victim completely insane, but the sound plays on still. Whilst in reality the opponent is a broken mess, and unable to move.
Notes:
- Can only be used four times per-match.
- Cannot be layed.
- No genjutsu for one turn after the use of this.
- Lasts two turns unless broken.
- Can only be taught by Nathan.

Declined - I'm not a fan of long rnage gen even if they are sound release.

(Kenjutsu to Taijutsu: Baito Doragon) - Sword & Body Arts: Bite of the Dragon
Type: Offensive, Defensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60 (-5 to finger)
Description: Bite of the Dragon is both a defensive and offensive type technique that falls under both sword, and body arts. To pull off this move the user must have a good amount of strength, chakra, and precision as this technique is rather a quite complex move. Observing the target the user will match the exact breathing pattern of the foe and channel chakra to one of their dominant hand's fingers. Then as the foe strikes the user is able to catch and absorb the impact of the strike with the mid section of their finger. The user will then bring down the top half of their finger onto the target's weapon, causing the absorbed strike to semi-instantly be redirected as slashing damage back at the foe. Depending on how powerful the foe's strike was, this technique can possibly kill the foe.
Notes:
- Can only be used three times per-match.
- Can only redirect sword damage up to A-rank (60 DMG)
- Cool down period of one turn before usage again.
- Non-elemental, and elemental attacks work, as long as they are from a bladed weapon, and of that of an A-rank and below.
- Can only be taught by Nathan.

Declined - Needs a bit of work, limitations of how you can redirect.
 
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Re: Custom Jutsu Submission

(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique
Type: Supplementary
Rank: B-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a Summoning Jutsu savant known as the Sentō Shōkan, or "Combat Summoner", this technique allows the user to effortlessly combine the Summoning Jutsu with Taijutsu, to create a new and unique form of Close Quarters Combat. In the simplest terms, the Combat Summoner technique is essentially an expansion on the most basic concepts of the Summoning Jutsu, and thus goes through and performs almost all of the exact same steps and results, with a few minor distinctions. There three major components to this Jutsu, all of which are explained below, however, the basic concept is that the formula for the Summoning Tattoo is altered to allow Summonings in short bursts, and be utilized in conjunction with Taijutsu. This is achieved by applying the Summoning Tattoo from one's own Contract to the majority or entirety of their body. This is extremely effective, as Taijutsu is a field that completely relies on making direct contact with the target, which is also what the Summoning Jutsu relies on, making Contact with a medium. The combination of these two concepts is both convenient and deadly, however, this technique is only the base technique for a series of planned Nintaijutsu techniques based on this concept, and thus, this technique has no actual battle qualities on it's own. This technique is simply for introducing and explaining the concept of "Combat Summoning".


The Tattoo: The first component to this technique is the alteration and expansion, as well as the application, of the Combat Summoner Tattoo itself. The modification of the Summoning Tattoo itself comes from the concept of "Partial Summoning", Summoning only a part of the desired Animal to assist or reinforce the users Taijutsu. The end result is a Summoning that lasts a short duration, which has been dubbed a "Burst Summoning" as the effect of the Summoning only last a couple of seconds at max, ergo, a burst. The second alteration is done to the Summoning Tattoo itself, increasing the total area the Tattoo can cover. By applying a Summoning Tattoo to the majority of their body, the user essentially turns themselves into a walking Summoning Weapon, with every strike obtaining the power to increase it's physical power through by utilizing this Jutsu to Summon part of their Summoning Animal to help increase the force of the strike. The Tattoo's themselves are designed and applied by the user at their own discretion (This technique must be applied to the users Biography in the Specialities section as an extension of their own Summoning Contract('s) or the Ninjutsu section if they are specialized in that field).

The Summoning: The second step is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then the user sacrifices a small portion of blood each time they use the Summoning Jutsu. This technique is no different, and thus requires the user to apply blood to whichever part of their body they intend to use for the Summoning Jutsu. The user must then apply force and Chakra to the Tattoo, and having it make contact with an external medium, this includes static objects and surfaces, an enemy, and even the air if enough force is applied. By doing this, the user activates the Tattoo, partially Summoning part of the Animal they are Contracted with, which assist them in battle in various ways, reinforcing their Taijutsu, or even temporarily defending their Summoner.

The Synergy: The third and final step is how this Summoning works, and how it ties in with Taijutsu. As there are so many Summoning Contracts in the Ninja World, it's practically impossible to cover them all within any single technique, however, there are some basic concepts that allow any Contract to be used with this technique. For example, if the user were to throw a simple punch while using this Jutsu, they can Summon the fist, claw, paw, tentacle, wing etc of their Summoning Animal, to increase the force of the punch, thus combining the Summoning Jutsu and Taijutsu into one single form. The user can incorporate any feature of their Summoning animal into their attack, utilizing other features of their Summons anatomy, such as fangs, tails, heads, beaks, talons, etc, there is no limit to what the user can accomplish when they combine their physical attacks with their Summons.

This technique also allows the user to perform the regular Summoning Jutsu via the Tattoo's they apply to their Biography for this technique, however, that obviously requires the user to fulfil the requirements for the Summoning Jutsu (Blood, Chakra and Pressure) and still perform the Summoning Jutsu.

Note: Can only be taught by x iiiMPerFeCT.
Unchecked. Resubmitting. Changed almost all of the wording, and concept in general.

(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique
Type: Offensive/ Defensive/ Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: +10 (B-Rank Summon) +20 (A-Rank Summon) +30 (S-Rank Summon)
Description: Created by a Summoning Jutsu savant known as the Sentō Shōkan (lit. Combat Summoner) with the specific goal of allowing the user to effortlessly combine both the Summoning Jutsu and Taijutsu together to create a new and unique form of Close Quarters Combat. In the simplest terms, the Combat Summoner technique takes the most basic concepts of the Summoning Jutsu and allows them to be performed in conjunction with Taijutsu. As this Jutsu has its roots set in the Summoning Jutsu, this Jutsu requires it's user to fulfil similar conditions as the Summoning Jutsu, with minor differences which are explained below. This technique mainly acts as the base for a series of Nintaijutsu techniques, and thus this Jutsu has less battle capabilities on it's own, though it can still be used to perform the most basic form of "Combat Summoning". This Jutsu is mainly responsible for introducing and explaining the concept of "Combat Summoning", and acting as a reference for the derived technique's, all of which will logically fall under the category of Nintaijutsu.

The first half of the Combat Summoner Technique is the alteration and general application of the user's Summoning Tattoo('s). Instead of being a small, easily concealed Tattoo which is utilized for quick, convenient Summoning without Hand Seals, the Tattoo is applied to the entirety of the users body and functions like a map of the user's body for the Summoning Technique itself, with each part of the user's Combat Summoner Tattoo being linked to a corresponding part of their Summoning Animal's body. So for example if the user has signed the Monkey Contract and performs a basic left-handed punch, while also meeting the conditions for the Summoning Jutsu, they can "Summon" the left arm of their Monkey Summon to reinforce their attack. This means that the Summons attack is essentially "shadowing" the user's, mimicking it's trajectory, speed, etc down to minute or specific detail.

The second half is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then sacrificing a small portion of blood each time the user wishes to use the Summoning Jutsu, by wiping blood on their Tattoo, then applying both Chakra and pressure to a surface via direct contact. This technique's Summoning steps are no different, and thus requires the user to meet the same conditions, only with a more direct approach to the "Contact" portion. Though this is where the similarities end, as the user is not Summoning the entire Animal with this Jutsu, merely the part of the animal that corresponds to whichever part of the Tattoo the user has activated. The end result of this is a Nintaijutsu technique that reinforces the users Taijutsu through instantaneous Summoning of Animals the user has entered into a Contract with. The physical damage the Summoned Animal parts deal is dependant on the Rank of the Summon itself, which is stated above in the "Damage" portion, however other factors, such as size and unique traits of Animals also apply, and therefore must be taken into consideration when utilized with this technique.

Note:The Combat Summoner Tattoo's are designed and applied by the user at their own discretion, requiring the user to link this Jutsu in their Biography's appearance, or some other part of any Biography that wishes to utilize this Jutsu.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.


Declined - I believe this is a concept for a custom fighting style of partial summoning. With each part you partially summon and such being a jutsu. It's a great idea but more of a style than a jutsu in my opinion.




(Amaterasu no Hakudatsu) Heavenly Illumination's Deprivation
Type: Supplementary/ Defensive
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description: The user performs a swift series of powerful sweeping and arcing punches and/ or kicks, all performed at the air surrounding themselves and their intended target. The intent is not to actually land a hit on the target, or even be remotely within the vicinity of the target, only to have the target be within the "zone" of the technique. By successfully performing this series of sweeping and arcing Taijutsu motions, the user disrupts and shifts the flow of air around themselves and their target, forcing the air within the area to be "pushed" out of the area. This is semi-visible in the form of a translucent "dome" around the user (5m Radius), and within this dome the quantities of all elements found in the air, especially oxygen, are severely reduced thanks to the air being forced back. After a few turns this lack of oxygen causes suffocation in living beings, but isn't actually the focus of the technique itself, instead, the focus is to deprive Fire Style of oxygen. This technique's very namesake is derived from it's original purpose, which was to deprive the Forbidden Technique of the Uchiha Clan, Amaterasu, of oxygen, thus causing the "unextinguishable flames" to die out at a much more rapid rate than the "Seven days and seven nights" that it's legends state. Of course, this also prevents regular Fire from being created, while also weakening and starving existing flames within the area of oxygen, until they splutter and die.

This technique's original effects persist for two turns before the air rushes back to the area, returning oxygen levels to normal. The duration of this technique can be increased two more times in rapid succession, one turn per each additional usage, thus extending the duration which Fire Style is completely negated. However, each turn the technique is extended, the user (and any other oxygen-dependant organisms present) run the risk of succumbing to oxygen deprivation themselves. After one additional usage, anyone within the area of effect of this technique would start to feel the effects of oxygen deprivation, feeling light-headed, in addition to a pounding headache, and other such symptoms. After the second follow-up usage, anyone present within the technique's area of effect will collapse and, without immediate aid, die due to oxygen deprivation.

Note: Can only be performed twice per battle, with at least 2 turns between the end of the first usage (including any extensions) before the second usage may be performed.
Note: Can only be taught by x iiiMPerFeCT.
Unchecked. Resubmitting. No major changes.

(Amaterasu no Hakudatsu) Heavenly Illumination's Deprivation
Type: Supplementary/ Defensive
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description: The user performs a swift series of powerful sweeping and arcing punches and/ or kicks, all performed at the air surrounding themselves and their intended target. The intent is not to actually land a hit on the opponent, or for the attacks to even be remotely within the vicinity of the opponent, only to have the opponent be within the "zone" of this technique. By successfully performing this series of sweeping and arcing Taijutsu motions, the user disrupts and shifts the flow of air around themselves and their target, forcing the air within the area to be "pushed" out of the area. This is semi-visible in the form of a translucent "dome" around the user (5m Radius), and within this dome the quantities of all elements found in the air, especially oxygen, are severely reduced thanks to the air being forced back. After a few turns this lack of oxygen would cause suffocation in living beings, but isn't actually the focus of the technique itself. Instead, the focus is to deprive Fire Style of oxygen. This technique's very namesake is derived from it's original purpose, which was to deprive the Forbidden Technique of the Uchiha Clan, Amaterasu, of oxygen, thus causing the "unextinguishable flames" to die out at a much more rapid rate than the "Seven days and seven nights" that it's legends state. Of course, this also prevents regular Fire from being created, while also weakening and starving existing flames within the area of oxygen, until they splutter and die.

This technique's original effects persist for two turns before the air rushes back to the area, returning oxygen levels to normal. The duration of this technique can be increased two more times in rapid succession, one turn per each additional usage, thus extending the duration which Fire Style is almost completely negated. However, each turn the technique is extended, the user (and any other oxygen-dependant organisms present) run the risk of succumbing to oxygen deprivation themselves. After one additional usage, anyone within the area of effect of this technique would start to feel the effects of oxygen deprivation, feeling light-headed, in addition to a pounding headache, and other such symptoms. After the second follow-up usage, anyone present within the technique's area of effect will collapse and, without immediate aid, die due to oxygen deprivation.

