[ARCHIVE] Custom Jutsu Submission - II

Status
Not open for further replies.

Deviation

Active member
Legendary
Joined
May 15, 2013
Messages
14,271
Kin
243💸
Kumi
171💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

*Removed that bit you pointed out. New edits in bold.


(Raiton: Hiken: Tsubame-Gaeshi) - Lightning Release: Concealed Sword: Swallow Return
Rank: S-Rank
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: Swallow Return is a forbidden sword technique that requires extreme precision, first in lightning chakra control and second in swordsmanship. It's a technique to where three concurrent arching blades close on the enemy from all sides to create a pseudo prison. While the user downplays it as simply successive slashes, it is actually using lightning chakra to the highest potential to overload one's arms and sword to increase speed and cutting ability. It starts with the user raising his sword above his shoulder, channeling lightning chakra to the nerves in the arms and to his sword. Once the user has done that, he performs a flashing slash from his right to his left, followed by two seemingly simultaneous, over-lapping flashes that appears to disregard the concept of time and space, producing a slash attack that arrives from three different directions due to the increased reflexes of one's arms. The user then lifts his sword as it gathers all his lightning chakra towards the blade and delivers another downwards slash resulting in an explosion of chakra, damaging the opponent. Due to the speed of the sword slashes, it is challenging to keep up with requiring the use of sharingan 2t and/or enhanced reflexes.
Note: Can only be used twice per battle
Note: Unable to use A-Rank or above Kenjutsu for the following turn
Note: User's arms are slightly numbed afterwards
Note: Must have lightning as a specialty

Example:
You must be registered for see images

Declined - bolded why at the end.
* Removed what you bolded

(Raiton: Hiken: Tsubame-Gaeshi) - Lightning Release: Concealed Sword: Swallow Return
Rank: S-Rank
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: Swallow Return is a forbidden sword technique that requires extreme precision, first in lightning chakra control and second in swordsmanship. It's a technique to where three concurrent arching blades close on the enemy from all sides to create a pseudo prison. While the user downplays it as simply successive slashes, it is actually using lightning chakra to the highest potential to overload one's arms and sword to increase speed and cutting ability. It starts with the user raising his sword above his shoulder, channeling lightning chakra to the nerves in the arms and to his sword. Once the user has done that, he performs a flashing slash from his right to his left, followed by two seemingly simultaneous, over-lapping flashes that appears to disregard the concept of time and space, producing a slash attack that arrives from three different directions due to the increased reflexes of one's arms. The user then lifts his sword as it gathers all his lightning chakra towards the blade and delivers another downwards slash resulting in an explosion of chakra, damaging the opponent.
Note: Can only be used twice per battle
Note: Unable to use A-Rank or above Kenjutsu & Lightning for the following turn
Note: User's arms are slightly numbed afterwards
Note: Must have lightning as a specialty

Example:
You must be registered for see images

Approved - added the bold.



(Jorōgumo no Henkei) - Jorō Spider Modification
Rank: A-Rank
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A (Cumulative effects lead to death)
Description: After extensive research on the Jorō Spider, those of the spider contract were able to increase their lethality in combat by undergoing a small surgery involving sharpening the canines, hollowing them out slightly, and connecting it to a small Jorō spider's poison sack hidden above the roof of the mouth. Once done, the user is able to create poison naturally through the use of chakra and the poison sac, being able to spit poison or perform a poisonous bite. The user can not manipulate the poison directly as he has no medical experience. The poison itself is slow acting if done through physical contact however if bitten the effects are accelerated. Through spitting, the poison takes a turn (of the opponent) to be able to penetrate through the pores of the skin and then beginning to take effect at the end of the following turn, causing varied effects as time goes on. For the poison to continue its effects when spit, the opponent must be exposed to it continuously. Through biting the opponent and injecting the poison, the effects (2nd effect on the list) happen faster, taking effect after the first turn. The user only has to bite once for the effects to continue on by themselves without a need to consecutively bite the opponent. The effects (spitting & biting) stack with each other and if used in combination (i.e. spitting then biting) they only carry on from where they left off. The user also has the option of using his specific poison on his weapons (i.e. sword, shuriken, kunai, senbon, etc.) by spitting his poison on it but the effects remain the same as if spitting, taking effect the more the opponent is exposed to the poison however can be countered by cleaning the weapons with water or evaporating the poison with fire.

1st Effect = No noticeable affliction
2nd Effect = Slowed reaction and cognitive actions
3rd Effect = Blurred vision, slightly slurred speech
4th Effect = Involuntary coughing, bleeding from eyes, nose, mouth and ears
5th Effect = At the end of the turn victim dies

Note: Requires surgery and must be stated on the user's bio once done
Note: Can only be used by signers of the Spider Contract
Note: Due to the unique chemistry of the poison mixed with chakra, the user is immune to a Jorō Spider's poison

Declined - bio surgery is a med procedure and requires admin permission.


(Kumo Kanchi no Jutsu) - Spider Sensory Technique
Rank: B-Rank
Type: Supplementary
Range: Short-Mid
Chakra cost: 40 per turn
Damage points: N/A (-20 from Sound Release techniques)
Description: By growing special sensory hairs on the skin, the user is able to sense pressure waves in the air which are converted to electric signals. These signals are then sent to the brain and interpreted as sound. As such the user is very capable of localizing the origin of a sound by interpreting the movement of the air produced by that sound. Because of the increased perception in sound through air pressure, the user becomes highly susceptible to Sound Release techniques considering it involves sound waves that can both be heard and felt (to some degree), suffering an additional 20 damage if directed towards the user. The extra sensory perception through the air pressure as well allows the user to anticipate close combat moves clearer such as Taijutsu or Kenjutsu. This provides the user a better opportunity if his sight were to be compromised or when combating visual genjutsu as this perception is unaffected by it, helping the user determine the location or presence of things in his environment. The drawback to the hairs are that they are sensitive to extreme heat (A-Rank and above Fire techniques), burning up upon contact. They are affected by water as well allowing the user to lose the sensory perception upon being wet but can be regained once dried.
Note: Technique lasts four turns with a one turn cooldown in between use
Note: Must have signed the Spider Contract

Declined - it would only work short range around you, not mid.
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Ningyō no gijutsu, ōkibona sureddo no kōhai) Puppet Technique: Massive Thread Devastation
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90 (-10 to user)
Description: The user will begin to rotate their hands in a circular manner similar to when you are forming a rasengan. As the user is doing this chakra is being molded into their hands. Along with the chakra a plethora of chakra strings are being forced together creating a mediums sized ball consisting of chakra strings. Once the ball has been formed it will take the appearance of a light blue ball due to it consisting of chakra strings. The main thing the user will due with the ball is throw it at a target like a baseball. Once the ball has made contact with a target the ball will erupt into wide array of chakra strings which begin to encircle the enemy wrapping them up in a powerful binding strength. The target will become so wrapped up in the chakra strings that they will be unable to be seen as they are covered in hundreds of chakra threads. With the chakra strings the target will be wrapped up with tremendous force. Once contact with the target has been made they wrap them up in a binding force so strong that it will pierce right through their flesh and crush them which can severely hurt them as well as cause death. The initial effect of the jutsu will pierce the enemy with a bone crushing force of wires. After the initial effect of the technique the user is capable of keeping the jutsu active longer to keep the binding strength active. While keeping the technique active for the binding strength it will be of S-rank and the target will have trouble moving. This technique is powerful enough to even bind a tailed beast in its full transformation at least temporarily or other large objects.
Note: Can only be used once.
Note: Can only be taught by Sasori
Note: Must know Puppetry
Note: After keeping the technique active for the second effect it drains -40 chakra for each turn.
Note: After using the technique after the initial strike it can only stay active for two turns. (During which no techniques above A-rank can be used.)
Note: No techniques above A-rank for the next two turns.

