[ARCHIVE] Custom Jutsu Submission - II

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Vex

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Re: Custom Jutsu Submission

Dropping:

Football (Shuukyuu)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (10 to fill the ball)
Damage: N/A
Description: At first appearing to be a minature soccerball about the size of your thumb. This is simply for the purpose of easy transportation. The weapon itself is primarily wind based. The user can expand it in size by filling it with air by channeling wind chakra into the ball through physical contact with the user's skin. This doesen't take much time at all, and it can reach the size of a normal ball. When in normal size, the ball can do extreme blunt damage to the opponent if it hits him, and is able to bounce a very far distance. It is extremely difficult to pop the ball, normal weapons won't do the trick. It takes an elemental jutsu of at least A rank, or a regular ninjutsu of S rank to pop. The ball also has the ability to return to the user whenever he wills it to, and it moves at the speed of a thrown kunai. This ball is usually used in the application of Football Arts.

Restrictions

Can only be wielded by those trained in Football Arts
Can only be taught by Vex

CFS Approved and


 Approved  Edited. The ball itself doesn't do damage as its not sharp or anything. What does damage is the moves which you'll use it with. Like kicking it towards your opponent. The ball itself doesn't passively do 80 damage just for being there.


Akira (Clear)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (-40 Initial Activation)
Damage: N/A
Description: Akira is a stratified fully organic arm, imbued with chakra in a similar manner to the prosthetic arms gained from Hashirama's cells, however these specialized cells feed primarily on the Yang aspect of the user's chakra. The arms' muscles and skin is a slightly darker shade than the skin on the rest of Vex's body. Usually, hidden beneath clothing, this prosthetic arm was grown via the use of stem cells, before being attached to the body. The arm's chakra circulatory system is separated from the rest of the body, being completely cyclical within the arm itself and mostly self-reliant and self-sufficient from the rest of the body. However, the arm itself is fairly durable, and is slightly stronger than Vex's opposing right arm, being able to block freeform sword, kunais, etc. Akira contains many more mechanoreceptor cells than a normal human arm (cells that detect different types of sensation), thus it is extremely sensitive to touch, and is able to detect even the faintest trace of a touch on the user's body. However, realizing that the arm would be used by a shinobi, it was outfitted with numerous features to help its owner in battle. Most notably, the 'blood' of the arm was composed of a highly malleable chakra-infused water based solution that was slightly viscous in nature (being equivalent to water in terms of strengths/weaknesses). Thus, whenever the arm 'bled' the solution would allow the user to manipulate it in a way that he saw fit. For instance, he could cause the solution to form around his arm in the form of claws, hammers, spears, swords, or even . These constructs are always connected to the arm and cannot be separated. They are able to grow to a length of, at max, 15 meters and are A rank in strength (each construct taking up a move slot and requiring 10 chakra to use). Unfortunately, the usage of these abilities causes the user extreme pain, worse than the pain associated with losing the limb in the first place, making the weapon a 'last resort' of sorts for Vex. However, the arms contain one final ability. Three times per battle, the arm is capable of taking a mass of the solution and shaping it to form an object that would then detach from the arm, being formed completely of the solution. These objects require a chakra cost of 20, and are A rank in strength. However, as they aren't connected to the arm the user can create objects like chairs, or even footballs. When not in use, Vex wraps the arm in a bandage - keeping it sealed until needed. Upon breaking the seal, Vex expends 40 chakra in order to 'activate' the arm, and to keep on restocking it full of blood solution. The blood solution is constantly and passively remade via chakra, at a cost of 5 chakra per turn. Thus, by spending an extra 10 chakra, the user is able to use his solution as a source for a water jutsu thrice per battle. By tapping a small red seal on the user's bicep, he is able to seal the weapon back up, with bandages appearing from the seal.

Visual (However the effect is applied to just one arm, not both):

You must be registered for see images

Note: Usable only by Vex
Note: Abilities count as a move and take up a slot in time-frame

Declined - remove the mention of yang chakra, you haven't had training in that so you can't mention it in your weapon
Akira (Clear)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (-40 Initial Activation)
Damage: N/A
Description: Akira is a stratified fully organic arm, imbued with chakra in a similar manner to the prosthetic arms gained from Hashirama's cells, however these specialized cells feed primarily on the user's chakra. The arms' muscles and skin is a slightly darker shade than the skin on the rest of Vex's body. Usually, hidden beneath clothing, this prosthetic arm was grown via the use of stem cells, before being attached to the body. The arm's chakra circulatory system is separated from the rest of the body, being completely cyclical within the arm itself and mostly self-reliant and self-sufficient from the rest of the body. However, the arm itself is fairly durable, and is slightly stronger than Vex's opposing right arm, being able to block freeform sword, kunais, etc. Akira contains many more mechanoreceptor cells than a normal human arm (cells that detect different types of sensation), thus it is extremely sensitive to touch, and is able to detect even the faintest trace of a touch on the user's body. However, realizing that the arm would be used by a shinobi, it was outfitted with numerous features to help its owner in battle. Most notably, the 'blood' of the arm was composed of a highly malleable chakra-infused water based solution that was slightly viscous in nature (being equivalent to water in terms of strengths/weaknesses). Thus, whenever the arm 'bled' the solution would allow the user to manipulate it in a way that he saw fit. For instance, he could cause the solution to form around his arm in the form of claws, hammers, spears, swords, or even . These constructs are always connected to the arm and cannot be separated. They are able to grow to a length of, at max, 15 meters and are A rank in strength (each construct taking up a move slot and requiring 10 chakra to use). Unfortunately, the usage of these abilities causes the user extreme pain, worse than the pain associated with losing the limb in the first place, making the weapon a 'last resort' of sorts for Vex. However, the arms contain one final ability. Three times per battle, the arm is capable of taking a mass of the solution and shaping it to form an object that would then detach from the arm, being formed completely of the solution. These objects require a chakra cost of 20, and are A rank in strength. However, as they aren't connected to the arm the user can create objects like chairs, or even footballs. When not in use, Vex wraps the arm in a bandage - keeping it sealed until needed. Upon breaking the seal, Vex expends 40 chakra in order to 'activate' the arm, and to keep on restocking it full of blood solution. The blood solution is constantly and passively remade via chakra, at a cost of 5 chakra per turn. Thus, by spending an extra 10 chakra, the user is able to use his solution as a source for a water jutsu thrice per battle. By tapping a small red seal on the user's bicep, he is able to seal the weapon back up, with bandages appearing from the seal.

Visual (However the effect is applied to just one arm, not both):

You must be registered for see images

Note: Usable only by Vex
Note: Abilities count as a move and take up a slot in time-frame

Declined - mentioning cells or anything like that is Medjutsu, and there is a specific thread for med cj. All of this is too medical for a normal CW
 
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Zaphkiel

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Re: Custom Jutsu Submission

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(Kumo Kuchiyose: Meishi no Tsuki)- Spider Summoning: March of The Socialites
Type: Supplementary/Summon
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: After biting his thumb and wiping it across his palm the user will slam said palm on the ground or even hold it out in the air and have thousands of little spiders from the Anelosimus studiosus specie. Each of these little critters are about a centimeter in size. In a group they would look like a black cloud around the user. These spiders are what we call 'social spiders' and live in colonies. Because of this they are used as a form of extra sensory for the user. By summoning them and leaving them at various places on the battlefield or elsewhere, they communicate with one another and with the user through mental connections. They are capable of sensing vibrations (due to specialized organs in between the joints of all spiders), heat, ultraviolet rays, and sound and relay it to the user and each other. If spaced out evenly, these spiders can form an effective recon network spanning entire landmarks. They are able to take to the skies and hop landmarks through a process known as 'ballooning' where they release really long strands of silk from their glands and have it catch on to a current of wind and lift them airborne. They have no control over where they will end up but with the right aid (such as the user directing them with as wind technique) they can reach up to cloud altitudes and monitor from up there, relaying whatever important information they see fit. This mental connection can reach up to long ranged.
Note(s):
- Can only be summoned once.
- Requires a taxation of 10 points per turn to keep active.

Declined - no turn limit? Thousands? No to the spanning landmarks, you can only do something in your own landmark. Only 10 chakra for thousands of spiders? So constant passive sensing with mental contections that sense heat, sound, vibrations ect? Nope. Tone it down, ALOT

(Kumo Kuchiyose: Leonidas, Yaban'na)- Spider Summoning: Leonidas, the Savage.
Type: Summon
Rank: S
Range: Short (Created at user's position)-Long
Chakra cost: 40
Damage: (80 for Savage Lance)
Description: Leonidas is a rude thing from the Spider family. Crude and abrasive, Leonidas is one of the few from the Scytodidae specie, aka "Spitting Spiders". As the name suggests, Leonidas has the ability spit a concoction of liquid silk and venom from his 'mouth' at his prey. This is called his 'Savage Lance' which can range from the size of a kunai to that of an actual 100 cm lance. Once it makes contact with exposed skin or flesh the venom immediately begins to break down such tissue in rapid necrosis. If the infected area is not treated within two turns it begins to rot and if that rotting area is not removed the target will begin a full body necrosis process with only 3 turns afterward to live. Needless to say this is a very cruel way to go and it was part of the reason Leonidas got his nickname. In addition to his Savage Lance Leonidas is adept at both Spider Ninjutsu (up that A rank) and regular Ninjutsu (up to B ranked). He stands 5 feet tall and spans an area of 2 meters when all his feet are outstretched. In addition to his exoskeleton being immune to unaided Freeform, Leonidas wears golden colored armor over his body that grants him immunity from elemental techniques of B ranked and Ninjutsu techniques of A ranked.
Notes (s):
- Savage Lance takes a move and counts as an S ranked attack with 40 chakra cost and 80 damage. Leonidas can only perform it 3 times a match.
- Leonidas stays for 4 turns.
- The Savage can only be summoned once.

Declined - where to start, can shoot 3 s rank lances at any point with no restrictions that can poison and kill none med ninja unless they cut off their limb. Ninjutsu? is this basic or elemental? And the lances don't cost a jutsu per turn?
Resuuubbb

(Kumo Kuchiyose: Meishi no Tsuki)- Spider Summoning: March of The Socialites
Type: Supplementary/Summon
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: After biting his thumb and wiping it across his palm the user will slam said palm on the ground or even hold it out in the air and have exactly one hundred of little spiders from the Anelosimus Studiosus specie. Each of these little critters are about a centimeter in size. In a group they would look like a black cloud around the user. These spiders are what we call 'social spiders' and live in colonies. Because of this they are used as a form of extra sensory for the user. By summoning them and leaving them at various places on the battlefield or elsewhere, they communicate with one another and with the user through mental connections. They are capable of sensing vibrations (due to specialized organs in between the joints of all spiders), heat, ultraviolet rays, and sound and relay it to the user and each other. If spaced out evenly, these spiders can form an effective recon network spanning entire landmarks. They are able to take to the skies and hop landmarks through a process known as 'ballooning' where they release really long strands of silk from their glands and have it catch on to a current of wind and lift them airborne. They have no control over where they will end up but with the right aid (such as the user directing them with as wind technique) they can reach up to cloud altitudes and monitor from up there, relaying whatever important information they see fit. This 100 strong mini army can be divided into 5 regiments each with 20 spiders, and dispersed up to long range to form a more effective radius. This mental connection between user and spiders can reach up to long ranged.
Note(s):
- Can only be summoned once.
- Requires a taxation of -5 points per turn, and this goes up by increments of 5 for each regiment utilized. E.g two separate groups would cost -10 chakra, three would cost -15 and so
on.


Declined - where does the mental connection come from? Are you yamanaka? The sensing and comunication has to make sense. Like users don't have a mental connection with toads they summon as it's illogical, same with the spiders, need to explain how the sense works.


(Kumo Kuchiyose: Leonidas, Yaban'na)- Spider Summoning: Leonidas, the Savage.
Type: Summon
Rank: S
Range: Short (Created at user's position)-Long
Chakra cost: 40
Damage: (80 for Savage Lance)
Description: Leonidas is a rude thing from the Spider family. Crude and abrasive, Leonidas is one of the few from the Scytodidae specie, aka "Spitting Spiders". As the name suggests, Leonidas has the ability spit a concoction of liquid silk and venom from his 'mouth' at his prey. This is called his 'Savage Lance' which can range from the size of a kunai to that of an actual 100 cm lance. This is actually Spider Ninjutsu and not elemental. Once it makes contact with exposed skin or flesh the venom immediately begins to break down such tissue in rapid necrosis. If the infected area is not treated within two turns it begins to rot and if that rotting area is not removed the target will begin a full body necrosis process with only 3 turns afterward to live. Needless to say this is a very cruel way to go and it was part of the reason Leonidas got his nickname. In addition to his Savage Lance Leonidas is adept at both Doton Ninjutsu (up that S rank, without the need for hand seals) and regular Ninjutsu (up to B ranked). He stands 5 feet tall and spans an area of 2 meters when all his feet are outstretched. In addition to his exoskeleton being immune to unaided Freeform, Leonidas wears golden colored armor over his body that grants him immunity from elemental techniques of B ranked and Ninjutsu techniques of A ranked.
Notes (s):
- Savage Lance takes a move and counts as an S ranked attack with 40 chakra cost and 80 damage. Leonidas can only perform it 2 times a match.
- Leonidas stays for 4 turns.
- The Savage can only be summoned once.

Declined - As soon as you try to give form to the venom it falls under poison medjutsu in the summon. As scorps explained to me recently you can bite and spit the venom like a normal spider would but to manipulate it would require you to be a med ninja, so you can spew out a stream of venom or through biting.


(Fūton: Shingan no Dai Sanji) - Wind Style: God Eye Calamity
Type: Offensive/Defensive
Rank: A/S
Range: Short-Long
Chakra cost: 30/40
Damage: 60/80
Description: A highly effective and difficult technique involving one's Fūton chakra, God Eye Calamity is just as dangerous as its name suggests. However, depending on the user's mastery of the element Shingan no Dai Sanji can actually have adverse effects. The style is divided into two ranks for adepts and novices of Fūton release. The first variant of A ranked allows someone without a Fūton specialty to channel their chakra into their head and neck area. From there they will have their eyes focus on a target within mid ranged of their vision while amassing the chakra into the forehead region right above both eyes. Once the target is set the user will fire a highly condensed tubular shape of wind about an inch thick and slightly translucent, with similar appearance to the Wind Blade, at said target. This tube of wind will act like a lance, able to pierce through objects and people like a high caliber round. It's a projectile attack rather than stream and as noted before, is A ranked in strength. The charging sequence doesn't take long and behaves just as fast any other chakra molding technique and the firing is just as fast as any other wind technique. However, for those who possess exceptional control over Fūton they have access to the higher ranking side of the technique, the 'Calamity' side per say. This S ranked version requires the formation of the hand seals (Ram and Boar) to properly guide the chakra through the user's body and have it culminate in the head area safely. Once this is done the user will release a blindingly white beam of condensed wind and chakra which is 4 feet thick as opposed to its weaker variant. This version is a stream type and can be prolonged so long as the user keeps fueling chakra (-20) to keep it active. This S ranked version can reach up to long ranged and is able to grind away structures and people to nothing like an eraser beam. Both A and S ranked attacks are able to adopt a slight curve in their trajectories to hit targets that may be hiding but this curve has to be initiated at launch and cannot be sharper than a ninety degree turn.
Note(s):
- A ranked version can be done 3x, with a turn cool down.
- S ranked verison can only be done 2x and requires a Fūton affinity to perform, with a two turn cool down.
- After the S ranked version is used the user is restricted to A ranked Fūton during the turn performed and the next.