Note: Can only be performed twice per battle, with at least 2 turns between the end of the first usage (including any extensions) before the second usage may be performed.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Declined - You're using motions of kicks to create a vacuum that lasts. This i can't allow. If you made it a one off jutsu that you punch and create vacuum drawing the air out of that area for one turn taking the fire from oxygen and such it might be approvable. But as it stands it's a no.
 
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Lytes

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Re: Custom Jutsu Submission

Resubmitting...
Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street
Type: Supplementary
Rank: B
Range: (+1 to jutsu range)
Chakra cost: 20
Damage: N/A (+10 to wind jutsu )
Description: A stealth technique , the user will perform an handseal activating this technique which lasts for 5 turns, during the duration of this jutsu, more fuuton chakra is pumped into every Fuuton technique performed by the user, this chakra allows the user to dissipate the wind technique into a normal non violent breeze that'll travel on a straight or curved path towards the target however this change is temporary, upon traveling a distance of the user's choosing ( 10 meter maximum ), the wind will form back into the original jutsu. The wind jutsu gains a +10 damage due to the increase in input chakra.
~ Can only be used on projectile wind jutsu i.e wind jutsus that travel from the user to the opponent
~ Due to the fact that this jutsu allows a wind jutsu to travel an additional 10meters max, it increases the jutsu's range by 1 (short range + 10m = mid range etc)
~ Can only be taught by Mako.
~ Lasts 5 turns
~ Can be used thrice per battle


~Declined~
This isn't going to add range, you can't transform all techniques into the same sort of "gentle breeze" and then have it explode into it's original nature. Up to 10m may be a stretch.


Iris
Type: Weapon
Rank: S
Range: Short
Chakra cost: N/A
Damage: N/A
Description: Iris is a cloak said to be forged from darkness itself , it's black in colour and it fits itself to the height and desires(e.g + hood) of the user, when viewed up close, the cloak seems to be made of several tormented souls each trying to break free from the cloak, the true substance used to create the cloak is unknown but it is known the cloak can passively block basic ninja tools without sustaining so much as a scratch. Iris has only one special ability and that is the ability to create chakra human figures out of itself, it is rumored that it's simply the cloak releasing a soul and forcing it to do the user's bidding These figures are black as night (Like an human with no face nor hair then covered completely in black paint), these figures also bend and move the same way the human body does i.e the joints and movements, plus they pack quite a punch possessing brunt damage rather than piercing damage with each attack counting as A rank similarly to how an earth golem's freeform attack depends on its rank e.g A rank golem freeform = A rank damage . Each chakra human figure counts as A rank Wind and costs the user 30 chakra per usage , also, each figure must be connected to Iris at all times or it'll simply vanish and if the user chooses, he might decide not to create the figure fully i.e creating upper body etc tho it still counts as A rank.
~ Only one chakra figure can be created at a time and it costs user 30 chakra plus it counts as a move and each figure stays for a turn before running outta chakra and vanishing .
~ Can only be taught by Mako.
~ The cloak can withstand an S rank technique after which a D rank attack will destroy it
~Additionally, the cloak serves as a second skin in the sense that techniques that originate from the user's skin can alternatively originate from the cloak


~Declined~
Take out the second skin thing and the Srank invulnerability since this is basically an armor. You can have a lower ranked defense like basic weapons and the like. Don't allow the chakra figure to move too far from the source.


Resubmitting... Again. Let's hope it gets approved this time.
-Removed additional range
-Bold other changes
- Edited the range
Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage: N/A (+10 to wind jutsu )
Description: A stealth technique , the user will perform an handseal activating this technique which lasts for 5 turns, during the duration of this jutsu, more fuuton chakra is pumped into every Fuuton technique performed by the user[/b], this chakra allows the user to dissipate the wind technique into a normal non violent breeze that'll travel on a straight or curved path towards the target however this change is temporary, upon traveling a distance of the user's choosing 7 meters maximum, 8 meters if user has wind as specialty , the wind will form back into the original jutsu. The wind jutsu gains a +10 damage due to the increase in input chakra.
~ Can only be used on projectile wind jutsu i.e wind jutsus that travel from the user to the opponent
~ Can not be used on Forbidden rank wind jutsu
~ Can only be taught by Mako.
~ Lasts 5 turns
~ Can be used thrice per battle

Declined - I feel like this is a copy of the way Boruto's rasengan works in the movie. Also i can see it being a abused. And it shouldn't last, i believe this should be used each time you use a wind jutsu not as a mode.

-Removed the skin stuff and the S rank invulnerability
-Changes in bold
Iris
Type: Weapon
Rank: S
Range: Short
Chakra cost: N/A
Damage: N/A
Description: Iris is a cloak said to be forged from darkness itself , it's black in colour and it fits itself to the height and desires such as color, shape, size and accessories e.g hood of the user which if used correctly allows the user to camouflage with his surroundings although ninjas of higher rank, can easily spot the user, the camouflage only masks the user's appearance, it doesn't mask chakra, sound, scent etc, when viewed up close, the cloak seems to be made of several tormented souls each trying to break free from the cloak, the true substance used to create the cloak is unknown but it is known the cloak can passively block basic ninja tools without sustaining so much as a scratch. Iris has only one special ability and that is the ability to create chakra human figures out of itself, it is rumored that it's simply the cloak releasing a soul and forcing it to do the user's bidding, these figures are black as night (Like an human with no face nor hair then covered completely in black paint), these figures also bend and move the same way the human body does i.e the joints and movements, plus they pack quite a punch possessing with each attack counting as A rank similarly to how an earth golem's freeform attack depends on its rank e.g A rank golem freeform = A rank damage . Each chakra human figure counts as A rank Wind and costs the user 30 chakra per usage , also, each figure must be short range from Iris at all times or it'll simply vanish and if the user chooses, he might decide not to create the figure fully i.e creating upper body etc the it still counts as A rank
~ Only one chakra figure can be created at a time and it costs user 30 chakra plus it counts as a move and each figure stays for a turn before running outta chakra and vanishing.
~ Can only be taught by Mako.
~ The cloak can withstand freeform Taijutsu and weapons such as kunais, even explosive tags, it can also withstand up to B rank jutsus, any more would damage the cloak

Declined - I don't get why a cloak needs to be S rank but that's fine. Mention what will destroy the cloak. Why are the tormented souls black if they are made of wind? I'm all for RP effects but need resoning
 
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Akasha

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Re: Custom Jutsu Submission




(Kuchiyose no Jutsu: Tresdin) - Summoning Technique: Tresdin
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: None is sure of exact length which Tresdin reaches, but it is well known that he can easily fit in a long range area. Although he is of great length, he keeps up great flexibility. He is summoned underground and once summoned he would stay underground for four turns unless he has been eradicated earlier. Tresdin doesn't have any offensive capabilities but rather to aid users defensive, disallowing anything to reach them. In addition to that, due to its built, it has great sensing which he shares with user through their mental bond, through which they also communicate. Being capable of sensing the shifts made within the 7 meters radius all around him and notifying user of the same. And although he stays underground through period of his summon, he can react two times to matter that is coming in the way of the user by popping out his fangs outside into the open, hooking onto the matter before pulling it back into the ground where he initially was. He can easily sustain B rank techniques and lower, whereas an A ranked technique would cause him do disperse. He can be summoned only once per battle and one must have snake summoning to be able to do the same.

Declined - An S rank summon needs to have a limited turn time on the field. Instead of saying 7m around him, say short range around him, just gives it more clarity in the Rp.
 
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Zaphkiel

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Re: Custom Jutsu Submission

(Fūton: Kuikku Ken no Jutsu)- Wind Release : Quick Sword Technique
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: 60
Description: Based on the timeless principle of Iado, the art of releasing and sheathing ones sword in the blink of an eye, this technique entails a sort of mock Iado where the user will simply grab the handle of his sword while focusing his Fūton chakra. His chakra will then seep into the air around him to take command of the naturally occurring wind up to 10m from his position. By holding on the handle of the blade the user will use his Fūton chakra to replicate the entire blade down to the very length and density as invisible swords of wind, about 6 in total. The swords cant be seen as they're slinging around the user but rather can be heard as sharp whistling sounds as well as the damage they do to any nearby objects such as the ground which makes the technique very noticeable. They can be seen as slightly visible arcs of green Fūton chakra and can be properly perceived with Doujutsu and sensory. The blades will slice at anything within 10m of the user's vision using the air as a medium with a combined rank of A instead of individually. The technique is only applicable as long as he keeps his hand on the handle of the sword, once the user lets go the technique is ended. This prolonged usage can only last the entire turn it was performed.
Note(s):
- Can only be used 3×
- Requires contact with a bladed weapon

~Declined~
You still didn't fix what the previous checker you placed a condition in the wrong place, people can still only perceive this technique through dojutsu or sensory so that still needs to be fixed. I also won't allow you to create the technique anywhere within 10m without condition otherwise you'd be able to create it point blank range near your opponent if they are within that boundary. You can create them short range from you and you can move them up to mid-range. Also if the technique is only active while your hand is on it, you can't use any other technique in the mean time.
(Fūton: Kuikku Ken no Jutsu)- Wind Release : Quick Sword Technique
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: 60
Description: Based on the timeless principle of Iado, the art of releasing and sheathing ones sword in the blink of an eye, this technique entails a sort of mock Iado where the user will simply grab the handle of his sword while focusing his Fūton chakra. His chakra will then seep into the air around him to take command of the naturally occurring wind up to 5m from his position. By holding on the handle of the blade the user will use his Fūton chakra to replicate the entire blade down to the very length and density as invisible swords of wind, about 6 in total. The swords are barely visible as they're slinging around the user but can be heard as sharp whistling sounds as well as the damage they do to any nearby objects such as the ground which makes the technique very noticeable. If one would look closely, the blades can be observed as slightly visible arcs of green Fūton chakra. The blades will slice at anything within 5m of the user's vision and can be pushed forward after being spawned to a maximum range of 10m using the air as a medium with a combined rank of A instead of individually. The technique is only applicable as long as he keeps his hand on the handle of the sword, once the user lets go the technique is ended. This prolonged usage can only last the entire turn it was performed.
Note(s):
- Can only be used 3×
- Requires contact with a bladed weapon
- While being performed user cannot perform any other chakra related techniques.

Declined - Barely visable? That's vague, make it clear, do they appear as like a haze of wind? So really with this, you stand with your handle on your sword, have 6 wind blades around you that you want to be near on invisible, and can't do anything else. Seems pretty pointless too.

(Raiton: Shinsen'na Seiteki Yuki)- Lightning Release: Fresh Static Snow
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A (+20 to supplemented technique)
Description: By manipulating one of their own Raiton techniques or creating this technique from scratch the user will cause the technique to shatter into pieces. These pieces will be tiny individually looking like a bright blue blanket of light. Their purpose is to form a bridge of electrons for future lightning techniques. How this works is by using their electrically charged bodies to relay electricity with much more efficency as a medium than the regular atmosphere used. They posses no threat and are unaffected by physical objects such as weapons as they simply move around said object(s) like dust particles in Brownian Motion, this includes people and summons. By arranging these tiny blue sparks in any order the user is able to conceive in his mind he can allow his lightning techniques to attach to the sparks and adopt the shape and orientation they posses. This can cause the affected Raiton technique to appear more like 'liquid light' as all its erratic movements and sparking are removed as the technique is given uniformed motion and purpose. This can be especially useful for straight techniques that only go one direction and in the same light techniques that go all directions instead of one, with the static snow these techniques can be given direction and shape with frightening accuracy to the user's will. While under the effects of Fresh Static Snow the Raiton technique will have a low humming sound reminiscent of light sabers from a popular movie franchise.
Note(s):
- Usable 3×
- Lasts 3 turns on each use.
- A turn cool down upon deactivation

Declined, do not resubmit.