Declined - this isn't a forbidden jutsu. And Their isn't really a drawback to you.

Name: ( Ningyō no gijutsuMuseibutsu bodi seigyo) Puppet Technique: Inanimate Body Control
Type: Supplementary
Rank: Forbidden
Range: Self (Short-Long)
Chakra: 50
Damage: N/A
Description: It was shown that Sasori is capable of using objects such as a puppet for his container. Sasori however is not limited to just using puppets as a host body. As shown when Sasori’s puppet body got destroyed in battle his Heart looked for a container which it could possess. This technique allows for Sasori to forcefully create a body out of substances such as earth and water. After making contact with the desired substance Sasori will begin to forcefully create a Humanoid structure out of the desired substance. By forcefully creating and using his heart container he can temporarily create a new body in the nick of time. This is a good technique to use when the user does not have time to switch into another puppet or if the user wants to plan a surprise attack. When Sasori has come into contact with the desired substance he is able to travel up to long range so that he could appear just about anywhere on the field where he desires, but can only appear up to Short range of the enemy.
Note: The host body can only last 4 turns after which it will fall apart.
Note: Can only be used twice with a four turn interval between each use.
Note: While transformed the user can only use techniques up to B-rank of the given body, and cannot use the substance the body is made of as a medium for techniques.
Note: Can only be used out of earth or water.
Note: No techniques above A-rank for next two turns.

Declined - DNR

Name: (Ningyō no gihō Chakura ito-Kabe) Puppet Technique: Chakra Threads Wall
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user puts both of their hands fingertips together in a horizontal manner. Once their finger tips are connected the user begins to generate chakra to the tips of their fingers like how you would to create chakra threads. After the chakra has been gathered in their fingertips the user will then separate their fingers in order to reveal chakra threads which are connected to both of their hands forming a shape similar to a wall. Now that the wall has been formed the user can release it from their fingers in order to create a wall of chakra threads from their hands. It is also possible for the user to have the wall of chakra threads surround the user in a circular manner from head to feet. The main purpose of the wall of chakra threads is that it will be capable of catching and blocking incoming physical projectiles heading in the user’s way. After the projectiles have made contact with the wall it will then become stuck to it and it will almost be as if the projectiles were not touched rendering them useless. Can also be used to stop incoming taijutsu attacks. The wall can be formed directly in front of the user covering everything up to short-range.
Note: Can only be taught by Sasori
Note: Can only be used four times
Note: Must know puppetry
Note: Only works on physical projectiles or attacks up to A-rank.

Declined - Its just another method of making a chakra wall
 
Last edited by a moderator:

Akasha

Active member
Legendary
Joined
May 8, 2013
Messages
12,082
Kin
1,022💸
Kumi
355💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Monarda no chūshutsu) - Extraction of Monarda
Type: Offensive
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: A basic ninjutsu technique which is used on techniques which require from user to utilize explosive tags (and/or similar tags) in their performance. Through the rapid conversion and release of chakra user would cause for the explosive tags from the initial technique used to shoot out with great speed and force to them. Their movement will be slightly quicker than that of the primary technique making them reach the intended target faster, and their direction would solely depend on needs of the user. However this wouldn't stop the movement of the original technique, it would rather just extract the explosive tags and use them beforehand. The inital technique wouldn't however lose its effects, it would continue on its path (e.g. if water had explosive tags hidden inside of it, user would extract the explosive tags from it causing them to reach the target before the water does). This technique is immediate once activated as its use is only one when used in combination with other techniques.

Note: Can only be used five times per battle
Note: The explosive tags would explode either upon hitting an object or with performance of a single hand seal
Note: Can only be taught by Akasha

‡ Declined ‡ This simply won't work out. DNR.
I've got permission from NK to resubmit this technique via PM.

(Monarda no chūshutsu) - Extraction of Monarda
Type: Offensive
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: A basic ninjutsu technique which is used on techniques which require from user to utilize explosive tags (and/or similar tags) in their performance. Through the rapid conversion and release of chakra user would cause for the explosive tags from the initial technique used to be extracted and move in different trajectory of their choosing. The speed at which they move wouldn't change and this wouldn't affect course of the initially sent technique, but rather just extract the tags and allow user to further manipulate their motion (changing angle or movement and similar).

Note: This wouldn't decrease power of the initially sent technique (within reason), as it would just affect the tags if they represent an add on the technique in question.
Note: Can only be used five times per battle
Note: The explosive tags would explode either upon hitting an object or with performance of a single hand seal
Note: Can only be Taught by Akasha

Declined - Make it so only ninja with paper release can use this

(Nasutoruku) - Solanum's Torque
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A (-10 to a technique paper technique is facing)
Description: A ninjutsu technique used as to enhance other paper ninjutsu techniques and aid user when facing opponent in CQC. Essentially further manipulating paper sheets from which a specific paper technique is formed by causing for each individual paper to rotate around its own axis. This would cause for creation of friction which will represent a protecting layer when a paper technique in question is faced against another solid like technique as well as taijutsu movement. The created friction would resist motion and hence decrease the force at which the opposing technique was sent. This technique would decrease damage of another one by 10, as it decreases its initial momentum and force. In addition it can be used when user is facing their opponent in CQC, changing their limbs into the one of paper and using the force from friction to protect themselves from opponents offense.

Note: Can be used four times per battle
Note: Must have paper biography
Note: Can only be Taught by Akasha

Declined - this just wouldn't work
 
Last edited by a moderator:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: Custom Jutsu Submission

I Have permission to resubmit this from Jakai as it was originally my jutsu and he was submitting it for me


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

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Creating the chakra cloak costs one of the users three moves
Note: Lasts a max of five turns, and can be stopped by the user whenever


Declined - You make a mist, the absorbs water, and grows. If the mist grows in volume this would just create a new water source where it's absorbed the other water would it not? Or is this your way of stopping them from using water release? Either way can't approved this as it's an absorbing technique.



