[ARCHIVE] Custom Jutsu Submission - II

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Vex

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Re: Custom Jutsu Submission

Dropping:




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):

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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
Tetsuo (Iron Man)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (-40 Initial Activation)
Damage: N/A
Description: Tetsuo is a stratified fully mechanical arm, imbued with chakra. It is composed of a strong, indestructible, metallic alloy as a base, and is then wrapped in a softer leather coating reminiscent of normal human skin. The arms' skin color is a slightly darker shade than the skin on the rest of Vex's body, but the synthetic skin itself can simply be torn off revealing the metallic prosthesis underneath. This serves no purpose, and is purely cosmetic. 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. Conversely, the arm's synthetic nerves are linked to the user's nervous system so that he can move the arm around, create handseals, conduct, and release chakra, etc. 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. Tesuo contains many mechanoreceptors (and is linked to the user's nervous system, allowing him to feel sensation in the arm) like a normal human arm, 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.

Declined - now this works alot better, nice adaptation but instead of sayin solution change it to water, or sticky water, or even mud substance. if you say solution it sounds like a new chemical or element as such which i can't allow even though you say it's just like water. Now, next is, how much solution goes into the arm? There must be a limit so there would be a limit on how much you could make out of it, size and number of weapons for example? Just rework this and it's good to go.

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
Note: As the arm is a prosthetic, it will need to be surgically attatched to the user via Medjutsu in the NB Hospital.

(Sealing/Sound Release: The Nine Muses [Clio, Euterpe, and Thalia]) - Fuuin/Ototon: Kyu no Myuzyu [Clio, Euterpe, Thalia]
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The jutsu is a seal on the user's body in the form of a tattoo. The tattoo is stylized with a musical note, and a kanji 楽 - meaning 'To Sing'. The user, by singing softly to himself an incantation Sing to me, O Muse would release the seal, the user's voice and his singing acting as the 'key' to the seal. The seal contains a simply adorned, but ancient appearing music box. The music box would then release one of three chakra based constructs, taking the appearence of . The muses are extremely beautiful, The user is only able to summon one Muse at a time, and would be capable of summoning two of them total per battle with this tech. However, two muses cannot be on the field at the same time. The seal itself would be A ranked, while the muses are each S ranked sound constructs. Each of whom wears a classic Greek dress, and carries a unique intsturment, and having a unique ability. Rumored to require an incantation to serve ancient artists, philosophers, and poets inspiration - the nine muses was a jutsu developed by Vex utilizing sound jutsu. The Muses are meant to serve the user in battle, assisting him and providing support. Of course, each of them is based upon Sound Release, and has an ability relating to sound. The first three muses are:
Clio: The Muse of History and Wisdom.
This muse is the Muse of History and wisdom, and is commonly depicted with a book in one hand, and a clarion horn in the other hand. Her ability lies in the usage of echo location - by blowing upon her Clarion, she sounds out numerous low amplitude high frequency soundwaves around the entire field up to Mid range. Using principles of echolocation similar to the Inner Sonar Skill, the soundwaves travel across the field bouncing off of physical objects, allowing Clio to determine the location of objects, people, etc around the field up to mid range. The horn would constantly and passively redirect the information back to the user, giving him access to information that Clio gathers. However, due to being the Muse of History as well as wisdom, Clio is able to - once per battle - give the user her book. The book allows the user to identify the opponent's full name, and their position in the NW.
Euterpe: The Muse of Music
Euterpe is depicted as holding a flute in her hand, being able to use it as a medium for sound jutsu that the user knows. However, these sound jutsu's speed remains constant, equal to their original speed. Thus, destructive sound techniques would not, by any means, be 'sped up' through use through the flute. However, the jutsu would instead gain an increase in range, causing the sound to move one range higher than it normally would (I.E a short range sound jutsu would become mid ranged). This would not increase speed or power, simply range, and would only work on sound jutsu.
Thalia: The Muse of Comedy
The muse of comedy is depicted as a shorter woman, that however would carry a mask. The mask appears to be smiling, however this mask is imbued with sound chakra. Using her ability, Thalia becomes capable of putting on the mask and mimicking a person's physical appearance. Moreover, using sound chakra to gather the rhythm, melody, vocal patterns, and tendencies, Thalia becomes capable of mimicking their voice to such a degree that not even an extremely close friend would be able to tell them apart. Taking it a step further, by using sound chakra, she is able to cause her chakra to synchronize to that of the person she is mimicking, allowing her to fool even chakra sensors. However, if an enemy were to figure out her identity, she would be destroyed very easily.

Note: Teachable only by Vex
Note: Tech can be used twice per battle, however two muses cannot be in battle at the same time
Note: No sound above A rank in the same turn
Note: Takes 5 chakra per turn
Note: Elemental weaknesses and strengths apply

Declined - first blue, this doesn't make sense, for one the book is a chakra constuct of sound how does that allow you to know someones name or where they are in the NW? Second blue is just a no. Need a turn limit on the muses.
 
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Xicer

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Re: Custom Jutsu Submission

(Doton: Chiri-Hei) Earth Style: Dust Wall
Type: Defensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Description: The user concentrates their Doton chakra and then slams their palms on the ground. Using nature and shape manipulation, the user creates a solid wall comprised of densely packed dust within mid-range of themselves. What makes this wall different from similar earth Jutsu is the way the wall reacts to impact. Once the wall is hit by ninja tool, Jutsu, body, or anything else, it reacts like an over filled water balloon that has been pricked by a pen. The wall would explode outward (in the direction of the impact) with an enormous cloud of dust that is saturated with the users chakra, blinding even doujutsu users.

Note: Can only be used twice per battle
Note: Neither the explosion of dust nor breathing the cloud cause adverse conditions to the target, except sight deprivation.
Note: Must be taught by Xicer

Declined - The whole popping like a bubble doesn't make sense with dust, there isn't like a wind bubble holding the dust in place so why would it spill out like that? Maybe make it wind release and have a wind bubble that picks up dust like Temari's jutsu then when the wind bubble is breached the bubble deflates and you gain the desired effect?
Name: (Doton/Fuuton: Chiri-Hei Kaze-Suihou) Dust Wall Wind Bubble
Type: Defensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Description: The user concentrates their Doton and Fuuton chakra and then slams their palms on the ground. Using nature and shape manipulation, the user creates a solid wall comprised of densely packed dust that is held in place by a thin wind layer that acts as a bubble within mid-range of themselves. What makes this wall different from similar earth Jutsu is the way the wall reacts to impact. Once the wall is hit by ninja tool, Jutsu, body, or anything else, it reacts like an over filled water balloon that has been pricked by a pen. Most foreign objects with any amount of force can create a rip in the wind layer of the wall, releasing the tremendous amount of dust held on the inside. The wall would explode outward (in the direction of the impact) with an enormous cloud of dust that is saturated with the users chakra, blinding even doujutsu users.

Note: Can only be used twice per battle
Note: In order to learn this Jutsu, the user must know Earth up to A-ranks, and Wind up to B-ranks
Note: Neither the explosion of dust nor breathing the cloud cause adverse conditions to the target, except sight deprivation.
Note: Must be taught by Xicer

Approved - i see you took my advice xd




Name(Genjutsu: Shisutemu-Mukankaku) Illusionary Art: System Numbing
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Description: The user concentrates their chakra into their opponents brain and puts them under the illusion that they cannot concentrate their chakra for Jutsu. The user does this by taking over the opponents sense of touch, or feeling if you will. The illusion would make it feel as if no chakra were summoned at all when trying to mold it for Jutsu, when in reality their chakra systems are working fine. This Jutsu is designed to try to force a moment of hesitation in the midst of battle, and nothing more, so no other senses are affected.
Note: Last for 3 turns
Note: Usable twice per battle
Note: Must be taught by Xicer

Declined - dnr
 
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Kamishiro

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Re: Custom Jutsu Submission

[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
[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 one construction (i.e tree, pillar, root, flowers) in order to gather natural energy
-Can only be used twice per battle
-It takes two turns for the construction to gather the natural energy after which it is transported to Hashirama in either of the two ways (directly if the construction is attached to his body or indirectly through roots if it is made remote from him)
-The technique gives 4 additional turns to SM


Declined - To keep it fair i wont allow this to work with roots or flowers, they can be too hidden or small leaving no chance for the opponent to stop it. Wood sm is the strongest anyway. Also add a note that scorps can never learn this O_<
Edited the restrictions with the instructed notes, feel free to make any needed adjustments :3

[Mokuton: Mokuton Torappu] - Wood Release: Wood Trap
Type: Supplementary/Offensive/Deffensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: A technique mainly inspired from the Nara clan. Seeing how the Nara clan uses basic ninja tools and traps in order to make deadly attacks, with which it is regarded as one of the strongest clans in Konoha and the smartest shinobis ever, this technique was developed to take on the concept of traps, and putting a lot of wood tweaks to it. By using the Snake handseal, the user would release his Mokuton chakra through his feet, transporting it into the ground below him. The chakra would be focused in a spot that is decently away from the surface, so no vibration could be felt by either the opponent or the user. The user would create a large layer of wood that would cover any distance from short to long range to him. This layer of wood would act as a source from which several roots would emerge and travel upwards, reaching up to 1 meter from the ground. The roots would also emerge quietly and move slowly in order to make no vibrations or sound whatsoever. As the roots reach this far from the surface of the ground, several small branches gets out of it and slowly pierces the ground. Due to the size of the branches, it would be really hard for the opponent to see it, unless he really concentrated on it, and it would also depends on the terrain (i.e it would be impossible to see it in a grassy terrain.). These small branches exists for one purpose, and one only, which is acting as a trigger. Once the opponent steps on them (or in case they emerge from below the ground, once the opponent touches them) the roots would rapidly emerge out of the ground and bind, impale or restrict the opponent. The user can make one extra handseal to wrap explosive tags around the roots while underground, the same way it is done in the Hidden Explosive Tags Technique, but that would count as a jutsu.
-Can only be used twice per battle
-The user can choose whether to trigger the roots after a time limit (i.e after two turns) or just as the user steps on the small branches
-Since the roots emerge slowly and without sound, it takes one turn to fully be formed
-The user can still make techniques as it is formed but still needs to maintain the Snake handseal in order for it to fully setup just like SM
-Can't use Mokuton techniques higher than A-rank the same turn

Declined - remove the explosive tags bit and tone it down a bit, maybe make it A rank. It can be quite OP as it stands.

[Raiton: Douzen Sutamina] - Lightning Release: Lightning Construction
Type: Supplementary/Offensive/Defensive
Rank: A/S
Range: Short - Long
Chakra cost: 30/40
Damage: 60/80
Description: An advanced lightning techniques that requires a high level of shape manipulation, unlike any other technique and that is due to how condensed lighting would be. This technique could be used in one of the three ways. One, the user would focus his lightning chakra into the ground in any spot he desires. After that, the user would shape his lightning chakra into any construction he desires, roots, pillars, tables, swords, spears etc.. meanwhile condensing the lightning chakra. This condensation would make the lightning lose it's normal form, and turns it into a semi-solid form which permits making such structures. The other method is to apply the same pressure into the chakra, but while creating the chakra from his body which allows him to create such structures form his body. In such case, the user can detach the construction, or let it attached to his body for a certain use. The last method is by making the weather cloudy and creating the constructions out of the clouds. But that is not all. This technique had another purpose, which may or may not be regarded as better than the three mentioned before. Due to the nature of this technique, the user can use other lightning techniques as a source for these lightning structures (i.e creating lighting roots from lightning bullets etc...). The affects of such structures are also different than normal lightning techniques. Due to how condensed the lightning is, it doesn't payalze when it hits the opponent, but rather, it burns as well as numbs the respective area the constructions hits.
-The A-rank can only be used thrice while the S-rank can only be used twice
-Can't use any lightning technique higher than A-rank the current turn or S-rank the following

If you still don't allow it to be two ranks, then please make it S-rank as well as removing any necessary restrictions :3

Declined - effects are too similar to existing jutsu
 
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Silico

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Re: Custom Jutsu Submission

Resubmitting;

(Jiton: Jiki kūgeki) | Magnetism Release: Magnetic Void
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user creates an orb of iron sand to appear anywhere on the field after having performed the following handseals:

Dragon → Dog → Snake

The user then creates two repellent magnetic fields that collides inside the orb, to make it explode into a gigantic cloud of iron sand, covering the entire battlefield(depending on the size of the orb). The iron sand would be tainted with the user's chakra and the magnetic pulses would disorient chakra sensing to the point it becomes impossible to maintain. The sand itself is meant to block the vision between the user and their opponent whilst being tainted in chakra, makes it impossible for all dojutsu users to see through. By being in contact with the sand, any lightning jutsu(and variation) could easily backfire.

Note: Jutsu last for 4 turns.
Note: Doesn't affect sound sensing or heat sensing.
Note: Can only be used by Iron sand users.
Note: Can only be taught by Skorm.


 Declined  You can use your magnetic chakra to manipulate and attract iron sand from the ground and you can carry it or summon it from someone you've gathered some by using a summoning technique but you cannot "make it appear anywhere"...