(Mabataki Nai) Don't Blink
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra cost: 30 (+20 per turn)
Damage: 60
Description: A high ranking Ninjutsu technique, originally taught only to the elite Uchiha clansmen during the feuds with the Senju. However, over the years and the subsequent merging of the clans to form Konoha the jutsu became much more accessible to capable ninja of the village. It even became popular enough to spread to a select few of accompanying nations. The technique, works by the user releasing a dome of chakra from his/her body. This dome is slightly green in its appearance and even casts a slightly green hue on any object inside of its 15 meter (medium ranged) perimeter. The dome is filled to the square inch with the user's chakra and dons a selectively permeable membrane to create a secure environment around the user, where sound, light, and even air's interactions are controlled solely through the user's chakra. It prevents air from escaping or7 entering and sound percieved in the dome cannot be heard from the outside and vice versa. Light cannot enter nor escape the dome either but techniques and objects (including people) are capable of enetering and leaving the dome with no hinderance whatsoever. During this release the user must stay stationary as he is focused on the movements he's about to perform. Once the perimeter is set the user will cause the light inside the dome to refract away from his body or any object of his choice that is within its influence similar to (Meisaigakure no Jutsu) - Hiding with Camouflage Technique where he will become invisible, but only inside this dome as he controls how light behaves within it as explained. But at the moment of invisibility he'll also adopt another Ninjutsu technique; (Muon Satsujin Jutsu) - Silent Homicide Technique where the user will literally vanish from sight and appear at selected areas to attack his opponent. In the 'blink' of an eye the user will appear to deliver a blow to the opponent's blid spot then disappear again moving at peak speeds, and with the the silent homicide technique being a nearly inaudible one he is almost undetectable as he moves. The user will appear and disappear three times, each time attacking the opponent at a different location or attacking three opponent's seperately before ending the technique a few meters from the victim(s). All three assaults take place so fast it appears simultaneous- as if three people are attacking one but its actually one fast moving user. During the assualt he can't perform any technique that require chakra as his body is already dealing with maintaining the dome and its abilities as well as keeping him from sight. After the technique ends the user is left a little worn as all that quick movement was done too fast for the natural lactic acid to build up in his muscles. At the end of the technique the acid takes effect and he's resricted to Taijutsu and non-elemental Ninjutsu of only B ranked and below. When it comes to dispelling the dome, one must utilize a technique of A ranked and above to destroy the dome in its entirety, meaning not just destroying half or a portion, as it will only repair itself.


Declined - I'm not going to allow you to have that control around you like that. It's too much for one jutsu. Reduce the effects.
Demonstration:

Note(s):
- Can only be done 2x
- Requires a 2 turn cool down
 
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BusinessManTeno

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Re: Custom Jutsu Submission

(Namekuji Kuchiyose: Hanshou) Slug Summoning: Hanshou
Type:Summoning
Rank:S
Range:Short
Chakra: 40
Damage: N/a
Description: Hanshou is the offspring of both Katsuya, and Sendo (custom slug summon), being one of the two prodigys of the slug family. Hanshou is gray in color and is very soft spoken but very aggressive if need be but always have a soft spot for their owner. Hashou is even able to swim underwater for long periods of time. Hanshou has white and black zig zag lines that travel down his whole body. Hanshou is said to share similar traits to both his mother and father but even have abilities that surpass them both. Hanshou is very skilled at sensing, being an elite amongst all the slug summons. The sensing being able to rival that of an uzumaki, being able to decipher different types of chakra be it chakra nature or a person and even able to mask/hide their chakra from detection and anybody within his body. Hanshou very much like his mother can heal but due to the lack of extra chakra (like the white seal) Hashou will take the chakra from his owner, and mix it with his own, healing an ally by +40 per turn, and if Hashou is healing the user, Hanshou will simply give up his own chakra, healing the user by +20 per turn. Hashou size can be altered without the need of splitting up his body. This can be used for evading purpose, in the matter of dodging an attack, or offensive purposes such as crushing the enemy. He can grow in 3 sizes. Pocket size, where he can be on your shoulder, Riding size, enough to fit one person inside his body (this can be used as a healing method) or their parent size (The size of katsuya). Hanshou isnt a very offensive summon as he can only spit out acid from his mouth similar to his mother but weaker.

Note: Hanshou enlarding, or shrinking counts as a turn
Note: Stays on the field for a max of 5 turns
Note: If the user decides to heal an ally its -20 per turn from the user
Note: The slug must be touching the user in anyway to heal

‡ Declined ‡ Too many abilities here. I won't allow the healing and if you want him to change sizes, he needs to split up. Reduce this to four turns and make it usable once per battle. Also, quantify the power of the acid spit and state that it costs a move to use.
(Namekuji Kuchiyose: Hanshou) Slug Summoning: Hanshou
Type:Summoning
Rank:S
Range:Short
Chakra: 40
Damage: N/a
Description: Hanshou is the offspring of both Katsuya, and Sendo (custom slug summon), being one of the two prodigys of the slug family. Hanshou is gray in color and is very soft spoken but very aggressive if need be but always have a soft spot for their owner. Hashou is even able to swim underwater for long periods of time. Hanshou has white and black zig zag lines that travel down his whole body. Hanshou is said to share similar traits to both his mother and father but even have abilities that surpass them both. Hanshou is very skilled at sensing, being an elite amongst all the slug summons. The sensing being able to rival that of an uzumaki, being able to decipher different types of chakra be it chakra nature or a person and even able to mask/hide their chakra from detection and anybody within his body. Hashou size can be altered without the need of splitting up his body. This can be used for evading purpose, in the matter of dodging an attack, or offensive purposes such as crushing the enemy. He can grow in 3 sizes. Pocket size, where he can be on your shoulder, Riding size, enough to fit one person inside his body (this can be used as a healing method) or their parent size (The size of katsuya). Hanshou isnt a very offensive summon as he can only spit out acid from his mouth similar to his mother but weaker.

Note: Hanshou enlarging, or shrinking counts as a turn
Note: Stays on the field for a max of 4 turns and can only be summoned once
Note: The Acid is A rank and can be spit out up to mid range with a mid range width (the acid spreads up to 7 meters wide)
Note: Acid used can only be done once per turn
Note: Sensing abilities will require the use of cannon jutsu

Approved - Just state what size he is when summoned. As for the sensing, it will require you to post the sensing techniques which i added a note for.

(Ameton/Doton: Katame Rouya) Rain/Earth Style: Jello Jail
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/a
Description: This is an advance rain style jutsu, derived from the water prison jutsu without giving much warning. The user will utilize current rain and send their chakra into them. By doing this the user will do 2 handseals causing all the rain around his opponent up to short range in all directions engulfing his opponent in a large sphere of water. This can be done mid air, ocean, or the ground. Once this is done, the opponent will touch the outside of the rain sphere quickly releasing their earth chakra causing the water to harden. The hardening isnt made tough like a rock, but harden like jello. This would restrict mobility inside of the jello, leaving the opponent immobile but due to its harden state the opponent cant drown but can suffocate if they dont escape in time.

Note: Can only use twice per battle
Note: Takes up two move slots
Note: Rain sphere is 5 meters in all directions (short range)
Note: Cant use any water, rain, or earth jutsu in the same turn

Declined - there is already a cannon rain jutsu for binding.

(Kenjutsu: Sanpo Kenjū) Sword Arts: Three-Step Sword Beasts
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is unique to the art of kenjutsu, incorporating wind style to the art. This technique utilizes sneaking before and after the sword strike. The user will channel mass amounts of wind chakra into his sword causing it to have chakra resonate around the sword in a translucent color making it almost naked to the human eye (Much like the wind property) The user will then swing the sword either vertically or horizontal. Right before the sword strike hits about half way, the user will release the wind chakra gathered into the sword causing a large blunt shape sword 3x the size as the original sword to strike the opponent in a surprise manner. The damage this technique delivers is very blunt, enough to break the human bones with extreme ease. This technique is followed by the regular swing of the sword, while lastly releasing wind chakra from the blade once more to create a sword made from the chakra but extremely sharp, enough to cut through A rank earth, while ranging 7 meters long, reaching mid range striking the opponent. The last part of this technique is initiated once the regular sword strike has swung. This technique is used for sneaking purposes, allowing the user to strike before his original sword swing, and if it misses, another sword swing following behind it. Each strike made from chakra isnt impossible to see but takes on transparent hue, making it very difficult to distinguish what it is, but not impossible.

Note: Can be used twice per battle
Note: Must have trained in wind up to B rank to use this technique
Note: Each strike has separate attack rank of B rank, dealing S rank collectively
Note: Each part of the technique happens as fast as a sword swing, causing it to happen in quick succession right after another
Note: Cant use any kenjutsu techniques above A rank in the next turn

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Pending - I know jutsu that allow waves to be released are banned in the rp, but not sure if this method is allowed or has been done before. Will come back to this.

Edit: DNR - Jutsu already exists, this isn't a kenjutsu, it's wind jutsu and can be easily abused.
 
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Kamishiro

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Re: Custom Jutsu Submission

CW:

[Shodai Hokage no Kubikazari] - First Hokage's Necklace
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Hokage's Necklace is a Necklace made of special crystal that originally belongs to the first Hokage, Hashirama Senju. It isn't any ordinary necklace nor was it ever meant to be, after all it belonged to the God of Shinobis. This Necklace was made with the aid of Wood Element which is known to give life, and this was not an exception. The combination of wood element along with the special crystal partially gave birth to a creature. It couldnt speak nor could it move or actually do anything physically, yet the living traits gave the crystal a conscious and a will that was highly loyal to Hashirama and whoever follows him. It also have a mental communication with the owner which it could communicate with him through. Being made of wood element, it had a thick layer of the infamous wood seeds that is well known to sense the pressure, but it was more enhanced that it was actually able to sense the pressure in the air and the changes in it, meaning it was actually able to sense the existence of others through the pressure in the air. It was also able to sense techniques due to the pressure it causes on the air, yet it isn't capable of distinguishing between an element and another. Through the mental communication, it uses the pressure sensing to the aid of it's owner. This Necklace has also a really special ability with which it could continously put chakra into the owner upon his requist in order to prevent falling for genjutsu, however, that also means that Hashirama can't enter Sage Mode as long as this ability active. The last ability the use is capable of using Hengen no Jutsu on it to give it a basic physical trait (like flying or walking) by turning it into an animal however that can't be used to attack the opponent, it is rather used for spying and what not.
-Can only be worn by Kamishiro and those who are allowed.
-The ability to negate genjutsu lasts for 4 turns upon activation and can only be used twice per battle. It also needs 2 turns to cool down
-Sensing ability can't distinguish between people as well, it can only sense people.

~DNR~
You can't have the Hokage necklace...


[Mokuton: Fuzen Bunshin] - Wood Release: Partial Clone
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: This technique is a derived technique from the normal Wood Clone technique, however it somewhat follows the same principle. The use would create a wood clone using his wood skills from his body, however the difference is that the wood clone wouldn't emerge fully from the users. The wood clone would just partially emerge up to stomach level and therefor it wouldn't have any mobility to it. (It would be slightly similiar to the Soma no kou twins).It will also add weight to the user, leaving him slightly hindered. The wood clone would have the same abilities as the normal wood clone along side with the ability to gather natural energy for the user, it can't enter SM, it can just gather natural energy for the use, leaving him to focus on the battle.
-The user can still make other clones but up to 3 since this would could count towards the normal clones number
-The clone can only gather natural energy if the user has sm. Other than that, the clone can only act as a normal clone.

~Declined~
You're not splitting the chakra completely outside your body so gathering natural energy wouldn't work since the chakra of the "clone" is still technically attached to you. It also wouldn't be able to function like a clone in some respects like genjutsu. Example of this is, like I said, your chakra is still within your body, when you're caught your clone can't break you because they'd be caught as well. Regular clones can break you from genjutsu because they're chakra is a separate body. What this all amounts to is, for the clone technique, the division of chakra from your original body to the clone's body to make them an actual separate entity. You can't mimic the Somo no Kou.