Declined - pick a single rank O_<
 
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Summer

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Re: Custom Jutsu Submission

Chikaru)Crystal Dragon Force
Type:Supplementary
Rank:A rank
Range:Short
Chakra:30
Damage:60
Description this Jutsu is a seal that while in close range combat will be imbedded onto the enemy by placing this seal onto them. Now depending on the location or placement of the crystal seal will determine what is effected. The seal can be placed anywhere on the enemies body. Once the seal is placed should the enemy channel chakra to or utilize chakra from the area of placement. The mark will begin to crystallize that area which is trying to use chakra through releasing a Jutsu from the area of placement and will only effect that area of placement (ie the leg or arm). The crystallization cannot spread any further then say an arm or leg if that is where it is placed. The seal looks like the head of a dragon but it is placed with crystal chakra so it is visible. It will feel like having a tattoo being applied as well, so it will feel noticeable to everybody. The crystal will simply encase and not fully crystallize the inside of the area.

Restrictions:

Can only be used once per battle.

The crystal on the body cannot be manipulated.

The effected area will remain that way for three turns.

While crystallized you cannot channel chakra to that area.

Must make some form of contact with enemies body to place seal on them.

Can only be used by a crystal user.

Declined - How does covering their arm in crystal stop them from using chakra in their arm?


(Shoton Doragon Chikaru)Crystal Dragon Force
Type:Supplementary
Rank:A rank
Range:Short
Chakra:60
Damage:
Description this Jutsu is a seal that while in close range combat crystallized onto the enemy. Now depending on the location or placement of the crystal seal will determine what gets effected. The seal can be placed anywhere on the enemies body. Once the seal is placed should the enemy channel chakra to or utilize chakra from the area of placement. So say the enemy goes to use a Jutsu that releases chakra from the legs whichever leg has the mark on it will activate the seal once chakra flows too that leg. The mark will begin to crystallize that area which is trying to use chakra. The crystallization cannot spread any further then say an arm or leg if that is where it is placed. The seal looks like the head of a dragon but it is placed with crystal chakra so it is visible. The crystal will simply encase and not fully crystallize the inside of that body part. Coating it in a thick layer of crystal, this will make the area that is affected three times as heavy as usual.

Restrictions:

+Can only be used three times per battle.

+The crystal on the body cannot be manipulated.

+The effected area will remain that way for two turns.

+While crystallized that area is heavy and harder to move.

+ Seal must be placed on enemy through contact.

+Can only be used by a crystal user.

Approved - i made it so you can use it 3 times but it only lasts two turns.


(Fuinjutsu Megurushi Nepuchu-N) Sealing arts Mark of Neptune
Type:Supplementary
Rank:A rank
Range:Short
Chakra:60
Damage:
Description The mark of Neptune is a kanji Tattoo that was put onto the user's body. The kanji are two marks that are on both hands listed in there bio's, and these marks read Tangible. The inscribed marks have an effect that once the mark recieve's any type of elemental chakra through the mark or by making hand signs. The mark will activate allowing the chakra to tangible. Things that aren't normally tangible like (wind, fire, lightning) will all have a tangible water like effect to them now. This also means that elements that normally couldn't interact with each other and pass through each other like fire and lightning. They would now be able to clash like a tangible hitting a non tangible substance.

Restrictions:

+ can only make Wind, Fire, Lightning tangible substances.

+ can only use this seal twice per battle.

+ can only be use once every two turns

+ seal must be stated in bio

+ can only be taught by me

Declined - this just isn't possible with fuuin. You could maybe release a seal into the air that creates a liquid like barrier around them but not change the element in itself. Though i think something like that has been done before.

Contract:

Kuchiyose Meerkat Hercules Kaishin) Meerkat arts Hercules Reform
Type:Supplementary
Rank:A rank
Range:Short
Chakra:30
Damage:50
Description: After having summoned a Meerkat to the field the summoner is able to utilize one of the three special meerkat art jutsu's. This first Jutsu is the backbone of the meerkat arts contract. The meerkat and user with perfect timing will each do the tiger and bird handsign in unison. This will allow the meerkat to link together with the summoner. The look is that of the furry kind giving the summoner the meerkats natural binocular vision which allows them to see long distances . The other meerkat trait that is given to the summoner is that of being able to extend and retract the newly given fur coat. This fur is hard enough to puncture through a shinobi.
While joined with the meerkat the summoner will have access to the meerkats natural affinity as well. Meerkats having very precise and excellent hearing will add to the user's hearing ability and enhance this slightly.
This will also give you a +2 speed boost for as meerkats are naturally agile, the users legs will become very well toned and muscular.

Restrictions:

+ can only be used once per battle

+ remains active for 4 turns

+ cannot summon any other meerkats while in Herculian mode.

+ must have signed meerkat contract.

Declined - animal fusions aren't allowed any more i believe
 
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Never

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Re: Custom Jutsu Submission



(Kuchiyose : Chinmoku, yūrei) - Summoning : Silence, the Spectre
Type: Offensive
Rank: A-Rank
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description:
Silence is summoned by wiping blood on one's Tattoo or by performing the normal Summoning Technique, however this is followed up by a very subtle 'finger to the lips' whilst whispering 'shh' - This is purely cosmetic and does not need to be performed, it's more of a tradition. Silence is also a Community of Acorn Barnacles which are made up like Oregon and Barbaracle. However each Acorn barnacle is connected through it's Tendrils to another on the opposite side of where it reside on the body, through this link the Barnacles produce Hexagonal Shapes which mirror what the other is seeing on the opposite side - giving the effect of Active Camouflage all over the body of the Summon. The Summon will look practically invisible from those with normal eyesight.

Dojutsu users and sensors can see right through this normally, but upon activation of the Invisibility the Barnacles use their chakra to produce placebos all over the battle field that move unpredictably - These will only be seen through those with the Dojutsu as they will be the only ones capable of seeing this Chakra being intentionally manipulated in such a way, this means that even Dojutsu and Sensory users cannot pinpoint the exact where abouts of Silence. In Short range this Camouflage effect loses a bit of it's effect, whenever the summon moves in close range the surroundings become slightly distorted, standing still it wouldn't show these effects, but moving in close proximity to the target would. Also Summon can get residue/dirt/something on him which would give away his stealth - Though the invisibility projections have a protection against anything of D-Rank and below, if anything of a higher rank were to be 'spilled' on them then it would show. To fix this the Summon would have to deactivate and reactivate the Invisibility, basically 'reset' it which after deactivation would mean they'd have to wait a turn before being able to reactivate.

Finally the Offensive Use of Silence is not his Prowess in Just Remaining Unseen, but to dispatch his enemies. If Silence were to carry his weapons they would be seen on his person under the invisibility, they do not 'merge' with him. This means that he has to keep his weapons somewhere else, Silence hides his weapons inside his body, beneath the Invisible Cloak between all the tendrils of the Barnacles. He can freely unsheathe his forearm blade which comes out of the top of his hand out as two sharp blades side-by-side with a small gap between the middle - The blade is about 8 inches past the knuckles of the hand, making them fatal. Also Silence can freely throw Flat Knives which he pulls from his body and throws, however the Knives don't remain invisible and can be clearly seen. If he wishes the user can give Silence Tools which he will hide in his body to use later - If so it will look as though the Tools given disappear in midair.

Every Barnacle has a Calcite Shell, this also means the same for Silence, however because the Acorn Barnacles do so much work manipulating the way his body works his armour is weak. The Calcite Shell that protects his flesh and "brain" equate to that of a C-Rank which is neutral to the elements, except lightning which is strong against the Calcite Shell meaning only D-Rank will be enough to break it.

- Silence moves Silently Passively.
- Invisibility Activation Costs a Move.
- The user can have Silence be Invisible on arrival, this will cost two out of the three moves.
- Silence is Summoned in Short range of the user.
- Summon Lasts 6 Turns on the Field
- Can only be summoned once per battle, thrice per event

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Declined - firstly 6 turns is a bit much for my liking. Secondly saying only doujutsu can see through this constant ability is too much. What about those such as steel users who can't sense or see? I'll allow them to be near invisible that's all. So remove the part about doujutsu and sensors.


(Kuchiyose : Chinmoku, yūrei) - Summoning : Silence, the Spectre
Type: Offensive
Rank: A-Rank
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description:
Silence is summoned by wiping blood on one's Tattoo or by performing the normal Summoning Technique, however this is followed up by a very subtle 'finger to the lips' whilst whispering 'shh' - This is purely cosmetic and does not need to be performed, it's more of a tradition. Silence is also a Community of Acorn Barnacles which are made up like Oregon and Barbaracle. However each Acorn barnacle is connected through it's Tendrils to another on the opposite side of where it reside on the body, through this link the Barnacles produce Hexagonal Shapes which mirror what the other is seeing on the opposite side - giving the effect of Active Camouflage all over the body of the Summon. The Summon will look practically invisible from those with normal eyesight.

The Invisibility loses it's effect in close range of any opponent, his invisibility kind of distorts the background and scenery only slightly, and since Silence is only really effective in close range since he doesn't have any range abilities this can be a big disadvantage. Also Summon can get residue/dirt/something on him which would give away his stealth - Though the invisibility projections have a protection against anything of D-Rank and below, if anything of a higher rank were to be 'spilled' on them then it would show. To fix this the Summon would have to deactivate and reactivate the Invisibility, basically 'reset' it which after deactivation would mean they'd have to wait a turn before being able to reactivate. Upon Activation of Invisibility the summon will use their Chakra to produce 'Placebos' all over the battlefield that move unpredictably - These will only be seen and sensed through those with the Dojutsu as they will be the only ones capable seeing this chakra being intentionally manipulated in such a way, this means that even Dojutsu and Sensory users cannot pinpoint the exact where about of Silence.

Finally the Offensive Use of Silence is not his Prowess in Just Remaining Unseen, but to dispatch his enemies. If Silence were to carry his weapons they would be seen on his person under the invisibility, they do not 'merge' with him. This means that he has to keep his weapons somewhere else, Silence hides his weapons inside his body, beneath the Invisible Cloak between all the tendrils of the Barnacles. He can freely unsheathe his forearm blade which comes out of the top of his hand out as two sharp blades side-by-side with a small gap between the middle - The blade is about 8 inches past the knuckles of the hand, making them fatal. Also Silence can freely throw Flat Knives which he pulls from his body and throws, however the Knives don't remain invisible and can be clearly seen. If he wishes the user can give Silence Tools which he will hide in his body to use later - If so it will look as though the Tools given disappear in midair.

Every Barnacle has a Calcite Shell, this also means the same for Silence, however because the Acorn Barnacles do so much work manipulating the way his body works his armour is weak. The Calcite Shell that protects his flesh and "brain" equate to that of a C-Rank which is neutral to the elements, except lightning which is strong against the Calcite Shell meaning only D-Rank will be enough to break it.

- Silence moves Silently Passively.
- Invisibility Activation Costs a Move.
- The user can have Silence be Invisible on arrival, this will cost two out of the three moves.
- Silence is Summoned in Short range of the user.
- Summon Lasts 4 Turns on the Field
- Can only be summoned once per battle, thrice per event

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‡ Pending ‡ Leaving for Pervy since he checked this before.


Approved

(Meiton : Aku no shōkan) - Dark Release : Evil Summoning
Type: Supplementary/Defensive
Rank: A
Range: Short/Long
Chakra Cost: 30 (+10 Print Activation)
Damage Points: N/A (+60 Damage Disperse Explosion)
Description:
The User when performing the Summoning Technique or when wiping blood on their Summon Tattoo will also wipe a bit of blood on their Dark Mark and THEN slam their hands on the ground. The User uses this in conjunction with a summon, both chakra costs will be used to summon the animal/creature but it will be counted as one whole move out of three. The summon will appear inside a target technique or right before it, usually a Lightning, Fire or Wind one - however when summoning they will be surrounded by a Dark shroud that will absorb the technique they are summoned in and basically replace it. It can be used as a way of counterattacking and surprising considering they would literally seem to appear from the opponent's Jutsu.

The Absorbed Dark will Make a Print Similar to that of the User's Dark Tattoo on the Summon's Back. This allows for a multitude of things that can happen, however only one of the following may be chosen:

- If the user and the summon were to be in close proximity the user could place their hand on said Print and absorb the chakra into their own mark to fuel for later Dark Release Techniques.

- Or the user can activate the Dark Mark which will grow larger and basically seem the consume the Summon, it will look like it is covered in one big purple void. Giving it a Demonic Appearance. However this will allow the user to perform Dark Release Techniques through the Summon, using it's own chakra as the source the user will be able to perform any Dark Techniques they know. However if this is used the user cannot use Dark Release Techniques in the same turn that the Summon does. This lasts for however long the Summon has left on the Field.​

- Can absorb against S-Rank Wind, Fire, Lightning. B-Rank water. No effect on Earth.
- Must know Dark Release
- Must by taught by LonelyAssassin
- One of the Three Options above Costs a Turn, and only one can be chosen
- Can only be used four times


‡ Approved ‡ I removed the 2nd usage since it clashed with Scaze's Summoning Explosion.


(Meiton : Ōbādoraibu kyūnyū) - Dark Release : Inhaling Overdrive
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50 (-100 from anyone except user in range)
Damage Points: N/A (-20 to user)
Description:
The user will activate both Dark marks on their body and fuel them with a lot of chakra, so much so that the absorption becomes extremely powerful and unstable. Anything with a huge range will be affected and Raw Chakra, Wind, Fire and Lightning (anything dark is strong again) will all be absorbed and will have no effect on the field, the dark being too strong for them to be able to be able to be formed when the Jutsu is active.

Because of how strong and unstable the absorption is the jutsu will grip onto other's (not just enemies, but allies and summons) through the chakra that runs through their body. They are pulled pretty quickly towards the user as if they were running and are basically lifted from their feet whilst also sapping a large chunk of chakra from them, though they do not receive damage. If they are within short range then they will be pulled up against the dark mark, if they are in mid range they will be pulled into short and if they are in long they will be pulled into mid before the jutsu finishes.

Once the pull is finished the user will release a pulse that explodes outwards all around leaving a trail of Blue flames that have one property which makes them deadly. The fire sticks to the ground and does not get put out, it becomes part of the battlefield, part of the terrain sticking to the earth and anything it touches all out to Long Range unless extinguished by another technique. The spread is quick, basically like an explosion.

The User will gain severe burn marks all over their hands and all up their forearm, making both of their arms pretty difficult to use without causing pain to themselves. However they will also have gained chakra to use dark release, and their dark marks are still capable of being used.

- Usable Once
- Allied/Enemy clones will be dispersed and chakra sapped from them (includes Wind/Lightning/Fire variants)
- No Absorption Dark Release Techniques for 2 turns after turn of activation
- No S-Ranks or higher on the same turn
- No A-Rank Dark or higher on the same turn.


‡ Declined ‡ Dark doesn't have these properties in the Narutoverse.
 