Removed the "appear anywhere part as well adding some tweaks"

(Jiton: Jiki kūgeki) | Magnetism Release: Magnetic Void
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10/turn)
Damage: N/A (+60 if used with a wind jutsu)
Description: The user places their palms on the ground(if used with pre-existing source underground) or performs two handseals(if used from the users gourd);

Dragon → Dog

The user then forms an orb of iron sand that levitates. He/she would then creates two repellent magnetic fields that collides inside the orb, to make it explode into a gigantic cloud of iron sand, covering the entire battlefield(depending on the size of the orb). The iron sand would be tainted with the user's chakra(just like the hiding in mist jutsu) and its main purpose is to hide in the iron sand to create surprise attacks by cancelling the visual contact between the user and their opponent. Chakra sensors will have a hard time finding the user in this cloud of iron sand as it would be tainted with the users chakra. Even dojutsu users would find it next to impossible to do so. Not only this, but the iron sand could be used in conjunction with wind jutsus to make them become razor-sharp(by collecting the debris from this jutsu).

Note: Jutsu last for 4 turns and requires a two turn cool-down in-between uses.
Note: Doesn't affect sensing that doesn't rely on seeing the users chakra(movement sensing, sound sensing etc).
Note: Can only be used by Iron sand users.
Note: Can only be taught by Skorm.

✦ Declined, first delete the spacing around the hand seals used. It just formats the jutsu weirdly unnecessarily. Second, always bold any edits done to a jutsu so we can see exactly what was changed. +60 to a jutsu is insanely high, the highest approved would ever be +20 to jutsu. Needs an overall cap limit of 4 times. Other Iron Sand jutsu can't be used from this source. ✦



CWJ
(Herushingu no tebukuro: Unmei no nejire) | Gloves of Hellsing: Twist of Fate
Type: Supplementary
Rank: S-ranked
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The wielder of the Gloves of Hellsing sacrifices its original powers of wind/fire manipulation into another basic element or a Kekkei Genkai. However, this comes at a price. Instead of having the gloves being able to help the user with two elements(wind/fire) they can now only utilize the one and only element the user decides to chose to. Being water/earth/lightning/Kg. The user cannot un-make this decision in a fight and is stuck in their choice for the rest of it. The gloves kanji also gloves in another color depending on what element is being chosen(blue for water, yellow for lightning and brown for earth as well as a matching color for w/e KG is chosen). Should the user chose a KG, they would suffer an increased chakra usage for their jutsu by 10 points. This means they drain more chakra from the user. This doesn't happen if the user apply water/lightning/earth though. The core concept and restrictions of the gloves remains as the user has chosen their new element(except for the additional 10+ chakra draining in the use of a KG).

Note: Can only be used by Skorm.
Note: Can only be used once per battle/event.
Note: Kekkei Genkai usage adds a +10 usage of chakra alligned with the gloves, making the users chakra drain faster.
Note: All restrictions and usages of the gloves remains the same.

✦ Declined, this goes against the abilities of your CW and doesn't work; your CW's abilities revolve around the usage of Fire and Wind, nothing of it allows it to do anything like this, DNR. Also, when making jutsu for a CW or based on a CJ, quote the jutsu in a spoiler so it's easier to compare. ✦

 
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Re: Custom Jutsu Submission

CSC Approval: .

Sibling Summoning Jutsu, for reference: .

(Tategami Ōkami Kuchiyose no Jutsu: Pakku no Ryōshu) M. Wolf Summoning Technique: Lords of the Pack
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (10 for Direct Elemental Influence)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon one of the Lords of the Pack. Just like with the Maned Wolf Summoning Technique, "Law of the Jungle", the Summons known as the Lords of the Pack are not composed of pre-designated animals like traditional Summoning Jutsu. Instead the Summoning Jutsu for the Lords of the Pack encompasses a large quantity of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc. This makes describing the Summons that fall under this Jutsu practically impossible, as there are simply too many Summons to describe, however, they generally share similar physical characteristics of other animals from the Contract. Unlike the Law of the Jungle technique however, the Lords of the Pack do not allow, or require, the Summoning of multiple animals under the same technique. To put it in perspective, if the Law of the Jungle Summoning Technique is representative of the "Strength of the Pack", then the Lords of the Pack would be considered the embodiment of the "Strength of the Wolf" that each individual Maned Wolf of the Pack may one day possess. Another factor that deviates this technique from it's sibling technique is that the Lords of the Pack are considerably larger than the generic Summons of the Contract, ranging from several meters higher than a human being, to sizes that rival a colossal summon, like Gamabunta.

Just like with the Pack, the Lords of the Pack don't have a level of skill or proficiency with any form of Jutsu or affinity for a Chakra Nature, instead these M. Wolves evolved with one single ability, which is the ability to adapt to other Elemental Natures. They developed this ability by studying the characteristics of the paper Shinobi use to assess one's Chakra Nature, a.k.a Litmus Paper.

Survival of the Fittest: As briefly stated above, the Lords of the Pack have a similar ability to the Summons in the "Law of the Jungle" Summoning Technique, allowing themselves to naturally "adapt" to Chakra Natures. This makes them "Jacks of all Trades" in a sense, as they can adapt to just about every Elemental Chakra Nature, including the Basic 5 and KG Elements (Obviously this excludes KG that don't include the 5 Basic Elements in their creation, meaning KG like the Kaguya's Shikotsumyaku are not applicable). This is achieved through a special form of Chakra "absorption" that the M. Wolves naturally undergo when they come into contact with a Chakra Nature. In other words, it's an involuntary reaction that occurs when the Summon comes into Contact with a Chakra Nature, and not the ability to "steal" Chakra, meaning that the Summons have no real control over the Chakra they "absorb".

This ability can be used to adapt to Chakra Natures in one of two ways, each with their own advantages and disadvantages to their usage. The first is for the M. Wolf to be directly influenced by the users own Chakra. By simply gathering Elemental Chakra, and channelling/ kneading it into the designated Summon without giving it shape or form, the user directly influences the nature the M. Wolf will adapt to. This method costs 10 Chakra to perform, due to their larger size than the Summons from "Law of the Jungle", but doesn't cost one of the users 3 moves per turn. The second, and more difficult method of the two, is the "absorption" of external Chakra sources, such as the kind provided by an opponent's incoming Jutsu. The M. Wolves of this Summoning can act like "shields" of sorts, taking an incoming Jutsu and using the Chakra that Jutsu is composed of (thus effectively countering/ absorbing the Jutsu) to initiate their ability. This method can only be used on Jutsu A-Rank and below, otherwise the M. Wolf is overpowered, and the Summoning Jutsu is undone.

With all of these methods at their disposal, the users control over the Nature the M. Wolves of this Summoning Jutsu adapt to is highly customizable, granting an unprecedented level of control over multiple Elements in battle.​

Note: Remains on the field for up to 4 turns.
Note: The user can only Summon one M. Wolf via this Jutsu.
Note: Due to their Rank, these M. Wolves can use Jutsu S-Rank and below for the Elemental Nature's they adapt to.
Note: If a M. Wolf summoned by this technique doesn't adapt to another Nature, they can perform either basic Ninjutsu or Kenjutsu of any Rank, should they possess an appropriate weapon.
Note: Any M. Wolf summoned by this technique can change their Chakra Nature a max of twice per battle.
Note: Any M. Wolf summoned by this technique doesn't retain the Chakra Nature they adapt to, and return to normal when their Summoning time runs out.
Note: Any M. Wolf summoned by this technique cannot be used to copy Elements or Chakra Nature's that fall outside the canon Narutoverse, such as CE's, CC Jutsu, etc.
Note: Summons who adapt to a KG Nature cannot use the Basic Elements that KG Nature is composed of as well, only the Nature the M. Wolf adapts to.
Note: User cannot perform any other Summoning for the duration of this Summoning Jutsu, an an additional 2 turns after this Summoning's timer runs out.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC can use this Summon one additional time per battle.

‡ Approved ‡ Made edits.




Sound Release Training: .

(Tategami Ōkami Kuchiyose no Jutsu: Noizu) M. Wolf Summoning Technique: Noiz
Type: Summoning
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Noiz, the Kūhakujū, aka the Blank Beast. Noiz's nickname comes from his truly unique existence, or to be more accurate almost entire lack of. Noiz was born with such a powerful affinity towards Sound Release that his entire existence is tied to and thus only perceived through the medium of Sound. He possesses no physical or proper corporeal form, and thus he lacks the capability to communicate, experience or interact with things on the physical plain, except through the usage and creation of sounds. Of course the reverse is also true, meaning physical contact with him is literally impossible, making him immune to all manner of physical attacks, with the aforementioned case of sound being the only way to interact or affect him. As a result of this, Noiz can only be affected by sound, whether the result of mundane actions, like shouting, sounds made as a result of tools like explosive tags or sounds created though Jutsu, with Sound Release Jutsu being more effective than other methods/ types of Jutsu. Upon being affected by a sound, one of two possibilities may occur;

Muted: When Noiz is muted, he is incapable of performing Jutsu or actions (Including increasing his Volume) for the turn he is muted. This occurs whenever Noiz is affected by a noise or sound that is performed as a result of freeform actions, like those produced by tools like explosive tags, or Jutsu whose sounds are a by-product of a Jutsu and not the goal of that Jutsu specifically. An example of this would be the "chirping" produced by the Chidori, or it's many variations.

Silenced When Noiz is "Silenced", just like when he is muted, Noiz is unable to perform any actions or Jutsu, but he is restricted for 2 turns. Noiz is silenced whenever he is affected by an exceptionally loud Jutsu, like the kind produced by Sound Release Jutsu, or extremely loud, regular or Non-Sound Release Jutsu, one extreme example being Kirin. In addition to the "Muted" restrictions, when Noiz is Silenced, he also loses a "Volume" Level. If Noiz is at his Pianissimo Volume when he is "Silenced", he is instantly removed from battle.​


Violent Crescendo: In addition to his unique biology as a result of his extremely high affinity for Sound Release, Noiz possesses another special ability. Once per turn Noiz can"increase" his "volume". In order to increase his volume Noiz must gather and build up his Chakra, meaning he cannot perform any Jutsu during a turn in which he increases his Volume. As a result of increasing his Volume Noiz's size will increase, as well as the damage and effectiveness of the Sound Release techniques he performs. He also becomes more resistant against sounds, either from regular actions, Jutsu, and even Sound Release Jutsu.

Finally, Noiz has 3 stages of "Volume", which are as follows;

Pianissimo: This is Noiz' base level of volume, being the volume he is always Summoned as. At this volume he is the same size as a standard wolf from the Summoning Contract, meaning it is very easy to drown out sounds from, hurt, or even kill Noiz with a powerful and/ or loud noise. In addition to this, as he is at his quietest, his Sound Release technique's lose the majority of their strength, resulting in all offensive Sound Release Jutsu from Noiz dealing -50% damage when performed at this volume, as well as having his arsenal being limited to B-Rank and below Sound Release Jutsu. Noiz is also unable to use any Sound Release Genjutsu when fighting at this volume.

Capriccio: Upon achieving the Capriccio Volume, Noiz increases his size two-fold, making him slightly larger than the average human being in height. With this increase size comes an increase in how loud he is, as well as his resistance to other sounds, resulting in his Sound Release performing the regular amount of damage and allowing him to withstand noises as loud as explosive tags and sounds as a result from regular Jutsu A-Rank and below. His arsenal also gains a small boost, allowing Noiz to perform Sound Release techniques up to A-Rank and below, and Sound Release Genjutsu of B-Rank and below when at his Capriccio Volume.

Fortissimo: The loudest level of Volume available to Noiz, Fortissimo is also the most deadly. Upon achieving Fortissimo, Noiz's size increases exponentially, making him as large as a colossal Summon, like Gamabunta. In addition to this, he also achieves the highest level of Sound Release, allowing him access to all Sound Release Jutsu, and up to A-Rank Sound Release Genjutsu. The damage of his Sound Release Jutsu is also increased by 20%, making him especially deadly at this Volume. And finally, when in his Fortissimo volume, Noiz possesses a high level level of resistance to Sounds. This makes Noiz completely immune to freeform types of produced Sounds, such as noises created by explosive tags, or as by-products of regular Jutsu. In addition to this, Noiz becomes resistant to sounds created as a result of Sound Release Jutsu, up to A-Rank.​

Note: Remains on the field for up to 4 turns.
Note: Requires Maned Wolf Summoning Contract.

‡ Declined ‡ It was an interesting read but I can't allow a summon that doesn't possess a physical body.




Sound Release Training is already linked above.