[Mokuton: Kata Koutai] - Wood Release: Shape shifting
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: A derived technique from the normal principle of wood release itself. Wood could be normally produced from any earth or water surface, however this technique doesn't produce anything from water or earth, but rather it shifts it into wood. So instead of producing a pillar or a root from a water blast, this technique turns the water blast into wood blast. This could be a partial shift or a complete shift. A partial shift as to turn only the half into wood and let the other half in it's original form or just turn the outer surface into wood, creating a layer of wood and leaving the interior in it's normal state.
- Can only be used 3 times per battle
- No S rank wood in the same turn
- Complete shift turns the technique into A rank technique with A rank damage, even if it is higher rank. Partial shift however, leaves the damage of the other technique and adds the damage of this technique to it

~Declined~
I'm a bit confused by this "shifting" it doesn't turning earth/water into wood release you can basically do that already.
Resubmitting:

Got the permission to resubmit from Reborn.


[Shodai Hokage no Kubikazari] - First Hokage's Necklace
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Hokage's Necklace is a Necklace made of special crystal that originally belongs to the first Hokage, Hashirama Senju. It isn't any ordinary necklace nor was it ever meant to be, after all it belonged to the God of Shinobis. This Necklace was made with the aid of Wood Element which is known to give life, and this was not an exception. The combination of wood element along with the special crystal partially gave birth to a creature. It couldnt speak nor could it move or actually do anything physically, yet the living traits gave the crystal a conscious and a will that was highly loyal to Hashirama and whoever follows him. It also have a mental communication with the owner which it could communicate with him through. This Necklace has a really special ability with which it could continuously put chakra into the owner upon his request in order to prevent falling for genjutsu. The last ability the use is capable of using Hengen no Jutsu on it to give it a basic physical trait (like flying or walking) by turning it into an animal however that can't be used to attack the opponent, it is rather used for spying and what not.
-Can only be worn by Kamishiro and those who are allowed.

Declined - No genjutsu effecting you? That's too much. Explain the way it changes your chakra, then say it only works on certain ranks. And turning into an animal? Explain this more, give it a rank, make it a jutsu per turn to change.
Removed everything related to sensing to make it more reasonable.

[Mokuton: Kata Koutai] - Wood Release: Shape shifting
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: A derived technique from the normal principle of wood release itself. Wood could be normally produced from any earth or water surface, however this technique doesn't produce anything from water or earth, but rather it shifts it into wood. While wood normally use water/earth as a source for them, it isn't the case here. The water/earth becomes wood, it turns into wood whether partially or completely. So instead of producing a pillar or a root from a water blast, this technique turns the water blast into wood blast. This could be a partial shift or a complete shift. A partial shift as to turn only the half into wood and let the other half in it's original form or just turn the outer surface into wood, creating a layer of wood and leaving the interior in it's normal state.
- Can only be used 3 times per battle
- No S rank wood in the same turn
- Complete shift turns the technique into A rank technique with A rank damage, even if it is higher rank. Partial shift however, leaves the damage of the other technique and adds the damage of this technique to it
-The user can use partial shape shifting to engulf an object or another element (only if the element is stable enough and don't have elemental strength against wood ) with wood i.e putting a layer of wood on the outer surface of a shuriken. But of course since it is partial, the shuriken is still the same inside the wood layer

Declined - I see how this is similar to my own jutsu but break it down to explain it better. So part 1 being partial transformation, step to full. For example

Partial: The user will focus wood chakra into a water or earth jutsu combining it to partially turn the jutsu to wood element. If this was used on a water stream it would cause wood to grow from within the water to make it a two element combo of wood and water.

Then explain how it works with earth, and just generally work on the description to make it clear the limits of each concept.
 
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Leathercandle

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Re: Custom Jutsu Submission

(Endā no ken) - Sword of Ender
Type: Weapon
Rank: A
Range: Short
Chakra: 5/30
Damage: +10
Description:
The Sword of Ender is made of a very sturdy chakra-sensitive metal that cannot be destroyed or wielded by someone without a particular kind of chakra (must be chosen by Leathercandle to wield, otherwise access to its abilities are unavailable). The Sword of Ender is regarded as and thought to be a legend among most swordsmen.

Abilities:
The Sword of Ender can clash against wind and lightning coated weaponry/body parts without being cut through like a normal sword against something covered with those kinds of chakra due to its very rare kind of chakra-sensitive metal that makes it up.
When using the Sword of Ender to preform a kenjutsu technique, the user can increase that technique's power by 10 damage by channeling (5) chakra into it. This sharpens the blade, allowing possibilities for deeper cuts and more damage, but only lasts for that turn and cannot be stacked with itself.
Every time the user channels 5 chakra into this sword using its own ability, it gains a "counter". After gaining 4 counters, the user can spend 30 chakra to allow the Sword of Ender to cut through weaponry and armor of equal rank/using equal ranks as this sword without taking damage/canceling each other out (if the sword is attacking a shield, both A rank, the sword cuts through it. If the sword is using a C ranked technique without any damage boosts, and is battling that same shield using a C ranked technique, the sword wins and cuts through it). It can also cut through weaponry that is enhanced with wind or lightning chakra of equal rank and below to the sword.

Looks like:
You must be registered for see images
-Can only be taught to use by Leathercandle
-The user can only channel chakra into the the sword using its own abilities once per turn
-The user does not have to use any of the chakra related abilities that come with this sword, and can use it like a normal weapon if they so please
-Channeling chakra into the sword to increase its damage output it passive
-The ability to add damage onto a kenjutsu technique can be done with kenjutsu techniques already requiring chakra, and would increase the damage of the chakra part of it (in the case of sword techniques that send blasts of chakra at an opponent, the blast of chakra would gain damage)
-Spending the 4 counters to activate the sword's last ability counts as a move, costs 30 chakra and lasts for 4 turns

Declined - No boosts from weapons




(Doton: Jigoku no shin'en) - Earth Release: Hell's Abyss
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description:
The user forms the ram hand seal and channels doton chakra beneath a target. The ground below them rips open to create a crevice anywhere 20 feet deep. The opening of the ground happens swiftly, comparable to the speed of a C ranked earthen spike coming from the earth. As the ground opens, pointed whips of rock blast out of the walls of it and attempt to pierce the opponent and then curve back to their side of the wall due to the way they are structured. By default, 5 whips will attempt to attack the target, but if the user continues to hold the ram hand seal whips will continue to emerge and attack. Coupled with the increased number of whips, the ground will continue to open up, creating a deeper and deeper crevice if the user continues to hold the ram seal.
-Can only be taught to use by Leathercandle
-Can only be used thrice per battle
-The user of this technique cannot use S ranked or higher doton next turn


Declined - Jutsu already exists



(Supairarupanchi) - Spiral Punch
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:
The user delivers a punch towards a target, increasing its power dramatically by turning their fist as they make contact, as well as channeling chakra into their fist. The result is the target is blasted backwards spinning around whichever way the user's fist was turning like they had just done a cartwheel. If this punch is used on areas where you can feel the bone with a punch (ex: arm, leg, skull) there is enough power to be able to break them and possibly cut into internal organs with the bones.
It looks like this except the man being punched would look like he was doing a very fast cartwheel. The wall being crushed behind him shows how much power is behind the punch.
You must be registered for see images
-Can only be taught by Leathercandle
-Can only be used thrice per battle due to the stress it puts on ones body to create so much force
-The user cannot preform this technique in two consecutive turns
-This technique can break through the bones of a Kaguya/ Kaguya technique of equal or lower rank, though the user's hand will break if they do so (take this out if it makes it un-approvable please)
Declined - It just reminds me of hurricane fist with the twist of the wrist.
 
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Priest

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Re: Custom Jutsu Submission

Updating
Doton: Shaolin Saka - Earth Release: Shaolin Soccer
Type: Offense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: 80
Description: The user after 5 handseals, channels his doton chakra into the ground short range of him, then he stomps his leg making up to 3 big boulders (x2 size of a normal soccerball) rise from the ground shaped into soccer balls. The user while hardening his legs also using doton chakra, momentarily leaps into air and with swift continuous spinning movement, kicks each balls separately towards the opponent with extreme power at different angles(overall kicking takes 1sec and can be directed in any direction the user is facing). the rock balls proceeds towards the opponent at fast speed. However it can still be seen and tracked by normal eyes. its procession carries a force that rub itself against air resistance therefore making it to be coated in fire due to air friction as soon as they are kicked. due to the additional fire coating which requires no katon chakra, Ball can break through S-rank earth and A-rank if splitted into 2, can break B-rank earth if 3 balls were made.
++Note++
-No S-rank Doton in the same turn or next
-Usable only twice
- Added Fire doesn't grant advantage against Wind Release or any element that Fire is strong against.
-Requires one turn rest in between usage
__________________________
✘ Approved ✘
added a restrictions and edited minor other stuff.
Doton: Shaolin Saka - Earth Release: Shaolin Soccer
Type: Offense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: 80
Description: The user after the tiger handseal and a stomp of his foot on the ground, channels his doton chakra into the ground short range of him making up to 3 big boulders (x2 size of a normal soccerball) rise from the ground shaped into soccer balls. The user while hardening his legs also using doton chakra, momentarily leaps into air and with swift continuous spinning movement, kicks each balls separately towards the opponent with extreme power at different angles(overall kicking takes 1sec and can be directed in any direction the user is facing). The rock balls proceeds towards the opponent at fast speed. However it can still be seen and tracked by normal eyes. its procession carries a force that rub itself against air resistance therefore making it to be coated in fire due to air friction as soon as they are kicked. due to the additional fire coating which requires no katon chakra, Ball can break through S-rank earth and A-rank if splitted into 2, can break B-rank earth if 3 balls were made.
The user can use this alternatively. Instead of making three balls emerge from the ground, He can use his legs to kick back the opponent's earth or solid jutsu taking earth's strenght and weakness into consideration. Though he does not need to stomp his foot, however he would still make the tiger handseal, coat his leg in earth chakra and kick back the opponent's earth or solid jutsu of S-rank and below. Kicking it back also cause the solid object to rub against air pressure and be coated in fire giving a burning aftermath.
++Note++
-No Doton above S-rank in the same turn
-Usable only 3x per battle
-Added Fire doesn't grant advantage against Wind Release or any element that Fire is strong against.
-Requires one turn rest in between usage

Declined - You're adding another ability to this jutsu changing the way it works making it more efficient and increasing it's useage? Also, doesn't size come into it? S rank earth golem goes to punch you, just gonna kick that back? Work on that please.
Updating
Doton: Seishin'ijousha Inakamono - Earth Style: Psychotic Boogies
Rank: S
Type: Offensive/Sup
Range: Short/Mid - Long
Chakra: 40 (-20 per turn)
Damage: N/A (up to 80 if all are used)
Description: The user makes 2 handseals and clap his hands together while kneading large amount of chakra into the earth then he raises up to 8 oval shaped balls of mud(size of a normal soccer balls) with smiley faces and mouth. Each has the power of a C-Rank earth technique (in terms of physical impact or possible offensive or defensive uses). They would when the user deems it, start to laugh aloud to annoy the opponent and deaf their ears. The boogies are saturated with the user's chakra and are raised short range of user although they can move up to long range. They have special abilities which while they act through the user's will, they can merge to form a single boogie and can shape into several constructs though still with a sense of humor having mouth like a clown. They are made of mud but they can become dense and harder than steel at will which still gives them lethal capabilities, able to smash/cut/pierce clean through C rank earth jutsu each, however elemental strenght and weakness still holds. Also since they can merge, they have the ability to split back into their initial forms and also, they can assume several shapes while in their splitted forms too. The jutsu leeches the user's chakra to sustain itself and thus they cannot be sustained for long making them crumble at the end of the 3rd turn. The user also because of the chakra expenditure to maintain the jutsu, would make him unable to use any elemental jutsu above S-rank except for doton during the period the jutsu is in play
-Usable 2x per Match
-Last 3 turns
-Boogies are sentient (although they require the user's focus and will to act) and move at immense speed
-No other jutsu above S-rank while boogies are in play except doton
-2 turn rest before re-use


 Approved  Edited
Doton: Seishin'ijousha Inakamono - Earth Style: Psychotic Boogies
Rank: S
Type: Offensive/Sup
Range: Short/Mid - Long
Chakra: 40 (-20 per turn)
Damage: 80
Description: The user claps his hands together while kneading large amount of chakra into the earth then he raises up to 8 oval shaped balls of mud(size of a normal soccer balls) with smiley faces and mouth. Should there be no earth source around, the user could cause them to emerge from his body, or he spits one big ball which would split to smaller sizes. Their individual power depends on how many balls was made. Say a total of 8 balls is made, then each has the power of a C-Rank earth technique (in terms of physical impact or possible offensive or defensive uses). They would when the user deems it, start to laugh aloud to annoy the opponent and deaf their ears. The boogies are saturated with the user's chakra and can be if they don't emerge from the users body, raised within and upto mid range of the user although they can move/swim up to long range. They have special abilities which while they act through the user's will, they can merge to form a single boogie and can shape into several constructs though still with a sense of humor having mouth like a clown. They are made of mud but they can become dense and harder than steel at will which still gives them lethal capabilities, able to smash/cut/pierce clean through C rank earth jutsu each, however elemental strenght and weakness still holds. Also since they can merge, they have the ability to split back into their initial forms and also, they can assume several shapes while in their splitted forms too. The jutsu leeches the user's chakra to sustain itself and thus they cannot be sustained for long making them crumble at the end of the 3rd turn. The user also because of the chakra expenditure to maintain the jutsu, would make him unable to use any elemental jutsu above S-rank except for doton during the period the jutsu is in play
-Usable 3x per Match
-Last 3 turns
-Boogies are sentient (although they require the user's focus and will to act) and move at immense speed
-No other jutsu above S-rank while boogies are in play except doton
-2 turn rest before re-use

Approved - its staying at -20 chakra per turn though, that's 2.5 chakra per c rank ball.