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Akuma

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Re: Custom Jutsu Submission

Fuuin training:

(Fuuinjutsu: Sutandingu Obēshon) - Sealing Arts: Falling Ovation
Type: Offensive
Rank: A
Range: Short/Long
Chakra: 30
Damage: 60
Description: Initiated by placing a kanji mark on the targeted object marking the words "Separation Barrier" either on an object or the limb/body part of the target through the user's hand by making direct contact. Alternatively, the user can place his hand on the surface and have the Kanji run through the ground/surface and reach it's target(s), if there is more than 1 target, the user can release more than 1 Kanji. The user then activates the seal by snapping his fingers with hands several times, the practitioner creates a blue, cuboid barrier around the head/limb of his opponent or around the object, it's size varying on the extremity it's been placed on. Bringing the palms of his/her hands together, the practitioner emits a signal of chakra into the barrier. When the chakra activates the barrier turns red before "falling away", virtually sliding off the main body and decapitating/cutting off the limb of the victim in the process. This technique can be used against multiple opponents at once so long ast he Kanji seal is placed on all of them. Further more, if the Kanji is placed on the Kunai, the user can stab something or someone with it, and achieve the same effect, covering the effected area and not only the kunai; such as the leg of an opponent. The technique works exceptionally well with all tangible matter, not restrained to regular objects or humans, but also Earth techniques.
- Can only be used x3 per battle, with 1 turns of interval between uses.
- Can work with up to 3 targets at a time.

‡ Declined ‡ I won't allow this to be used on people.
Resubmitting with the changes NK gave to it and agreed upon.

(Fuuinjutsu: Sutandingu Obēshon) - Sealing Arts: Falling Ovation
Type: Offensive
Rank: A
Range: Short/Long
Chakra: 30
Damage: 60
Description: Initiated by placing a kanji mark on the targeted object marking the words "Separation Barrier" either on an object or the limb/body part of the target through the user's hand by making direct contact. Alternatively, the user can place his hand on the surface and have the Kanji run through the ground/surface and reach it's target(s), if there is more than 1 target, the user can release more than 1 Kanji. The user then activates the seal by snapping his fingers with hands several times, the practitioner creates a blue, cuboid barrier around the head/limb of his opponent or around the object, it's size varying on the extremity it's been placed on. Bringing the palms of his/her hands together, the practitioner emits a signal of chakra into the barrier. When the chakra activates the barrier turns red before "falling away", virtually sliding off the main body and cutting off the limb of the victim in the process. This can only be used on limbs and body parts (hands, feet, legs, arms) but not the head. This technique can be used against multiple opponents at once so long ast he Kanji seal is placed on all of them. Further more, if the Kanji is placed on the Kunai, the user can stab something or someone with it, and achieve the same effect, covering the effected area and not only the kunai; such as the leg of an opponent. The technique works exceptionally well with all tangible matter, not restrained to regular objects or humans, but also Earth techniques.
- Can only be used x3 per battle, with 1 turns of interval between uses.
- The seal takes 1 turn of preparation. As such, the user has to wait 1 turn once placed, before activating the seal (can do so on the next turn). Addtionally, if not used in the next 2 turns, the seal breaks apart by itself. Not harming the target.

‡ Approved ‡
 
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Penguin

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Re: Custom Jutsu Submission

Genjutsu: Jankīpengin - Illusionary Arts: The Junkie Penguin
Type: Supplementary
Rank: S
Range: Short-Medium
Chakra: 40
Damage: N/A
Description: The user forms a single hand seal and inserts their chakra into their opponent's brain, disrupting their chakra flow, inflicting upon them a dormant yet powerful genjutsu. When an opposing ninja uses one of the basic five elements, this genjutsu would activate. During the process of channeling that specific elemental chakra, the opponent would begin to feel more energetic than usual, hyper, and upbeat. Their breathing would begin to become faster, their heart pounding from the excitement of using that element. It would mimic a high, satisfying the victim beyond their wildest dreams. Wanting to continue to feel the excitement of the high, the victim would find themselves using element they just used more and more throughout the match to get the rush from the genjutsu, otherwise they would begin to come down from their high, crashing relatively hard. If the victim goes without two turns of using that element, their base speed would be halved, as well as being unable to use S-ranks and above for two turns from the lack of energy and crashing.

Note: Lasts for five turns
Note: Can only be taught by Penguin
Note: Can only be used twice per conflict
Note: No Genjutsu in the turn before
Note: No Genjutsu in the same turn above A-rank


‡ Approved ‡ Edited.
 
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BusinessManTeno

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Re: Custom Jutsu Submission

Cone Snail Summon Approval:

(Ensui Katatsumuri Kuchiyose: Mizugameza) Cone Snail Summoning: Aquarius
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Aquarius is the only cone snail that is a master of an element (water), making her one of the elites among the cone snail family and one of the very few who can use an element freely. Aquarius is even said to be one with nature (Water). Aquarius is 2 feet long and 3 feet tall (The shell is included in the size), Being able to ride or attach herself to the user for mobility. Her regular body is dark blue though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a clear water blue color with white speaks all across it, making it look like glitter all down her shell with the Aquarius symbol (♒) on the side of her shell. Her voice being almost identical to virgos, being as smooth as the ocean but can be distinguished if you been around them long enough. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy but due to her size a disadvantage, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that came from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being the size of a senbon. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed twice as fast as virgos due to her small body but at such a weaker strength being A rank in strength. The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste towards the opponents body system causing the opponents body to become fatigued. This will not allow the opponent to mold chakra above A rank (S-Rank and Forbidden), and Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart).Virgo can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Aquarius isnt normally a fighter summon due to her unique abilities. Due to Aquarius being one with water, she is able to sense water up to two miles away allowing her to be alert with water be it from a distance or even below. Also due to her mastery of water, she is not only able to use the water element up to the users current rank but with a simple touch from her harpoon (or if its released from her body) she is able to manipulate the property of water into that of sticky water. This can be used on/with most water jutsus (of course within reason)

Note: Last for 4 turns
Note: Striking with the harpoon, using water jutsus, or converting water into sticky water counts as a turn of the user.
Note: The poison stays in the opponent body for 3 turns
Note: Can only be summoned once per battle

Decline:
First blue - just no to not being effected by gates attacks
Second blue - This is a bit OP
third blue - too far for water sensing

And lastly turning any water into a sticky water is a no. And no other summons at the same time
(Ensui Katatsumuri Kuchiyose: Mizugameza) Cone Snail Summoning: Aquarius
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Aquarius is the only cone snail that is a master of an element (water), making her one of the elites among the cone snail family and one of the very few who can use an element freely. Aquarius is even said to be one with nature (Water). Aquarius is 2 feet long and 3 feet tall (The shell is included in the size), Being able to ride or attach herself to the user for mobility. Her regular body is dark blue though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a clear water blue color with white speaks all across it, making it look like glitter all down her shell with the Aquarius symbol (♒) on the side of her shell. Her voice being almost identical to virgos, being as smooth as the ocean but can be distinguished if you been around them long enough. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy but due to her size a disadvantage, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that came from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being the size of a senbon. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed twice as fast as virgos due to her small body but at such a weaker strength being A rank in strength. The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste towards the opponents body system causing the opponents body to become fatigued. This will only allow the opponent to use two jutsus in their next two moves, and Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart).Aquarius can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Aquarius isnt normally a fighter summon due to her unique abilities. Due to Aquarius being one with water, she is able to sense water up to 50 meters away allowing her to be alert with water be it from a distance or even below.[/COLOR] Also due to her mastery of water, she is not only able to use the water element up to and including S-Ranks.

Note: Last for 4 turns
Note: Striking with the harpoon or using water jutsus count as one move per turn
Note: The poison stays in the opponent body for 2 turns
Note: No other summons on the field at the same time
Note: Can only be summoned once per battle

‡ Approved ‡ Water with no source is a unique ability that I'm not willing to give to summons.

(Kenjutsu: Kyuusho sokkenai kiwa) Sword Style: Secret Blunt Edge
Type: Offensive
Rank: A
Range: Short
Chakra: N/a
Damage: 30
Description: This is a very swift technique , and can only be done with a sword in a holster on the hip. During an incoming attack, be it a kenjutsu attack, taijutsu, or even techniques within reason such as rasengan, chidori, etc. The user will quickly dodge by side-stepping really quick while placing their hand on the hilt of their blade as they close the gap between them and their opponent. Once the gap is close the user will forcefully unsheathe his sword around the mid-section of the opponents body causing the hilt to strike the opponents body dealing blunt damage similar to a punch while launching them back a two feet, while quickly following with a horizantal swing of the sword to deal cutting damage to the mid section.

Note: This technique requires no chakra, so its not enhanced kenjutsu.
Note: This technique can be use thrice with a two turn cool down
Note: No kenjutsu of S rank and above in the same turn

‡ Declined ‡ Similar techniques exist.

(Ninjutsu: oshi kokuou) Ninja Art: Pressure Of A King
Type: Supplementary
Rank: E - S
Range: Short - Long
Chakra: 5 - 40
Damage: N/a
Description: This technique is used as another form of intimidation, by showcasing the amount of chakra the user currently wields/posses. The user will exert chakra from all over their body releasing their chakra causing it to take on a transparent hue but visible to the eye. Resembling a distortion in the air. This chakra due to it being very powerful becomes very dense, meaning others though its not offensive, can feel it. As if their body got slightly heavier then normal. Depending on how much chakra is released, depends on how far the chakra can be felt from a distance.

Note: This jutsu is mainly for rping purposes but the effects of S rank can stun a chounin and genin
Note: The S rank can only be used twice
Note: A-S rank reaches up to long range C-B reaches up to mid range E-D Short range
Note: This is offensive in no way at all. This jutsu though it makes the opponent feel slightly heavier its for cosmetic purposes and does not effect the speed what so ever


‡ Approved ‡ Stunning Chunnin and Genins? You're better than that, Teno...
 
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Re: Custom Jutsu Submission

(Senpō Fūin: Sennin no Gaidoku) - Sage Art Sealing: The Hermit's Mischief
Type: Supplementary
Rank: A-Rank
Range: N/A (Physical Contact)
Chakra Cost: 30 (+200 chakra points to the user) (-200 If used on an opponent)
Damage Points: N/A
Description: This is a sealing technique designed to be both lethal and effective to the user. After forming a set of three handseals and clapping the user's hands together, the user's palms glow in a bright yellow aura as a sealing formula activates, bearing the Kanji letter of (鶏), Literally meaning (Deprive). The sealing formula allows the user to draw in natural energy from either one of his summons that is already in Sage Mode (like Ma and Pa for example) or on an opponent who has Sage mode active. The seal has to be applied by physical contact with either the opponent or the summoning, depriving the touched entity of all the natural energy it has and adding it to the user's own chakra reserves, basically replenishing natural energy that the user already has, however, the user cannot use the absorbed natural energy to enter Sage Mode, but he has to have Sage Mode already active in order to use this sealing formula. If the sealing formula used onto an opponent, it draws all the natural energy that the opponent has, effectively forcing him out of Sage Mode due to the lack of natural energy. If the sealing formula is used on either the opponent or the user's summoning, the summoning vanishes after it's natural energy been deprived out of his system. The sealing formula draws the natural energy of the touched entity immediately after being touched by the user's hand.
Note: Can only be used once per battle.
Note: Replenishes the user's Sage Mode duration by 4 extra turns, whether the opponent's natural energy has been absorbed or a summoning creature.
Note: Can only be used while Sage Mode is active.
Note: No Fūinjutsu techniques of any kind for the same and next turn.

Declined - didn't read the jutsu but taking 200 chakra is a no no xd
(Ikatsui Karite gai) - The Grim Reaper's Scythe
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: The Grim Reaper's Scythe is said to be the Scythe of the death god himself, made from the strongest mixture of indestructible metals along with the blood of the dead fused together to form the strongest Scythe the ninja world ever known. There was a myth that the reaper gave this Scythe to someone who has reached a certain level of evil and corruption in order to wield it. It appears as a large Scythe of pitch black colored metal, which is unknown exactly which metal structures are used to form the texture of the scythe. It has a metallic skull fused with the blunt tip of it's blade, with a thin skeletal structure down it's handle. The Scythe is 2 meters in length and can be summoned in battle through a sealing formula. The Scythe's power mainly consist of the usage of sealing formulas that are engraved onto it's handle and blade, mainly three sealing formulas that each does a specific task, laying hidden from sight and dormant until activated, and when it is activated, the sealing formula glows in a bloody red light, glowing more bright according to each sealing formula's power and rank. First sealing formula, bearing the Kanji letter of (御), Literally meaning "Summoning", which is engraved on the lower part of the scythe's handle, using the blood of the dead that's mixed into the scythe's structure, this allows the user to summon an animal that he has a blood contract with, without a blood sacrifice from the user, and requiring the Tiger handseal used from a single hand of the user, when it is used, the sealing formula glows, appearing as if the summoned animal is summoned from the scythe itself, but actually, it is summoned anywhere short range from the user, whether he is onto the ground or in mid air. This sealing technique costs no move (apart from the summoning technique itself) and is considered a passive ability of the scythe, costing double the amount of chakra used in the summoning technique itself. The second sealing formula bears the Kanji letter of (喫), Literally meaning "Absorb", which is the most used ability of the scythe. The sealing formula exists onto the upper part of the scythe's handle. This sealing formula revolves around the usage of the original (Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method) Which allows the user to seal a basic elemental technique but with a twist of the scythe's power, requiring two single handed handseals, the user swings the scythe towards the incoming technique, releasing the sealing formula in the process. While the speed of the original sealing technique ( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method) revolves around how big a technique is, the bigger the technique the longer it takes to seal it, when used through the scythe, it no longer applies to the sealing technique, all techniques are sealed with the same speed, which is the same speed as Nagato's (Blocking Technique Absorption Seal). The sealing formula costs no move and requires posting of the original (Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method) in order to be activated, acting as another passive ability of the scythe that is activated along with the activation of the original sealing method technique. When the chakra of the sealing formula collides with the incoming technique that is to be sealed, the chakra of the sealing formula overpowers that of the intended technique and in turn stops it in it's tracks, negating it's effects and chakra within the technique itself, finally being absorbed into the sealing formula that is engraved on the scythe, this sealing formula only applies when sealing an elemental technique of the basic five (Water, Wind, Earth, Fire and Lightning) elements, and costs double the amount of chakra the original sealing method technique requires. Third and last sealing formula of the scythe, which is engraved onto the blade of the scythe and bearing the Kanji letter of (機), Literally meaning "Reaper", which is the original and most powerful technique of the scythe itself. The sealing formula requires a type of elemental chakra to be infused into the blade of the scythe, releasing a manifestation of the reaper of death himself, appearing as a large spirit holding a scythe when released. The reaper is colored according to the elemental chakra that is used in order to bring him forth, [Fire = Red, Lightning = Blue, Wind = Green, Water = Skyblue, and Earth = Brown] Each following the elemental weaknesses and strengths, the reaper proceeds to attack or defend against incoming techniques or attack targets. What the reaper does is that it uses the large scythe it is holding to slash through the technque/opponent and cause damage when doing so according to the elemental infusion used (Fire will cause burning damage, Wind will cause slashing damage, Water and earth will cause blunt force damage and lightning will cause numbing and paralysis). The manifestation of the reaper can be used also in another way, in order to actually attack sealing formulas instead of elemental techniques or opponents, basically slashing through the sealing formula and destroying it, in this case, this technique can be used to destroy up to A-rank sealing techniques, and requires normal non elemental chakra to be infused into the blade of the scythe and the reaper's manifestation will have no physical presence, appearing as simply a pitch black spirit. This technique is equivalent to an S-rank technique.
Note: When the scythe summoned into a battle it counts as a move, and requires posting the technique.
Note: Summoning a creature through the Scythe can only be used three times per battle.
Note: Using the (Fire/Wind/Lightning/Water/Earth Sealing Method) technique through the seal can only be used twice per battle, acting as an A-ranked technique instead of a B-ranked one, and no other Fuinjutsu technique can be used in the turn this sealing formula is used.
Note: The Reaper manefistation can only be used twice, counting as one of the three moves per turn.
Note: The user must have mastered Fuinjutsu in order to use the Scythe.
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Dropping , if this is approved.