(Ototon Taijutsu: Mugen Shitsuryō Uchinuku) Sound Release Body Art: Infinite Mass Punch
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 100
Damage: (200 to the user in recoil)
Description: Built upon the foundation created by such techniques as "Sound Release: Sonic Fist", "(Ototon: Shinsei) - Sound Release: Divinity" and "(Ototon: Sazanami no Kosui) - Sound Release: Ripple of the Lake", the user gathers a massive amount of Sound Release Chakra, with Low Frequency and High Energy and Amplitude, in one of their fists. The massive over-abundance of Sound Release Chakra is used to create immensely powerful vibrations in the chosen fist, which are completely visible to the naked eye as the users fist, and the air around it, will appear heavily distorted. The vibrations created by the Sound Release Chakra are so powerful, so intense, that it causes the of the user's fist/ arm to increase to an unimaginable degree, creating a punch that has an almost incalculable amount of force behind it. This is where the technique's name, the "Infinite Mass Punch, or I.M.P, comes from, as the damage inflicted by this punch is, for all intents and purposes, infinite. Upon contact with any physical object, surface or organism, the vibrations gathered within the fist are violently and forcefully ejected from the user and into the target. These vibrations tear through the target, aggressively ripping through it's physical structure to the point that they begin to tear apart at the molecular level. Should this technique be used on another person, and subsequently land a direct hit on a major part of the body, like the torso or head, it is a guaranteed kill technique, as it would completely annihilate any vital parts in that section of the targets body. Should it hit another part, such as a targets arm or leg, it is guaranteed to destroy it and deal severe amounts of pain to the target, but doesn't necessarily mean instant death. Finally, with such overwhelming power comes an equivalent level of recoil, which leads to this Jutsu's largest weakness. Upon initiating contact with the target, the user forcefully injects the vibrations into it. This is what makes the Infinite Mass Punch so powerful, but as a result it affects the user just as much as the target. As the vibrations are forced into the opponent instead of the regular method of allowing the vibrations to "resonate" within the target, they affect the users arm just as much as the target. This essentially leads to this this technique being a single use technique because the recoil the user receives from performing it tears their arm to shreds, completely destroying the arm that performed the punch from the fist upwards as far as the elbow joint. As a result of this, the user is left incapable of performing Hand Seals, as they only possess the one arm, leading to the user being at a severe disadvantage after using it as they become incapable of using many forms of Ninjutsu and Genjutsu.

Note: Can only be used once per battle/ event.
Note: Once performed, the damage of the user's Taijutsu is halved for 3 turns.
Note: Once performed, the user cannot perform Sound Release of A-Rank or higher for 3 turns.

✦ Declined, DNR in any form. Idk what possessed you to think this was remotely approvable in any way. Did you even read this when you made it or just wrote what came to mind? ✦


To answer your question, he just wanted to be One Punch Man.

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Re: Custom Jutsu Submission

Link to bat training:

( Kuchiyose no Jutsu: Kiba) – Summoning Technique: Fangs
Type:Summon
Rank:A
Range:Short
Chakra:30
Damage:n/a
Description: By drawing blood and either weaving signs or using the bat tattoo, the user will summon one of the bat’s best soldiers. He got his name for sporting large incisors and is capable of communicating using the ultrasonic waves like the rest of the bats. His wings are as hard and sharp as a normal sword and he is twice the size of a sloth. Unlike the other bats, when Fangs is summoned, he brings with him ultrasonic waves that can shatter crystalline structures and incapacitate opponents in front of the user, affecting their minds. It is called Ninja Art: Utrasonic Fangs, lasts up to a full turn, has a mid-range reach, and can only be used once. With his wings he can use them to perform any kenjutsu technique excluding samurai techniques, cloud style kenjutsu, and bio bound techniques. His legs are strong enough to allow him to jump above his opponent and combine this with his kenjutsu when delivering attacks. Fangs also has the ability to transform itself on the user and/or ally into a bat-themed armor to protect them from the damage of either taijutsu attacks or explosive tags including element-based ones. This counts as a B-rank move. The last ability of Fangs is that he can create extra scythe/blade-like wings made of chakra in kenjutsu usage to increase damage.

-Can only use bat related and kenjutsu techniques and his moves will count towards the three jutsu limit
-Lasts for four turns and can only be summoned once
-Creating extra blades counts as an A-rank move.
-Must have signed the bat contract

Declined - the ultrasonic part would require you to have sound release. Being able to communicate is fine but using it for an attack is different. Same as summons that have venom like spider, if they bite they can poison an opponent but they can't control the venom without the user being a med ninja.
~Resubmitting~

( Kuchiyose no Jutsu: Kiba) – Summoning Technique: Fangs
Type:Summon
Rank:A
Range:Short
Chakra:30
Damage:n/a
Description: By drawing blood and either weaving signs or using the bat tattoo, the user will summon one of the bat’s best soldiers. He got his name for sporting large incisors and is capable of communicating using the ultrasonic waves like the rest of the bats. His wings are as hard and sharp as a normal sword and he is twice the size of a sloth. With his wings he can use them to perform any kenjutsu technique excluding samurai techniques, cloud style kenjutsu, and bio bound techniques. His legs are strong enough to allow him to jump above his opponent and combine this with his kenjutsu when delivering attacks. Fangs also has the ability to transform itself on the user and/or ally into a bat-themed armor to protect them from the damage of either taijutsu attacks or explosive tags including element-based ones. This counts as a B-rank move. The last ability of Fangs is that he can create extra scythe/blade-like wings made of chakra in kenjutsu usage to increase damage.

-Can only use bat related and kenjutsu techniques and his moves will count towards the three jutsu limit
-Lasts for four turns and can only be summoned once
-Creating extra blades counts as an A-rank move.
-Must have signed the bat contract

Approved - next time when you change something bold it if you edit or add something, or leave a note saying what your removed. Makes checking alot easier for me :)

(Kuchiyose: Medea) – Summoning: Medea
Type:Summon
Rank:A
Range:Short
Chakra:30
Damage:n/a
Description: The user, after drawing blood, will wipe it on their tattoo or weave the signs to summon Medea the bat. Medea wears a hooded bluish-purple robe and is very beautiful for a bat. She always appears with a luscious smile on her face when entering battle. She wields a indestructible staff with her feet and she can focus her chakra through it and use it perform her techniques. She can focus her chakra into objects to reinforce and improve them, raising the object in question rank by 1 such as a B-rank earth wall becoming an A-rank earth wall. She is as tall as a female human and her speed when flying is impressive, being able to move at x2 summoner’s base speed. Her tracking is also worthy of note, being to track at the same speed as she flies. She can make use of Lightning element, but can only use jutsu up to C-rank and use her staff for close quarters.
-Can only be used once per battle
-Lasts for four turns
-Her lightning counts as a move

Declined - remove the indestructable weapon, and boosting jutsu is a no.
 
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Bloo

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Re: Custom Jutsu Submission

Signed Spiders: [ ]

(Kuchiyose: Dentula)Summoning: Galvantula
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
Galvantula's body consists of a head and abdomen. Its head is yellow on top and light purple on the bottom. It has two large, blue, forward-facing eyes with black pupils, and four, smaller, simple eyes sitting in a 2x2 pattern on its forehead. It has two long pedipalps connected from the underside of its head, which are blue and hairless on their lower half and covered in thick yellow fur on the upper half. Galvantula's body is covered in yellow and light purple fur on top with blue fur under its abdomen. Four tufts of hair sprout from under its abdomen and grow upward. Two large tufts sprout from the left and right of the rear, while two smaller ones sprout from each side. The fur on its back is light purple and with three thick, yellow stripes running up from its rear. Galvantulas natural affinity is lighting and so it is able to use lighting techs up to A rank. Along with with this galvantula has a special ability. Using its spider silk galvantula can can send the silk though out the earth, up to mid range from her. She then electrifies the spider silk. This stops either person from using any earth techs B rank and below. This ability is B rank in power. During this time she has to actively concentrate on the silk and can't perform any other jutsu.

-Stays on the field for four turns
-Electric web can only be used once.
-Electrifying the ground counts as a move.

Declined - just work on the effect a bit more. Does your summon spit out the web or spread from it's ass, does it jsut appear? just a bit of detail to give an idea
Signed Spiders: [ ]

(Kuchiyose: Dentula)Summoning: Galvantula
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
Galvantula's body consists of a head and abdomen. Its head is yellow on top and light purple on the bottom. It has two large, blue, forward-facing eyes with black pupils, and four, smaller, simple eyes sitting in a 2x2 pattern on its forehead. It has two long pedipalps connected from the underside of its head, which are blue and hairless on their lower half and covered in thick yellow fur on the upper half. Galvantula's body is covered in yellow and light purple fur on top with blue fur under its abdomen. Four tufts of hair sprout from under its abdomen and grow upward. Two large tufts sprout from the left and right of the rear, while two smaller ones sprout from each side. The fur on its back is light purple and with three thick, yellow stripes running up from its rear. Galvantulas natural affinity is lighting and so it is able to use lighting techs up to A rank. Along with with this galvantula has a special ability. Using its spider silk, galvantula will release it from her body and then send the silk though out the earth, up to mid range from her. She then electrifies the spider silk. This stops either person from using any earth techs B rank and below. This ability is B rank in power. During this time she has to actively concentrate on the silk and can't perform any other jutsu.

-Stays on the field for four turns
-Electric web can only be used once.
- Creating the web and Electrifying the ground counts as a move.

Approved - changed it, the creating of the web is a move but electifyin it is part of the move.
 
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Re: Custom Jutsu Submission

Elucidator
Type:Weapon
Rank:S
Range:Short
Chakra:40 for moonlight empowerment
Damage:N/A
Description:
The Elucidator is a night-black sword which can be wielded using one or two hands. It is double edged, is a standard 67 centimeters in length, and weighs 4.5 pounds. The handle and hilt of the sword are also black, with the cross guard taking the form of a single sided gear-like object. In theory, the blade appears to be a somewhat odd looking, but relatively simple, sword. The sword is actually quite the opposite. It actually has multiple unique abilities, each different from the last.

The Sword:
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Abilities of the Elucidator:


Immortal Object:
The Elucidator's metal is one currently unknown to anybody except the sword's creator. All that is known about it is that even when hit by some of the most powerful weapons, techniques, and even natural disasters, the sword has never maintained so much as a scratch over its 300 year lifespan, therefore being defined as an immortal object, being completely indestructible. The sword itself can cut through defenses of hardness equal to that of doton or lower of B-Rank or lower. Any harder than Doton, and the sword can only cut through C-Rank of it.

Flawless Cut:
The Elucidator's edges are sharp enough to cut a human being and draw blood if they so much as tap the blade. This makes the sword especially unaffected by air resistance, as it is able to flawlessly cut through the air surrounding the blade during a strike. This means its cuts are extremely quick, almost 1.5x that of a standard katana being used by a warrior of similar power to the wielder of the blade.

Moonlight Empowerment:
The moonlight pulse is the Elucidator's most powerful ability. By surging their chakra into the blade, the user will cause the sword to brightly glow in a sky blue shade. This is a sign that the blade is charging power. When using this, the blade will gain access to it's special technique (to be posted), and will gain +20 damage to other kenjutsu, dealing larger cutting and impact damage when being used, as well as gaining strike speed. This effect lasts a single turn, and costs a move to activate.
Note:
-Must be taught by AnbuKirito
-Moonlight Empowerment costs a move to use, and can only be used 2 times a match.

Declined - as soon as you mention an unknown metal that creates a new element of sorts so you need to change that to chakra metal or just not mention it. I don't approve indestructable weapons sorry. Cutting through justu is still fine though at that level. I can't allow weapons that boost either. so remove the +20. If you want some weapon ideas, drop me a vm and we can work through one.

CW Jutsu:
Bukijutsu: Vorpal Strike | Weapon Technique: Vorpal Sutoraiku
Type:Offensive
Rank:S
Range:Short
Chakra:40
Damage:80
Description:
A person wielding Elucidator will activate it's moonlight empowerment ability. Then, when the opponent swings a weapon of their own, the user will parry it, then will duck and begin a clockwise spin while slashing diagonally downwards to the right with the blade. As the spin ends with the user on the floor, they will then push upwards off of the ground and deliver a similar spinning strike, this time while moving upwards and delivering it in a directly horizontal fashion. They will then follow up with a two handed thrust, following with another reverse one handed spin attack. The user will then freeze, and will not follow through after delivering the final strike. Due to the speed at which the moves are performed and at which the blade moves, 4 sky blue crescent blades will appear to blast out from the target, signifying the combo's completion. These blades are really just compressed air currents, each representing one of the slashes performed.This attack will almost certainly kill an opponent if 1 or more of the strikes make contact, as the speed at which the hits are delivered becomes nearly immeasurable due to the gained momentum throughout the combo. The combo can also be started without the parry, simply by initiating the attack the way one normally would.
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Notes:
-Can be used twice
-Must be taught by AnbuKirito
-Must be wielding Elucidator
-When used, the Moonlight Empowerment mode instantly expires.

declined - weapon wasn't approved.

Kuchiyose: Kuranon | Summoning: Kuranon
Type:Summoning
Rank:S
Range:Short
Chakra:40
Damage:N/A
Description:
Kuranon is a very small crab, about half the size and height of a human being, and has a white coloration instead of the usual brown shell. This is because he actually has an underdeveloped shell. Because of this, a single A rank attack can cause him to disperse. This means that if he takes two B ranks, 4 C ranks, or 8 D ranks, he will disperse. He however, because of this lack of defense, is absolutely blazingly fast. He appears as a blur to the average eye and uses this to his advantage. How he does this? Taijutsu. Kuranon is one of the very few crabs able to use effective taijutsu. His form of taijutsu is rather different though. He uses a special style of taijutsu known as Crab Kenpo (techniques to be posted.). In this style, he will deliver attacks through use of his pincers, by closing them, making them act as fists. He also has two large legs at the back of his body, similar in shape to his normal ones, except larger and usable for kicking attacks. Kuranon, of course, like all other crabs also has the ability to use water release attacks up to the s rank.
Note:
-Can only be summoned once
-Lasts 4 turns
-Must be a signer of the Crab Contract
-Must be learned from AnbuKirito
- This crab had 1.5 x the users base speed

Appoved - made edits.
 