Genjutsu: Are ga hoshī nodesuga? - Illusion Art: Can I have that?

Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The genjutsu is a simple one. Though a non aggressive one, it is very useful in decieving the opponent while going into details in making it seems true. The user does a simple body gesture to cast the genjutsu. The gesture may range from a sigh, a wink, a snap a wave of hand or a single handseal and then the genjutsu would be cast upon the target or targets if there are more than one.
In the genjutsu, depending on the user wants it, the target would see one of his possession sudden poofs away prior to the user's body gesture and then He'll see the user wearing/holding/in possession of his belonging. The disapperance of the target's possession can be detailed. The user may make it poof away like a summon would and poof into existence on his person, or rather, he can make it vanish like using a flicker movement or space time jutsu and then appear on the user. Anyhow the belonging of the target disappears, it gives a taste of reality. Another keen detail is that, in the genjutsu, once a target looses his possession, he won't be able to feel it. for example: Say the target was holding a smoke bomb in his fist and he was dispossessed, his hand would be free, lighter and he can even clench his fist as if nothing was in his hand. In reality though, the possession is still there albeits its existence was made void in the genjutsu.

NOTE: Last 3 turns
NOTE: Usable 4x per battle
NOTE: Two turns in between usage.

~Declined~
You say the object disappears before the observed gesture but say the gesture is the casting of the genjutsu, how is this possible? That's the biggest thing confusing me. Also how exactly is this conspicuous. Even if the object just vanishes as if out of thin air I'd think that would be pretty conspicuous
Genjutsu: Are ga hoshī nodesuga? - Illusion Art: Can I have that?

Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The genjutsu is a simple one. Though a non aggressive one, it is very useful in decieving the opponent while going into details in making it seems true. The user does a simple body gesture to cast the genjutsu. The gesture may range from a sigh, a wink, a snap a wave of hand or a single handseal and then the genjutsu would be cast upon the target or targets if there are more than one.
In the genjutsu, depending on the user wants it, the target would see one of his possession sudden poofs away after the user's body gesture and then He'll see the user wearing/holding/in possession of his belonging. The disapperance of the target's possession can be detailed. The user may make it poof away like a summon would and poof into existence on his person, or rather, he can make it vanish like using a flicker movement or space time jutsu though the target would feel/see the object leave his possession for a brief moment and then seen no more anywhere around him except at the user's, or perhaps like something invisible has forcibly yanked the object away from the target and flinged at untrackable speed to the user who would now catch it. Anyhow the belonging of the target is dispossessed, it gives a taste of reality. Another keen detail is that, in the genjutsu, once a target looses his possession, he won't be able to feel it. for example: Say the target was holding a smoke bomb in his fist and he was dispossessed, his hand would be free, lighter and he can even clench his fist as if nothing was in his hand. In reality though, the possession is still there albeit its existence was made void in the genjutsu.

NOTE: Last 3 turns
NOTE: Usable 4x per battle
NOTE: Two turns in between usage.

~Will Handle Last Jutsu~

Decined - A rank that can beactive 12 turns in total with no real drawbacks, and it just pretty much renders anywapon user to be useless like use gen to poof away samurai sword?
 
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Re: Custom Jutsu Submission

Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20)
Description: Unlike many forms of water which include sticky syrup water, chakra absorbing mists, crystalline waters, etc., Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin focuses on water's natural ability to become sharp and pressurized, having unmatched cutting ability compared to other suiton ninjutsu. The user would chain an additional hand seal onto a suiton ninjutsu they perform, having it be activated within the same time frame as the original technique yet still cost a move. After this is done, the suiton technique would change from a regular, flowing water that has blunt force damage into a water that has become pressurized and sharp with amazing cutting ability, like Suiton: Suidanha - Water Release: Severing Wave. Due to the pressurization of the water technique, it would gain considerable killing potential compared to regular suiton ninjutsu, however, due to the pressurization of the technique, it becomes significantly smaller with a much smaller area of affect. The larger the jutsu the longer it takes to compress down as it still forms as though unchanged at the start.

Note: Can only be used three times per battle
Note: Can only be taught by Penguin
Note: This technique can only be applied to A-rank water and below

Approved - But made it A rank and below. Also added the bolded at the end. It's a nice jutsu, but for future reference, when you mention the timeframe it still counts as a separate jutsu timeframewise giving that gap for an opponent to act before the jutsu is fully compressed.

Suiton: Saihyōsen - Water Style: Icebreaker
Type: Defensive/Supplementary
Rank: S-rank
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user would exert chakra up to short range of themselves and via shape and nature manipulation form a penguin of water whose body is composed of a chakra draining mist. The penguin is rather large, rivaling the size of an average shinobi. The user can passively control the penguin construct via mental commands at the cost of the penguin leeching chakra off of the user. The main attribute of this penguin construct is that wherever it travels, it leaves a considerable amount of hidden mist along the way. This means that over the course of one turn, the penguin would leak so much mist that it would cover everywhere up to short range of the penguin. Another ability of this penguin is that due to it being made of mist and understanding the mist's abilities, with a hand seal, the penguin can use the natural light to blind opponent's in the mist much like the Water Release: Hidden Mist Eye Sight Deprevation technique. The last ability of the penguin is due to it's chakra draining mist properties. If an A-ranked attack (according to water's elemental S&W's) is shot towards the user or penguin, the penguin can intercept the attack and absorb it due to the chakra draining properties of the mist. The penguin's body would then either be composed of a hot, paralyzing, or sharp mist which could be used as a water source for attacks, gaining one rank in damage due to the absorbed properties being incredibly more lethal than regular water. The only downfall to this technique is that the penguin cannot be used for offensive means, only defensive and supplementary.

Note: Only lasts five turns
Note: No water techniques over A-rank for three turns after this jutsu is over
Note: Water must be a primary specialty to use this jutsu
Note: Cannot use any other elements bar water for the rest of the match
Note: Can only be taught by Penguin

Suiton: Moofy no Maserēshon - Water Style: Moofy's Maceration
Type: Defensive
Rank: A-rank
Range: Short-Medium
Chakra: 30
Damage: N/A
Description: This jutsu was invented by Tobirama to take full advantage of the chakra draining properties of mist against the Uchiha clan and their genjutsu. The user, when surrounded by a mist with or without chakra, will quickly flood a good amount of chakra into the mist, turning the mist into a chakra draining type mist. This portion of the jutsu happens near instantaneously and does not affect the time frame. This chakra draining mist is very unique in the fact that it only absorbs chakra inside the user's body. If the user happened to be put under an illusion in their next turn, or someone channeled chakra into the user's body, the chakra draining mist would absorb the chakra as it entered the user with a rapid pace, almost as if the genjutsu never even occurred.

Note: Can only be taught by Penguin
Note: Can only be used three times
Note: Lasts four turns

~Both Declined~
Chakra absorption techniques via water are long and far drawn out at this point. We have a chakra absorption ability and we have too many chakra absorption techniques based on water already so I won't be approving anymore techniques with absorption/chakra draining properties for water release. Absorption abilities I will be stricter on for those who possess the actual ability in their bios.
Suiton: Pengin no Sakuryaku - Water Style: Ploy of the Penguin
Type: Defensive/Supplementary
Rank: S-rank
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user would exert chakra up to short range of themselves and via shape and nature manipulation form a penguin of water whose body is composed of a chakra draining mist. The penguin is rather large, rivaling the size of an average shinobi. The user can passively control the penguin construct via mental commands at the cost of the penguin leeching chakra off of the user. The main attribute of this penguin construct is that wherever it travels, it leaves a considerable amount of hidden mist along the way. This means that over the course of one turn, the penguin would leak so much mist that it would cover everywhere up to short range of the penguin. Another ability of this penguin is that due to it being made of mist and understanding the mist's abilities, with a hand seal, the penguin can use the natural light to blind opponent's in the mist much like the Water Release: Hidden Mist Eye Sight Deprivation technique (costs a moveslot). The last ability of the penguin is due to it's chakra draining mist properties. If an A-ranked attack (according to water's elemental S&W's) is shot towards the user or penguin, the penguin can intercept the attack and absorb it due to the chakra draining properties of the mist. The penguin's body would then either be composed of a hot, paralyzing, or sharp (fire/lightning/wind) mist which could be used as a water source for one attack, gaining one rank in damage due to the absorbed properties being incredibly more lethal than regular water (up to S-rank). The only downfall to this technique is that the penguin cannot be used for offensive means, only defensive and supplementary unless the penguin is used for a water source, in which case it can only be used as a source once then it dissipates until used again.

Note: Only lasts five turns
Note: Can only be used twice per battle
Note: No water techniques over A-rank on the turn this technique ends
Note: Water must be a primary specialty to use this jutsu
Note: Can only be taught by Penguin

‡ Approved ‡ Edited.

Suiton: Moofy no Maserēshon - Water Style: Moofy's Maceration
Type: Defensive/Supplementary
Rank: C-S
Range: Short
Chakra: 15-40
Damage: N/A
Description: This jutsu was invented by Tobirama to take full advantage of the chakra draining properties of mist against the Uchiha clan and their genjutsu. The user, when surrounded by a mist with or without chakra, will quickly flood a varied amount of chakra into the mist, turning the mist into a chakra draining type mist. This portion of the jutsu happens near instantaneously and does not affect the time frame. This chakra draining mist is very unique in the fact that it only absorbs chakra inside the user's body. If the user happened to be put under an illusion in their next turn, or someone channeled chakra into the user's body, the chakra draining mist would absorb the chakra as it entered the user with a rapid pace, almost as if the opponent's chakra was never in your system at all. The chakra draining mist must be one rank higher than the technique used to channel chakra into the user, otherwise the mist would take too long to absorb the foreign chakra.

Note: Can only be taught by Penguin
Note: Can only be used three times
Note: Lasts four turns
Note: S-rank version can be used twice
Note: S-rank version lasts two turns


‡ Declined ‡ Baldy already tried this.
 
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Re: Custom Jutsu Submission

Notes for Checker - Got rid of the sentience, and made it a streaming tech. Also reworded it a bit to emphasize on the technique rather the servants. That and I changed the name from minions of the light to Servants of the Divine.