Declined - reduce, no weapon needs to be this long, and if it does chances are there are way too many abilities in it
(Senpō Fūin: Sennin no Gaidoku) - Sage Art Sealing: The Hermit's Mischief
Type: Supplementary
Rank: A-Rank
Range: N/A (Physical Contact)
Chakra Cost: 30 (+100 chakra points to the user) (-100 from the opponent If used on the opponent)
Damage Points: N/A
Description: This is a sealing technique designed to be both lethal and effective to the user. After forming a set of three handseals and clapping the user's hands together, the user's palms glow in a bright yellow aura as a sealing formula activates, bearing the Kanji letter of (鶏), Literally meaning (Deprive). The sealing formula allows the user to draw in natural energy from either one of his summons that is already in Sage Mode (like Ma and Pa for example) or on an opponent who has Sage mode active. The seal has to be applied by physical contact with either the opponent or the summoning, depriving the touched entity of all the natural energy it has and adding it to the user's own chakra reserves, basically replenishing natural energy that the user already has, however, the user cannot use the absorbed natural energy to enter Sage Mode, but he has to have Sage Mode already active in order to use this sealing formula. If the sealing formula used onto an opponent, it draws all the natural energy that the opponent has, effectively forcing him out of Sage Mode due to the lack of natural energy. If the sealing formula is used on either the opponent or the user's summoning, the summoning vanishes after it's natural energy been deprived out of his system. The sealing formula draws the natural energy of the touched entity immediately after being touched by the user's hand.
Note: Can only be used once per battle.
Note: Replenishes the user's Sage Mode duration by 4 extra turns, whether the opponent's natural energy has been absorbed or a summoning creature.
Note: Can only be used while Sage Mode is active.
Note: No Fūinjutsu techniques of any kind for the same and next turn.

So this is an intriguing idea as i actually read it this time but i can't approve it as it stands. The idea is alright with me but needs tweaking a little. If it's used on a summon it has to be in sage mode and will only give you 3 turns of sage mode, max. Be it ma and pa or any snake ect. Still more chakra that a clone which only adds two turns i think? Anyway, now if you're taking from an opponent, it will depend on how many turns of sage mode they have, how can you gain 4 turns of sage mode if they only have enough energy for one turn left. So word it so you gain the rest of their sage mode, unless they are using an amphibian art where it's continues, then say a max of 4 turns added to your chakra, and that you drawing out so much chakra from them in one go would nullify their SM for one turn.

(Ikatsui Karite gai) - The Grim Reaper's Scythe
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: The Grim Reaper's Scythe is said to be the Scythe of the death god himself, made from the strongest mixture of indestructible metals along with the blood of the dead fused together to form the strongest Scythe the ninja world ever known. It has a metallic skull fused with the blunt tip of it's blade, with a thin skeletal structure down it's handle. The Scythe is 2 meters in length. The Scythe's power mainly consist of the usage of sealing formulas that are engraved onto it's handle and blade, mainly three sealing formulas that each does a specific task, laying hidden from sight and dormant until activated. First sealing formula, bearing the Kanji letter of (御), Literally meaning "Summoning", which is engraved on the lower part of the scythe's handle, using the blood of the dead that's mixed into the scythe's structure, this allows the user to summon an animal that he has a blood contract with, without a blood sacrifice from the user, and requiring the Tiger handseal used from a single hand of the user, when it is used, the sealing formula glows. This sealing technique costs no move (apart from the summoning technique itself) and is considered a passive ability of the scythe, costing double the amount of chakra used in the summoning technique itself. The second sealing formula bears the Kanji letter of (喫), Literally meaning "Absorb", which is the most used ability of the scythe. The sealing formula exists onto the upper part of the scythe's handle. This sealing formula revolves around the usage of the original (Fire/Water/Wind/Earth/Lightning Sealing Method) Which allows the user to seal a basic elemental technique but with a twist of the scythe's power, requiring two single handed handseals, the user swings the scythe towards the incoming technique, releasing the sealing formula in the process. Instead however of the chakra wrapping around the intended technique that is to be sealed, it absorbs it into the seal itself. The sealing formula costs no move and requires posting of the original (Fire/Water/Wind/Earth/Lightning Sealing Method) in order to be activated, which will count as a move. When the chakra of the sealing formula collides with the incoming technique that is to be sealed, the chakra of the sealing formula overpowers that of the intended technique and in turn stops it in it's tracks, negating it's effects and chakra within the technique itself. This sealing formula only applies when sealing an elemental technique of the basic five (Water, Wind, Earth, Fire and Lightning) elements, and costs double the amount of chakra the original sealing method technique requires. Third and last sealing formula of the scythe, which is engraved onto the blade of the scythe and bearing the Kanji letter of (機), Literally meaning "Reaper", which is the original and most powerful technique of the scythe itself. The sealing formula requires a type of elemental chakra to be infused into the blade of the scythe, releasing a manifestation of the reaper of death himself, appearing as a large spirit holding a scythe when released. The reaper is colored according to the elemental chakra that is used in order to bring him forth, each following the elemental weaknesses and strengths, the reaper proceeds to attack or defend against incoming techniques or attack targets. What the reaper does is that it uses the large scythe it is holding to slash through the technque/opponent and cause damage when doing so according to the elemental infusion used (Fire will cause burning damage, Wind will cause slashing damage, Water and earth will cause blunt force damage and lightning will cause numbing and paralysis). The manifestation of the reaper can be used also in another way, in order to actually attack sealing formulas instead of elemental techniques or opponents, basically slashing through the sealing formula and destroying it, in this case, this technique can be used to destroy up to A-rank sealing techniques through destroying the sealing formula itself, and requires normal non elemental chakra to be infused into the blade of the scythe and the reaper's manifestation will have no physical presence, appearing as simply a pitch black spirit. This technique is equivalent to an S-rank technique.
Note: Summoning a creature through the Scythe can only be used three times per battle.
Note: Using the (Fire/Wind/Lightning/Water/Earth Sealing Method) technique through the seal can only be used twice per battle, acting as an A-ranked technique instead of a B-ranked one, and no other Fuinjutsu technique can be used in the turn this sealing formula is used.
Note: The Reaper manefistation can only be used twice, counting as one of the three moves per turn.
Note: The user must have mastered Fuinjutsu in order to use the Scythe.
Note: The Scythe can be summoned in battle through a sealing formula engraved onto the user's wrist, and will count as one of the three techniques per turn, unless the user states that he already started the battle with it.
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Dropping , if this is approved.

-Reduced to the description, and added a note and some other stuff.

Declined: Saying it's the strongest ever know, can't do that buddy
- The scythe would need your blood, not the deads blood for the contract as a contract and summoning is linked through your blood, not just any blood. But instead of saying it costs twice the chakra, just say the sythe is used as a medium for the summoning like a tatoo, much like when temari does it.
- Same again just describe it that the staff is a medium for the cannon technique, shouldn't need the handseals just chakra to activate it, restricting yourself too much. As a mod i shouldn't encourage you to do this i'm sure, but in the end how can you do handseals while holding the sythe anyway?
- Destroying a seal is a bit much
- Mention you can only absorb up to A rank and can't use the element after that
- Reaper can be made once, lasts up to two turns, S rank, and while active can only use the element that the reaper is made up of as you don't have yin yang.

Just a few bits to tweak but overall nice weapon
 
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The_Empire

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Re: Custom Jutsu Submission

(Senpo: Bakuha Jutsu) Sage Art: Explosion Technique
Rank: B
Type: Offensive
Range: Short-Long(length it is thrown)
Chakra Cost: 20
Damage Points: 40
Description: The user while in Sage Mode or out(have to stand still or using a Kabuto or Orochimaru can move around) of Sage Mode the user channels senjutsu chakra into an inanimate objects and can either throw the object or leaving it on a surface(ground, table, dresser etc). With a object hitting the inanimate object or the user perform the Seal of Confrontation, the channeled senjutsu chakra is released out into a small explosion similar to that of Deidara's C-1 explosions so the radius of the explosion is one meter around the object.
Note: Would reduce Sage Mode by one turn
Note: Can be used six times per battle


Declined - Can you describe what the explosion is? To me i imagine it as a release of sage chakra as a blast that can't be seen like a pushing force, but when you just say explosion it sounds like an explosive tag. Which in that case wouldn't work as pure sage chakra wont cause that kind of explosion.
(Senpo: Burasuto Jutsu) Sage Art: Blast Technique
Rank: B
Type: Offensive
Range: Short-Long(length it is thrown)
Chakra Cost: 20
Damage Points: 40
Description: The user while in Sage Mode or out(have to stand still or using a Kabuto or Orochimaru can move around) of Sage Mode the user channels senjutsu chakra into an inanimate objects and can either throw the object or leaving it on a surface(ground, table, dresser etc). With a object hitting the inanimate object or the user perform the Seal of Confrontation, the channeled senjutsu chakra is released out into a small blast similar to that of Deidara's C-1 explosions so the radius of the blast is one meter around the object. The blast releases all the senjutsu chakra out in a 360 degrees pushing force of but would cause the air to push away and would be seen by none senjutsu users as a wind jutsu. The force is enough to destroy B rank and below elemental and raw ninjutsu jutsus.
Note: Would reduce Sage Mode by one turn
Note: Can be used six times per battle

Declined - make it only useable in sage mode and 3 times per battle

(Baipōra Ribāsu) Bipolar Rebirth
Type: Supplmentary/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (+10 chakra cost per turn it is active)
Damage Points: N/A
Description: Orochimaru after infusing his body with Jugo's cells increasing his ability with Sage Mode allowing passive ability to gather natural energy he started to experiment with this new found ability of Jugo's cells. He had the power to attack at all times but his defensive was weak at times. He didn't like this so he developed this jutsu to increase his body defensive abilities. He passively gather natural energy and infused his body with it increasing the durability of it to be able to take more hits from jutsus and weapons. Orochimaru using this jutsu increase his ability to take on B rank and below jutsu with little to no damage. His body would have a light green coating around it indicating of the jutsu is active.
-Can only use two jutsu per turn while this is active

Declined - DNR
-Once entering Sage Mode can't use this jutsu anymore and has to wait till Sage Mode is over to use again.
-Can only use this twice per battle
-Technique last five turns
 
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Punk Hazard

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Re: Custom Jutsu Submission

(Genjutsu: Sū no Itan-sha)Illusion Arts: Numerical Heretic
Type:Supplementary
Rank:B
Range:Short-Mid
Chakra:20
Damage:N/A
Description: A Genjutsu simple in concept but complicated in the nature of its usage, it is instilled through the formation of the Bird-Hare handseals. The Genjutsu affects the target's memory, rewriting them all to make the opponent genuinely and completely believe that all of their jutsu require 30 handseals.
-Can only be used four times per battle-
-No S-rank Genjutsu in the same turn
-Can affect multiple opponents at once
-Lasts for four turns


‡ Declined ‡ Genjutsu can't do this but nice try.




(Fuuinjutsu: Negasonic Jūdai no Dantō)Sealing Arts: Negasonic Teenage Warhead
Type:Offensive/Defensive
Rank:A
Range:Short-Mid
Chakra:30
Damage:60
Description:The user will form the Dragon-Tiger-Snake handseals and release from their bodies several red, transparent arriers. The barriers are extremely condensed and malleable, giving the appearance of several "streaks" or "bands" that surround the user's body in a spinning motion. Three created in total, one of the barriers circulate around the user horizontally and two of them horizontally. The barriers are all spaced three feet apart, with the one closest to the user located a foot away from the user's body, covering a total area of four feet. The velocity and strength of the three barriers causes them to resonate off chakra, with the rapid speed causing these resonations to overlap and appear to meld together into a force field. The three spinning barriers offer protection to the user, preventing any objects or techniques of lesser rank from penetrating through and touching the user. The technique also offers offensive usages, as any persons that make contact with the barriers would be met with damage through the concussive force of the barriers slamming into their bodies at high speed, capable of causing deep breaks and shatters to bones and shredding into skin. At any point during the technique's activation, the user can form the Hare handseal, causing the barrier to forcefully expand outwards in all directions up to Mid-Range. This will, however, cause the barrier to deactivate at the expense of increasing its offensive usage. Due to being transparent, the barriers do not impair the user's vision.
-Can only be taught by Riker Slade
-Must have mastered basic Fuuinjutsu
-Can only be used three times per battle with a two turn cooldown between usages. Expanding the barriers outwards increases this cooldown to three turns and reduces the amount of usages to twice. If the user creates the barrier on the third usage, it cannot expand. Each usage lasts for 3 turns.
-The barriers are capable of moving with the user, remaining in their perspective positions. As they are manifested around the user's body, he is free to perform other techniques while it is active

Declined - few too many effects for one jutsu. and this could be active for like 9 turns in battle. The barrier being controlled would also mean you couldn't focus any other chakra's while this is active. As for the breaking bone that's a it much, when the anbu hit an A rank barrier they just bounce back not broke their bones. It would hurt yeah but no that much force.



Resubmitting



(Kuchiyose no Jutsu: Suisame)Summoning Technique: Suisame
Type:Supplementary
Rank:S
Range:Short
Chakra:40
Damage:N/A
Description:Suisame is an extremely powerful shark, modeled after bull sharks and rivaling Gamakichi in size. Like most sharks, Suisame has a white underbelly with blue coloring on its top, allowing it to move stealthily in water by blending in with the sky when viewed from below and blending in with the water when viewed from above. Along with the basic abilities that come with a shark's physiology, Suisame is one of the most proficient users of Water among all of the sharks, being able to use any Suiton jutsu the user knows up to A-rank by using the water in the surrounding air as a source, at the cost of one of the user's three technique slots per move. While strongest in water, he is also very capable if summoned on land. In the case of the latter, Suisame is able to manipulate the water in the air surrounding it to create a mass of water along the bottom of its body, allowing it to breathe on land and even "swim" by moving this mass of water, and its body accordingly. Suisame's mastery and skill in Suiton is so refined that he is capable of controlling the water around him at such a degree of perfection that he manipulates the water solely, causing any impurities to be effectively filtered out of its Suition techniques. As such, Suiton techniques used by Suisame do not conduct electricity as other Suiton jutsu do. He also carries a very unique ability; once per battle, Suisame is capable of transforming himself into a giant mass of water and then flowing himself to converge around the enemy, forming a prison of sorts made of water. Once the target/s is/are trapped, Suisame is capable of reverse summoning himself, taking those trapped in its water form along with it, at the cost of removing Suisame from the battle/field for the remainder of the match, similar to Crushing Toad Stomach technique.
-Can only be taught by Riker Slade
-Can only be summoned once per battle and lasts for four turns
-When in its water form, neither the opponent nor Suisame's summoner can inject chakra into the mass of water constituting it nor manipulate Suisame's water form
-Suisame's water form is S-rank in power. Clashing with techniques capable of neutralizing similarly strong Water Techniques causes Suisame to be dispelled from the field.
-Must have signed the Shark Contract
-Creating mass of water to breathe/swim on land takes up a move of the user's turn and occurs in the same timeslot as Suisame being summoned.