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Re: Custom Jutsu Submission

Fuinjutsu: Ijewuru - Sealing Technique: Ijewuru
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Through the use of the user's chakra, He would apply a dormant seal with the kanji that says "GLUTONY" on an object of his chosen. However, the seal only reacts and activates when something with chakra is touching the object. Immediately this happens, the seal would siphon the chakra from the source the object is touching and the chakra is stored into the object. Should this be used on an elemental technique, only the chakra is siphoned from the technique and though this may affect the element's form itself should the element be energy based [e.g fire, lightning] seeing that they deform, disperse when they are void of chakra as they are made from chakra itself. Exceptions are physical elements[e.g Earth, water] as they continue to exist even when they are void of chakra and though the technique may be used to absorb chakra from it, it does not stop the entity itself and might harm the user nonetheless.
Should the source of chakra be a sustained one or perhaps, a continously released source from either a streaming jutsu, the user could sacrifice his use of any other fuinjutsu technique in order to keep the seal active for the entire duration until the chakra source is depleted.
The user can use a single handseal if he wants, to absorb the stored chakra from the object . Should the object be destroyed, the stored chakra return to the user.
NOTE: Can not be used directly on human.
NOTE: Usable 3x per battle
NOTE: The seal is only activated with external chakra source touching the object so the user can apply the seal anytime he wants passively. However, it counts as a move when it activates.


 Declined  DNR. This is beyond the scope of Fuuinjutsu....


Fuuton: Suponji - Wind Style: Sponge
Type: SUpplementary/Offensive
Rank S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user makes a handseal and focus his wind chakra into the ground, specifically earth or any earth based structure or element. He would then in a molecular scale, till the structure until it become more or less like a sponge. The solid structure would now be loose, soft and puffs out into a larger volume due to the contamination of air and it containing air albeit like a harmless sponge.
Becasue of the soft and foamy nature of the sponge, it can be made to make a target loose their foothold and also trapped, making their leg sink with every step they make. Apart from the difficulty in movement, this can also serve to make the sponge a cushion for the user or ally should they be falling to hit a solid surface or a solid surface coming to hit them.
With a single handseal, the user can make the molecular wind blades within the sponge to gain entropy once again from their state of rest and become rather unstable and irrational as they begin to move spontaneously around their sponge cocoon thus mincing everything on their path.
NOTE: Usable 3x per battle
NOTE: 2 turns inbetween usage
NOTE: No fuuton above S-rank in the same turn.


 Declined  DNR. Collides with existing cjs.



Was told to resubmit this way by Pervy so it can be left for Scorps.
Fuinjutsu: Shokku Terapi Typ 2 - Sealing Art: Shock Therapy Typ 2

Type: Supplementary
Rank: A
Range: Close
Chakra: 30
Damage: N/A
Description: This is a second form of albeit more versatile in usage than the first one.
There are 3 seals which would be located at the back of the user's ear(left or right) which then leeches the user's chakra as a trigger for the usage of the technique.
The seal responds willingly or reflexively to distinct neuro activity in the brain and thus discharges subtle controlled lightning chakra to charge/change the brainwaves for different affects. The brain is made up of billions of brain cells called neurons, which use electricity to communicate with each other. The electrical activity of the brain is a cyclic, wave-like nature called Brainwave pattern thus our mind is able to regulate its activities by means of electric waves which are registered in the brain, emiting tiny electrochemical impulses of varied frequencies. The seal responds to the frequencies emitted by the brain due to a certain situation and then it activates, pouring lightning chakra inform of subtle electric current to correct the brainwaves' frequency to a more prefered one.
They are Alpha, Beta, Theta and Delta. While the previous Shock Therapy takes care of Theta and Delta which is a state of somnolence, unconciousness and catalepsy, This variant takes care of Beta.
The seal activates whenever the brain responds to a Beta brainwave pattern. The Beta brainwaves are of frequencies ranging from 13 to 60 pulses per seconds and these occurs when we feel agitated, tensed, afraid, in pain or confused. Upon activation, the seal releases a flush of lightning chakra in a molecular advanced scale that matches that of the brainwaves, thus forcibly albeit subtly regulating the frequency to that of Alpha.
Alpha brainwaves are of frequencies ranging from 7 to 13 pulses per seconds and its when we are in a state of physical and mental relaxation.

NOTE: It will take a while(3 turns) before the brain is able to react to another brainwave pattern once they are forcibly regulated. This means the change in brainwave pattern is pro-active for 3 turns before the brainwaves can be able to react to outside factors again.
NOTE: There are only 3 seals located behind the user's ears, so it can only be used 3 times per battle with 2 turns inbetween usage.
NOTE: Since the user has to be in a state of physical and mental relaxation, He is unable to give off killing intent while he is in this state.

~Leaving both for LoK~

Declined - So much science for a cj. I feel shocking your brain is a bit much, shocking your heart i can understand. This might work once, and that is only if you're a med ninja. You're messing with the way you're brain works and one amp too many could fry your brain. I can understand what you're trying to do, fix your sense, stop mind controlling stuff, but needs to be reworked to be approvable. Maybe even submitted as a med cj if you're a med ninja.

Fuinjutsu: Shokku Terapi Typ 2 - Sealing Art: Shock Therapy Typ 2

Type: Supplementary
Rank: A
Range: Close
Chakra: 30
Damage: N/A
Description: This is a second form of albeit more versatile in usage than the first one.
There are 3 seals which would be located at the back of the user's ear(left or right) which then leeches the user's chakra as a trigger for the usage of the technique.
The seal responds willingly or reflexively to distinct neuro activity in the brain and thus discharges subtle untrasonic sound waves to change the brainwaves for different affects. The brain is made up of billions of brain cells called neurons, which use electricity to communicate with each other. The electrical activity of the brain is a cyclic, wave-like nature called Brainwave pattern thus our mind is able to regulate its activities by means of electro-magnetic waves which are registered in the brain, emiting tiny electrochemical impulses of varied frequencies. The seal responds to the frequencies emitted by the brain due to a certain situation and then it activates, pouring sound chakra inform of subtle ultrasonic pulses to correct the brainwaves' frequency to a more prefered one. The sound waves produced has similar and non-medicinal effect like the deafness via resonance caused by "Sound Release: Whispers to the Canines and Sound Release: Ringing Madness" or paralysis caused by "Sound Release: The voice of Midas".
They are Alpha, Beta, Theta and Delta. While the previous Shock Therapy takes care of Theta and Delta which is a state of somnolence, unconciousness and catalepsy, This variant takes care of Beta.
The seal activates whenever the brain responds to a Beta brainwave pattern. The Beta brainwaves are of frequencies ranging from 13 to 60 pulses per seconds and these occurs when we feel agitated, tensed, afraid, in pain or confused. Upon activation, the seal releases a flush of sound chakra directly into the user's ears in a molecular advanced scale that matches that of the brainwaves, thus regulating the frequency to that of Alpha.
Alpha brainwaves are of frequencies ranging from 7 to 13 pulses per seconds and its when we are in a state of physical and mental relaxation.

NOTE: It will take a while(3 turns) before the brain is able to react to another brainwave pattern once they are forcibly regulated. This means the change in brainwave pattern is pro-active for 3 turns before the brainwaves can be able to react to outside factors again.
NOTE: There are only 3 seals located behind the user's ears, so it can only be used 3 times per battle with 2 turns inbetween usage.
NOTE: Since the user has to be in a state of physical and mental relaxation, He is unable to give off killing intent while he is in this state.

Leaving all for another mod


 Declined  DNR. Again this is beyond the scope of Fuuinjutsu.
 
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Nathan

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Re: Custom Jutsu Submission

-Removed healing ability.
-Removed/updated Wind of the Fire Sword: Roaring Flame Whirlwind ability.

(Ekusukaribaa: Yakusokusareta Shōri no Ken) - Excalibur: Sword of Promised Victory
Type: Weapon
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description: Excalibur is a typical Western sword with a length of ninety centimeters and a width of twelve centimeters, and it has Fairy Letters inscribed on it to show that it is not the work of mankind.

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Excalibur's primary strength, as shown in the hands of Artoria, is its ability to store large amounts of chakra channelled into by its wielder. Utilizing this chakra, the user can lessen the chakra he uses from her own reserves in battle, allowing her to continue fighting for longer periods of time. Particularly, she stores fire natured chakra in Excalibur, and then channels wind chakra into it during a fight, combining these elements for a special form of chakra flow he calls the Wind of the Fire Sword (Hiken no Kaze).

Avalon: Subete Tōki Risōkyō | Avalon: The Everdistant Utopia - Avalon is the hallowed scabbard of Excalibur, the embodiment of the utopia Artoria seeks. It is a luxurious piece of equipment made of gold and decorated with blue enamel that seems more like a treasure to show dignity and nobility like a crown or staff than a weapon, it is a scabbard. The scabbard is quite special in the sense that it doesn't quite act as what a normal scabbard would, this one actually resides within Artoria's body and can be materialised with the use of her chakra. The main ability this scabbard holds is a type of ultimate defence of sorts. The scabbard dissipates into countless tiny particles in the air and engulfs the user to become a "portable fortress" that shuts out all interference. This is done by placing Excalibur within the scabbard which releases chakra into the scabbard which causes the scabbard to create a type of barrier made out of chakra and the scabbard itself that protects the user from attacks from all angles, this in turn causes the user to lose access to Excalibur for the turn the defence is active. The barrier protects the user from A-rank and below techniques. The scabbard on its own is nothing more then a useless artifact, as the scabbard only reacts to either Excalibur or Artoria herself, if someone else tried to use it, it wouldn't react to them, it only reacts to Artoria's chakra. This technique is equal to that of a S-rank technique.
- The ultimate defence can only be used twice per-match, and can only defend up to S-rank techniques.
- The ultimate defence only stays active for the turn it is used on.

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Hiken no Kaze | Wind of the Fire Sword utilizes Excalibur ability to store chakra over long periods of time, and then combines this stored chakra with chakra. The user flows into the blade during the heat of battle. The user accumulates chakra of the fire nature inside of Excalibur, until the sword possesses a great enough reserve of that chakra, which is necessary for the technique to be used without exhausting the chakra supply. When the user flows her wind chakra into the blade, it works together with the stored chakra; first, flames erupt around it, and then the wind comes forth, taming the flames and condensing them against the blade like another layer of metal, just that this one displays a darkened version of Excalibur, with a spiral like pattern laid on the blade. This has multiple effects: for one, the wind strengthens the fire, resulting in a super-heated blade which can easily meld rock and cauterize the wounds inflicted with it; it also dramatically increases the cutting potential of Excalibur, being able to slice though earthen based substances with ease, and metal based weapons, that hold no special abilities such as kunai, swords, and so forth. Due to this form, it always increases the damage output of any wind, or fire ninjutsu used by the user by +20, the only set back with this damage boost is that the techniques need to be released via the blade, the boost isn't counted if the techniques are released though any other means.This ability is equal to that of a S-rank technique. Wind of the Fire Sword transformation lasts a max of four turns. After that the sword reverts back to it's standard form, and will not be able to channel any more fire or wind chakra chakra into it for the rest of the match. Also the user will be unable to use any fire or wind techniques for one turn after the revert.

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Hiken no Kaze: Ten o Bunkatsu Sutoraiku | Wind of the Fire Sword: Strike That Splits the Heavens - It uses the fire chakra stored inside Excalibur to release a trail of flames around the blade, which then enhances with wind chakra for attacks. In its most basic form, the user just slashes in the direction of the desired target, resulting in the creation of intense flame waves that follow the trajectory of the previous swing. The user can also completely surround an area with the flames, forming something small like simple walls to trap enemies, or even a massive twister which draws opponents in with its winds to burn them to death; the user can also utilizes this ability defensively, engulfing the immediate area around themselves in such fire.
- This ability is equal to that of an A-rank technique.
- Wind of the Fire Sword: Roaring Flame Whirlwind ability may only be used thrice per-match and is only usable while in the wind of the fire sword form.
- Has a long ranged reach.

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Notes:
- The storing of the fire chakra ability does not counts as a move. But if the users intends to do this, they must post this technique as a reference.
- Can only be used by a Artoria (Saber) bio.
- Can only be taught by Nathan.