I Have permission to resubmit this from AnbuKirito as it was originally my jutsu and he was submitting it for me


Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Depending on the Technique used upon)
Chakra Cost: 40 (-10 for every turn active)
Damage Points:
Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and black in color making it more goo like. Only this goo carries a unique symbiotic property towards the user with the special ability to absorb liquids of the same rank and lower. Upon forming the symbiote can attach itself to the user covering their entire body causing their appearance to become completely black, with large white eyepieces and white patches on the back of each hand. The symbiote then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark appearance and water absorbing properties (Costs an additional five chakra points per use and counts as a move).The liquid absorption of the goo is also unique in the sense that it gains some properties of the water it absorbed although limited. Only being able to take on elemental properties like the burning properties of fire or corrosive ones, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the goo. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiote retains the ability to absorb liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiote absorbed, for instance if the user were to absorb a corrosive liquid while bonded, and proceed to taint a water technique, that water technique would now also have the corrosive property due to being converted by the symbiote. Also in the event that the user is bonded with the symbiote and it is affected in some negative way such as it burning or ect. The following will happen. The symbiote will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiote is effected it will separate entirely from the user an srank defense following waters S&W.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of four turns, and can be stopped by the user whenever
Note: Can not use another S-rank water technique in the same turn.
Note: Tainting techniques takes one of the three jutsu slots

Declined - the whole symbiote thing is too similar to an existing CW, and can't approve absorbing things.


Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 for every turn active)
Damage Points: 20 (per attack)
Description: The user will focus his suiton chakra to create a sentient creature composed of water, whose appearance is always a feline, most commonly a lion. The creature is sentient due to being linked to the users chakra. The creature regardless of its form will always have a light misty blue coloration and the creature's size can vary depending on the users wishes, but at most can be slightly larger then the user. The creature upon being created passively releases mist from its body covering that of long range and continues to do so whenever there is a lack of mist. The mist itself is equivalent to the cannon D-rank version. It is used well in conjunction with the creatures special ability. The creature has the ability to disperse itself into mist and merge with any existing mist in the area and travel through it at the speed of an arrow. Able to reform part of its body or its entire being at anytime to attack a target. Its body due to its feline characteristics will always have a sharp property meaning its attacks consist of sharp slashes and bites although the slashes can not tear off a limb or pierce deeply into flesh and muscle. While it is traveling through the mist it is extremely hard to locate due to it being made of mist itself, even fooling chakra sensory and doujutsu due to being composed of the same chakra as the mist it released or any mist it merges with due to them both being composed of suiton chakra.

Note: Lasts three turns
Note: Can only be used three times
Note: Can not be used in consecutive turns
Note: Can only be taught by Yusei

Declined - the mist should cost a jutsu, fooling doujutsu is a no as the mist doesn't fool byakugan, moving at the speed of an arrow like that is a no also

Note for Checker - Changed all mentions of absorbing as discussed to a concept more similar to kisame being devouring and consumption of water that causes any remaining water molecules to stick to the mist and cause the increase in thickness. Also clarified that the Mist regardless of the thickness can not be used as a water source to use techniques that would require one. I also made it so that making the chakra armour is not passive, made it require a move and additional chakra.

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

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Creating the chakra cloak costs an additional move
Note: Lasts a max of five turns, and can be stopped by the user whenever
Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one


Declined - I'm happy with the concept just some details to be fixed:

1. Limit it to being able to absorb up to S rank in power per use and it's not instant, it's fast but takes time. For example, if shoot an S rank water bullet at you this will absorb half the power but not all of it in time for you to use it as a defense. This being because absorbtion type jutsu are slow
2. Explain why it can't be used as a water source: Sticky concept holds it in it's mist form
3. Have it constantly taking up one of your jutsu per turn due to the power and rank.



Notes for Checker - Changed all mentions of absorption to a similar concept to the above technique. The only difference being that the remaining water molecules mere with the goo instead of a mist. Also changed all mentions of the term "symbiote" to symbiotic goo. Due to their being an approved CW with the name symbiote. Also made it so that tainting techniques costs both an additional move and extra chakra.

Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Depending on the Technique used upon)
Chakra Cost: 40 (-10 for every turn active)
Damage Points:
Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and black in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower. Upon forming the symbiotic goo can attach itself to the user covering their entire body causing their appearance to become completely black, with large white eyepieces and white patches on the back of each hand. The symbiotic goo then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move).The ability of the goo to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire or corrosive ones, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the goo. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic goo retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a corrosive liquid while bonded, and proceed to taint a water technique, that water technique would now also have the corrosive property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic goo and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic goo is effected it will separate entirely from the user an srank defense following waters S&W.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of four turns, and can be stopped by the user whenever
Note: Can not use another S-rank water technique in the same turn.
Note: Tainting techniques takes one of the three jutsu slots

Declined - It needs rewording, the way you've worded the "goo" and tainting a water source ect comes off too much of a new element as such. It's like my shining water element makes water reflective of light, it's a whole element. You need to describe why it's dark? if it's like sticky water method even that isn't dark. Need some logic for that part. Remove the corrosive propperty. Not only this but read the check on the above jutsu and apply them to this.

Refference:

Suggestion: Refer to it as something "Water devouring starch" or something to avoid it being like a c.e. The darkness can come from the denseness of the liquid saying it compacts it so the light can't pass through.


Notes for Checker - Lol this one just need two quick tweaks. Made sure to note that Byakugan can see through the mist as requested. And made having the creature release mist upon its creation cost an additional move)

Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 for every turn active)
Damage Points: 20 (per attack)
Description: The user will focus his suiton chakra to create a sentient creature composed of water, whose appearance is always a feline, most commonly a lion. The creature is sentient due to being linked to the users chakra. The creature regardless of its form will always have a light misty blue coloration and the creature's size can vary depending on the users wishes, but at most can be slightly larger then the user. The creature upon being created can passively release a mist from its body covering that of long range and continues to do so whenever there is a lack of mist. The mist itself is equivalent to the cannon D-rank version ( Meaning Byakugan can see through it). It is used well in conjunction with the creatures special ability. The creature has the ability to disperse itself into mist and merge with any existing mist in the area and travel through it at the speed of a kunai. Able to reform part of its body or its entire being at anytime to attack a target. Its body due to its feline characteristics will always have a sharp property meaning its attacks consist of sharp slashes and bites although the slashes can not tear off a limb or pierce deeply into flesh and muscle. While it is traveling through the mist it is extremely hard to locate due to it being made of mist itself, even fooling chakra sensory and doujutsu due to being composed of the same chakra as the mist it released or any mist it merges with due to them both being composed of suiton chakra.

Note: Lasts three turns
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Having the creature release mist from its body upon creation costs an additional move
Note: Can only be taught by Yusei

Approved - changed it to used twice
 
Last edited by a moderator:

Corazon

Legendary
Joined
Mar 10, 2014
Messages
12,436
Kin
2,758💸
Kumi
23,218💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Ototon: Levicorpus) - Sound Release: Levicorpus
Type: Offensive
Rank: C
Range: Short - Mid
Chakra Cost: 15
Damage Points: 30
Description: A rather weak Sound jutsu, this is used to cause a foe small annoyance by lifting him in the air. This works by the user speaking a Sound (Levicorpus) and causing a set of waves to form around the opponent's leg, isolating the lower leg with a powerful wave. The purpose of this isn't to deal damage, however; after forming the wave, the user then causes it to move, the isolated leg moving with it, flipping him upside down in the process. Causing no damage, this hindering Sound jutsu is used to cause annoyance to the opponent as it lifts him into the air, slowly hoistering him higher and higher. This is ideal to use against an opponent as they perform handseals, interrupting them and forcing a momentary pause in their actions as they are flipped upside down. The user must also accompany this phrase with a jerking movement, done with their hand or a held item.