Declined - the blue is the reason why. Remove the taking them away from the field part as that's easy to abuse. If they use close ranged attack on your shark it turns to water and takes them away from the field and it's GG...

(Suiton: Dorai Dekishi)Water Release: Dry Drowning
Type:Offensive
Rank:A
Range:Short-Mid
Chakra:30
Damage:N/A
Description:The user will perform the Bird handseal and infuse their chakra into a technique-produced mist, adding copious amounts of water molecules. The resulting increase in volume of water causes the mist become much thicker, making it harder to be blown away than ordinary mist. However, the real usage of this increase in mist lies in respiration. The increased volume of water molecules in the mist causes anyone, aside from the user of the technique himself and his allies, to inhale copious amounts of water. The inhaled water, which cannot be manipulated further once inside, clings to the linings of the targets respiratory system, causing them to choke and suffocate, simulating the experience of drowning on dry land. The naturally induced panic from this experience also serves to severely disorientate the afflicted, causing their five senses to be dulled as well as rendering them unable to concentrate enough to weave handseals. Should they leave the mist, the water inside will dissipate, leaving them back to their normal state. However, remaining inside and exposed to the mist for more than one turn will cause them to pass out. Water Specialists are able to invoke this technique within the same timeslot as they create the mist by adding the Bird handseal during the process of creating the mist, though this will still take up one of the user's three moves per turn.
-Can only be taught by Riker Slade
-Must have mastered Suiton
-No S-rank or above Water techniques in the same or following turn
-Can only be used thrice per battle

Declined - the blue
Resubmitting:

(Fuuinjutsu: Negasonic Jūdai no Dantō)Sealing Arts: Negasonic Teenage Warhead
Type:Offensive/Defensive
Rank:A
Range:Short-Mid
Chakra:30
Damage:60
Description:The user will form the Dragon-Tiger-Snake handseals and release from their bodies several red, transparent barriers. The barriers are extremely condensed and malleable, giving the appearance of several "streaks" or "bands" that surround the user's body in a spinning motion. Three created in total, one of the barriers circulate around the user horizontally and two of them diagonally(one clockwise and one counterclockwise). The barriers are all spaced three feet apart, with the one closest to the user located a foot away from the user's body, covering a total area of four feet. The velocity and strength of the three barriers causes them to resonate off chakra, with the rapid speed causing these resonations to overlap and appear to meld together into a force field. The three spinning barriers offer protection to the user, preventing any objects or techniques of lesser rank from penetrating through and touching the user. The technique also offers offensive usages, as any persons that make contact with the barriers would be met with damage through the concussive force of the barriers slamming into their bodies at high speed, sending them flying backwards from the damage. At any point during the technique's activation, the user can form the Hare handseal establishing control over the barrier and manipulating the barrier to forcefully expand outwards in all directions up to Mid-Range. This will, however, cause the barrier to deactivate at the expense of increasing its offensive usage. Due to being transparent, the barriers do not impair the user's vision.
-Can only be taught by Riker Slade
-Must have mastered basic Fuuinjutsu
-Can only be used twice per battle with a two turn cooldown between usages. Expanding the barriers outwards increases this cooldown to three turns and reduces the amount of usages to twice. If the user creates the barrier on the third usage, it cannot expand. Each usage lasts for 3 turns.
-The barriers are capable of moving with the user, remaining in their perspective positions. As they are manifested around the user's body and are self-sustaining(due to being barriers), he is free to perform other techniques while it is active.


‡ Declined ‡ I like the first part but remove the bit about expansion.


(Suiton: Dorai Dekishi)Water Release: Dry Drowning
Type:Offensive
Rank:A
Range:Short-Mid
Chakra:30
Damage:N/A
Description:The user will perform the Bird handseal and infuse their chakra into a technique-produced mist, adding copious amounts of water molecules. The resulting increase in volume of water causes the mist become much thicker, making it harder to be blown away than ordinary mist. However, the real usage of this increase in mist lies in respiration. The increased volume of water molecules in the mist causes anyone, aside from the user of the technique himself and his allies, to inhale copious amounts of water. The inhaled water, which cannot be manipulated further once inside, clings to the linings of the targets respiratory system, causing them to choke and suffocate, simulating the experience of drowning on dry land. Due to the simulated experience of drowning, the body would respond as it naturally would when actually drowning: with an intense panic attack. The induced panic would render the opponent's ability to concentrate severely hindered, slowing their handseals and preventing them weaving more than two in a row without significant pause. Should they leave the mist, the water inside will dissipate, leaving them back to their normal state. However, remaining inside and exposed to the mist for more than one turn will cause them to pass out. Water Specialists are able to invoke this technique within the same timeslot as they create the mist by adding the Bird handseal during the process of creating the mist, though this will still take up one of the user's three moves per turn.
-Can only be taught by Riker Slade
-Must have mastered Suiton
-No S-rank or above Water techniques in the same or following turn
-Can only be used twice per battle

‡ Declined ‡ DNR.
 
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Panthalassa

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Re: Custom Jutsu Submission

( Suiton: Nen'eki ) Water Release: Allomone

Type: Supplementary/Defense
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Allomone is a technique that permanently keeps a portion of the user chakra in a pre-state of elemental transformation. The user will spend 30 chakra over the course of several turns, splitting the total cost evenly in order to keep regenerating the technique, which will allow the user to initiate the nature transformation of chakra into water, prompting a portion of their chakra to assume the characteristics of Water Release, though will not go through with the process. This state of chakra will have two main properties:

The first, it will allow the user to perform Non-Elemental chakra techniques and Water-based chakra techniques ( Excluding elements that require other basic chakra natures ), while preventing the usage of any other element. This comes with the bonus of allowing their Water based techniques to come at 50% less the cost of Water-based techniques. To clarify, Water release will continue water release, and non-elemental will continue non-elemental. The half-process will revert when using raw chakra, and will proceed when using water chakra.

The second, a great portion of the chakra will have liquid like abilities. When the user manipulates the chakra, it will flow fluidly and unobstructed, allowing the user to perform techniques normally. When manipulated with foreign chakra, it will become sticky and syrupy, preventing it's flow. When Chakra Absorption techniques target the user, the chakra will negatively react to them, and prevent it's drainage. This does not affect other sorts of foreign chakra manipulation, such as Genjutsu or Medjutsu, only techniques where chakra is being drained, or when an enemy is forcing the user through Mind Manipulation to utilize techniques. This concept is about flow of chakra, when someone uses a chakra absorption technique, they're technically siphoning chakra from their target to themselves. This prevents flow, clogging and protecting chakra within the user, preventing it from leeching out until sufficient power is used.

Note: This does not form a complete protection against Chakra Absorption techniques. When 100 chakra or less are being forced out of the body, it will protect the user for 2 turns before giving in, more than 100 chakra it will protect the user 1 turn before giving in. Giving in will behave the same as breaking this ability, and will require the user to re-activate it, spending more chakra. The user can, though, neutralize the threat before the aforementioned time is up, retaining the technique.
Note: The user must spend 5 chakra every two turns, for a total of 12 turns, potentially, that this technique can be active. If the user is a primary water specialist, the user can use spend chakra only every third turn, for a total of 18 turns.
Note: While active, the user is able to perform any technique as normal, though only five techniques every two turns, but is limited to Non-Elemental Technique and Water Based techniques ( Either Basic Water Release or Advanced Elements that require only Water Chakra ). Primary Water specialists will be able to use 8 techniques every three turns.
Note: When in the sticky state, the user will physically feel the obstruction of his chakra, signalling a Chakra Draining Technique, case it is not obvious. It will also lose the 50% less cost bonus througout the duration of the threat.
Note: Can only be used 4 times per battle, last until broken or until the user wills it.

Declined - thank you for clarifying this but i'm not going to approve this. DNR
( Suiton: Nen'eki ) Water Release: Allomone II

Type: Supplementary/Defense
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Allomone II is a technique that permanently keeps a portion of the user chakra in a pre-state of elemental transformation, similar to it's predecessor, which was a failed prototipe. The user will spend 30 chakra over the course of several turns, splitting the total cost evenly in order to keep regenerating the technique, which will allow the user to initiate the nature transformation of chakra into water, prompting a portion of their chakra to assume the characteristics of Water Release, though will not go through with the process. This state of chakra will have only one main property:

It will allow the user to perform Non-Elemental chakra techniques and Water-based chakra techniques ( Excluding elements that require other basic chakra natures ), while preventing the usage of any other element. This comes with the bonus of allowing their Water based techniques to come at 50% less the cost of Water-based techniques. To clarify, Water release will continue water release, and non-elemental will continue non-elemental. The half-process will revert when using raw chakra, and will proceed when using water chakra.

Note: The user must spend 5 chakra every two turns, for a total of 12 turns, potentially, that this technique can be active. If the user is a primary water specialist, the user can use spend chakra only every third turn, for a total of 18 turns.
Note: While active, the user is able to perform any technique as normal, though only five techniques every two turns, but is limited to Non-Elemental Technique and Water Based techniques ( Either Basic Water Release or Advanced Elements that require only Water Chakra ). Primary Water specialists will be able to use 8 techniques every three turns.
Note: Can only be used 4 times per battle, last until broken or until the user wills it.


Note: Same name, different technique. Absolutely no reference to the main purpose of the other one, which was to interact with Chakra Absorbing techniques.


( Suiton: Surunai ) Water Release: Thanatosis

Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Thanatosis is an entrapment technique that surrounds an opponent in a vessel of condensed water, in a almost crystalline structure, filled with a dense syrup based mist. This mist will create a sort of stasis that will prevent those entrapped from moving, and will slowly drown them over 3 turns, where they will lose consciousness at the second turn. The user is capable of either condensing the water in the air around an opponent, by performing two handseals, or utilizing an existing water source, be it liquid or in mist form, by performing one handseal. The user is capable of creating a crystalline dome/ball to target any target within mid-range, the maximum size being a sphere with a diameter that comprises the distance between arm's reach of the user and the edge of mid-range, though the user is capable of making it smaller.

Note: A rank can only be used 4 times per battle.
Note: Water Specialist can perform this technique with one less handseal than stated.




( Aburame no Jutsu: Hagiri ) Insect Technique: Tesserae

Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will manipulate his insects into producing a swarm that will arrange itself in an unorthodox fashion. As the swarm moves, it will concentrically spin around itself, each fly revolving and spiraling like the multiple bores of a drill, while outwardly flashing their teeth, which will much increase the slicing and shredding capabilities of the swarm. The user will shoot this swarm as a stream or a projectile, which will allow the user to impale or viciously mangle a target, while draining their chakra, before the swarm collapses upon a target to wrap around them. The drill can be as wide as a 2,5 meters diameter, for a more spread out, shredding damage, or as thin as blade for focused, impaling damage.

An Alternative usage of this technique is, instead of spending the full amount of chakra, the user can merely spend 10 chakra, allowing the internal re-arranging of the insects to happen over the course of 3 turns. While this does not give any bonus in damage to any Aburame technique used while Tesserae is active, it does allow the user to manipulate his insects with chakra-costing Kenjutsu techniques, which are basically raw-chakra projections of a slash, allowing more flexibility for the user. To do this, the user will send the necessary chakra and the flies will then recreate the description of the technique. The way it works is that only the cutting edge is recreated, as the swarm will form a makeshift blade to carry on the cuts and slash that pertain to the description, they do not form into a blade that the user wields.

Note: Can only be used 4 times per battle.
Note: Aburame users for more than 6 months can use the alternative usage at 5 chakra instead of 10.

All declined - the first jutsu is pretty much a copy for half the jutsu i decline from the last cycle. Not only did i decline it, i DNRed it. To add to that you didn't even quote that jutsu, and to finish it off you didn't even ask if you could resubmit part of the jutsu. A DNR is a DNR, even in part without asking. Therefore i wont be checking the other two jutsu either.
Given permission to ressubmit:

( Suiton: Nen'eki ) Water Release: Allomone II

Type: Supplementary/Defense
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Allomone II is a technique that permanently keeps a portion of the user chakra in a pre-state of elemental transformation, similar to it's predecessor, which was a failed prototipe. The user will spend 30 chakra over the course of several turns, splitting the total cost evenly in order to keep regenerating the technique, which will allow the user to initiate the nature transformation of chakra into water, prompting a portion of their chakra to assume the characteristics of Water Release, though will not go through with the process. This state of chakra will have only one main property:

It will allow the user to perform Non-Elemental chakra techniques and Water-based chakra techniques ( Excluding elements that require other basic chakra natures ), while preventing the usage of any other element. This comes with the bonus of allowing their Water based techniques to come at 50% less the cost of Water-based techniques. To clarify, Water release will continue water release, and non-elemental will continue non-elemental. The half-process will revert when using raw chakra, and will proceed when using water chakra.

Note: The user must spend 5 chakra every two turns, for a total of 12 turns, potentially, that this technique can be active. If the user is a primary water specialist, the user can use spend chakra only every third turn, for a total of 18 turns.
Note: While active, the user is able to perform any technique as normal, though only five techniques every two turns, but is limited to Non-Elemental Technique and Water Based techniques ( Either Basic Water Release or Advanced Elements that require only Water Chakra ). Primary Water specialists will be able to use 8 techniques every three turns.
Note: Can only be used 4 times per battle, last until broken or until the user wills it.


( Suiton: Surunai ) Water Release: Thanatosis

Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Thanatosis is an entrapment technique that surrounds an opponent in a vessel of condensed water, in a almost crystalline structure, filled with a dense syrup based mist. This mist will create a sort of stasis that will prevent those entrapped from moving, and will slowly drown them over 3 turns, where they will lose consciousness at the second turn. The user is capable of either condensing the water in the air around an opponent, by performing two handseals, or utilizing an existing water source, be it liquid or in mist form, by performing one handseal. The user is capable of creating a crystalline dome/ball to target any target within mid-range, the maximum size being a sphere with a diameter that comprises the distance between arm's reach of the user and the edge of mid-range, though the user is capable of making it smaller.

Note: A rank can only be used 4 times per battle.
Note: Water Specialist can perform this technique with one less handseal than stated.




( Aburame no Jutsu: Hagiri ) Insect Technique: Tesserae

Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will manipulate his insects into producing a swarm that will arrange itself in an unorthodox fashion. As the swarm moves, it will concentrically spin around itself, each fly revolving and spiraling like the multiple bores of a drill, while outwardly flashing their teeth, which will much increase the slicing and shredding capabilities of the swarm. The user will shoot this swarm as a stream or a projectile, which will allow the user to impale or viciously mangle a target, while draining their chakra, before the swarm collapses upon a target to wrap around them. The drill can be as wide as a 2,5 meters diameter, for a more spread out, shredding damage, or as thin as blade for focused, impaling damage.

An Alternative usage of this technique is, instead of spending the full amount of chakra, the user can merely spend 10 chakra, allowing the internal re-arranging of the insects to happen over the course of 3 turns. While this does not give any bonus in damage to any Aburame technique used while Tesserae is active, it does allow the user to manipulate his insects with chakra-costing Kenjutsu techniques, which are basically raw-chakra projections of a slash, allowing more flexibility for the user. To do this, the user will send the necessary chakra and the flies will then recreate the description of the technique. The way it works is that only the cutting edge is recreated, as the swarm will form a makeshift blade to carry on the cuts and slash that pertain to the description, they do not form into a blade that the user wields.

Note: Can only be used 4 times per battle.
Note: Aburame users for more than 6 months can use the alternative usage at 5 chakra instead of 10.