(Raiton: Kami no dorei) — Lightning Release: Servants of the Divine
Type: Supplementary/Offensive/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 ( 5 additional Cp for every turn sustained)
Damage Points: (5-80)
Description: The user will gather a large amount of Lightning Chakra and perform 3 hand seals. The user will then release the chakra, manipulating it to create a creature or creatures composed of extremely focused lightning. These "servants" take on the appearance of small, yellow, cylindrical, creatures with either one or two eyes. The lightning composing their bodies is extremely focused, that it makes little to no sound. These servants require constant chakra and control to stay on the field. The technique revolves around affecting the servants in 3 specific ways. Their first way is through their ability of complete mastery of shape manipulation, allowing the user to freely manipulate their focused body, or parts of it, into any form they desire. For example, the user can manipulate a servants arm to become a spear of lightning, form both arms into a shield of sorts for both offensive and defensive purposes, etc. The second ability comes in two forms. The first form involves reverting the focused electrical bodies of the servant(s) into an unfocused electrical current, similar to a Chidori Nagashi. The other form is simply causing their body to explode into an electrical explosion. However, servants that are self-destructed in anyway are completely lost afterwards.The final ability allows the user to have the servant(s) passively split and combine following basic Rank Splitting principals (e.g. 1 S-Rank Servant can divide into 4 B-Rank Servant & 4 B-Rank Servant can combine into 1 S-Rank Servant.) A user is capable of forming 1 S-Rank Servant or several lower-rank Servant from the beginning. In the event that a Servant is destroyed, the Rank of the existing Servant do not change (e.g. 4 B-Rank Servant are out on the field, one is destroyed and 3 remain, the 3 remaining B-Rank Servant stay B-Rank). Also due to how focused/concentrated the lightning is, it does not get conducted by liquids such as water.

Note: Self destructing count as an additional a move
Note: The rank of each attack or defense of a minion correlates to the specific rank of the minion
Note: The size of each servant is dependent on the rank
Note: Shape Manipulation is limited to the Servants bodies. As such, they cannot release projectile attacks
Note: The Servants last a maximum of 4 turns
Note: Can be used 2 times per battle
Note: No S-rank lightning in the next turn.
Note: Can only be taught by Yusei

☼ Approved ☼

(Raiton: Tenshi no fukkatsu) — Lightning Release: Angelic Resurrection
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: N/A
Description: "Angelic Resurrection" is an advanced lightning infusion technique based off of the effects of Lightning Release: Lightning Blades Levitation The user after preforming an earth based jutsu will cast an additional hand-seal infusing lightning based chakra into the earthen based technique/medium. The lightning based chakra will remain dormant within the technique/medium. It is only when the earth based technique it is used upon is broken or destroyed does the effect of the lightning chakra take effect. Once the earth based technique is destroyed the lightning chakra will release itself in the from of an electrical discharge carrying the same properties as lightning blades levitation. The discharge takes hold of all the broken fragments of the technique and levitates it back into the original form of the technique the lightning then wields the fragments back together effectively repairing it fully.The infusion does not show any visible signs of its existence meaning the technique its used upon will look no different then it would without the infusion. In the event of a wind technique and a wind technique only, of forbidden rank, after making contact with the infused earth technique will destroy both it and the lightning due its natural strength over it causing both the lightning and earth to be destroyed in the same time frame disabling the lightning's effects.
Note: Can only be used twice
Note: Can only be used on solid earth based techniques and , meaning no dust or mud or any other from aside from solids
Note: Earth based techniques extend to that of Earth based Ce's and kgs within reason
Note: No S-Rank or above Lightning Release can be used in the same turn
Note: Can only be taught by Yusei

☼ Declined ☼

Remove the highlighted. Make it so the technique only works once per the life of the jutsu being used. Meaning after the technique is repaired the lightning is gone. Also work on the CE and KG bit. Within reason isn't very helpful.


Notes for checker - Minor changes to appearance. I completely got rid of Indra's Evolution instead of fixing it or swapping it for a different ability. I made the requested changes to Indra's Awareness I made it so that its sensory overall is geared towards sensing techniques but I added that it could sense the electrical charges of things other then techniques like people but limited it severely specifically to only up to short-range, and making it so that only a wielder with a PRIMARY lightning specialty could use the advanced sensing. I completely got rid of the second ability to add that ;-;. I also elaborated more like you requested telling how Indra's Levitation is applied, why it doesn't shock and what its limited to being applied to.I also took out the second note of Indra's Evolution being only usable on the users techniques because I got rid of Indra's Evolution completely.

Indra - God of Thunder
Type: Weapon
Rank: Forbidden
Range: Short-long
Chakra: 40 (maintaining levitation costs 10 Cp a turn)
Damage: N/A
Description: Legend has it that long ago there lived a Group of Monks that devoted themselves to the art of Lightning.They spent their days amassing as much knowledge as they could on it, through years of research on its abilities and the practice of its uses through ninjutsu. Years passed and their knowledge continued to grow, reaching their final days however the monks feared that all the knowledge they had amassed on the art would fall victim to time, and thus all came to an agreement.They Forged a weapon in which they stored all the knowledge and abilities they had amassed by sacrificing their chakra and their lives.The weapon would be named Indra after the god of Thunder and Rain and the group would forever be remembered as The Monks of Indra.In terms of Appearance Indra has 3 forms.Its basic form is a solid gold ring with a lightning bolt engraved on it.Its second form is a gold lightning bolt shaped sword with a smaller lightning bolt shaped opening near the black handle.And its third and final form is that of a solid gold staff.

Abilities -

Indra's Awareness - Through research and practice the first monk discovered that through the understanding of electrical charges and their pull of one another, that with enough skill one could harness the ability to sense them after completely mastering Lightning release.Able to Sense the world around him through electrical charges, although only limited to objects that contained electricity. Able to sense techniques easily, but otherwise limited to only short range when sensing something other then a technique such as an opponent. This is due to needing to be close to sense the weak or other wise unfocused electrical charges such as that of a human being's. After sacrificing himself, Indra gained the passive ability to grant its user an awareness of the electrical charges around him. This is passively done by the user either wearing Indra as a ring or wielding it in sword or staff form.(This ability is usable only by a user who has a lightning specialty, but to be able to sense things other then techniques up to short range the user MUST have a "Primary" Lightning Specialty)

Indra's Levitation - Through research and practice the third monk discovered the levitating properties of Lightning after stumbling upon and studying the effects of a well known jutsu by the name of Levitating Lightning blades.He realized by shrouding something in lightning consisting of the same properties as that of Levitating Lightning Blades, he could levitate the object and take control over it.Requiring no contact, it is applied by merely releasing an chakra discharge at the intended target which is then changed to extremely focused lightning that shrouds the target and levitates it. This is done by simply preforming a hand-seal while wearing Indra as a ring or waving Indra in its Sword or Staff form, to shroud something in an aura of lightning and control it through levitation. The lightning shroud is purely supplementary it's only purpose is to levitate the target, it does not get conducted by liquids or anything of the sort nor does it shock/harm the target whatsoever due to its extremely focused and condensed nature similar to that of the Raikage's Armor.(This counts as one of the users 3 moves per turn and the initial amount of chakra used is proportionate to the size/rank of the intended target.As well as costing 10 chakra points per turn to maintain. In terms of what can be levitated it is limited only to tangible objects and techniques up to A-rank things of a solid or tangible state like that of earth and liquids, energy based techniques cannot be be effected unless the technique states having a solid property, nor can it be used on living creatures. However due to their relationship wind techniques of any sort, even extremely focused tangible ones can not be levitated.)

Note: Changing Indra's form takes up 1 of the 3 moves
Note: Indra forbids the user of using wind techniques of any kind.
Note: The wielder MUST have a Primary Lightning Specialty to sense things other then techniques and is limited to ONLY Short range
Note: Can only be taught by Yusei

~Leaving all for another~

☼ Approved ☼

With added in pink.
Updating Minions, Indra, and resubmitting Angelic Resurrection with changes.

Notes for checker - Added 2 notes and took away a note. Also added supplementary shape manipulation. Also the extension of the shape manipulation was kind of broken with no real limit so I properly set a limit. Also added a cosmetic change of being able to be created in 2 more different colors, blue and white.

Raiton: (Kami no dorei) — Lightning Release: Servants of the Divine
Type: Supplementary/Offensive/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 ( 5 additional Cp for every turn sustained)
Damage Points: (5-80)
Description: The user will gather a large amount of Lightning Chakra and perform 3 hand seals. The user will then release the chakra, manipulating it to create a creature or creatures composed of extremely focused lightning. These "servants" take on the appearance of small, yellow, white or blue, cylindrical, creatures with either one or two eyes. The lightning composing their bodies is extremely focused, that it makes little to no sound. These servants require constant chakra to stay on the field. The technique revolves around affecting the servants in 3 specific ways. Their first way is through their ability of complete mastery of shape manipulation, allowing the user to freely manipulate their focused body, or parts of it, into any form they desire. For example, the user can manipulate a servants arm to become a spear of lightning (extends to that of mid-range), form both arms into a shield of sorts for both offensive and defensive purposes, or manipulation for supplementary uses such as manipulating their arms into wings to fly and etc. The second ability comes in two forms. The first form involves reverting the focused electrical bodies of the servant(s) into an unfocused electrical current, similar to a Chidori Nagashi, they can revert back to focused form through a handseal. The other form is simply causing their body to explode into an electrical explosion. However, servants that are self-destructed via the electrical explosion method are completely lost afterwards. The final ability allows the user to have the servant(s) passively split and combine following basic Rank Splitting principals (e.g. 1 S-Rank Servant can divide into 4 B-Rank Servant & 4 B-Rank Servant can combine into 1 S-Rank Servant.) A user is capable of forming 1 S-Rank Servant or several lower-rank Servant from the beginning. In the event that a Servant is destroyed, the Rank of the existing Servant do not change (e.g. 4 B-Rank Servant are out on the field, one is destroyed and 3 remain, the 3 remaining B-Rank Servant stay B-Rank). Also due to how focused/concentrated the lightning is, it does not get conducted by liquids such as water (This of course does not apply to when a servants reverts to unfocused electricity).

Note: User can only use lightning based techniques or techniques utilizing basic chakra while sustaining the servants.
Note: The rank of each attack or defense of a servant correlates to the specific rank of the servant
Note: The size of each servant is dependent on the rank
Note: Servants destructing into an electrical explosion are completely lost afterwards
Note: Shape Manipulation is limited to the Servants bodies. As such, they cannot release projectile attacks
Note: The Servants last a maximum of 4 turns
Note: Can be used 2 times per battle
Note: No S-rank lightning in the next turn.
Note: Can only be taught by Yusei

Approved.

Notes for Checker- mostly just took out, and clarified a note

(Raiton: Tenshi no fukkatsu) — Lightning Release: Angelic Resurrection
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: N/A
Description: "Angelic Resurrection" is an advanced lightning infusion technique based off of the effects of Lightning Release: Lightning Blades Levitation The user after preforming an earth based jutsu will cast an additional hand-seal infusing lightning based chakra into the earthen based technique/medium (The amount of chakra used is proportionate to the size/rank of the medium). The lightning based chakra will remain dormant within the technique/medium. It is only when the earth based technique it is used upon is broken or destroyed does the effect of the lightning chakra take effect. Once the earth based technique is destroyed the lightning chakra will release itself in the form of an electrical discharge carrying the same properties as lightning blades levitation. The discharge takes hold of all the broken fragments of the technique and levitates it back into the original form of the technique the lightning then welds the fragments back together effectively repairing it fully. The infusion does not show any visible signs of its existence meaning the technique its used upon will look no different then it would without the infusion, and once repaired the lightning is gone.

Note: Can only be used twice
Note: Can only be used on solid earth based techniques and , meaning no dust or mud or any other from aside from solids
Note: Earth based techniques extend to that of Earth based Ce's and kgs with the same restriction as the latter note. Only solid Earth based ce's and metals and solid kgs such as kaguya bones (can not be used on wood)
Note: No S-Rank or above Lightning Release can be used in the same turn
Note: Can only be taught by Yusei

Declined - I'm not going to allow this to be used with C.E. The reason being is my carbon is Earth based, it's strong to wind water and earth, with this i could reform any of my carbon jutsu. And i just know that's OP. Not only that but i feel it needs to be mentioned that if the earth jutsu is destroyed by wind it would negate the lightning chakra within.