‡ Declined ‡ Uh....
» Changed type and removed damage

(Ototon: Levicorpus) - Sound Release: Levicorpus
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra Cost: 15
Damage Points: N/A
Description: A rather weak Sound jutsu, this is used to cause a foe small annoyance by lifting him in the air. This works by the user speaking a Sound (Levicorpus) and causing a set of waves to form around the opponent's leg, isolating the lower leg with a powerful wave. The purpose of this isn't to deal damage, however; after forming the wave, the user then causes it to move, the isolated leg moving with it, flipping him upside down in the process. Causing no damage, this hindering Sound jutsu is used to cause annoyance to the opponent as it lifts him into the air, slowly hoistering him higher and higher. This is ideal to use against an opponent as they perform handseals, interrupting them and forcing a momentary pause in their actions as they are flipped upside down. The user must also accompany this phrase with a jerking movement, done with their hand or a held item.

‡ Approved ‡
 
Last edited by a moderator:

Detective L

Active member
Legendary
Joined
Jan 10, 2013
Messages
19,342
Kin
2,224💸
Kumi
3,141💴
Trait Points
0⚔️
Re: Custom Jutsu Submission






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

Notes:

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

Approved

(Genjutsu: Baghuul no hōyō) | Illusionary Arts: Baghuul's Embrace
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user will start off by forming three hand seals, and induce a dormant Genjutsu on the opponent. The Genjutsu would cause the opponent experience effects based on the materials they come into contact with, as it encompasses three materials, namely; mist, dust, and steam. Through either the opponent's mist, or the users, the opponent will experience the mist to become colder to the touch and start to constrict them as it gets more compressed, and presses against their body, limiting their movements within the mist and making it difficult for them to traverse through it. Through dust formed with Earthen/Wind techniques, or the user/opponent's, and when under the effects of this Genjutsu, the opponent will encounter a tingling sensation, as it feels like the dust enters into their pores, or through every open orifice and drastically increase the opponent's weight, of their clothes and their own body, making them slower as they perceive themselves to be heavier, and causing them to move at two ranks lower than their normal rank when affected by the Genjutsu. Through either the opponent's steam, or the users, or when two techniques clash and create steam, the Genjutsu will take effect. The opponent would perceive the steam as having acidic properties, as their skin begin to form boils and sores, and the acidic nature of the steam would affect the opponent's clothes as well.

Notes:

-Can only be taught by Detective L.
-Can only be used four times a fight.
-No A rank and above Genjutsu in the next turn, and S rank and above in the one after that.
-Only one of the variations, mist, steam or dust, may be used to cause the Genjutsu to take effect, per turn.

Declined - give it a turn limit, reduce it to three times per battle, each use of this jutsu can only give one effect, two turn cool down, and just say in actuality nothing around them changes. But apart from that nice idea.

(Doton: Suphlatus `kanashimi ) | Earth Release: Suphlatus' Sorrow
Type: Supplementary
Rank: A rank
Range: (Can be infused short or long range)
Chakra: 40 (+10 for alternative use)
Damage: N/A
Description: A technique created to enhance the effectiveness of an Earth Release user. Through the formation of two hand seals, the user will sacrifice a portion of their chakra, in order to enhance their Earth based techniques which are released from the ground, for the next three turns. Utilizing the concept from the technique, (Doton: Hokoriheki no Jutsu ) - Earth Release: Dust Wall Technique, the user will cause all their Earth based techniques which rises/emerges from the ground, to release a wave of dust based particles outwards, to a short range area around the technique's emergence, and affect anyone close to it. The bigger the emergence of the technique, the more dust is created (comparing Stone Spikes, and Earthen Golem). The dust is capable of blinding the opponent, or simply creating an efficient smoke screen for the user to attack the opponent. Alternatively, the construct can maintain the dust within it, and with either two hand seals, or two turns, it can explode outwards, due to the build up of dust based particles within the solid structure, similar to how pressure builds up within a closed container and gas. This would release both the dust particles, and send debris flying outwards in an area directly proportional to the size of the construct affected.

Notes:


-Can only be taught by Detective L.
-Can only be used three times per fight.

Declined - great idea, but can't approved the exploding part. You can rephrase it so the dust is released off the object like when you blow dust off an old item, but the exploding is a no. Then you shall teach me U_U
Resubmitting:

(Genjutsu: Baghuul no hōyō) | Illusionary Arts: Baghuul's Embrace
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user will start off by forming three hand seals, and induce a dormant Genjutsu on the opponent. The Genjutsu would cause the opponent experience effects based on the materials they come into contact with, as it encompasses three materials, namely; mist, dust, and steam. Through either the opponent's mist, or the users, the opponent will experience the mist to become colder to the touch and start to constrict them as it gets more compressed, and presses against their body, limiting their movements within the mist and making it difficult for them to traverse through it. Through dust formed with Earthen/Wind techniques, or the user/opponent's, and when under the effects of this Genjutsu, the opponent will encounter a tingling sensation, as it feels like the dust enters into their pores, or through every open orifice and drastically increase the opponent's weight, of their clothes and their own body, making them slower as they perceive themselves to be heavier, and causing them to move at two ranks lower than their normal rank when affected by the Genjutsu. Through either the opponent's steam, or the users, or when two techniques clash and create steam, the Genjutsu will take effect. The opponent would perceive the steam as having acidic properties, as their skin begin to form boils and sores, and the acidic nature of the steam would affect the opponent's clothes as well. In reality, nothing happens to the opponent, only within the Genjutsu. Only one of the effects can be done at a time, and after doing so, there should be a two turn cool down between them.

Notes:

-Can only be taught by Detective L.
-Can only be used three times a fight.
-No A rank and above Genjutsu in the next turn, and S rank and above in the one after that.
-A two turn cool down between each effect of the Genjutsu, and only one effect at a time.

Approved

(Doton: Suphlatus `kanashimi ) | Earth Release: Suphlatus' Sorrow
Type: Supplementary
Rank: A rank
Range: (Can be infused short or long range)
Chakra: 40 (+10 for alternative use)
Damage: N/A
Description: A technique created to enhance the effectiveness of an Earth Release user. Through the formation of two hand seals, the user will sacrifice a portion of their chakra, in order to enhance their Earth based techniques which are released from the ground, for the next three turns. Utilizing the concept from the technique, (Doton: Hokoriheki no Jutsu ) - Earth Release: Dust Wall Technique, the user will cause all their Earth based techniques which rises/emerges from the ground, to release a wave of dust based particles outwards, to a short range area around the technique's emergence, and affect anyone close to it. The bigger the emergence of the technique, the more dust is created (comparing Stone Spikes, and Earthen Golem). The dust is capable of blinding the opponent, or simply creating an efficient smoke screen for the user to attack the opponent. Alternatively, the construct can maintain the dust within it, and with either two hand seals, or two turns, the dust can be released outwards in a blast like way, dealing no damage though but acts as a more focused release of the dust instead of simply covering an area with dust, but aimed at specific spot or person.


Notes:


-Can only be taught by Detective L.
-Can only be used three times per fight.

Declined - the concept is fine now, but you have no real restirctions for an A rank, that overall can be active for 9 turns in a fight. Just make it a bit more balanced, either reduce the time it lasts or useage limit, or just say it works on only one jutsu per use.