‡ Pending ‡ I'm genuinely afraid to check your techniques because of the names. First time for everything I guess.



 Last One Approved, the rest were checked in their final version a few submissions ahead 
 
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Vegeta

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Re: Custom Jutsu Submission

(Fuuinjutsu: Disupurēsa-jū ) l Sealing technique: Displacer beast
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20 (+10 per movement)
Damage: N/A
Description: The user of this technique begins by adding a unique sealing formula in to any already made sealing formula, this unique formula maintains a connection to the user. Allowing them to freely maneuver the sealing script itself, directly from the container of the seal. Be it a scroll or a kunai. The sealing formula can be moved through any tangible medium, such as the earth, or water, even tree's. The sealing formula can move at a speed equal to the users base speed only. This effectively allows the user to move his sealing script freely via hand gestures to relocate seals he or she uses.

~Notes~
- Moving the seal requires hand movements.
- Must be taught by Vegeta

Declined - Resubmit with an example of a cannon technique. Like if this was used on the ftg seal could it move the seal around cross any surface? If that's the aim, then this is a DNR sorry, can be so OP
(Fuuinjutsu: Disupurēsa-jū ) l Sealing technique: Displacer beast
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20 (+10 per movement)
Damage: N/A
Description: The user of this technique begins by adding a unique sealing formula in to any already made sealing formula, this unique formula maintains a connection to the user. Allowing them to freely maneuver the sealing script itself, directly from the container of the seal. Be it a scroll or a kunai. The sealing formula can be moved through any tangible medium, such as the earth, or water, even tree's. The sealing formula can move at a speed equal to the users base speed only. This effectively allows the user to move his sealing script freely via hand gestures to relocate seals he or she uses. An example of usage would be with (Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique, where as the special tag could be relocated to accommodate for user movement.

~Notes~
- Moving the seal requires hand movements.
- Cannot be used on ftg seals
- Must be taught by Vegeta

(Kuchiyose No Jutsu - Kasai soshite Vu~iento Ikkaku) Summoning Technique - Fuego and Viento Narwhal
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80 (combined)
Description: The user bites their thumb, then presses it into their right palm to summon the Narwhals of Fire and Wind release. Fuego is a hot headed Narwhal while his sister Viento has a cool calculated mind. Upon creation each will burst into the air using their respective element (Fuego propels himself like a rocket with fire while Viento uses wind to lift her high into the air). Both can use their specialty up to A rank without the need for seals, and once per turn can perform a combination attack, Fuego shooting a spiraling vortex of Fire from his horn and Viento shooting a spiraling blast of wind, the attacks would conjoin then shoot forwards as a spiraling vortex of fiery wind short range in diameter with S rank strength slicing and incinerating anything caught in it's wake.

~Notes~
- Must have signed the Narwhal contract
- Summoning takes 2 moves to use leaving one more move that turn
- They stay on the field for 4 turns unless dispersed by damage or the user
- Each attack is A rank in strength combining together for S rank strength
- Combo attack counts as 1 move, though their individual usage of their specialties up to A rank count as separate moves


‡ Approved ‡


( Ho/Mizu/Kaze/Tsuchi/Rai Shīringu modorimasu ) - Fire/Water/Wind/Earth/Lightning Sealing Return
Type: Defensive/Offensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage: N/A (Proportionate to the technique used)
Description: The user takes out a scroll, and writes the name of the element they wish to seal in it. They then make four handseals, and a vapour comes out of the scroll, envelops the technique they wish to seal and seals it back into the scroll. However this scroll is specially made and opens both ways. After the technique is absorbed, by using the Boar seal the user re-opens the scroll from the otherside, releasing the sealed technique back at the target. It in no way changes the technique just releases it as it was when it was sealed.

~Notes~
- Must be taught by -Vegeta
- This technique can only seal one technique up to S-rank per usage
- This technique may be used only 2x and counts as 2 moves, 1 to seal and 1 to release


‡ Declined ‡ I've seen this somewhere. I'm not sure where...but definitely somewhere...
 
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Silico

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Re: Custom Jutsu Submission

Re-submitting;

(Jiton/Fuuin: Koa|Magnetic Release/Sealing Arts: The Core)
Type: Defense/Offensive/Supplementary
Rank: A/S-rank
Range: Short-Long
Chakra: 30(-10/turn) for A-rank. 40 for S-rank.
Damage: N/A
Description: Skozu stomps the ground and performs two handseals;

Boar - Ox

She then forms a magnetic field above the ground(at any height she wants) and creates a big sphere of iron sand with strong magnetic forces. This sphere has only one purpose, and that is to attract all metallic objects on the field. Being swords, kunais, shurikens etc made out of metallic materials or magnetically attractive materials. This could, however, cause troubles for the user of the technique as she/he must rely on creating magnetic fields of opposing polarities if usage of other iron sand jutsus. This causes the usage of other iron sand moves to be unstable unless they are of a higher rank than the sphere. Should the sphere be used with S-ranked chakra, it would not only attract all metallic objects, but it would also seal them away for the rest of the battle. This includes the users metallic objects as well of course. After an S-ranked sphere is used, it shatters and seals off all metallic objects caught in it. The A-rank variation does not seal any metallic objects, but still attracts them towards the sphere, making them useless in combat as long as they're stuck on it. However, it also cancels the user from using iron sand jutsus under A-rank while the sphere is up.

Note: Can only be used by Iron Sand users.
Note: S-variation can be used twice per match and requires a two-turn cooldown between use.
Note: Using both S-variations in battle cancels out the possibility of using the jutsu for the rest of the match.
Note: A-rank variation is passive and the user spends -10 chakra/turn to maintain. This variation lasts for 4 turns and can be used three times per match.
Note: User cannot perform another Iron sand move in the same turn as the sphere is created.


 Declined  Confusing and you don't rank the Seal itself. Additionally, I'm not even understanding how this works.

Removed S-varation entirely.

(Jiton: Koa|Magnetic Release: The Core)
Type: Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30(-10/turn)
Damage: N/A
Description: Skozu starts by forming two simple handseals (Boar - Ox). As she does this, she channels her magnetic chakra from her core and forms a magnetic field somewhere on the battlefield. This magnetic field will draw iron sand from her possession or from the ground and form a large orb(the size can vary at the users will). This orb will act as a magnet and attract objects that are magnetically attracted towards the orb(mostly metals). If Skozu so desires, she can spend chakra to keep the orb floating(-10 chakra/turn) and so make the objects/weapons etc unusable by the user of the weapons/objects.

Note: Can only be used by Iron Sand users.
Note: Jutsu needs a two-turn cooldown in between uses.
Note: The technique lasts for 4 turns and after that, the orb crumbles.

✦ Approved, don't format the handseal part like that next time, it just makes the jutsu look weird, edited parts. ✦





(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.... =_=#

Removed bolded/red part.

(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 with such force that the ground would split. 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.
While under this crushing effect, the magnetic field itself also affects the target's mind and causes paranoia and seizures, making the target 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 is 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: Can only be used once and after using, no Iron Sand of A rank and higher next turn.
Note: Must have knowledge in Fuuinjutsu up to B rank.
Note: Can only be taught by Skorm.

✦ Approved, the magnetic field affecting the mind only happens after the iron sand covers them, added a restriction. ✦



(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...

Removing sealing part.

(Jiton: Satetsu Bunshin|Magnetic Release: 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. The reason they can use these elements is that the Kekkei Genkai of magnetism is earth/wind based - as well as the Kekkei Genkai itself becomes useable by the clones). 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).

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: Maximum of 4 clones per battle.
Note: Can only be taught by Skorm.

✦ Declined, up to what rank can they reform from? This is A rank, it's not going higher than that and will need a cap on how many times it can be done, costing 30 chakra to do and counting as a jutsu per turn to do so. ✦
 
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Noni

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Re: Custom Jutsu Submission

After pervy's initial decline on wanting to reduce the CW size, I spoke to him and he allowed me to do so after his initial check, . Much respect to Pervy for giving me the one time exception and hopefully I can fix this better.

Kami Fōmu | The God's Form
Type: Weapon
Rank: S
Range: Short (Long)
Chakra: 80 (For activation ; +20 to sustain)
Damage: N/A
Description: An advance armor that covers the body and back of the head/neck of the user. An aquatic emerald color with taints of dark blue on the joints and slashes of lighter blue on the side of the user's abdomen area acting as gills. The armor is shark themed. What the user cannot make up by himself, the armor uses its dormant chakra to create artificial material "similar" to that of a shark to replicate its abilities. The process of activation consist of the armor thinning out on top of the skin and chakra begins to dig into the pores of the user and covers these areas of the users insides to effect them in accordance to the armors purpose. An example is covering bones of the user and "changing" bones into an artificial substance similar to cartilage through the act of chakra manipulation and transformation to create an alternative similar to cartilage. A lightweight alternative to bone, with more flexibility and mobility, allowing the user to conserve energy with the weight of the user decreasing. The skin of the armor showcases certain unique advancements. Able to pick up electrical currents and transmit them to the artificial electro-receptors located in the back of the users neck. This works in areas that have liquid bodies of any sorts (mist, bodies of water, regular air that isn't dehydrated, etc). This benefits the user by being able to any type of scaled movement of whatever is within the natural electrical current in the area. The skin also allows thermo-regulation. The skin to detects extreme temperature changes and generates the opposite type of temperature to either cool the body down, or warm it up (often seen in the NW landmarks). This helps maintain their healthy body state of frame. The gills located on both sides of the users oblique area are specific to situations in terms of breathing. They draw in oxygen giving the user a consistent supply when needed, as oxygenated water will flow through the gills and enter the blood of the user. These gills only play a role in times activated/needed and in areas of water because they only act to work by extracting the oxygen located in water (mist, areas not dehydrated, etc). This armor also is able to create artificial fins by allowing the skin of the armor to branch outward when needed on the side and lower back of the user. These fins possess the innate ability to freely travel and maneuver around aquatic areas (mist, ocean, lake, etc). The speed of the swim is faster then most "regular" ninjas when having to swim without some sort of added benefit, giving the user an advantage in the water. Lastly, the users teeth become sharper through chakra enhancement, slightly increasing their size and making them as sharp as Kunai, at the same time, if any tooth is broken off, immediately it is re-grown from its same socket to mimic sharks, beneficial for various close range fighting. Everything specified here for the armor and user are considered passive abilities and counts for the chakra cost per turn.

The ninjutsu-based abilities relate to two elemental natures, lightning and water element. This armor contains four basic applications that are used within the realm of battle. The user can pick two applications that are "ready-to-go" so to say upon the armors activation, as some are to be used when threat occurs at that exact moment, while the other two applications might be more direct in its usage and requiring more time to be spent.

Poseidon
The application of "Poseidon" allows the user the capability in being able to enhance the electrical current they already have grasp of. The user will generate large amounts of electricity throughout the currents on the terrain in such a way that anything that disturbs the currents will generate a blast of electricity in an unfocused manner to accomplish one of two things. Sudden terrain disturbances that trigger the current will be destroyed at that moment, as electrical currents will ravage along its body, destroying its structure completely. Large summons, or power being placed into the ground will also be able to trigger the current, but the amount of electricity is dependent mainly upon how much of a significant change is being placed. The current can be enough just to numb someone who is running at insane speeds, slowing them down, or it can be enough to completely paralyze a large beast that lands on the terrain. This is an A-Rank ability and can only be done three times.

Neptune
The user can at any time call upon sharks composed of condensed water, giving them the thick appearance and power of normal sharks, this includes the sharpness of their teeth. The summon can happen either through a simple hand seal and appear anywhere on the users body or close range (in a water source the user can extend this summon ability up to mid range) or by swinging their fins/arms or legs and release the shark through their body movement (though this method requires almost always to have the shark appear out of the specific body area moving) in a projectile-like manner. These sharks are A-Rank and this application can be used 5 times (body parts and/or whole body) and can even split into more sharks, dividing the ranking.

Tefnut
Whenever the armor picks up signs of corruption upon the users brain it will release out of its pores a thick coating of mist that covers the user from head to toe and circulates within the users chakra system and points as well. This mist contains chakra negating abilities, by absorbing what might be causing the initial disabling of the user mental fortitude, this might include genjutsu, Yamanaka, or some custom ability. The figuring out of such problems comes from the electrical receptors on the head/neck of the use,r that when foreign chakra enters these receptors do they release a shock to the body as an emergency alert, allowing for the thick coating of mist to be released with the chakra needed at the exact moment to negate the threat. The mist will then disperse away into thin air. This ability can be used three times, and is A-Rank.

Suijin
The application here provides the ability for the user to release out of their pores a sticky solution of liquid with the ability to perform two actions. Absorb the innate abilities of specific elements, or absorbing the chakra of the jutsu sent at the user instead (can only pick one of the two). The sticky solution after gathering the elements ability will be able to release itself as a blob or a stream of sticky water to the opponent along with its absorbed element to harm the opponent (S-Rank ability), or if the user absorbs the chakra of the jutsu, the chakra will be replenished onto the chakra system of the user (half of the chakra of the technique will be replenished to the user). In addition, if the user can get direct contact and link the syrup onto the opponent (living sentient that might be the opponents summons or ninjutsu count as well) and themselves, they can further absorb their chakra (100 max points) for their system. This application can only be used three times. This can also absorb chemicals and then re-releasing it back to the opponent or simply absorb its chakra and have the by-products disperse away.

This armor would not be complete without having a strong correlation with its animal counter-part. The armor will constantly leak a certain amount of mist from its pores, the mist is very thin and allows easy vision and no real battle priority outside of the weapons realm. It allows the user the ability to summon sharks with an accessible water source by forming into a blob of water to be used for the shark to sustain itself on the battle. The user can also summon sharks from their other body parts. Active as long as the armor is active, or destroyed. This is C-Rank when done and the mist extends up to mid range. Not consider a main application but does count a move when done.

Notes: This armor may only be possessed by Noni and two successors of his choice. The user must have signed the contract of the sharks and possess primary affinity to at least lightning or water. This armor can be activated at least two times, with the first activation lasting 8 turns, and the second activation lasting 4 turns. Which in between requires a two turn cool down before re-use. After a first deactivation the user won't be able to perform water or lightning S-Rank and above, as well as no shark summons or ninjutsu. After the second deactivation, the user won't be able to perform water or lightning A-Rank and above, with again no shark related techniques.

Declined - Reduce >_<

Edit: Still declined and i'll break down why, firstly chriss disliked the post U_U haha i kid

But anyway, this armor going into your body in that way to create new bones and such is too much medjutsu style for my like.

Secondly Thermo regulator is too much, like give it a limit, what if an ice user lowered the temperature around you does your armor make it passively useless?

"These fins possess the innate ability to freely travel and maneuver around aquatic areas (mist, ocean, lake, etc). " Fins are for swimming how do they help in mist?

"armor and user are considered passive abilities and counts for the chakra cost per turn." - hell to the no having so many passive abilities. I break your arm, it passively gets fixed through the wording of this armor. I punch you hard enough to break all your teeth but they regrow passively with no actual effect, like i'd ever allow that. Give all of this stuff a rank, and cost per turn if i haven't mentioned it in this check.

"The user will generate large amounts of electricity throughout the currents on the terrain in such a way that anything that disturbs the currents will generate a blast of electricity in an unfocused manner to accomplish one of two things" - pretty much makes it sound like all your lightning jutsu can blow up on contact with anything. So if you use a lightning blast and i hit it with a chidori to stop it, you blow it up through your armor and i'm screwed

"These sharks are A-Rank and this application can be used 5 times (body parts and/or whole body) and can even split into more sharks, dividing the ranking." Shooting 5 A rank sharks with no restrictions through body movements that can the be split, that is a cluster bomb of OPness.