-

Declined - So first of all the scabard breaking down fo that defnese just wouldn't work in that way, not enough material to cover your entire body based off that size, but the reason i'm saying no is S rank defense with no drawbacks? Boosting fire and wind by +20 is a no, i stated this in my post starting this cycle. It's effects just aren't balanced, no chakra cost per jutsu? It needs work, toning down and don't make it so long >_< lol



(Kenjutsu to Taijutsu: Baito Doragon) - Sword & Body Arts: Bite of the Dragon
Type: Offensive, Defensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60 (-10 per finger used)
Description: Bite of the Dragon is both a defensive and offensive type technique that falls under both sword, and body arts. To pull off this move the user must have a good amount of strength, chakra, and precision as this technique is rather a quite complex move. Observing the target the user will match the exact breathing pattern of the foe and channel chakra to one of their dominant hand's fingers. Then as the foe strikes the user is able to catch and absorb the impact of the strike with the mid section of their finger (the users hand is largely reinforced with chakra to be able to catch the damage, with minimal amount of damage). The user will then bring down the top half of their finger onto the target's weapon, causing the absorbed strike to semi-instantly be redirected as slashing damage back at the foe, the way that the user can redirect said blow is created by applying friction to the sides of the finger and the blade/hand. This technique can be used with all fingers on one hand at the same time thus drastically boosting the power that is redirected at the foe. It can also use this technique to block powerful taijutsu strikes.
Notes:
- Can only be used four times per-match.
- Cool down period of one turn before usage again.
- Can only redirect sword/hand damage up to A-rank (60 DMG)
- Non-elemental, and elemental attacks work, as long as they are either from a bladed weapon, or from a fist of that of an A-rank and below.
- Can only be taught by Nathan.
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Declined - nice jutsu but use is a bit much, and i feel stopping the blade is fine even samurai stuff, but not elements.

-
Removed: Boosts.
Added: Radius to the defence, and usage limits.

(Ekusukaribaa: Yakusokusareta Shōri no Ken) - Excalibur: Sword of Promised Victory
Type: Weapon
Rank: S-rank
Range: Short
Chakra: 40 (-20 per turn Wind of the Fire Sword is activated)
Damage: N/A
Description: Excalibur is a typical Western sword with a length of ninety centimeters and a width of twelve centimeters, and it has Fairy Letters inscribed on it to show that it is not the work of mankind.

You must be registered for see images

Excalibur's primary strength, as shown in the hands of Artoria, is its ability to store large amounts of chakra channelled into by its wielder. Utilizing this chakra, the user can lessen the chakra he uses from her own reserves in battle, allowing her to continue fighting for longer periods of time. Particularly, she stores fire natured chakra in Excalibur, and then channels wind chakra into it during a fight, combining these elements for a special form of chakra flow he calls the Wind of the Fire Sword (Hiken no Kaze).

Avalon: Subete Tōki Risōkyō | Avalon: The Everdistant Utopia - Avalon is the hallowed scabbard of Excalibur, the embodiment of the utopia Artoria seeks. It is a luxurious piece of equipment made of gold and decorated with blue enamel that seems more like a treasure to show dignity and nobility like a crown or staff than a weapon, it is a scabbard. The scabbard is quite special in the sense that it doesn't quite act as what a normal scabbard would, this one actually resides within Artoria's body and can be materialised with the use of her chakra. The main ability this scabbard holds is a type of ultimate defence of sorts. The scabbard dissipates into countless tiny particles in the air and engulfs the user to become a "portable fortress" that shuts out all interference. This is done by placing Excalibur within the scabbard which releases chakra into the scabbard which causes the scabbard to create a type of barrier made out of chakra and the scabbard itself that protects the user from attacks from all angles, this in turn causes the user to lose access to Excalibur for the turn the defence is active. The scabbard on its own is nothing more then a useless artifact, as the scabbard only reacts to either Excalibur or Artoria herself, if someone else tried to use it, it wouldn't react to them, it only reacts to Artoria's chakra. This technique is equal to that of a S-rank technique.
- The ultimate defence can only be used twice per-match, and can only defend up to A-rank techniques.
- The ultimate defence only stays active for the turn it is used on.
- The ultimate defence in size is about one inch all around away from the user.
- The user looses access to the use of Excalibur for the turn the defence is active.
- It releases blue aura around the user when used.
- Cool down of one turn before re use.

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Hiken no Kaze | Wind of the Fire Sword utilizes Excalibur ability to store chakra over long periods of time, and then combines this stored chakra with chakra. The user flows into the blade during the heat of battle. The user accumulates chakra of the fire nature inside of Excalibur, until the sword possesses a great enough reserve of that chakra, which is necessary for the technique to be used without exhausting the chakra supply. When the user flows her wind chakra into the blade, it works together with the stored chakra; first, flames erupt around it, and then the wind comes forth, taming the flames and condensing them against the blade like another layer of metal, just that this one displays a darkened version of Excalibur, with a spiral like pattern laid on the blade. This has multiple effects: for one, the wind strengthens the fire, resulting in a super-heated blade which can easily meld rock and cauterize the wounds inflicted with it; it also dramatically increases the cutting potential of Excalibur, being able to slice though earthen based substances with ease, and metal based weapons, that hold no special abilities such as kunai, swords, and so forth.
- This ability is equal to that of a S-rank technique.
- Wind of the Fire Sword transformation lasts a max of tree turns. After that the sword reverts back to it's standard form, and will not be able to channel any more fire or wind chakra chakra into it for the rest of the match. Also the user will be unable to use any fire or wind techniques for one turn after the revert. And follows the strengths and weaknesses of fire.


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Hiken no Kaze: Ten o Bunkatsu Sutoraiku | Wind of the Fire Sword: Strike That Splits the Heavens - It uses the fire chakra stored inside Excalibur to release a trail of flames around the blade, which then enhances with wind chakra for attacks. In its most basic form, the user just slashes in the direction of the desired target, resulting in the creation of intense flame waves that follow the trajectory of the previous swing. The user can also completely surround an area with the flames, forming something small like simple walls to trap enemies, or even a different shape which burns them to death on contact; the user can also utilizes this ability defensively, engulfing the immediate area around themselves in such fire.
- This ability is equal to that of an A-rank technique.
- Wind of the Fire Sword: Roaring Flame Whirlwind ability may only be used thrice per-match and is only usable while in the wind of the fire sword form.
- Has a long ranged reach.

You must be registered for see images

You must be registered for see images

Notes:
- The storing of the fire chakra ability does not counts as a move. But if the users intends to do this, they must post this technique as a reference.
- Can only be used by a Artoria (Saber) bio.
- Can only be taught by Nathan.
- Every ability count as a move per tunr

Approved - changed the defense to A ranks, changed it to fire sword to 3 turns. I tweaked the last ability, and added a note at the end. Hate reading such long cj so decided to fix this one, this one time only <_<

(Kenjutsu to Taijutsu: Baito Doragon) - Sword & Body Arts: Bite of the Dragon
Type: Offensive, Defensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60 (-10 per finger used)
Description: Bite of the Dragon is both a defensive and offensive type technique that falls under both sword, and body arts. To pull off this move the user must have a good amount of strength, chakra, and precision as this technique is rather a quite complex move. Observing the target the user will match the exact breathing pattern of the foe and channel chakra to one of their dominant hand's fingers. Then as the foe strikes the user is able to catch and absorb the impact of the strike with the mid section of their finger (the users hand is largely reinforced with chakra to be able to catch the damage, with minimal amount of damage). The user will then bring down the top half of their finger onto the target's weapon, causing the absorbed strike to semi-instantly be redirected as slashing damage back at the foe, the way that the user can redirect said blow is created by applying friction to the sides of the finger and the blade/hand. This technique can be used with all fingers on one hand at the same time thus drastically boosting the power that is redirected at the foe. It can also use this technique to block powerful taijutsu strikes.
Notes:
- Can only be used four times per-match.
- Cool down period of one turn before usage again.
- Can only redirect sword/hand damage up to A-rank (60 DMG)
- Raw chakra kenjutsu, taijutsu and samurai attacks work, as long as they are either from a bladed weapon, or from a fist of that of an A-rank and below.
- Can only be taught by Nathan.
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Approved
-

.

Based off the above.

(Gurifon Gijutsu: Benzaiten & Idaten's Rourou Konkon) - Griffin Art: Benzaiten & Idaten's Resonant Cry
Type: Supplementary, Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: While neither Benzaiten nor Idaten possess the skill or general Chakra control to perform Sound Release Genjutsu on their own, they can combine their Chakra's in the form of a loud, harmonized cry, that creates an A-Rank Illusion which affects a very wide area (Up to Long Range from the Summons). Any target(s) of this Genjutsu-infused cry within a rough 10m radius that hears it is immediately rendered immobile, and trapped within a paralysing visual & auditory Genjutsu. Within this illusion the target witnesses themselves being bombarded by a flock of winged beasts, each one assaulting them with high pitched screams that reek of agony and suffering. In reality the target is constantly subjected to the harmonized cries of the two Griffin's, which isn't as powerful as a physical Sound Release technique, but still takes it's toll as time progresses. If the target(s) of this Genjutsu remain trapped within it's confines for the entirety of the two turns the twins can maintain, the mental strain that the Genjutsu inflicts will begin to appear, rendering the target(s) completely paralysed and deafened due to an intense ringing in their ear, a residual effect of the screams from both the twins, and the beasts within the Genjutsu. The after-effects of this Genjutsu take 2 full turns to recover from, by which point, the target(s) may have already been subjected to torturous forms of "play" by the twins, especially Idaten.

This Illusionary Technique is unique to Idaten and Benzaiten. While performing this Genjutsu, both Idaten and Benzaiten are solely occupied on maintaining this Genjutsu, and cannot use any other technique actively, however, as long as they are fuelling the Genjutsu with their harmonized cry, the Genjutsu cannot be broken through traditional means (Pain, Kai, Full Body Surge, Etc) because so long as the cry is fuelling the illusion, even if it's broken, it immediately traps the target(s) again. The twins can maintain this Genjutsu for a max of 2 turns, before they must stop. This is because the strain on their vocal chords from performing the Genjutsu forces them to stop, before they do permanent damage to themselves.
Note: Must be a signer of the Griffin contract.
Note: Can only be used twice per-match.
Note: Cool down of one turn before re-use.
Note: Benzaiten & Idaten must both be present to use this technique.
Note: Lasts for two turns.
Note: Cannot be layed with another genjutsu.

Pending - I highlighted the wording your forgot to change. But i also believe that there should be a form of build up for this. Like ma and pa harmonize their voice for one turn first. It is a jutsu that lasts for two turns after all. Now, on top of that, if they are in the genjutsu and use S rank earth armor to defend from the griffins, it breaks the gen, as soon as they hear the sound again are they rebound? Also how much off an effect do the sound waves have, wait, ignore the pending, i'm going to decline needs and for once encourage you to add detail.

Declined.
.
.

(Gurifon Gijutsu: Benzaiten & Idaten's Rourou Konkon) - Griffin Art: Benzaiten & Idaten's Resonant Cry
Type: Supplementary, Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: While neither Benzaiten nor Idaten possess the skill or general Chakra control to perform Sound Release Genjutsu on their own, they can combine their Chakra's in the form of a loud, continuous and harmonized cry, that creates an A-Rank Illusion which affects a very wide omni-directional area, mid-range from each of them. Any target(s) of this Genjutsu-infused cry within a rough 15m radius that hears it is immediately rendered immobile, and trapped within a paralyzing visual & auditory Genjutsu. Within this illusion the target witnesses themselves being bombarded by a flock of winged beasts, each one assaulting them with high pitched screams that reek of agony and suffering. In reality the target is constantly subjected to the harmonized cries of the two Griffin's, which isn't as powerful as a physical Sound Release technique, but still takes it's toll as time progresses. If the target(s) of this Genjutsu remain trapped within it's confines for the entirety of the two turns the twins can maintain, the mental strain that the Genjutsu inflicts will begin to appear, rendering the target(s) completely paralyzed and deafened due to an intense ringing in their ear, a residual effect of the screams from both the twins, and the beasts within the Genjutsu. The after-effects of this Genjutsu take 2 full turns to recover from, by which point, the target(s) may have already been subjected to torturous forms of "play" by the twins, especially Idaten. The sound waves by themselves do not cause any physical damage, except mental damage that the target(s) receive while being subjected to the illusion. Also, since the user/summoner, has so much training with the two, he/she would've been used to the cry, and as such wouldn't get trapped in the illusion.

This Illusionary Technique is unique to Idaten and Benzaiten. While performing this Genjutsu, both Idaten and Benzaiten are solely occupied on maintaining this Genjutsu, and cannot use any other technique actively, however, as long as they are fuelling the Genjutsu with their harmonized cry, the Genjutsu cannot be broken through traditional means (Pain, ) because so long as the cry is fuelling the illusion, even if it's broken, it immediately traps the target(s) again (unless a chakra surge is created to break the effects. The twins can maintain this Genjutsu for a max of 2 turns, before they must stop. This is because the strain on their vocal chords from performing the Genjutsu forces them to stop, before they do permanent damage to themselves. Also, to use this genjutsu, either Idaten or Benzaiten (whoever produces the base note), will have to build up chakra in their throat first (which lasts one turn), that creates a loud high-pitched noise, and then the other sibling, would join in, to harmonize the voice note, and thereby creating an illusion.
Note: Must be a signer of the Griffin contract.
Note: Can only be used twice per-match.
Note: Cool down of one turn before re-use.
Note: Benzaiten & Idaten must both be present to use this technique.
Note: Lasts for two turns.
Note: Cannot be layed with another genjutsu.

Approved - made edits, made it so pain wont work but full body sruge does work to break it.
 