(Fuuinjutsu: Entā za boido) ♦ Sealing Arts: Enter the Void
Type: Supplementary
Rank: A rank
Range: Short - Long range
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will utilize a special tag with the Kanji, "Void" on it and place it on their body, before battle (must be stated in biography). This seal can activated any time within battle, and releases outwards a powerful transparent chakra barrier which erects itself from the seal on the user, up to Long range, affecting anything within it. Similar to the Fuuinjutsu technique, (Genjutsu Fūin ) - Illusion Skill Seal, instead of affecting Genjutsu usage like the former states, this seal would make it impossible for any form of Sensing to take place whilst the barrier is erected utilizing the same concept. The tag, from which a barrier is erected, acts as a siphon for any sensing of both the opponent and the user of the technique, basically disrupting it for the next five turns.

Notes:

♦Can only be taught by Detective L.
♦Must be stated in the users' biography.
♦Can only be used once per fight.
♦Lasts for up to five turns.
♦No A rank and above Fuuinjutsu when this is active.

Declined - similar jutsus exist
 
Last edited by a moderator:

Never

Active member
Supreme
Joined
Jun 22, 2012
Messages
32,560
Kin
2,719💸
Kumi
44,736💴
Trait Points
0⚔️
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.
(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 (three uses will occupy the same time frame), though it will still count as one of your three moves for each usage.
- IF used in rapid succession up to twice or three times, it has a two turn cooldown till it can be used again at all.
- Must be taught by LonelyAssassin


‡ Update Approved ‡ Edited.


(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
- Cannot use Multiple Types of Bomb in the Same Turn
- Must have signed the Barnacle Contract
Approved Contract :


‡ Update Approved ‡

(Fuuton : Hanekaerimasu) - Wind Release : Ricochet
Type: Supplementary
Rank: D
Range: Short/Long
Chakra Cost: 10
Damage Points: N/A
Description:
The user will channel their Wind chakra into a projectile or tool of some sort (Can be a Flash/Smoke bomb as well), whether it be in their hand or not. The projectile will release a pulse of wind which has an extremely small and harmful radius. The Pulse of wind when connecting with anything solid will essentially bounce the projectile off of the surface in another aimed direction. For example if I were to throw a Kunai at a Tree to the left of myself, in my opponent's view it would be on their right; the kunai would hit the tree and the wind would pulsate off it at an angle so that the kunai would redirect from the tree and fire towards the opponent. The Pulsating Wind activates when the tool hits something solid, so this can bounce off of repeated surfaces, another example would be a Kunai bouncing off a tree towards the back of the opponent instead, bouncing off a wall to strike from behind.

This can also be used on tools that aren't in use on the field. Though it would count as one of the tool's three bounces to lift it from the ground/surface on it's own and back into the playing field

- Other Jutsu can be performed whilst the tool is actively "bouncing"
- Tool can bounce off a maximum of 3 surfaces
- Must be taught by LonelyAssassin


‡ Approved ‡ I like it.
 
Last edited by a moderator:

Ryūjin

Active member
Supreme
Joined
Sep 25, 2010
Messages
21,826
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

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

So this is an intriguing idea as i actually read it this time but i can't approve it as it stands. The idea is alright with me but needs tweaking a little. If it's used on a summon it has to be in sage mode and will only give you 3 turns of sage mode, max. Be it ma and pa or any snake ect. Still more chakra that a clone which only adds two turns i think? Anyway, now if you're taking from an opponent, it will depend on how many turns of sage mode they have, how can you gain 4 turns of sage mode if they only have enough energy for one turn left. So word it so you gain the rest of their sage mode, unless they are using an amphibian art where it's continues, then say a max of 4 turns added to your chakra, and that you drawing out so much chakra from them in one go would nullify their SM for one turn.
(Senpō Fūin: Sennin no Gaidoku) - Sage Art Sealing: The Hermit's Mischief
Type: Supplementary
Rank: A-Rank
Range: N/A (Physical Contact)
Chakra Cost: 30 (+100 chakra points to the user) (-100 from the opponent If used on the opponent)
Damage Points: N/A
Description: This is a sealing technique designed to be both lethal and effective to the user. After forming a set of three handseals and clapping the user's hands together, the user's palms glow in a bright yellow aura as a sealing formula activates, bearing the Kanji letter of (鶏), Literally meaning (Deprive). The sealing formula allows the user to draw in natural energy from either one of his summons that is already in Sage Mode (like Ma and Pa for example) that must have sage mode active, or on an opponent who has Sage mode active. The seal has to be applied by physical contact with either the opponent or the summoning, depriving the touched entity of all the natural energy it has and adding it to the user's own chakra reserves, basically replenishing natural energy that the user already has, however, the user cannot use the absorbed natural energy to enter Sage Mode, but he has to have Sage Mode already active in order to use this sealing formula. If the sealing formula used onto an opponent, it draws all the natural energy that the opponent has, effectively forcing him out of Sage Mode due to the lack of natural energy. If the sealing formula is used on either the opponent or the user's summoning, the summoning vanishes after it's natural energy been deprived out of his system. The sealing formula draws the natural energy of the touched entity immediately after being touched by the user's hand. In case of absorbing the natural energy of a summon that has Sage mode active, the user would gain 3 additional turns worth of natural energy added to their sage mode duration. In case of absorbing natural energy of an opponent who is already in Sage Mode, the user of this seal would gain the amount of turns they have left within their Sage Mode duration, max of 4 turns added. If the opponent used the Amphibian technique to maintain Sage Mode or a similar technique, the user of this seal has 4 turns added to their Sage Mode's duration, while halting the opponent's usage of natural energy or Sage Mode related techniques for 1 full turn, basically halting the effects of Sage Mode for 1 turn.
Note: Can only be used once per battle.
Note: Can only be used while Sage Mode is active.
Note: No Fūinjutsu techniques of any kind for the same and next turn.


Approved - was gonna leave it for NK so i could learn it haha but i got my ma and pa xd

(Senpō Fūin: Yūen Sokuryoku Inmetsu) - Sage Art Sealing: Grand Virtual Assessment
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Mid
Chakra Cost: 40 (+40 per turn to maintain)
Damage Points: N/A
Description: After years of experimenting with sealing techniques, one uzumaki actually used natural energy to strengthen the usage of one of his sealing techniques. This technique is a more complex and advanced version of the original (Sealing Technique: Virtual Assessment) technique. Essentially, The original technique creates a barrier of extremely condensed chakra that it slows down any fast moving ninja that gained speed which can't be traced by normal eye sight apart of Eight gates users, when they move within the barrier, the chakra forces their speed to slow down to the point where they are barely traceable through normal eyes. In this technique the uzumaki ninja used extremely condensed chakra mixed with natural energy to form the structure of the barrier instead of normal chakra alone, making the barrier's speed reduction abilities even more powerful and also affecting the speed of Eight Gates users, although not to the same extent that it can affect other ninja with speed gained through anything other than Eight Internal Gates. When affecting fast moving ninja bodies, the barrier reduces their speed to the point where they can move at the running speed of a Kage ranked ninja. In case of Eight Gates users regardless of which gate they opened, they are forcibly slowed down to the point where they are barely traceable through normal eye sight. The original technique wasn't able to slow down Eight gates users due to the extreme mass of chakra released from their bodies, actually overpowering the condensed chakra of the barrier and nullifying its speed reduction effects, but in this case, the addition of natural energy along with normal chakra overpowers the bursts of chakra released from the body of an Eight Gates user, forcibly slowing them down and affecting them. The amount of natural energy required for this technique to work reduces the user's chakra reserves immensely, making him unable to perform Forbidden ranked techniques while the barrier is active. The barrier surrounds the user with him at the epicenter of it, moving with the user whenever he moves and spanning up to Mid range around him.
Note: Can only be used once per battle.
Note: Must have Sage Mode active and cuts Sage Mode's duration by 2 turns once activated.
Note: Lasts as long as Sage Mode lasts, max of 4 turns.
Note: No Sealing techniques above A-rank for the next two turns after the activation of the barrier.
Note: Can only be used by Advanced Uzumaki bios with access to Sage Mode.