Note for checker - Some people seem to think that I can only sense lightning techniques despite it being clear I can sense any tech in general. Even typhon lamented at how I could sense alot because everything contained an electric charge as mentioned here by typhon . So this update is mainly to clarify that I can sense any technique not just those of a lightning nature. Also changing a note and making it indestructible.

Indra - God of Thunder
Type: Weapon
Rank: Forbidden
Range: Short-long
Chakra: 40 (maintaining levitation costs 10 Cp a turn)
Damage: N/A
Description: Legend has it that long ago there lived a Group of Monks that devoted themselves to the art of Lightning.They spent their days amassing as much knowledge as they could on it, through years of research on its abilities and the practice of its uses through ninjutsu. Years passed and their knowledge continued to grow, reaching their final days however the monks feared that all the knowledge they had amassed on the art would fall victim to time, and thus all came to an agreement.They Forged a weapon in which they stored all the knowledge and abilities they had amassed by sacrificing their chakra and their lives.The weapon would be named Indra after the god of Thunder and the group would forever be remembered as The Monks of Indra.In terms of Appearance Indra has 3 forms.Its basic form is a solid gold ring with a lightning bolt engraved on it. Its second form is a gold lightning bolt shaped sword with a smaller lightning bolt shaped opening near the black handle. And its third and final form is that of a solid gold staff or Shakujo.

Abilities -

Indra's Awareness - Through research and practice the first monk discovered that through the understanding of electrical charges and their pull of one another, that with enough skill one could harness the ability to sense them after completely mastering Lightning release. Able to sense the world around him through electrical charges. Able to sense techniques easily (Any technique) and by extension genjutsu via sensing the disruption in the electric waves affecting the brain (Like normal sensing simply allows the user to know he is under the effects of an illusion, does not affect the actual illusion in anyway), but otherwise limited to only short range when sensing something other then a technique such as an opponent. This is due to needing to be close to sense the weak or other wise unfocused electrical charges such as that of a human being's. After sacrificing himself, Indra gained the passive ability to grant its user an awareness of the electrical charges around him. This is passively done by the user either wearing Indra as a ring or wielding it in sword or staff form.(This ability is usable only by a user who has a lightning specialty, but to be able to sense things other then techniques up to short range the user MUST have a "Primary" Lightning Specialty)

Indra's Levitation - Through research and practice the third monk discovered the levitating properties of Lightning after stumbling upon and studying the effects of a well known jutsu by the name of Levitating Lightning blades. He realized by shrouding something in lightning consisting of the same properties as that of Levitating Lightning Blades, he could levitate the object and take control over it. Requiring no contact, it is applied by merely releasing an chakra discharge at the intended target which is then changed to extremely focused lightning that shrouds the target and levitates it. This is done by simply preforming a hand-seal while wearing Indra as a ring or waving Indra in its Sword or Staff form, to shroud something in an aura of lightning and control it through levitation. The lightning shroud is purely supplementary it's only purpose is to levitate the target, it does not get conducted by liquids or anything of the sort nor does it shock/harm the target whatsoever due to its extremely focused and condensed nature similar to that of the Raikage's Armor. (This counts as one of the users 3 moves per turn and the initial amount of chakra used is proportionate to the size/rank of the intended target. As well as costing 10 chakra points per turn to maintain. In terms of what can be levitated it is limited only to tangible objects and techniques up to A-rank things of a solid or tangible state like that of earth and liquids, energy based techniques cannot be be effected unless the technique states having a solid property, nor can it be used on living creatures. However due to their relationship wind techniques of any sort, even extremely focused tangible ones can not be levitated.)

Note: Changing Indra's form takes up 1 of the 3 moves
Note: Due to Indras hate for wind any wind technique preformed by the user requires + 10 chakra
Note: The wielder must have a Primary Lightning Specialty to sense things other then techniques and is limited to only Short range
Note: Indra is Indestructible
Note: Can only be taught by Yusei

Declined - Nope, not going to let you sense anything with this. I know everything contains a charge but i wont allow that in the Rp. Typhon just said it allows you to sense too much telling you to deduce it to just lightning jutsu, he said it was too much and i agree.
 
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Shinta

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Re: Custom Jutsu Submission

Zantetsu - Iron Slicer
Type: Supplementary
Rank: B-rank
Range: Short (Self)
Chakra: 20
Damage: 40
Description: Zantetsu refers to the skill of a swordsman in there ability to cut through object that are equally as hard as, or stronger than their own sword. By adding more chakra to their strikes and adding emphasis to the core technique of their swordsmanship, honed through years of training; the user is able to boost the rank of their Kenjutsu strike by one rank in order to overcome the strength of any opponents steel/earth/bone/crystal based jutsu. This jutsu must be applied during the kenjutsu strike, applicable to anything listed as non-elemental kenjutsu, and costs an additional jutsu slot on the turn of use. The defining purpose of this jutsu it to allow the user to continue using their sword(s) even against such users as Kaguya's, Steel Users, Crystal users etc, for their abilities are generally stronger than a standard kenjutsu strike can take on.
Notes:
- This technique is applicable only on non-elemental based kenjutsu, meaning any elemental chakra channeled into the sword itself to deal damage.
- This applies to all swords the user is holding/using during the attack and ends the moment the strike has been completed.
- Takes up one of the three jutsu slots each time it is used, meaning that when used (with an appropriate kenjutsu technique) the user has only one jutsu slot remaining and thus by default, can only be used once per turn.
- Can only be used five times per match.
- Can only be taught by Shinta.

~Declined~
Add a clause making this only applicable to techniques up to A-rank which would result in the highest rank it can go being a lower grade S-rank technique. Also take out the damage points, this is a completely supplementary technique and isn't used on it's own based on the description. If you can use this with a free-form technique you should've mention it (don't add that)
Zantetsu - Iron Slicer
Type: Supplementary
Rank: B-rank
Range: Short (Self)
Chakra: 20
Damage: N/A
Description: Zantetsu refers to the skill of a swordsman in there ability to cut through object that are equally as hard as, or stronger than their own sword. By adding more chakra to their strikes and adding emphasis to the core technique of their swordsmanship, honed through years of training; the user is able to boost the rank of their Kenjutsu strike by one rank in order to overcome the strength of any opponents steel/earth/bone/crystal based jutsu. This jutsu must be applied during the kenjutsu strike, applicable to anything listed as non-elemental kenjutsu, and costs an additional jutsu slot on the turn of use. The defining purpose of this jutsu it to allow the user to continue using their sword(s) even against such users as Kaguya's, Steel Users, Crystal users etc, for their abilities are generally stronger than a standard kenjutsu strike can take on.
Notes:
- This technique is applicable only on non-elemental based kenjutsu, meaning any elemental chakra channelled into the sword itself to deal damage.
- This applies to all swords the user is holding/using during the attack and ends the moment the strike has been completed.
- Takes up one of the three jutsu slots each time it is used, meaning that when used (with an appropriate kenjutsu technique) the user has only one jutsu slot remaining and thus by default, can only be used once per turn.
- Can only be used five times per match.
- Is only able to be applied to techniques up to and including A-rank, non-elemental Kenjutsu.
- Can only be taught by Shinta.

Approved
 
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Illyasviel

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Re: Custom Jutsu Submission

(Koton:Kusari Kanshu)-Steel Release:Chain Warden
Type:Supplementary
Rank:S
Range:Created shorth with long range reach
Chakra:40
Damage:80
Description:The user will perform a single hand seal whilst channeling chakra into his hands.He will then proceed to slam both his hands to the ground,releasing the previously gathered chakra into it.He will then manipulate it to create a large humanoid warrior made completely out of black steel with steel spikes for fingers.The warrior is two and a half meters big and quite massive.He can move around the battlefield at the users will.The inside of the the warrior is,however hollow,housing winded up chains.The chains exit the warriors body in each of his fingers along with the spikes on the top of them.The spiked chains can be directed to attack the opponent,stab him or bind him.The warrior can also spin them at great speed,creating a sort of shield in front of him,to block incoming attacks.The chains are quite long and they have mid range reach from the warrior,they are also thick and heavy,having A rank steel strength.All five chains from one arm can also be wrapped together into one big chain for the warrior to utilize a S rank attack.
~Note:No above B rank steel techniques for two turns.
~Note:Can be used once.
~Note:Lasts 3 turns.
Note: Using the chains to attack counts as one of the three moves per turn.

Approved - Added the note at the end

(Koton/Futon:Inago Mure)-Steel/Wind Release:Locust Swarm
Type:Offense
Rank:A
Range:Long
Chakra:30
Damage:60
Description:The user will first use his chakra to create thousands of small,sharp shards of black steel on the ground and then proceed to perform a sequence of hand seals:Tiger->Ram->Bird->Rabbit->Bird(one hand seal if the user specializes in wind) and form a powerful,large and adaptable stream of wind that will raise the steel shards from the ground and carry them with it.The number of shards is so great that the stream of wind resembles a swarm of insects and is hard to see through.The stream is easily manipulated to attack the opponent from the desired direction,the user can even split it in two to attack from different sides.On impact,the wind would push back the opponent,while the huge numbers of steel shards slamming into him,would tear his skin and muscles from his bones,shredding him.
~Note:Can be used twice.
~Note:No above A rank wind or steel techniques in the same turn.


Declined - Your using two jutsu in a sense here, one to create the steel on the floor and another to use the wind to control it. And if not, you'd need Y/Y to do both in the same jutsu which you don't have.
I'm not trolling,I want this .-.

(Sore ni Taisho!)-Deal With It!
Type:Supplementary
Rank:E
Range:Self
Chakra:N/A
Damage:N/A
Description:The user after accomplishing a great feat like defeating an opponent,summon,defending with ease against a big attack or successfully landing a burn will take out a pair of sunglasses while slightly tilting his head downwards and proceed to slowly put them on.This will signal everybody else on the battlefield of how badass the user is,demoralizing his foes because they will know how they can never be as cool as their adversary.
~Note:Has no actual battle effect.

DNR - If you submit something like this again i'll ban you from this thread for a month.
 
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Re: Custom Jutsu Submission

Katon: Karada Hisaki | Fire release: Body of Flames
Type: Supplementary
Rank: Forbidden
Range: Short(user)
Chakra: 70
Damage: 120(if used to attack)(20 damage from minor burns on user)
Description:
Without making handseals the user releases an outburst of Katon chakra from all over his body to form a giant humanoid around the user that is ten times the size of the user and is made of fire that covers the user and the body of the fire humanoid can be manipulated to form weapons for either offense or defense and because the fire humanoid forms on the user, the user suffers minor burns.
- The humanoid lasts for 4 rounds
- The technique can only be used once
- the user suffers minor burns after the technique has been deactivated.
- The user can only use fire techniques when the technique is on.
- Can only be taught by me
- Can only be used by someone who has fire specialty(either primary or secondary)
- The user cannot use any S-rank fire technique for the rest of the battle after the technique has been deactivated and cannot use A-rank fire techniques the next round after de-activation
- The body of the Humanoid can resist A-rank and below ninjutsu except water which it can resist B-rank and Wind which can resist S-rank.
- Can only be used by someone who has mastered Fire.

Declined - fire humanoids and fire around the body has been done so many times before.
-
Raiton: Hirameki Dageki | Lightning release: Flash strike
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user makes an handseal and slam his hand on the ground and channel raiton chakra into the ground to move undergroung and four whips of lightning come out from the ground short range around the target to wrap around the user's hands and legs, electrocuting the target and suspending them in mid-air with their hands and legs apart horizontally in air then the last lightning comes out of the ground as a lightning spike directly under the target's stomach to shoot out and pierce through the target.
- The technique lasts a round.
- Can only be taught by me.
- Can only be done twice with one turn cool down.
- No S-rank and above lightning technique in the same round.
- Can only be used by someone who has mastered lightning.

Declined - Similar to existing techniques, try to be more creative and unique.
 