". This mist contains chakra negating abilities, by absorbing what might be causing the initial disabling of the user mental fortitude, this might include genjutsu, Yamanaka, or some custom ability. " I see what you're trying to but no. No absorbing foreign chakras or water going through your chakra system like this. Same with his: "chakra enters these receptors do they release a shock to the body as an emergency alert, allowing for the thick coating of mist to be released with the chakra needed at the exact moment to negate the threat. The mist will then disperse away into thin air. This ability can be used three times, and is A-Rank." breaking gen and such like this is a no from weapons.

B]Suijin[/B] - basically all of this a no, releasing a liquid than absorb an attack, take on it's properties and replenish the user, all of it is just not gonna happen on my watch. Reguardless of rank. If you want to absorb chakra and replenish yourself, make a bio involving samehada and his fusion with kisame.

"The user can also summon sharks from their other body parts. Active as long as the armor is active, or destroyed. This is C-Rank when done and the mist extends up to mid range. Not consider a main application but does count a move when done." SUmmoning from body parts is a no just that whole paragraph really.

Summary: This is longest damn check i have done and ever will do >_< now aside from all of the above that i have mentioned to top it off it's an S rank armor which you haven't described what defense it gives you ect. You've got too many abilities for one weapon. Stuff like the sharks shooting out you can make into a separate cj, but in general the whole armor needs reworking, every ability needs a rank, chakra cost, needs to count as a move per turn and follow any of the above mentioned notes i've made.
Kami Fōmu | The God's Form
Type: Weapon
Rank: S
Range: Short (Long)
Chakra: 80 (For activation ; +20 to sustain)
Damage: N/A
Description: An advance armor that covers the body and back of the head/neck of the user. The armor upon its activation travels across the users body and chakra dormant from the armor begins to manipulate interior aspects of the user to mimic artificial components of a Shark. An example is covering bones of the user and "changing" bones into an artificial substance similar to cartilage through the act of chakra manipulation and transformation to create an alternative similar to cartilage. The skin of the armor showcases certain unique advancements. Able to pick up electrical currents on the ground and areas of water transmitting them to the artificial electro-receptors located in the back of the users neck to help sense movement in any terrain area. The skin also allows thermo-regulation. The skin detects extreme temperature changes and generates the opposite type of temperature to either cool the body down, or warm it up (often seen in the NW landmarks). The gills located on both sides of the users oblique area. They draw oxygenated water that will flow through the gills and enter the blood of the user. This armor is also able to create artificial fins by allowing the skin of the armor to branch outward when needed on the side and lower back of the user. These fins possess the innate ability to freely travel and maneuver around aquatic areas (mist, ocean, lake, etc). The speed of the swim is faster then most "regular" ninjas when having to swim without some sort of added benefit, giving the user an advantage in the water. Lastly, the users teeth become sharper through chakra enhancement, slightly increasing their size and making them as sharp as Kunai, at the same time, if any tooth is broken off, immediately it is re-grown from its same socket to mimic sharks, beneficial for various close range fighting. Everything specified here for the armor and user are considered passive abilities and counts for the chakra cost per turn, but are not offensive.

The ninjutsu-based abilities relate to two elemental natures, lightning and water element. This armor contains four basic applications that are used within the realm of battle. The user can pick two applications that are "ready-to-go" so to say upon the armors activation, as some are to be used when threat occurs at that exact moment, while the other two applications might be more direct in its usage and requiring more time to be spent.

Poseidon
The user will generate large amounts of electricity throughout the currents on the terrain in such a way that anything that disturbs the currents will generate a blast of electricity in an unfocused manner to accomplish one of two things. Sudden terrain disturbances that trigger the current will be destroyed at that moment, as electrical currents will ravage along its body, destroying its structure completely. Large summons, or power being placed into the ground will also be able to trigger the current, but the amount of electricity is dependent upon the stress on the currents. The current can be enough just to numb someone who is running fast, or it can be enough to completely paralyze a large beast. This is an A-Rank ability and can only be done three times. Only works with the present electrical currents and not be used on preexisting lightning jutsus.

Neptune
The user can at any time call upon sharks composed of condensed water, giving them the thick appearance and power of normal sharks. The summon can appear anywhere on the users body or close range (in a water source the user can extend this summon ability up to mid range) or by swinging their fins/arms or legs and release the shark through their body movement (though this method requires almost always to have the shark appear out of the specific body area moving) in a projectile-like manner. These sharks are A-Rank and this application can be used 5 times (body parts and/or whole body) and can even split into more sharks, dividing the ranking accordingly with splitting a shark.

Tefnut
Whenever the armor picks up signs of corruption upon the users brain it will release out of its pores a thick coating of mist that covers the user from head to toe and circulates within the users chakra system. This mist contains chakra negating abilities, by absorbing what might be causing the initial disabling of the user mental fortitude, this might include genjutsu, Yamanaka, or some custom ability. The figuring out of such problems comes from the electrical receptors on the head/neck of the user that when foreign chakra enters these receptors they release a shock to the body as an emergency alert, allowing for the thick coating of mist to be released with the chakra needed at the exact moment to negate the threat. This ability can be used three times, and is A-Rank.

Suijin
The application here provides the ability for the user to release out of their pores a sticky solution of liquid with the ability to perform two actions. Absorb the innate abilities of specific elements, or absorbing the chakra of the jutsu sent at the user instead (can only pick one of the two). The sticky solution after gathering the elements ability will be able to release itself as a blob or a stream of sticky water to the opponent along with its absorbed element to harm the opponent (S-Rank ability), or if the user absorbs the chakra of the jutsu, the chakra will be replenished onto the chakra system of the user (half of the chakra of the technique will be replenished to the user). In addition, if the user can get direct contact and link the syrup onto the opponent (living sentient that might be the opponents summons or ninjutsu count as well) and themselves, they can further absorb their chakra (100 max points) for their system. This application can only be used three times. This can also absorb chemicals and then re-releasing it back to the opponent or simply absorb its chakra and have the by-products disperse away.

This armor would not be complete without having a strong correlation with its animal counter-part. The armor will constantly leak a certain amount of mist from its pores, the mist is very thin and allows easy vision and no real battle priority outside of the weapons realm. It allows the user the ability to summon sharks with an accessible water source by forming into a blob of water to be used for the shark to sustain itself on the battle. The user can also summon sharks from their other body parts. Active as long as the armor is active, or destroyed. This is C-Rank when done and the mist extends up to mid range. Not consider a main application but does count a move when done.

Notes: This armor may only be possessed by Noni and two successors of his choice. The user must have signed the contract of the sharks and possess primary affinity to at least lightning or water. This armor can be activated at least two times, with the first activation lasting 8 turns, and the second activation lasting 4 turns. Which in between requires a two turn cool down before re-use. After a first deactivation the user won't be able to perform water or lightning S-Rank and above, as well as no shark summons or ninjutsu. After the second deactivation, the user won't be able to perform water or lightning A-Rank and above, with again no shark related techniques.

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‡ Pending ‡ At least it's shorter now. I'll come back for this. :|


✦ Declined, for starters you didn't change a lot of the stuff he told you to change. The electro-receptors thing will not work in every terrain and environment; as this is based on sharks, they are able to sense electricity and electrical discharges through water, not through the ground and air. Scorps likewise said this in one of my lightning Shark submissions that they could only sense lightning in water. My suggestion is have this related to sensing whatever it within a water source, including mist. Remove the portion about the fins helping speed/maneuverability in mist and "etc" as well.

Picking two abilities to be activate at the start of battle is also a no-go, only one should be used. The Poseidon ability is a bit confusing to me because of the wording seeming to imply that should someone use a ground jutsu, this will auto trigger ( this part "Large summons, or power being placed into the ground will also be able to trigger the current"). That, I dont agree with. Large summonings, sure. But power placed into the ground is a no. Neptune is cool, I like that one actually. Though I have to point out: If they are formed from water sources up to mid range, this means Water and not Water Vapors. I see how this can be abusable in a misty environment like Kiri. Tefnut should be reworked completely in my opinion; I get what you are going for (negation of mental based attacks) but this method isn't usable imo. The chakra absorption of Suijin needs to go as well. Everything else looks fine atm. ✦
 
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Yuse

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Re: Custom Jutsu Submission

(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 kgs with the same restriction as the latter note. Only solid Earth based kgs 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

Got rid of the CE's Part

Declined - did some digging this has been done ebfore just not with lightning


Ninpo: (Gaikan Ninshū) — Ninja Art: External Ninshū
Type: Supplementary/Defensive
Rank: A
Range: (Depends on Technique used upon)
Chakra Cost: Additional 30 points to technique preformed.
Damage Points: Depends on the technique
Description: An rather advanced technique, when preforming a technique the user will focus a large amount of additional chakra. This additional chakra grants said technique the ability to assimilate an opposing technique of the same elemental affinity through contact. Absorbing the opposing technique essentially becoming one entity. Through the assimilation of the opposing technique, the users own technique will take on both its physical and spiritual traits. In doing so the users technique will gain any properties and or abilities associated with the opposing technique after absorbing it and continue towards the target. For instance if the user were to use this technique on a fireball which then makes contact with another fire technique of a solid condensed nature with explosive properties. By assimilating the opposing fire technique, the fireball gains a condensed nature mimicking solidity as well as explosive properties just as the assimilated technique did. Although the form, size and, power of the technique remain unchanged. This is due to the technique more so taking on the properties and abilities of the other and absorbing it, rather then actually combine. Having said so logically any traits taken on overcome the original traits if conflicting. Meaning if for example a liquid water technique of the users assimilated a crystalline water technique, the two have conflicting compositions so in the case of such the technique takes on the opposing technique crystalline composition. The latter applies to all assimilated traits if conflicting, something that wouldn't conflict for example is the users water technique being sharp and assimilating an explosive property, logically gaining such a trait would not cause the technique to lose its sharpness as the two dont conflict.

Note: Can only be used three times
Note: Only techniques of the same element can be assimilated
Note: Can only assimilate techniques of the same rank or lower
Note: This technique can not be stacked twice on the same technique to assimilate more
Note: No Ninjutsu A-rank or above in the following turn after use.
Note: Speed of the opposing tech is not a trait that can be assimilated
Note: Can only be taught by Yusei

Declined - nice idea but can't allow this
(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. However what separates this technique from other reforming concepts is its ability to reform the original entity into several smaller versions each individual entity being weaker of course following basic rank splitting principals. 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 kgs with the same restriction as the latter note. Only solid Earth based kgs 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


- Made it more Unique

Updating



(Fūton: Shūmatsu Sokudo) — Wind Release: Terminal Velocity
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique involves the user focusing his chakra throughout the air within the terrain. While focusing his chakra in the air, it generates a sort of field of intangible wind chakra. Most of the chakra is focused within a short-range radius of the user, with less chakra the further the technique chakra spans out. This type of chakra first familiarizes itself with the area, learning the current speed and movement of everything. At any time, when there is a significant boost in speed (Leg Weight Removal, Eight Inner Gates Activation, Custom Speed Boosting Techs, etc.) the chakra will detect it and the technique will automatically activate, serving it's true purpose. The wind chakra found all throughout the air will condense around the detected area and forcibly harden into a solid state of wind and apply pressure to slow it down, capping it at the current speed it was at. This causes the target to become locked in a state of terminal velocity, capping its current speed. Trying to overwhelm the state of terminal velocity will work against the target, as the more they attempt to overwhelm it, the more air condenses to counter in response. As this happens, the wind naturally gathers material from its terrain, such as water or dust. This can simply be used to assist in inhibiting vision or other small obstacles, but does not actually damage the target in any significant way. Besides that, the user is able to forcibly control the amount of wind in a specified local area with their chakra control at any time. So, the user can make the wind condense even more in a local area, essentially inhibiting movement in that specific area. By doing so, the user can effectively stop the target's movements from happening, such as halting a punch or kick. Naturally, the user would have to preemptively focus the chakra in order to prevent their movement from occurring. Finally, as there is naturally a more condensed focus of wind chakra within short-range of the user, there is much more force brought by the wind. However, because the chakra originated from the user, it naturally allows the user to maintain their speed. This results in everything within short-range of the user to move slower than him for as long as the technique remains active.

Note: Technique lasts 3 turns after activation
Note: Can not use Wind Release techniques in same turn the technique activates
Note: Using the localized effect of this technique costs as 1 of the user's moves per turn
Note: Can only use the localized effect of this technique 3 times
Note: Can only be used once

~Declined~
You're giving an awful lot of sentience to chakra allowing it to learn, adept and recognize entities pretty advanced in nature. This almost seems like a sealing type ability with the latency of effect. Though I am aware we have dormant level techniques. I'm beginning to realize I don't much care for jutsu updates. However, you're adding a bit too much to this technique.


Resubmitting



(Suiton: Kyōsei Chinokawaki) — Water Release: Symbiotic Blood Thirst
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 for every turn active)
Damage Points: N/A
Description: The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It absorbs any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by absorbing these elements the Mist naturally expands in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only absorb water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique. It can absorb techniques up to S-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. Coincidentally, this technique helps prevent water users from performing water within the mist when fully grown, and if the user is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it absorb the water and grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water it absorbs it is obvious the mist will become thicker and thicker, the such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it absorbs the heavier it becomes. There will obviously be a difference of heaviness in contrast to absorbing a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techs are not effected.

Note: Can only be taught by Jakai
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of five turns, and can be stopped by the user whenever

~Leaving for Typh~

☼ Declined ☼

It still has the issue where I have no clue how long it takes for the mist to get heavy enough to slow someone down or stop them completely. It feeds off your chakra, so thats 10 chakra a turn, and it absorbs chakra from other techniques. So tell me that at X chakra it has Y effect, at C chakra it has D effect, etc.

- Originall ym jutsu I just had Jakai submit it Nk already knows its my jutsu and I have permission from Jakai

(Suiton: Kyōsei Chinokawaki) — Water Release: Symbiotic Blood Thirst
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 for every turn active)
Damage Points: N/A
Description: The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It absorbs any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by absorbing these elements the Mist naturally expands in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only absorb water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique. It can absorb techniques up to S-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. Coincidentally, this technique helps prevent water users from performing water within the mist when fully grown, and if the user is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it absorb the water and grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water it absorbs it is obvious the mist will become thicker and thicker, the such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it absorbs the heavier it becomes. There will obviously be a difference of heaviness in contrast to absorbing a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techs are not effected.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of five turns, and can be stopped by the user whenever

I feel like I covered everything in his check I don't understand the comment

‡ Pending ‡ I'll check these after I check your techniques from the previous cycle.

Edit: I informed NK about the edit.

✦ Declined, you cannot edit a post after a Moderator has. You can resubmit these in one week, though the first is still not approvable either way. ✦

He edited the post? I'm dead.
 
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Omega

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Re: Custom Jutsu Submission

(Soshi Enmu) – Elemental Haze
Rank: D
Type: Supplementary
Range: Short
Chakra Cost: 10 (+5 for all smoke ninjutsu)
Damage Points: N/A
Description: Smoke ninjutsu is mainly used for distractions, and covert operations; however, its offensive power is minimal. Since it is not an elemental jutsu, it would be possible to combine it with other elements to make it more powerful. The trick is to not overpower the smoke itself and maintain enough balance so that the smoke ninjutsu still maintains its properties. Elemental Haze uses different elements to make smoke ninjutsu stronger.