Original technique mentioned which is approved h :
(Fūinjutsu: Sokuryoku Inmetsu) – Sealing Technique: Virtual Assessment
Type: Supplementary
Rank: A
Range: Mid
Chakra Cost: 30
Damage Points: N/A
Description: This is a simple yet effect sealing technique that's composed of a sealing formula of the Kanji letter "力" or in literal meaning "Speed" which is located on the user's right palm, in order for this to work, the user extends his hand forwards while opening his palm, releasing a sealing barrier that contains a mass of the user's chakra, this barrier affects anyone that moves at fast speeds that are not at all traceable with normal eyes, by using chakra as a medium, the barrier forcibly slows down the fast moving body drastically to the point where it becomes barely noticeable by normal eye sight by compressing large amounts of chakra around the bodies of the fast moving person, however, the downside of this technique is that the user can also be affected if he's moving at that speed, this is not a counter attack, but simply a forceful reduction of speed for both parties. This sealing barrier does not work on EIG users, due to the amount of immense chakra pressure released out of their bodies when activating the chakra gates, only works on ninja bodies that move at speeds above the normal eyes tracking abilities.
Note: Can only be used Twice
Note: Lasts for 3 turns once activated.
Note: No Fūinjutsu techniques while the barrier is active.
Note: Barrier spans mid range around its target point and cannot be moved.
Approved Advanced Uzumaki bio with SM which also allows me to submit S-rank fuuinjutsu:



It's the same as your current jutsu but through sage chakra effects Gates users but not sure if that would be strong enough.

Leaving for Lok


✦ Declined, I'm of the same opinion as Pervy; this is essentially the same as the basic version, just boosted to work for EIG which in itself isn't an issue; you are attempting to slow every gate down to being trackable by basic eye sight. This is an S rank barrier though; I don't believe it should contain the ability to reduce every gate to one speed as even Madara wasn't able to slow Guy down with Six Paths Sage Chakra. Reducing, say 8th gate which grants x8 speed, to x1 speed is waaaayyy too large of a stretch and decrease to allow this too work. I don't think the latter half of the EIG should be decreased to x1 speeds as they are inherently stronger than the user, especially given you intend to have the barrier follow the user instead of being stationary like the original, which I feel is the better restriction. ✦
 
Last edited by a moderator:

Vex

Active member
Legendary
Joined
Jul 18, 2012
Messages
12,544
Kin
247💸
Kumi
-163💴
Trait Points
10⚔️
Re: Custom Jutsu Submission

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.
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, red (purely cosmetic, and for color) sticky water solution. It is the same type of sticky water that is found in the "Water Release: Starch Syrup Capturing Field" jutsu. It is slightly viscous in nature (being equivalent to water in terms of strengths/weaknesses). Thus, whenever the arm 'bled' the sticky water 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 wings. Because of the limited amount of sticky water, these constructs are always connected to the arm and cannot be separated. They are able to grow to a length of, at max, 5 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 sticky water and shaping it to form an object that would then detach from the arm, being formed completely of the sticky water. 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 (after this ability is used a three times, the user needs to wait two turns before using CW again, so that the arm can be refilled with sticky water). 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 sticky water. The sticky water is constantly and passively remade via chakra, at a cost of 5 chakra per turn. Thus, by spending an extra 10 chakra, the user is able to use his solution as a source for a water jutsu thrice per battle. By tapping a small red seal on the user's bicep, he is able to seal the weapon back up, with bandages appearing from the seal.

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

You must be registered for see images

Note: Usable only by Vex
Note: Abilities count as a move and take up a slot in time-frame
Note: As the arm is a prosthetic, it will need to be surgically attatched to the user via Medjutsu in the NB Hospital.
Note: Can only use one ability of the arm per turn.

Approved - added the note, changed it to reach 5m

(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.
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. However, if an enemy were to figure out her identity, she would be destroyed very easily.

Note: Teachable only by Vex
Note: Muses last 3 turns
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

Approved - changed it to last 3 turns

( Ototon Juinjutsu: Tabu Fuuin ) - Sound Release Cursed Seal: Taboo Seal
Type: Supplementary
Rank: C
Range: Short-Long ( applied on self, had long range capabilities )
Chakra Cost: 20
Damage Points: N/A
Description: A form of Cursed Seal based on the inner workings of the Tongue Twister Seal but inverted, the user instead of casting a seal on others places a seal on himself. The unique composition of this seal is that inside of it, is a kanji for a certain word, interchangeable at the user's will ( cannot be changed after placed, however ). When the word is spoken near the user, the seal is triggered, effectively creating a fleeting momentary connection between the user and the speaker, alerting the user to the location of the sound. The way this works is when the seal is placed, the dormant Sound chakra allows it to vibrate at a certain frequency, matching that of the word when spoken. When one speaks the trigger word, this seal is activated through the vibrations amongst the seal, the dormant Sound chakra activating and alerting the user to the location of the sound. Ideally created for the Ninja World, this seal is able to be used over an entire stage ( Borderlands, Inner Village, etc ) or inversely, if the landmark the user is stationed on is a single landmark, then up to 3 adjacent landmarks.
( Ototon Juinjutsu: Tabu Fuuin ) - Sound Release Cursed Seal: Taboo Seal Level 2
Show
Type: Supplementary
Rank: A
Range: Short-Long ( applied on self, had long range capabilities )
Chakra Cost: 30
Damage Points: N/A
Description: An advanced application of the Taboo seal, which is a form of Cursed Seal based on the inner workings of the Tongue Twister Seal but inverted, the user instead of casting a seal on others places a seal on himself. The unique composition of this seal is that inside of it, is a kanji for a certain word, interchangeable at the user's will ( cannot be changed after placed, however ). After the user has used the Taboo seal, he will focus Ototon chakra onto the seal that he created on himself. This heightens the seal's effectiveness as a second one layers over it, making what resembles a double seal. This enhances the sensitivity of the Taboo Seal by tenfold, causing it's ability to detect when specific frequencies are made to be able to detect statements from around the Ninja World. Because it's been enhanced so much, this allows the spoken frequency to be able to vibrate and resonate at a rate that armors or hidden protections are revealed as well, the sound waves creating a "mental" map of the surroundings around the created frequency, or person.
Note: Can only be used after the Taboo Seal has been placed.
Note: Lasts for the remainder of the event used in.