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Gobi Gobletsson

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Re: Custom Jutsu Submission

(Kinban Tengoku) - Diligent Warden
Rank: D - S
Type: Supplementary
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: Diligent Warden, is a method that pertains to the user's ability of giving off their emotional intent, having it affect their surrounding enviroment of choice. Diligent Warden's purpose is to sooth targets, to give them a tranquil feel, to their mental state, which will in turn offer physical soothing as well. The effects varies from person to person, and who exudes this demeanor. When used by a high-ranked user the emotional intent can even give the subjects vivid, motivational visions and allows subjects to enter a tranquil state of mind. DW is actually but a display of power and intention that causes reassurance to their allies on the field.
When facing an overwhelming enemy, facing negative effects, DW is capable of completely nullfying any hostile effects for a said duration of time. Upon usage, allies on the field would suddenly feel the pressure and magnitude of the user's demeanor. Firstly, when this is used, all negative emotions that would plague the mind of the target, would cease to exist during the duration, despite rank. Secondly, if a target is one rank below the user it would suppress all negative/hostile effects, such as pain, but physical and mental would cease to exist, hestiation, doubts, and otherwise things that would cloud the mind would be suppressed allowing the targets to act with increased reaction time due a spur of adrenalin, also increasing Taijutsu slightly(10). Thirdly, should a target be two ranks below the user he/she would gain a boon increasing their chakra circulation, causing an extra expense(10) of chakra, in turn to power up their upcoming techniques(15).
DW is but a temporary boon and can only be used once per allies. It's duration time lasts four(4) turns. For the user to act simualtaneously as radiating his/her 'aura' it goes for the expense of 10 chakra points per turn.

(Doton: Keikai Junkyōsha) - Earth Release: Vigilant Martyr
Rank: S
Type: Supplementary/Defensive
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Is a technique which is well-versed technique for primarily defense. Exerting a decent volume of chakra into the field, laying dormant across its surface. The chakra imbues, and becomes inhabitated within the dust scattered across the field, or in the air. A clear sign of inhabitation is that the infected dust starts to swirl noticeable around the field, though it proves unharmful in any way. The user can however through a mental command, or should he prefer hand movements or other sign-warning gestures - manipulate the inhabitated dust in a defensive manner, to form around an incoming technique. The dust will either shred apart through high momentum, incapsulate and weighing down an object, soak up liquids and divert techniques away through means of forming the masses of dust in a 'solid' formation. The technique is capable of deflecting techniques following elemental weakness and strengths. The technique, albeit sounding to be time consuming happens immediately after the technique in question would be released, or should the user want it, happen at a later given time(Else it's a passive defense). It can only be used once per turn, and counts towards the user 3 moves per turn(+10 per turn, used). It can only be used twice per battle, and lasts four turns per usage. While this is manipulated through merely a mental note, in otherwords; Will, the user may do other things whilst ultilizing the technique.

(Doton: Nokosu no Eothas) - Earth Release: Eothas' Bequeathment
Rank: D-S
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra: 5-40
Damage: 10-80
Description: Eothas' Bequeathment is a technique that revolves around the explusion of earth particles from the user's pores and mainly used to enhance the user's CQC. The portions expulsed can vary from time to time, however the more expelled the more dense, concentrated or big will the technique be. Upon expelling the particles from the user's desired limb(s) the user will forcefully manipulate these shards of particles to revolve around the user's limb in a high rotary motion. E.g. The user dons his arm in a highly concentrated mini-whirlwind that upon slamming into an object will both feel a physical force of pressure along with a ripping-like effect capable of shredding things apart simualtaneously as dealing bone-breaking damage. This of course varies from rank to rank. This mini-whirlwind can reach short-range, with the user acting as epicenter.
S-ranked version can only be used twice with one turn cooldown.

~Leaving all for LoK~

All Declined
Resubmitting;

(Kinban Tengoku) - Diligent Warden
Rank: D - S
Type: Supplementary
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: Diligent Warden, is a method that pertains to the user's ability of giving off their emotional intent, having it affect their surrounding enviroment of choice. Diligent Warden's purpose is to sooth targets, to give them a tranquil feel, to their mental state, which will in turn offer physical soothing as well. The effects varies from person to person, and who exudes this demeanor. When used by a high-ranked user the emotional intent can even give the subjects vivid, motivational visions and allows subjects to enter a tranquil state of mind. DW is actually but a display of power and intention that causes reassurance to their allies on the field.
When facing an overwhelming enemy, facing negative effects, DW is capable of completely nullfying any hostile effects for a said duration of time. Upon usage, allies on the field would suddenly feel the pressure and magnitude of the user's demeanor. Firstly, when this is used, all negative emotions that would plague the mind of the target, would cease to exist during the duration, despite rank. Secondly, if a target is one rank below the user it would suppress all negative/hostile effects, such as pain, but physical and mental would cease to exist, hestiation, doubts, and otherwise things that would cloud the mind would be suppressed allowing the targets to act with increased reaction time due a spur of adrenalin, also increasing Taijutsu slightly(10). Thirdly, should a target be two ranks below the user he/she would gain a boon increasing their chakra circulation, causing an extra expense(10) of chakra, in turn to power up their upcoming techniques(15).
DW is but a temporary boon and can only be used once per allies. It's duration time lasts four(4) turns. For the user to act simualtaneously as radiating his/her 'aura' it goes for the expense of 10 chakra points per turn.

Declined - can't control peoples emotional states in the rp. Killing intent creates the image of death to cause fear. Though forcing them to react in this way isn't possible DNR

(Doton: Keikai Junkyōsha) - Earth Release: Vigilant Martyr
Rank: S
Type: Supplementary/Defensive
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Is a technique which is well-versed technique for primarily defense. Exerting a decent volume of chakra into the field, laying dormant across its surface. The chakra imbues, and becomes inhabitated within the dust scattered across the field, or in the air. A clear sign of inhabitation is that the infected dust starts to swirl noticeable around the field, though it proves unharmful in any way. The user can however through a mental command, or should he prefer hand movements or other sign-warning gestures - manipulate the inhabitated dust in a defensive manner, to form around an incoming technique. The dust will either shred apart through high momentum, incapsulate and weighing down an object, soak up liquids and divert techniques away through means of forming the masses of dust in a 'solid' formation. The technique is capable of deflecting techniques following elemental weakness and strengths. The technique, albeit sounding to be time consuming happens immediately after the technique in question would be released, or should the user want it, happen at a later given time(Else it's a passive defense). It can only be used once per turn, and counts towards the user 3 moves per turn(+10 per turn, used). It can only be used twice per battle, and lasts four turns per usage. While this is manipulated through merely a mental note, in otherwords; Will, the user may do other things whilst ultilizing the technique.

Declined - dust wouldn't be able to do this in this way, for it to have any effect it would be sand particals, and well you're not gaara.

(Doton: Nokosu no Eothas) - Earth Release: Eothas' Bequeathment
Rank: D-S
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra: 5-40
Damage: 10-80
Description: Eothas' Bequeathment is a technique that revolves around the explusion of earth particles from the user's pores and mainly used to enhance the user's CQC. The portions expulsed can vary from time to time, however the more expelled the more dense, concentrated or big will the technique be. Upon expelling the particles from the user's desired limb(s) the user will forcefully manipulate these shards of particles to revolve around the user's limb in a high rotary motion. E.g. The user dons his arm in a highly concentrated mini-whirlwind that upon slamming into an object will both feel a physical force of pressure along with a ripping-like effect capable of shredding things apart simualtaneously as dealing bone-breaking damage. This of course varies from rank to rank. This mini-whirlwind can reach short-range, with the user acting as epicenter.
S-ranked version can only be used twice with one turn cooldown.

Declined - clashes with existing jutsu

Resubmitting;


(Hachimon/Baikingusutairu: Mirenia no Sleipnir no Jigen Chāji) - Eight Gate/Viking Style: Sleipnir's Dimensional Charge of Millenia

Rank: S
Range: Short - Long
Type: Supplementary/Offensive/Defensive
Chakra: N/A
Damage: 8o
Description: Mirenia no Slipnir no Juigen Chaji is also known as the Time Traveller who comes and passes, a technique which is bestowed only to the mightiest Taijutsu users, such as practitioners of the Hachimon no Tonkou. Through the activation of the Gate of Wonder, also known as the Seventh Gate, the user will utlilize the speed and overall prowess gained, and execute a deceptive downward haymaker punch, while the punch itself is near invisble to the naked eye, by augmentating the limb in use, the target will but see a simple haymaker being made, while in reality the user have already executed and performed Eight in a total, in conjuction with the first. Despite the simplicity in this, it carries high compexity in its desired result. With the tremendous power put in use anywhere on the field pressurized winds are cast, dictated outwards and then in downards direction following the Haymakers' traces.
The speed and the highly compressed air are so extreme that when combined and comes as an aerial attack the space within the immediate vicnity is disorted forming slightly invisible air cylinders, which exceed the speed of sound effectively creating several sonic-booms that explode outwards in a shock-wave like effect following the cylinders. In a total eight of these are released each, equivelant to an A-rank Technique. The power released upon impact is strong enough to break the structure of the Earth into bits, essentially affecting and producing an omni-directional crater up till mid range from where the cylinder struck the ground. leveling every organism that was standing near the vicinity of the attack.
~Must be EIGM to perform.
~Can be used twice per battle.
~Due to the immense stress placed on the users body, he is not able to perform techniques above S-rank on the same and the following turn.
~The Muscles in the users arm will rip after 2 uses, and as such he the arm will be limp the rest of the battle (e.g. moving it, punching, hand signs, and any Taijutsu that involves the use of the specified arm will be more difficult) unless he is healed.
~Need to be an EIGM to use and have at least the 7th gate open

✦ Declined, this is too much to be an S rank, it'd be an F rank and as such, can only be used once, meaning you would need to redo your restrictions. Also, the part where it says the 8 attacks qould be equivalent to an A rank technique is off; if this was an S rank, it'd be equivalent to an S rank attack. Also, regarding the crater, is an enemy is not directly hit by this but is within mid range, what happens to them? How much damage does this wave/crater create if hit by it? ✦

(Hachimon/Baikingusutairu: Mirenia no Sleipnir no Jigen Chāji) - Eight Gate/Viking Style: Sleipnir's Dimensional Charge of Millenia

Rank: Forbidden
Range: Short - Long
Type: Supplementary/Offensive/Defensive
Chakra: N/A
Damage: 9o
Description: Mirenia no Slipnir no Juigen Chaji is also known as the Time Traveller who comes and passes, a technique which is bestowed only to the mightiest Taijutsu users, such as practitioners of the Hachimon no Tonkou. Through the activation of the Gate of Wonder, also known as the Seventh Gate, the user will utlilize the speed and overall prowess gained, and execute a deceptive downward haymaker punch, while the punch itself is near invisble to the naked eye, by augmentating the limb in use, the target will but see a simple haymaker being made, while in reality the user have already executed and performed Eight in a total, in conjuction with the first. Despite the simplicity in this, it carries high compexity in its desired result. With the tremendous power put in use anywhere on the field pressurized winds are cast, dictated outwards and then in downards direction following the Haymakers' traces.
The speed and the highly compressed air are so extreme that when combined and comes as an aerial attack the space within the immediate vicnity is disorted forming slightly invisible air cylinders, which exceed the speed of sound effectively creating several sonic-booms that explode outwards in a shock-wave like effect following the cylinders. The power released upon impact is strong enough to break the structure of the Earth into bits, essentially affecting and producing an omni-directional crater up till mid range from where the cylinder struck the ground. The blast injury would level every organism that was standing near the vicinity of the attack suffering the penalty, however with the strength of one less rank. Should the user be under the influence of the Gate of Death, the user may decide whether these cylinders are set ablaze nor not simply due the drastic change in strength achieved through such activation.
~Must be EIGm to perform.
~Can be used once per battle.
~Due to the immense stress placed on the users body, he first and foremost takes 15 damage points, and is not able to perform techniques above S-rank on the same and the following turn.
~The Muscles in the users arm will rip after 1 use, and as such he the arm will be limp the rest of the battle (e.g. moving it, punching, hand signs, and any Taijutsu that involves the use of the specified arm will be more difficult) unless he is healed.
~Need to be an EIGm to use and have at least the 7th gate open

Declined - hell no to exceeding the speed of sound. You're fast but not that fast. Also, you word it weirdly, rework to make it clear and to the point.
Leaving all for LoK
 
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