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BusinessManTeno

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Re: Custom Jutsu Submission

(Shakuton/Kenjutsu: Kinjutsu moushiire Ra) Scorch/Sword Style: First Forbidden Offer Of Ra
Type: Supplementary/Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-40 to user)
Description: This is a unique technique, created by Asch the bloody of the scorch clan. By not only studying the ins and out of scorch but also utilizing it through medians such chidori stream, and multiple wind techniques. This technique being one of the three offers created by asch. The user will take out their sword and channel 90% of their scorch chakra through the sword to the point where the blade begins to look burnt becoming "roast" while having scorch heat waves in the form of steam emit from the blade. Once this is done the user will focus all of that scorch to the tip of the blade causing it to take a bright red color. This ability concentrates the intense scorch of the sword along the edge of the blade. Once the tip of the blade comes in contact with an opponent, it neither burns them, or cause them to erupt but cause all of the build up scorch chakra at the tip of the blade to release at the point of contact completely annihilating it. (it can completely scorch up a large water source such as a 20x20 meter lake. Nothing as big as an ocean). Though this technique has a severe drawback and normally used as a last resort. The user when using this technique has to clad the hand hes using in scorch unless he risk his hands being complete burnt beyond repair. But due to the high amounts of chakra ouput in this jutsu, the user is only limited to how much chakra they can output.

Note: Can only use once
Note: Due to such high volume chakra, the user can only use scorch techniques and kenjutsu techniques
Note: Last 3 turns
Note: Once the built up chakra in the tip of the blade is released, the technique ends (or unless 3 turns run out)
Note: One this technique ends, the user isnt able to mold scorch chakra for 3 turns
Note: Due to the extreme heat of the scorch, the hilt of the blade will still burn the users hand to the point they arent able to make handseals for 2 turns after the technique ends

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Declined - wont be approving a F rank that lasts 3 turns.

(Namekuji Kuchiyose: Tsuin Roiyaru Namekuji) Slug Summoning: The Twin Royal Slugs )
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: The user initiates this by biting the palm of their hand while quickly clapping, causing both the slugs to be summoned onto the shoulders of the user. The twin royal slugs being fraternal twins, are two of the four slugs in royalty being unique in their abilities due to their bodys being linked even allowing them to communicate without actually talking to each other via their thoughts. Tsu (known as snatch) is the male slug, being only big enough to ride on a shoulder while Jinkei (known as charity) being the female slug, and is the same size, thus causing each of them to ride on each shoulder of the user. Tsu being white with red squiggly lines leading down the middle of his body, having a smooth voice, while Jinkei is also white but have red straight lines leading down her whole body. The unique thing about these twin slugs is that their chakra system can be linked together. Their names apply to their special techniques each ones harbor. Tsu is able to absorb/drain chakra from the user and/or the enemy while Jinkei can replenish the chakra that was absorbed from her twin brother. This is due to them having linked chakra networks. Tsu will drain the chakra by having contact with the target being able to absorb up to 100 chakra points per turn having a reservoir of chakra that is linked between the two allowing Jinkei to replenish the chakra by tapping into that reservoir though she must also have contact with the target and can only replenish the amount of chakra that was stole. These toads are only able to use none elemental abilities, acid which reaches up to mid range (B rank) and slug arts.

Note: Can only be summoned once
Note: No other slugs on the field at the same time
Note: Absorbing and Replenishing chakra counts as a turn
Note: Can stay on the field a max of 4 turns

Declined - DNR

(Ninjutsu: Itami Tanoshimi) Ninja Art: Pains of Pleasure
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/a
Description: This is a unique type of ninja art, meant to revert pain in the body into pleasure. This is done by the user releasing chakra through their body system causing it to travel to their brain, changing their mindset slightly , turning them into a bit of a Masochistic. (people who love pain) This technique is used to help people endure through pains and fight through it, be it physical or mental causing the pain they experience to feel like a drug that feels really good. This technique though it turns pain into pleasure, it does not excuse the fact that a physical wound is present and can sometimes backfire on the user if they fight for too long with a physical wound, which could randomly cause them feint or even die of blood loss if not dealt with.

Note: Can use a max of 3 turns
Note: The technique last for 3 turns with a two turn cool down
Note: If a physical wound is not closed within 3 turns after this technique, the user will feint due to blood loss

Declined - DNR
 
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Korra.

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Re: Custom Jutsu Submission

Bio with Snakes and SM

(Hebiātsu: Yōso no sukēru) - Snake Arts: Scales of the Elements
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30 ( -5 per turn to the user)
Damage: N/A ( +15 damage to snake ninjutsu)
Description: The user will make the Tiger than Snake hand sign and gather an elemental chakra nature. When the user uses any snake ninjutsu they infuse the elemental chakra into the snakes scales giving them different properties and extra damage and strength against elemental ninjutsu. The snakes will than go by elemental rank difference in strength and weaknesses.
Fire - The scales on the snakes will be fiery red ( ) when infused with fire chakra. The scales give off fire making it where if they bind an opponent they burn the opponent causing 3rd degree burns. The snakes fangs can also give off fire giving them burning properties when they bite down into opponents burning them in the inside of the area where they bite down.
Water - The scales on the snake will be light blue and white ( ) when infuse with water chakra. The snakes when they bind someone they can have water form from their scales and have the water injected into the opponent causing irregular breathing to an opponent. The snakes can also have the water form behind them extending their length by 5 feet.
Lightning - The scales on the snake will be black and yellow ( ) when infuse with lightning chakra. The snakes scale will be constantly giving off electric sparks. When they wrap around opponents they can all give off an electrical discharge at the same time shocking the opponent to the point they can become and paralyze. The snakes can also bite down and give off the discharge inside the opponent's bodies causing more internal damage like organ failure.
Earth - The scales on the snake will be gray and hard as rocks ( ) when infuse with earth chakra. The scales are as hard as rocks and gives the snakes able to do more blunt damage and cause broken bones and deflect ninja tools. When the snakes wrap around the opponent the opponent they can cause broken bones and internal damage.
Wind - The scales on the snake will be light green ( ) and have a constant wind breeze come out from their scales. The snakes can give off a sharp blast of wind that can cause deeps cuts on the opponent. It also gives the snakes the ability to move through the wind faster than normal doubling their speed.
Note: Usable 4 times a match.
Note: Must be taught by Korra.
Note: Must know Snakes Summoning
Note: Can only use 1 element at a time and requires a 1 turn cool down between usage.
Note: Each use last for 3 turns.

Declined - i like the jutsu, but i'll only allow it to change the nature of their scales not increase speed and such. If used on a jutsu that involves multiple snakes like shen they shoot out of your arm this would apply to all of them. And make it last two turns or increase to a 2 turn cooldown. And state that once a scale has been changed to one element it can't be changed again.
(Hebiātsu: Yōso no sukēru) - Snake Arts: Scales of the Elements
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30 ( -5 per turn to the user)
Damage: N/A ( +15 damage to snake ninjutsu)
Description: The user will make the Tiger than Snake hand sign and gather an elemental chakra nature. When the user uses any snake ninjutsu they infuse the elemental chakra into the snakes scales giving them different properties and extra damage and strength against elemental ninjutsu. The snakes will than go by elemental rank difference in strength and weaknesses. This works on every snake used in snake ninjutsu like using thise with multiple hidden snake hands all the snakes scales would change.
Fire - The scales on the snakes will be fiery red ( ) when infused with fire chakra. The scales give off fire making it where if they bind an opponent they burn the opponent causing 3rd degree burns. The snakes fangs can also give off fire giving them burning properties when they bite down into opponents burning them in the inside of the area where they bite down.
Water - The scales on the snake will be light blue and white ( ) when infuse with water chakra. The snakes when they bind someone they can have water form from their scales and have the water injected into the opponent causing irregular breathing to an opponent. The snakes can also have the water form behind them extending their length by 5 feet.
Lightning - The scales on the snake will be black and yellow ( ) when infuse with lightning chakra. The snakes scale will be constantly giving off electric sparks. When they wrap around opponents they can all give off an electrical discharge at the same time shocking the opponent to the point they can become and paralyze. The snakes can also bite down and give off the discharge inside the opponent's bodies causing more internal damage like organ failure.
Earth - The scales on the snake will be gray and hard as rocks ( ) when infuse with earth chakra. The scales are as hard as rocks and gives the snakes able to do more blunt damage and cause broken bones and deflect ninja tools. When the snakes wrap around the opponent the opponent they can cause broken bones and internal damage.
Wind - The scales on the snake will be light green ( ) and have a constant wind breeze come out from their scales. The snakes can give off a sharp blast of wind that can cause deeps cuts on the opponent. .
Note: Usable 4 times a match.
Note: Must be taught by Korra.
Note: Must know Snakes Summoning
Note: Can only use 1 element at a time and requires a 2 turn cool down between usage.
Note: Each use last for 3 turns.
Note: Once a scale has been changed to one element it can't be changed again.


Approved

Okay so I submit this one first here but it was too simliar to Zaps jutsu so he submitted but it needed something removed and his spots are almost taken so he has given me permission to submit this again so jsut removing the one part like NK sad

from Korra (Darth Zannah) to submit this, since it slightly falls under the properties of one of my CJ's.



(Ninpo : Hane mawaru eafurōkabā) - Ninja Art : Gambol Shroud
Type : Offensive / Defensive / Supplementary
Rank : A
Range : Short
Chakra Cost : 30
Damage Points : 60
Description :
The User releases a burst of chakra from around there body and moves in a certain direction, whether it be forward, upwards, backwards or to the side the chakra will remain where they once stood manifesting into an element to carry different effects. The Shroud of Chakra basically stays there and takes the hit whilst the user moves out the way, though the effects could be different and be advantageous especially in close range.
Raw Shadow
A Supplementary / Defensive use, the user will release a burst of chakra and move away from it. The Chakra will notmanifest into the elemental affinity and will retain the shape of the user's body producing a sort of copy like the shadow clone but it has a tiny amount of chakra to carry some sort of form. The Body can be used to take a hit or as a temporary platform as it can also be formed whilst airborne
Burning Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Fire whilst retaining the shape of the user's body, though it would explode at the user's will causing the opponent (and the user if not careful) to be blown away. The explosion as a 2 meter radius and isn't fatal, it will cause minor cuts and burns over the victim if they are caught by it.
Petrified Shadow
Good to use when the opponent is attacking you in close combat, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Earth whilst retaining the shape of the user's body a stone statue will be left behind as a defence. However it can also be used when the opponent tries to attack with a weapon or with their limbs, the earth manifesting around said weapon or limb to trap them as you make your next attack.
Liquid Shadow
Good to use when the opponent is moving towards you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of water whilst retaining the shape of the user's body, the water can either be sticky or not leaving behind a small water source or trapping a target if they manage to walk into the liquid.
Breeze Shadow
Also Good to use when the opponent is moving towards you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of wind whilst retaining the shape of the user's body and as the opponent or a target runs into the body they will be cut by the razor sharp winds it is made up of. This can be fatal if they manage to run straight through it or stop in the midst of the body of wind.
Shocking Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Lightning whilst retaining the shape of the user's body, the lightning will branch off from the left behind body to any target within short range and will shock them with lightning damage.

Restrictions
- Can't be use another ability in the same turn as a different one
- Usable 4 times a battle
- Requires a turn cool down after each use.

‡ Declined ‡ Remove the Breeze Shadow, I don't like that it's fatal and we already have enough of that concept with your pale doppleganger techniques.
(Ninpo : Hane mawaru eafurōkabā) - Ninja Art : Gambol Shroud
Type : Offensive / Defensive / Supplementary
Rank : A
Range : Short
Chakra Cost : 30
Damage Points : 60
Description :
The User releases a burst of chakra from around there body and moves in a certain direction, whether it be forward, upwards, backwards or to the side the chakra will remain where they once stood manifesting into an element to carry different effects. The Shroud of Chakra basically stays there and takes the hit whilst the user moves out the way, though the effects could be different and be advantageous especially in close range.
Raw Shadow
A Supplementary / Defensive use, the user will release a burst of chakra and move away from it. The Chakra will notmanifest into the elemental affinity and will retain the shape of the user's body producing a sort of copy like the shadow clone but it has a tiny amount of chakra to carry some sort of form. The Body can be used to take a hit or as a temporary platform as it can also be formed whilst airborne
Burning Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Fire whilst retaining the shape of the user's body, though it would explode at the user's will causing the opponent (and the user if not careful) to be blown away. The explosion as a 2 meter radius and isn't fatal, it will cause minor cuts and burns over the victim if they are caught by it.
Petrified Shadow
Good to use when the opponent is attacking you in close combat, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Earth whilst retaining the shape of the user's body a stone statue will be left behind as a defence. However it can also be used when the opponent tries to attack with a weapon or with their limbs, the earth manifesting around said weapon or limb to trap them as you make your next attack.
Liquid Shadow
Good to use when the opponent is moving towards you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of water whilst retaining the shape of the user's body, the water can either be sticky or not leaving behind a small water source or trapping a target if they manage to walk into the liquid.
Shocking Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Lightning whilst retaining the shape of the user's body, the lightning will branch off from the left behind body to any target within short range and will shock them with lightning damage.