Yellow Phantom: When the user activates yellow phantom all of his smoke ninjutsu will have various lightning particles that aren’t visible to the naked eye. The smoke ninjutsu of the user will be able to paralyze the enemy once it makes contact with the enemy. Even normal smoke bombs will carry these effects.

Red Phantom: The user mixes in superheated ash with their smoke making it thicker, and more lethal. Smoke ninjutsu of the user is capable of severely burning the opponent. The superheated ash allows smoke ninjutsu of the user to play on equal terms with Fuuton; however,the other strengths and weaknesses still apply.

Blue Phantom: The user manipulates his suiton chakra to form several sticky water droplets within his smoke ninjutsu.These water droplets cling to the enemy, and make movement extremely difficult. This also makes using Raiton jutsu very dangerous for the enemy when this smoke is around him. The suition allows the smoke ninjutsu to play on equal terms with Katon. Other strengths, and weaknesses still apply.

Green Phantom: The user adds several dust particles in his smoke ninjutsu to make it thicker and stronger. This makes the smoke more suffocating and harder to get rid of. The earth aspect of the jutsu allows the smoke ninjutsu to play on equal terms with Suiton. Other strengths, and weaknesses still apply.

White Phantom: The user will manipulate several compressed shards of wind that really serve as miniature blades. Smoke ninjutsu of the user will be more dangerous in the since that it can suffocate and cut the enemy. The wind shards would be concealed with the smoke ninjutsu. In this state, smoke ninjutsu can play on equal terms with Raiton. Other strengths and weaknesses still apply.

Restrictions/Notes:
-Can only be used 5 times
-Each “Phantom” lasts for 5 turns, or until canceled
-Once a “Phantom” is used it cannot be used again.
-Can only be taught by Omega
-Can only be used by Smoke users.

✦ Declined, this isn't a D rank jutsu nor should each usage of a "Phantom" last 5 turns each. That makes for a potentially 25 turn usage of this in all. ✦

(Fantomu Mo-do) – Phantom Mode
Rank: C
Type: Supplementary
Range: Short
Chakra Cost:15 (-5 per turn)
Damage Points: N/A
Description: Phantom Mode is a jutsu that utilizes smoke ninjutsu, and ninjutsu to create the illusion that the user has become impervious to various attacks almostlike a real phantom. The user will activate the mechanism in his wrist launcher,and allow them to leak a thin haze around him so that he is still visible, but not completely. (The enemy will also be visible from the user’s point of view.)The user will then use chakra to refract light around him, and within the haze to create the illusion of his position within the haze; however, when the enemy tries to attack he will realize that his attacks seem to pass right through the image of the user. This particularly works well in close combat situations where the attacks require more accuracy. Larger attacks will still be dangerous to the user. Since the haze also possesses the user’s chakra, doujutsu would be unable to pinpoint the exact location of the user based on chakra. While this jutsu is active the haze never stops forming/re-forming.

Restrictions/Notes:
-Phantom Mode Lasts 5 turns
-Can only be used 3 times
-Can only be used by smoke users
-Can only be taught by Omega

✦ Declined, I'm confused on this; you say that you use smoke around you, implying that it is just that - around you. Then you say when the enemy attacks, he sees it pass through the image of you. So what is it, around you or not? If it's around you, the attacks wont go past you....✦

(Kumori Ran) – Shadow Run
Rank: E
Type: Supplementary/Defense
Range: Short
Chakra Cost: 5
Damage Points: N/A
Description: The user utilizes classic fundamental tactics to hide his position, or escape from the enemy. The user will throw/shoot smoke bombs down at his location, and then move 5 meters towards another location.

Restrictions/Notes:
-Can only be used 5 times
-Can only be used by smoke users
-Can only be taught by Omega

✦ Declined, useless and can be done with normal smoke bombs. ✦
 
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Re: Custom Jutsu Submission

Raiton: Saraisu Girochin | Lightning Release: Slicing Guillotine
Type: Offensive
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60 (-10 chakra per turn to maintain the blades)
Description:
The user will begin by channeling their Raiton chakra into 3 parts in both of their arms. With one being channelled to the wrist, the second being channeled in the middle of the arm and the third being channeled into the elbow. After the user has done this they will manipulate the lightning to take the shape of 3 curved blades of lightning. These blades of lightning take shape on the outside of the user's arm. These blades of lightning have two simple uses. The first use is fairly obvious the user can use the blades to effectively and quickly cut through solid objects and techniques, a person, rocks, etc. The second use is the more versatile use of the blade's, after forming the blades on their body the user can aim their arm with the blades on them at a target. The user then releases the chakra from their skin which would propel a blade at the direction the user is aiming at. The blades move very quickly giving very little time to counter and reach up to mid-range from the user. If the blades of lightning come into contact with a solid material like a rock etc it will easily cut through the material (Depending on its rank). The same thing would also happen if the blades hit a living person. Depending on where the blades hit and how many hit would depend on the severity of the damage to the person.
Notes
A maximum of 6 blades can be created at any given time.
The user can only shoot 3 blades in one move.
Releasing a blade/s counts towards the users moves per turn and needs to reference this technique when doing so.
Can only be used twice per fight.
No lightning techniques S rank or above while in use.
Can only be taught by BlackCrow

✦ Declined, creating blades of lightning from one's arm (and even legs) have been done before. There isn't any noticable difference in this tbh. ✦
 
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Kamishiro

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Re: Custom Jutsu Submission

[Genjutsu: Kaichou Zetsumei] - Illusionary Arts: The Melody of Death
Type: Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage: 80
Description: After the user performs two handseals, he focuses his chakra into the opponent's mind, casting a genjutsu upon him. In this genjutsu, the enemy sees the user inhaling a great amount of air before letting a great scream. This great scream produces sound waves of really high frequency which inflicts great pain to the enemy's ear drums which eventually causes their ears to bleed and naturally, causes the enemy to be deaf. After a while, the loss of blood and the amount of pain in their ears forces them to be unconscious.
-Can only be used twice per battle
-Cann't use any genjutsu at the same turn
-Can't use any genjutsu higher than A-rank for the second turn
-The opponent starts to bleed in the genjutsu and become deaf after being under this gen for one turn
-The opponent loses his conscious after two turns in this gen

Declined - been done before

[Mokuton: Douzen Sutamina] - Wood Release: Natural Energy
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage: N/A
Description: Using the natural structure of wood, Hashirama developed a way to gather his natural energy without the hassle of him gathering. Although he is capable of performing techniques while gathering natural energy unlike other Sage Mode users, against strong enemies like Madara, that is a hassle in itself. That is why, Hashirama had to figure out another way. Since the wood is in a rhythm with nature, since it is considered nature in itself, even if it was created by ninja, the wood would gather natural energy without any disturbance, it would be even more perfect than a ninja would do. Then, the gathered natural energy is either given to Hashirama if the wood used to gather natural energy was attached to his body, or the wood would transport the gathered natural energy through it's roots which would extend to Hashirama's feet passively in order to pass the natural energy to him.
-It is much like the shadow clones, where the user can let the wood gather natural energy and fight, that also means that there would be no exhaustion after the SM ends
-This is treated as the Wood version of Amphibian technique
- The user can make up to two techniques in order to gather natural energy, much like clones with each technique adding 2 turns to SM
-Can only be used once per battle
-This is a passive technique done whenever the user decides to enter SM, but counts as a move.
-Like clones, the user can choose to have two wood techniques already gathering natural energy to him
-The wood would gather natural energy until it is destroyed, just like Ma and Pa in the TSM

Declined - i feel you need to make a construct for example a tree, that draws in natural energy and then the roots connect with hashirama to give him sage chakra. Not having it done faster and say it takes two turns to gather the energy then when it connects to hashirama it adds 4 turns to SM or something. Just a bit of reworking. And no to it's creation bein passive, that's just too OP xd


[Ninpo: Butai Chosuichi] - Elemental Reservoir
Type: Supplementary
Rank: S
Range: Self
Chakra cost: 40
Damage: N/A
Description: This is a technique that is specially designed by Hashirama for critical situations. Chakra is the ninja's tool to fight unless he uses hand to hand combat, and even then, chakra might be required. But what would a shinobi do if his enemy seals him from turning his chakra into elemental chakra which he can use to produce elements? That is why Hashirama designed this technique. In such technique, Hashirama trained his body to perform it, since it would do it spontaneously, without any orders from Hashirama. The way it works is that whenever the user is about to get sealed of one element or more (the technique is initiated but not finished) the body quickly works to gather all it could from chakra and turn it into elemental chakra, which it would store in special structures near the body's fat. The user whenever he wants, produces the elemental chakra out of these chakra structures and just shape format it to create techniques.
-Can only be used twice per battle
-Can't use any ninjutsu technique the same turn (excluding elements)
-Can't use any ninjutsu technique higher than A-rank (excluding elements)
-The user can only do this method with up to 2 elements
-The amount of chakra stored depends on the chakra count of the user, but it is calculated as 1/0 of the user's chakra state for each element.
-The user can use the collected chakra to create elements that requires combination of two elements, i.e wood from water and earth
-This is done passively by the body as the seal is initiated by counts as a move

Declined - don't get me wrong i like the concept but it's not possible in the way you describe. It would require fuuin. Seal away chakra into a seal ect to do such a feat. Not only that but chakra has no nature until given one, when you try to release it.
 
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Detective L

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Re: Custom Jutsu Submission



(Fuuinjutsu/Fuuton: Ōbu no kokoromi) | Sealing Arts/Wind Release: Trial of Orbs
Type: Offensive | Defensive
Rank: A rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: A simple technique where the user will combine a concept of Fuuinjutsu, and Wind Release together. Initially created to take on speedsters, the user will focus his Wind based chakra all around the battlefield, and through intense manipulation, form a large amount of Wind based orbs. These orbs range in size, from a small pebble to a large beach ball. These balls are strongly condensed Wind based orbs, which hang slightly above ground, from where they are created and appear to manifest within mere moments. The user will then slam his hands/foot, onto the ground, and focus his chakra into the orbs. This creates the Kanji of "Contain" on the orbs, manifesting as black marks that spreads upon them. This would allow the orbs to violently explode outwards as the seal will release itself in activation to the opponent's chakra signature, which is unique to each person. This happens if the opponent enters close range of the orbs. This causes all orbs in a short range area to explode, harming anyone within it. Since it has been made with the user's chakra, this would not harm them. Alternatively, the technique can be used defensively, as the orbs act as absorbers for close combat hits (and can also cause the opponent to "bounce" off them), and also to protect against Lightning based techniques, utilizing Wind's strength against Lightning.

Notes:

-Can only be taught by Detective L.
-Can only be used twice per battle.
-No Fuuinjutsu A rank and above in the next turn, and S rank in the one after that.
-No S rank Wind in the same turn.

Declined - similar to existing jutsu but at the same time it doesn't need to be fuuin really even if it hadn't been done.






(Fokkusu Kuchiyose no Jutsu: Kitsukaze ♦ [Fox Summoning Jutsu: Kitsukaze]
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user summons a slender white and silver Fox, around 18 meters in height, by either swiping the Fox summoning tattoo with blood, or forming five hand seals, drawing blood and slamming one's hand onto the ground. Kitsukaze is considered to be Kitsuha's younger sister, and unlike her sister, she tends to be very aggressive both in speech and the actions she does. She is able to manipulate Wind Style up to (and including) S rank techniques, both canon and custom. By focusing her Wind chakra into her fur, Kitzukaze gains the ability to repel off Wind techniques, C rank and below. Kitzukaze, specializing in Wind, is capable of manipulating the air currents around herself, in order to increase her overall speed (Kage rank by default) This allows her to, twice per battle, manipulate the Wind around her and cause it to have no resistance. Her speed would then increase by 50% her initial speed, allowing her to escape close encounters or attack the opponent. Though whilst at this speed, its only her running speed that increases. Alternatively, she can alter the area around a certain part of her body, like her tail, only enhancing said parts' speed.

Notes:

♦Stays on the field for up to four turns and can only be summoned once per battle.
♦Must have signed the Fox contract.
♦Can only be taught by Detective L.

Declined - i'll allow the repel the wind of C rank to be repelled, just describe it as a wind user her fur is infused with wind chakra and pushed weaker wind away. The speed increase needs to be a jutsu, have a chakra cost ect... minor things
 
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Hell Autarch

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Re: ±±Custom Jutsu Submission±±

Summoning Animal: Serval
Scroll Owner: Hell Autarch
Other Users who have signed contract: None
Summoning Boss if existing: Yes [Will Add Others Later]
Other Summoning Animals tied to contract: None [Will Add Later]
Description and Background: The serval /ˈsɜrvəl/ (Leptailurus serval) is a medium-sized African wild cat. DNA studies have shown that the serval is closely related to the African golden cat and the caracal.


 Approved  Good find!​
(Kuchiyose no Jutsu: Bastet) - Summoning Technique: Bastet
Type: Summoning
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The user sheds blood, wipes it on his palm and slams his hands on the ground to summon Bastet, the Serval Lord of Lightning. Bastet is an extremely large Serval, equal in size to Gamahiro and is capable of carrying a maximum of 4 people on himself. He wields two swords and is entirely clad in gold Samurai armor, which is strong enough to protect him against basic projectiles as well as C Ranked Taijutsu. Bastet has an affinity of the Lightning element, having mastered the element of Lightning which allows him to utilize all Lightning Techniques. Due to his mastery over the element, Bastet does not need to weave handseals to perform a Lightning Technique, which count to the users move set. Alongside his ability to perform Lightning techniques, Bastet also carries the natural heightened hearing and smelling senses of a Serval, which allow him to keep track of an opponents position upto and including mid-range even if the opponent is not visible, or to similarly pick up movements underground. Being a Serval, Bastet is naturally much faster than other summons and can leap as high as other Toad Summons.
Note: Can only be summoned once per battle
Note: Stays on the battlefield for 5 turns
Note: Must have signed Serval Contract

Declined - summons can't use forbidden ranked, make it only 4 turns, mention it's only smell sense, all it's moves count towards your jutsu per turn.

(Raiton: Beruzebubu no Asento) - Lightning Release: The Ascent of Beelzebub
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs two hand seals, generating a stream of lightning that surrounds the users body. The stream of lightning is subsequently shaped into hundreds of high-density beetles. These beetles are entirely composed of lightning, one inch in length, and possess a stinger. These beetles, each possessing the capability to fly can be commanded by the user to attack the opponent using these stingers, though stings by the beetles cause only minor damage and numbness, the effect can be drastically increased when the beetles attack and successfully sting the opponent in large numbers. The user can alternatively command the insects to cover up his entire body, forming a layer of electric beetles which can not only serve defensive purposes by utilizing the shells of the beetles, but can also be used offensively, in conjunction with Taijutsu, capitalizing on the beetles ability to sting upon the enemy upon contact. The manipulation of these beetles can be exploited to a high level, as the beetles can be commanded to establish pincer formations, being used as a platform to 'fly' or a defensive wall; this being entirely dependent upon the user.
Note: The beetles can remain on the field for a maximum of two turns during which the user cannot use S Rank or above techniques from another element. Doing so would result in the beetles dispersing.
Note: Can only be used thrice per battle
Note: Can only be taught by Hell Autarch

Declined - seems to much like existing bug jutsu that use lightning bugs
 
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