‡ Declined ‡ Where is the approval comment?
 
Last edited by a moderator:

Vegeta

Active member
Supreme
Joined
Apr 14, 2012
Messages
36,544
Kin
1,047💸
Kumi
7,487💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Fuuinjutsu - Shiketsu no Rikudo) Sealing technique - Six paths of Hemostasis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: A unique sealing jutsu designed with the sole intent of sealing the natural flow of chakra through a persons body temporarily. The technique is applied to any weapon the user happens to be wielding at the time. Covering the weapon in visible sealing script that differs from traditional sealing scripts in color. Being a dark crimson almost black still but more red. This script can also be applied to the opponent via direct touch, cutting out the middleman so to speak. When applied this technique directly targets the chakra flow of the opponent. Causing it to move much slower throughout the body in a similar way to hemostasis in medical fields. Hence the name of the technique. By causing the opponents chakra to move throughout the body slower it can create clots of sorts around the tenketsu. Not only does this cause the afflicted person to take longer to mold chakra it can also prevent them from using certain powerful jutsu over time as the chakra flows slower over time. Provided the seal remains. Overall the effects of this jutsu effectively adds three handseals to the required number for techniques. A technique that requires one handseal would now require four. Two hand seals, five would be required. Additionally the afflicted will find themselves requiring two hand seals for techniques that usually require none. This is applicable the moment the seal is applied.
In terms of limiting the usage of powerful ninjutsu. The moment this seal is applied the afflicted loses access to techniques of a forbidden ranked nature. The afflicted then lose access to S ranks on their next turn, then each one of the afflicted subsequent turns they lose access of an additional rank this effect stops at rank B. The afflicted would always be able to access B ranks and below. The clotting of the Tenketsu causes chakra to leak from the afflicted body, causing them to lose 20 chakra each one of their turns by default before using any jutsu. In a similar way to how the Hyuuga expel chakra forcefully the clotting causes this without the afflicted intending it, thus the chakra is wasted.

~Notes~
- This seal lasts for five turns, at which stage the afflicted regains usage of up to S ranks however the clots of chakra prevent access to enough chakra for higher ranks.
-This seal can be removed prematurely by one skilled in fuuinjutsu, practicioners in fuuinjutsu can remove it with a sealing displacement technique.
- Must be taught by -Vegeta
- Can be used 2X per battle‏


Declined - slower chakra flow can't add seals to a jutsu. Though it could double the time it takes to create a jutsu. I feel this would require medtraining to be doable though.
(Fuuinjutsu - Shiketsu no Rikudo) Sealing technique - Six paths of Hemostasis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: A unique sealing jutsu designed with the sole intent of sealing the natural flow of chakra through a persons body temporarily. The technique is applied to any weapon the user happens to be wielding at the time. Covering the weapon in visible sealing script that differs from traditional sealing scripts in color. Being a dark crimson almost black still but more red. This script can also be applied to the opponent via direct touch, cutting out the middleman so to speak. When applied this technique directly targets the chakra flow of the opponent. Causing it to move much slower throughout the body in a similar way to hemostasis in medical fields. Hence the name of the technique. By causing the opponents chakra to move throughout the body slower it can create clots of sorts around the tenketsu. Not only does this cause the afflicted person to take longer to mold chakra it can also prevent them from using certain powerful jutsu over time as the chakra flows slower over time. Provided the seal remains. Overall the effects of this jutsu effectively adds time to how fast they can make seals, slowing the creation of their technique somewhat. A technique that requires one handseal would now take the time of four. Two hand seals, it would take them as long to perform them as it would normally take to do five, and so on. Additionally the afflicted will find themselves requiring the time of performing two hand seals for techniques that usually require none. This is applicable the moment the seal is applied.
In terms of limiting the usage of powerful ninjutsu. The moment this seal is applied the afflicted loses access to techniques of a forbidden ranked nature. The afflicted then lose access to S ranks on their next turn, then each one of the afflicted subsequent turns they lose access of an additional rank this effect stops at rank B. The afflicted would always be able to access B ranks and below. The clotting of the Tenketsu causes chakra to leak from the afflicted body, causing them to lose 20 chakra each one of their turns by default before using any jutsu. In a similar way to how the Hyuuga expel chakra forcefully the clotting causes this without the afflicted intending it, thus the chakra is wasted.

~Notes~
- This seal lasts for five turns, at which stage the afflicted regains usage of up to S ranks however the clots of chakra prevent access to enough chakra for higher ranks.
-This seal can be removed prematurely by one skilled in fuuinjutsu, practicioners in fuuinjutsu can remove it with a sealing displacement technique.
- Must be taught by -Vegeta
- Can be used 2X per battle‏

Declined - the effect i'm ok with just needs toning down, 5 turns is too long, make it 3, on the 3rd turn they can only use B ranks, so it works out, say it doesn't have effect on gates. And as not everyone has fuuin, i believe this seal would be breakable with a full body surge overpowering the seal. But nice concept, i'd be interested in working with some freid FT cj.

(Suiton - Seigi sutā no Taron) Water Style - Talons of the Justice Star
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short (up to Mid if thrown)
Chakra Cost: 30 (-10 to maintain)
Damage Points: 60
Description: After performing the Bird seal and molding water chakra within, the user will manipulate the chakra to their fists, particularly their 4 fingers on each hand, creating 3 inch blades of visible water coming from the tip of each finger like miniature daggers, that are focused and razor sharp leaving visible trails of water in the air as the user moves their hands creating slicing streams 1 meter long. Thru proper chakra control, the user can throw all the blades at the opponent with either a piercing effect in which they will the water to expand inside the wound furthering the damage the blades cause, or the user can manipulate the shape of the blades causing them to rapidly expand and wrap tightly around the opponents body, encasing them in a similar fashion to Gushing Water Imprisonment that would squeeze them making movement very hard.

~Notes~
- Lasts 3 turns as long as chakra is spent to maintain, unless thrown
- Can only use Suiton and Ninjutsu/Taijutsu while using
- Must be taught by -Vegeta
- Can be used 3x per battle
Reference of what the water trails look like

Declined - similar to exsting jutsu

(Katon - Kidō kōka) Fire Style - Orbital Drop
Type: Offensive
Rank: Forbidden Rank
Range: Short-Long
Chakra: 50
Damage: 90 (-10 to user)
Description: A technique where the user does one hand seal (Tiger), gathers a lot of chakra inside his body and, while focusing, molds it, converting it into hot ashes before expelling it upwards in the shape of a clone made of volatile ash. The ash clone will launch in to the sky piercing the clouds, before turning over in the air and dropping towards the battlefield. The user is able to guide the ash clone with hand gestures and cause it to drop on the opponent from above. On impact the ash clone will violently erupt in to a huge cloud of searing ash creating a gigantic explosion and scorching anyone in a 10 meter radius of the impact point.

~Notes~
- Can only be used once per battle
- If the user is in the 10 meter radius he will take the full damage of the technique.
- The clone ascending takes two turns and will then fall down to the battlefield in the third turn.
- Must be taught by -Vegeta

‡ Declined ‡ Very similar to Ndlovu's Cruelty of Corona.
 