Restrictions
- Can't be use another ability in the same turn as a different one
- Usable 4 times a battle
- Requires a turn cool down after each use.


Leaving for NK

‡ Approved ‡
 
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Noni

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Re: Custom Jutsu Submission

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. ✦
Re-wrote and gave Tefnut a different method.

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 watery based terrains and sources (mist for example). 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 (bodies of water such as Lakes and Oceans). 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 one applications that is "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 three 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 force being placed on top of the ground will also be able to trigger the current, this does not include actual disturbances from inside the ground, such as earth creations or underground travel. But the amount of electricity is dependent upon the stress on the grounds 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, this does not include water vapors, but actual bodies of water) 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
On the back of the users neck, close to the elector-receptors is a summoning tattoo. Whenever the armor picks up signs of corruption upon the users brain, the summoning tattoo is activated. 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. Due to the receptors and tattoo being closely aligned, this will allow for the tattoo to be "shocked", activating and summoning extremely small baby sharks. These baby sharks will engulf the users head and neck, and possessing the innate ability of absorbing chakra passively that they sense. The sharks will either bite into the users neck, and head area, and/or move towards the abundant and sudden chakra source that suddenly awakened them into the battlefield. They begin "eating" the presented chakra medium for themselves, which includes chakra genjutsu, Yamanaka, or some custom abilities, however, a downside is due to their passive nature, the user will risk losing some chakra as well (10 chakra points for D-B-Ranks, 20 Chakra points for A-S Rank jutsus that are inflicted upon the user). 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 that absorbs the innate abilities of specific elements. 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 and can only be used three times). This can also absorb dangerous and potentially harmful chemicals and gaseous and then re-releasing it back to the opponent. Alternatively, it can also aid in defending body attacks or weaponry from the opponent by providing a cushion from impact and literally getting stuck in the sticky solution. This will leave them at the mercy of the user, where they can propel the opponent away with a stream or blob, or potentially perform other basic attacks.

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. 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.

Leaving for Lok, he knows about sharks and this is still too long <_<

✦ Approved ✦
 
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Re: Custom Jutsu Submission

(Senpo: Seishitsu Omoi Futan) Sage Art: Natures Heavy Burden
Type: Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: Using the natural energy in the area, gathering it in the air above the target, similar to the natural energy that is used throughout other moves such as the frog kata. The user will manipulate the natural energy to form a flat square surface in the air, like a brick wall that is lying like a platform, which will then drop down on top of the target. When this flat surface made of natural energy drops down on top of the target it will feel as if a giant boulder is dropped down on top of them, pinning them to the ground with great blunt force, enough to crack the ground beneath them.
Note:
- Can only be performed trice per battle
- Must be in Sage Mode to be able to use it
- Cuts Sage Mode by one turn

Declined - needs work, if you drop it on someone, if it's enough to crack the ground wont it make them go splat? Reduce it to once per battle and reduce sage mode by 2 turns. No other sage jutsu in the same turn also.

(Senpo: Menimienai Ikari) Sage Art: Invisible Wrath

Type: Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: Allowing natural energy to gather in the ground surrounding the target, the user will with a hand gesture force the natural energy to rush up through the ground and wrap around the target like a hundred wires, pulling in each their own direction, completely immobilizing the target, as it keeps pulling them apart until muscles, bone and skin tissue are being ripped apart, until finally the target has been completely ripped to pieces. This technique uses natural energy in a similar way as frog kata.
Note:
- Can only be performed twice per battle
- Must be in Sage Mode
- Cuts Sage Mode by one turn

Declined - do you mean to say it pulls on each of their limbs? Like pulls heir arms apart ect? How long does it take to pull them limb from limb ect? and add same notes i mentioned above
 
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Re: Custom Jutsu Submission

Suiton: Suishin Pengin - Water Style: Propelling Penguin
Type: Supplementary
Rank: C-rank
Range: Short-Mid
Chakra: 15
Damage: N/A (+20 to taijutsu)
Description: A very simplistic suiton ninjutsu in nature, combining the ideals and characteristics of Suiton: Suidan no Jutsu and Suiton: Suihachi, the user will produce very powerful streams of water from their hands and or feet, propelling them through the air at high speeds. The speeds are faster than the user's base speed, but no so much as to double it, meaning the opponent can still track the user, albeit difficult to the naked eye. The jutsu is not meant to be used offensively, but to simply outrun any technique coming for him, but it has it's downsides, since it would be hard for the user to change directions quickly at such a high rate of speed, unless their reaction rates dictate otherwise. The user can also use Suishin Pengin to augment their taijutsu power, being that taijutsu is most powerful when a large mass hit's an object with increased velocity. Using the concepts stated above, the user could use the streams of water to increase their speed to hit the opponent, causing serious injury.

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

‡ Declined ‡ I'd prefer it if this just propels the user at their base speed. Also, this should be used solely for evasion so remove the boost to Taijutsu.
Suiton: Suishin Pengin - Water Style: Propelling Penguin
Type: Supplementary
Rank: C-rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: A very simplistic suiton ninjutsu in nature, combining the ideals and characteristics of Suiton: Suidan no Jutsu and Suiton: Suihachi, the user will produce very powerful streams of water from their hands and or feet, propelling them through the air at high speeds. If the user is a water specialist, they become slightly faster during the jutsu, but still trackable by the naked eye, otherwise the speed of this jutsu is equal to that of a kage ranked ninja.

Note: Can only be used four times per conflict
Note: Only water specialists get an increased speed
Note: Can only be taught by Penguin.

‡ Declined ‡ Now that you've cut out most the description, I realize this has been done countless of times.
 
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Never

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Re: Custom Jutsu Submission

(Katon/Meiton : Chakurajaguringu) - Fire/Dark Release : Chakra Juggling
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description:
The user will shoot a small fireball from his palm, it will pop up and jump to the opposite hand where the physical and spiritual energy of the fireball is extracted by the Dark Mark on the user's palm. This is the half the equivalent of Inhaling Maw, meaning it must be used twice to be able to use Techniques that require one use of Inhaling Maw and four times to be able to use those that require Ultimate Inhaling Maw. If this is used only once then only B-Rank and below Dark jutsu can be performed.

- This technique can be done in rapid succession in near enough the same time frame, though it will still count as one of your three moves for each usage.
- Must be taught by LonelyAssassin
- Useable 6 times

Approved - added last note

(Fujitsuboātsu : ) - Barnacle Arts : Gadget Barnacle
Type: Supplementary/Offensive/Defensive
Rank: C
Range: Short - Long
Chakra Cost: N/A (+15 for summoning)
Damage Points: N/A (+30 Bomb-cle)
Description:
The user will click their fingers and summon what seems to be a generic Acorn Barnacle about they size of a coin in their hand, this isn't a summon and just a barnacle art that the user can use. The user can throw this Acorn Barnacle onto a target and it will permanently bind to it as long as it is solid (Person, Summon, Rock etc), the Gadget Barnacle has a number of effects and can only use one.

Trackercle
The Trackercle Gadget Barnacle when successfully landing on it's target will be capable of feeding back their location to the user, sort of like sensory but only on one specific object. The Trackercle can be removed through the use of full body surges as it will become ineffective at that moment.

Bomb-cle
The Bomb-cle is basically an explosive device that can be exploded at any time, before sticking to a target or after it. It creates a C-Rank explosion with a radius of 2 meters, the explosion isn't enough to kill and only blow the opponent away and cause minor burns. It has the same power as a C-Rank Fire Technique.

Spider-cle
Six tendrils will act as legs from the Shell and be able to move around, capable of carrying an item like a Shuriken or Kunai, Scroll or a Message (For RP use in the Ninja World) in a couple of their tendrils whilst the other four are used to move around. The spider-cle moves at the same as their user's base speed.

Smoke-cle
Acorn Barnacle spews Smoke from it's mouth at the user's command. The Smoke is very thick and will quickly spew out, causing anyone hit by it to be distracted and or interrupted, causing them to cough and spittle - losing their concentration.

Holo-cle
The Acorn Barnacle will release a projected image of a person, whether it be of the user, the target or someone else entirely. The projection is only used to meant to fool the opponent. However the Holo-cle can also emit a single noise, this noise can only be one of the following; explosion, electrical noise, sharp gust of wind, water rapids, earth formation. They represent the 5 elements to fool the opponent that an attack could be coming from another direction.

- These don't have to be summoned, they can already be on the user if stated in the bio.
- and can be used through a Gadget Barnacle
- Barnacle Community Summons like " ", " " can use Gadget Barnacles from their body.
- Using One Gadget Barnacle costs a turn
- Must have signed the Barnacle Contract
- Can only use one of each effects for this jutsu per match, meaning a total of 5 uses.
Approved Contract :

Approved - added the alst note.

(Fuuton : Soyokaze bīkon) - Wind Release : Breeze Beacon
Type: Defensive / Supplementary
Rank: B-Rank
Range: Short / Long
Chakra Cost: 20 (-5 to sustain)
Damage Points: N/A
Description:
By Fuelling Chakra into a Kunai or similar Projectile(s) in their hand or on the field the user makes that projectile the epicenter of bursts of intangible and harmless wind, the opponent and user will be able to feel these bursts of wind, the bursts of wind fading after 5 meters away from the projectile. The Bursts of Wind do not cause any damage and instead with each pulse senses any foreign chakra caught in the breeze vicinity of the Kunai and sends that information back to the user, basically giving them a form of sensory but in a specific area. The Wind also pushes other projectiles like thrown kunai, shuriken etc. it basically makes any throw weapon useless as it messes with their trajectory and therefore aim - even the user's.

- Costs a small portion of Chakra to sustain
- If Kunai(s) are destroyed then the area will lose sensory
- This can be applied to any number of projectiles on the field
- Can be deactivated at will
- Must be taught by LonelyAssassin

Declined - Although it's a nice idea in theory, i wont approved a chakra sensing wind. You say it's only around a small area (5m) but use a jutsu to multiply the kunai or the ninjutsu that allows you to hover the kunai and you could have sensing around the entire field. Not only that but you didn't but a limit on it, which even with the chakra cost it should still have a time limit. Give it a turn limit, and a max number of projectiles it can be used on at once then it may be more approvable in my eyes.
[/COLOR]
(Fuuton : Soyokaze bīkon) - Wind Release : Breeze Beacon
Type: Defensive / Supplementary
Rank: B-Rank
Range: Short / Long
Chakra Cost: 20 (-5 to sustain)
Damage Points: N/A
Description:
By Fuelling Chakra into a Kunai or similar Projectile(s) in their hand or on the field the user makes that projectile the epicenter of bursts of intangible and harmless wind, the opponent and user will be able to feel these bursts of wind, the bursts of wind fading after 5 meters away from the projectile. The Bursts of Wind do not cause any damage and instead with each pulse senses any foreign chakra caught in the breeze vicinity of the Kunai and sends that information back to the user, basically giving them a form of sensory but in a specific area. The Wind also pushes other projectiles like thrown kunai, shuriken etc. it basically makes any throw weapon useless as it messes with their trajectory and therefore aim - even the user's.

- Costs a small portion of Chakra to sustain
- If Tool(s) are destroyed then the area will lose sensory
- Max of 5 Tools this can be applied to.
- Lasts four turns
- Can be deactivated at will
- Must be taught by LonelyAssassin

Approved
 
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Panthalassa

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Re: Custom Jutsu Submission

( Suiton: Seichi ) Water Release: Bioturbation
Type: Defense/Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user infuses his water chakra into any sediments available in the field, normally loose sand, gravel or dirt. The water will acquire syrupy like properties that will enable the user to pick the sediments up and thicken the water chakra, that will then form an enclosure around a target, or any other structure. Once the desired form is reached, the water will evaporate, as mist, dehydrating the structure to a point where the sediments will hold together into a solid, cement-like material. While it is empowered by water, the structure that is left behind will have the elemental properties of basic Ninjutsu. Panthalassa, dealing with insects, will normally perform this using leftover chitin as sediments, acquire a base through which to use his Pharaoh Scythes CFS if desired, otherwise remaining the exact same technique.

Note: This technique can be used through 1 handseal or by stomping or slapping the ground/sediments.
Note: Can only be used once every 3 turns.

‡ Approved ‡ Not bad. Not bad at all.
 
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Goetia

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Re: Custom Jutsu Submission

Katon: Ittō Kasō | Fire Release: Single Blade Cremation
Type: Offensive
Rank: S - Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-30 to user)
Description: There are two ways of using this technique. For the first use, the user will focus an incredible amount of chakra within their arm, forming a shroud of fire around the arm. Due to the heat, the user's arm will appear scorched and charred. At that point, the user will then fire a large beam from their arm with a diameter of 1 meter. The beam of fire is highly concentrated, and is capable of piercing solid objects with ease. Standing within just metres of the attack is enough to feel the extreme heat, which is enough to cause burns. Due to the intensity and power of the technique, it will cause considerable damage to the user's arm, and limit their ability to use their hand, and will cause slight exhaustion. The other way to use the technique is to gather all of the user's chakra and focus it. Then, the user will explosively release it as a gargantuan maelstrom of flames that is powerful enough to reduce targets to ash. Because of the power of the explosion itself and the heat, the user will suffer major burns all over his body, as he is at the epicenter of the technique. The explosion is large enough to take out targets the size of boss summonings and anything of similar size, and will leave a giant crater at the blast site.

Notes

❋ The beam version of the technique is S - Rank in strength. The explosion version is Forbidden - Rank.
❋ Only Fire techniques up to A - Rank for 3 turns after using the beam.
❋ Only A - Rank Fire techniques for the remainder of the battle after using the explosion.
❋ The beam can only be used twice per battle, the explosion once.

‡ Declined ‡ Lol'd at the bolded. Sorry but this has been done countless times if you exclude the self-mutilation.
 
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Houdinii

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Re: Custom Jutsu Submission

~Reduced the turn limit and addressed the issue with the user being exposed to the ash



(Katon: Unari no Funkazan)- Fire Release: Bellow of Vesuvius
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-15 to user)
Description: The user will begin this technique by channelling fire chakra through their arms and into their hands. Due to the amount of chakra that travels through their arm, the user experiences an incredibly painful level of damage to the limb which causes a degree of numbness. The user then proceeds to clap their hands together and from them a huge amount of superheated, non-flammable ash will spew forth.The ash will first quickly envelop the user before it billows upwards to form into a large cloud that will grow to span the entire battlefield.

Due to the ash's density and heat it will not allow any threat to effect or pass through it(following elemental adv/disadv). After being released the ash would accumulate and form into a cloud above the user, as it does so the ash would begin to fall from the cloud (S rank in strength) within short range only as it starts to spread over the battlefield. In turn 2 it would spread to include medium range and finally in turn 3 it would encompass long range as well. The ash would stick to any enemy targets or techniques and incinerate them from the exposure and temperature.

Once the ash has been created the caster can use shape manipulation to form a bolt of ash that erupts onto a targeted area once per turn (S-rank and reaches up to long range).The ash thunderbolt is capable of decimating the area which it strikes, causing a large amount of damage. The user will employ chakra control to form a layer of chakra around himself during this technique, to insulate themselves from the effects of the ash.

Note:
~Can only be used twice
~The cloud lasts for 3 turns
~No other katon techniques while this technique is in play
~Due to the numbness and damage to their arm, the user cannot form hand seals for two turns
~The bolt of ash counts as one of the moves in that turn
~Can only be taught by xHoudinii

Declined - i'm not gonna allow this to last, it's like costant raining S rank fire. Hell no. Spew out the ash into a ball in the air, clap and have it blast out in all directions. And user has to defend himself in that case. Or severely reduce the rank of this.
~Changed the nature of the technique so it takes longer to fully come into effect, reduced its turn limit, reduced the rank of the falling ash, edited the restrictions

(Katon: Unari no Funkazan)- Fire Release: Bellow of Vesuvius
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-15 to user)
Description: The user will begin this technique by channelling fire chakra through their arms and into their hands. Due to the amount of chakra that travels through their arm, the user experiences an incredibly painful level of damage to the limb which causes a degree of numbness. The user then proceeds to clap their hands together and from them a huge amount of superheated, non-flammable ash will spew forth.The ash will first quickly envelop the user before it billows upwards to form into a low-lying cloud that will grow to span the entire battlefield.

Due to the ash's density and heat it will not allow any threat to effect or pass through it(following elemental adv/disadv). After being released the ash would accumulate and form into a cloud above the user. In the first turn the cloud would simply sit above short range as it accumulates. In turn 2 however the cloud would grow to cover up to long range and as it does so the ash would fall down to the ground (A rank in strength). The ash would stick to any enemy targets or techniques and incinerate them from the exposure and temperature.

Once the ash has been created the caster can use shape manipulation to form a bolt of ash that erupts onto a targeted area once per turn (S-rank and reaches up to long range).The ash thunderbolt is capable of decimating the area which it strikes, causing a large amount of damage. The user will employ chakra control to form a layer of chakra around himself during this technique, to insulate themselves from the effects of the ash.

Note:
~Can only be used twice
~The cloud lasts for 2 turns
~The initial use of this technique takes up two moves in that turn
~No other S rank or above katon techniques while this technique is in play
~Due to the numbness and damage to their arm, the user cannot form hand seals for two turns
~The bolt of ash counts as one of the moves in that turn
~Can only be taught by xHoudinii

Declined - wont approved F ranks that last.

~New Submission

(Katon: Seichi Tsuuro)- Fire Release: Subtle Passage
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will commence this technique by forming an extra hand seal during the performance of an initial jutsu, focusing their katon chakra and flooding the first technique with pure fire to superheat and alter its form and traits. These alterations are in line with the usual elemental interactions between fire and the element in question without reducing its potential.(eg Use following a wind technique would cause it to ignite) Though use with elements that fire is weak against will diminish the overall result slightly.(Following elemental adv/disadv.) After doing so the user can then form another hand seal and solidify the fire(Similar to the Dragon flame release song technique.) while accompanied with the secondary element, manipulating its shape as long as the hand seal is held.

Note:
~Can only be used 3 times
~Cannot use Katon above S rank for 1 turn
~Can only be taught by xHoudinii

Declined - you'd need Y/Y to control two chakra natures like this. Also if you add fire to water it would create boil or steam release, same if you add fire to earth, lava... second part is a no, DNR
 
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ReXii

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Re: Custom Jutsu Submission


( Taijutsu: Koushoku Senkou Sora Sumasshu ) - Taijutsu: Yellow Flash Sky Shatter
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack aimed for the upper body, he pushes his body weight using both hands on the attacking limb, launching himself skywards whilst pushing his opponent down. Similar to the intersection method however both hands are above the limb so it does not behave as a pincer, more of a lever.
Once airborne he twists his body rolling over and performing a descending sky kick similar to the type used by Hashirama Senju and Tsunade Senju, lacking a large degree of the force, the speed factor more than makes up for the lack of power. However it can not cause large scale destruction, in terms of damage it behaves in a similar fashion to the kick used by Rock Lee against Gaara in part one, causing a mild aftershock effect.
Notes:
*Can only be used by Minato Namikaze biographies.*
*May only be used four times*
*Only usable by ReXii*

Declined - i can do this with basic taijjutsu (thrusting palm and a kick) also why would it need to be minato? Any fast bio could do this such as an uchiha O_<

(Taijutsu - Sekai no omo-sa) Taijutsu - Weight of the world
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: 80
Description: A unique taijutsu striking combination used in quick succession. From a grounded position the user will spread his legs slightly lowering his center of gravity in almost a very loose horse stance. From here they will deliver a single straight punch to the opponents upper rib cage and almost immediately they would be swinging their other arm as the first strikes, repeating this process to land a total of eight punches with incredible speed. While not that damaging the attacks serve to soften up the opponents rib cage creating a slight separation in the middle of them. This is where the final strike comes in to play. The user thrusts his hand forwards between the ribs targeting the sternum directly the hand is thrust using the fingertips with deceptive power. Should the attack strike the sternum it is aimed to flatten the sternal angle to achieve a similar effect to damaging the throat, the opponents blood circulation and breathing will suffer. Causing him to lose 40% of their speed. While the attack is typically non fatal it's unlikely many could fight in this condition and should they over exert themselves with excessive movements they would certainly run out of oxygen and collapse.

~Notes~
-Should this attack land successfully the afflicted may not move more than 5 meters per turn by moving directly with their own body.
-This attack also prevents the opponent from using any body flicker or variants of such.
-The initial eight hits have a stunning effect, should all eight hits land cleanly the ninth is almost completely unavoidable.
-Should the final strike land the speed debuff remains active for four turns.
- Can be used 1X per battle‏
- Must be taught by ReXii

Declined - incredicble speed? Give a time like 2-3 second, 40% is too much. remove second part of the 3rd note. reduce to 3 turns

(Hiraishin - Rasen Senkō Chō Rinbukō Sanshiki) Flying Thunder God - Spiralling Flash Super Round Dance Howl Style Three
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage points: 80
Description: This technique was devised by Minato Namikaze and employs the use of his Flying Thunder God Technique. Minato throws six Flying Thunder God Kunai all around the enemy, and teleports to them. It is a technique developed to create an opening for an attack.The technique can also be used with the help of a shadow clone, though this is not a compulsory component of the technique's execution. Minato can teleport to each of these six kunai once during this technique and in any order he chooses. But may only teleport to each one, once. This allows him to catch his opponent off guard quickly and efficiently. Once an opening presents itself Minato will dash forwards using his unique body flicker and attack by slamming a twin rasengan in to the opponent.
~Notes~
- The kunai must be scattered all around the opponent, each one can only be a maximum of five meters away from him and together they all form a circle.
-If used with shadow clones active Minato can choose to have them teleport between kunai's alongside him to further confuse the enemy, each shadow clone who makes it to the initial charge phase also may attack with the twin rasengan's multiplying it's damage, but also it's move slot cost. So that two clones plus Minato using this at the same time would cost all three of the users moves in his turn.
-However the clones can only directly follow Minato when he teleports, meaning they must appear at the same kunai he is teleporting to.
- Can be used 1X per battle‏
- Must be taught by ReXii

Declined - change it from used with a clone to clones can use i but only one user. So like only minato himself or only the clone can teleport around for this effect
( Taijutsu: Koushoku Senkou Sora Sumasshu ) - Taijutsu: Yellow Flash Sky Shatter
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack aimed for the upper body, he pushes his body weight using both hands on the attacking limb, launching himself skywards whilst pushing his opponent down. Similar to the intersection method however both hands are above the limb so it does not behave as a pincer, more of a lever.
Once airborne he twists his body rolling over and performing a descending sky kick similar to the type used by Hashirama Senju and Tsunade Senju, lacking a large degree of the force, the speed factor more than makes up for the lack of power. However it can not cause large scale destruction, in terms of damage it behaves in a similar fashion to the kick used by Rock Lee against Gaara in part one, causing a mild aftershock effect. Being part of the yellow flash taijutsu series is the core reason only Minato biographies can use this technique.
Notes:
*Can only be used by those who have completed canon taijutsu (not NB taijutsu)*
*May only be used four times*
*Only teachable by ReXii*

Approved - left it as Minato only.

Checker Note: I'm aware this can be done with multiple other techniques but the same could be said for any basic tai. The difference between this technique and those, is that this technique is a combination not requiring two or three moves, leaving space for jutsu such as the flying thunder god seal which is an essential part of Minato's combat style. It follows in the style of

(Taijutsu - Sekai no omo-sa) Taijutsu - Weight of the world
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: 80
Description: A unique taijutsu striking combination used in quick succession. From a grounded position the user will spread his legs slightly lowering his center of gravity in almost a very loose horse stance. From here they will deliver a single straight punch to the opponents upper rib cage and almost immediately they would be swinging their other arm as the first strikes, repeating this process to land a total of eight punches with incredible speed. The entire technique takes around three seconds to complete, which is the average time in real life for a trained fighter to deliver these types of attacks. While not that damaging the attacks serve to soften up the opponents rib cage creating a slight separation in the middle of them. This is where the final strike comes in to play. The user thrusts his hand forwards between the ribs targeting the sternum directly the hand is thrust using the fingertips with deceptive power. Should the attack strike the sternum it is aimed to flatten the sternal angle to achieve a similar effect to damaging the throat, the opponents blood circulation and breathing will suffer. Causing him to lose 40% of their speed. While the attack is typically non fatal it's unlikely many could fight in this condition and should they over exert themselves with excessive movements they would certainly run out of oxygen and collapse.

~Notes~
-Should this attack land successfully the afflicted may not move more than 5 meters per turn by moving directly with their own body.
-This attack also prevents the opponent from using any body flicker or variants of such.
-The initial eight hits have a stunning effect, should all eight hits land cleanly the ninth is almost completely unavoidable.
-Should the final strike land the speed debuff remains active for four turns.
- Can be used 1X per battle‏
- Must be taught by ReXii

Declined - my last check i said 40% is too much.

(Hiraishin - Rasen Senkō Chō Rinbukō Sanshiki) Flying Thunder God - Spiralling Flash Super Round Dance Howl Style Three
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage points: 80
Description: This technique was devised by Minato Namikaze and employs the use of his Flying Thunder God Technique. Minato throws six Flying Thunder God Kunai all around the enemy, and teleports to them. It is a technique developed to create an opening for an attack.The technique can also be used with the help of a shadow clone, though this is not a compulsory component of the technique's execution. Minato can teleport to each of these six kunai once during this technique and in any order he chooses. But may only teleport to each one, once. This allows him to catch his opponent off guard quickly and efficiently. Once an opening presents itself Minato will dash forwards using his unique body flicker and attack by slamming a twin rasengan in to the opponent.
~Notes~
- The kunai must be scattered all around the opponent, each one can only be a maximum of five meters away from him and together they all form a circle.
-If used with shadow clones active Minato can choose to have them teleport between kunai's instead of himself to further confuse the enemy, each shadow clone who makes it to the initial charge phase also may attack with the twin rasengan's multiplying it's damage, but also it's move slot cost. So that three clones using this at the same time would cost all three of the users moves in his turn.
- Can be used 1X per battle‏ but can be used up to 3x during that usage
- Must be taught by ReXii

Declined - I should of been more specific, only one user for this, not 3 clones, only 1 clone or the real minato, 1 user in total.
 
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