Last edited by a moderator:

Cyber

Active member
Veteran
Joined
Apr 24, 2014
Messages
4,132
Kin
85💸
Kumi
1,276💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Mede~yūsa no shisen) Medusa's Gaze
Type:
Rank: S Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Medusa's Gaze is activated after weaving 2 hand seals and forcing your chakra into the opponents brain, leaving them to see a beautiful women in revealing clothing. The opponent will become attracted to this woman and speak to her, causing her to turn around and reveal a hideous face with snakes as hair, turning the enemy into stone. Outside of the genjutsu the enemy is frozen in place due to them being turned to stone in the genjutsu.

Restrictions
- Can only be used once per battle
- After 2 turns the genjutsu wears off
- Can only be taught by Sam Uchiha


‡ Declined ‡ Similar techniques exist.
 
Last edited by a moderator:

Robot Boy

Active member
Legendary
Joined
Nov 6, 2011
Messages
10,044
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

~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.
~Resubmitting~

training:

-Took out the indestructible part and the jutsu boost.

(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 staff with her feet and she can focus her chakra through it and use it perform her techniques. 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

Approved

(Fuuton/Koton: Bugīpakku II) – Wind/Steel Release: Boogie Pack II
Type:Supplementary/Defensive/Offensive
Rank:S
Range:Short-Long
Chakra:40 (-20 per turn)
Damage:n/a
Description:The user creates a jetpack with a pair of large turbine wings made of black steel. The pack gives the user the ability to fly with the aid of wind chakra which is focused and then released through the turbine wings. It also grants them a degree of agility, allowing them to evade stream, waves (vertical and horizontal), falling objects, and projectile based attacks. While the technique is active, the user can shoot a pair of compressed air-shaped rockets or a gust of wind from the turbines to blast away and stun incoming attacks or opponents. This counts as an S-rank, short-mid range move and can be used twice per battle.

-Lasts for four turns or until the user decide to stop focusing and detaches it
-Can only be used twice per battle
-After using this, the user cannot use A-rank and above steel and wind for two turns

Declined - you'd need yin yang for two elements.

(Kuchiyose no Jutsu: Doryuzu) - Summoning Technique: Excadrill
Type: Supplementary
Rank: S
Range: short
Chakra: 40
Damage: n/a
Description:After performing the necessary handsigns, the user slams their hand to summon Excadrill. Excadrill is the second in command of the moles and one of the strongest among them under the boss. Excadrill is 45 cm and wears jagged axe-like armor pieces on his arms as well as a jagged axe-like helmet placed slightly covering his face. He uses his 'shovels' to aid him in digging or for striking his target. Excadrill can perform mole techniques up to S-rank that are exclusive to only him.

Restriction:
-Can only be summoned once per battle.
-Must have signed the mole contract.
-His Mole techniques counts as a move.
-Requires a ground source.
-Lasts up to 4 turns.
You must be registered for see images

X-Approved-X

removed the taijutsu part.
-updating-

(Kuchiyose no Jutsu: Doryuzu) - Summoning Technique: Excadrill
Type: Summon
Rank: S
Range: short
Chakra: 40
Damage: n/a
Description:After performing the necessary handsigns, the user slams their hand to summon Excadrill. Excadrill is the second in command of the moles and one of the strongest among them under the boss. Excadrill , who was previously 45 cm, grew to roughly 8 meters tall and wears jagged axe-like armor pieces on his arms as well as a jagged axe-like helmet placed slightly covering his face. He uses his 'shovels' to aid him in digging or for striking his target. Excadrill can perform mole techniques up to S-rank that are exclusive to only him as well as being capable of expelling A-ranked mud waves, streams of rock, and domes made of dirt.

Restriction:
-Can only be summoned once per battle.
-Must have signed the mole contract.
-His Mole techniques counts as a move.
-Requires a ground source.
-Lasts up to 4 turns.

contract:

Declined - if he can use up to S rank earth you don't need the last part of the jutsu do you?
 
Last edited by a moderator:

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

.
.


8. (Gurifin Kuchiyose no Jutsu: Garuda) - Griffin Summoning Technique: Garuda
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Garuda is the most talented of all Griffins who is known for his immense knowledge in the field of taijutsu and genjutsu that he acquired over the ages. His age is unknown even to the Emperor Griffin, as he was still alive and as young as he is today, even when the Emperor was born. When on his four limbs, Garuda stands thrice as tall as any human, while his wing spans around 12 meters long. He has a red muscular body with golden wings, and a golden hood that gives him an appearance of that of a phoenix. Even though his size is comparatively smaller as compared to the Emperors, Garuda possesses the talent to defeat each and every one of them, due to him being the master of the ancient Griffin Claw Arts. With constant training, Garuda has developed claws that can crack even the hardest substances on earth. These claws can not only take any amount of damage, without feeling any repercussion, but they can rip open the target's flesh using the raw muscle strength. Even his body, protected by the golden feathers, are immune to B-Rank and below physical attacks. He can take an A-Rank/S-Rank attack once and still continue though. This is again, due to the numerous times that he has hurt himself during training, that he no longer feels the pain in those areas. His reaction and movement speed is twice as much as any other Griffin, giving him an unfair advantage over others. However, this does not affect his flying or running speed. Although Garuda is so much proficient than others in Taijutsu, he rarely gets in a taijutsu brawl. That is because, he would have already defeated the target even before the fight has begun, thanks to his Genjutsu skills. Since he is unable to use elemental chakra, Garuda uses his chakra to send a pulse of chakra all around himself (mid-range). Anyone caught within the radius, gets caught in the genjutsu (A-Rank against one person; B-Rank against multiple) where they will see purple smoke appearing all around the terrain, to blind their vision. Garuda can constantly channel his chakra into their brains, since he is not capable of performing any other elemental attacks, by spending 10 chakra every turn. The smoke will limit the vision of the target(s) to short-range of themselves, and they can only see silhouette of everything around. And to add to the confusion, the target(s) will see the silhouettes of multiple entities hovering around them, till one of them attack the target(s) from behind, break their spine, and render them motionless which causes mental damage (40). In reality, the target(s) are free to move.
Notes:
- Can only be summoned once.
- Garuda can carry two people on its back.
- Garuda can perform any Strong Fist Taijutsu that the user knows.
- Garuda can only use the genjutsu mentioned above.
- Garuda lasts on the battle for 4 turns.
- Must have signed the Griffin contract

Declined make it so he can only take one A rank attack. Only immune to C ranks and below. You need a medium for the genjutsu method, like them seeing him flap his wings, or a cry or something as you're not using handseals. No to strong fist taijutsu. As long as the can is active it counts as one of your move per turns. And a restriction for gen overall, using an A rank gen that lasts without drawbacks even through a summon is too much.

9. (Gurifin Kuchiyose no Jutsu: Purinsesusukyura) - Griffin Summoning Technique: Princess Scylla
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Tough and exquisite, Scylla is the most beautiful Griffin who ever was. She is the princess of the skies, beast of the earth and the dream of many. Scylla is the elder sister to Akame and the only gifted user in the entire kingdom who knows how to use natural energy. Her well formed body structure is covered in green, with bluish feathers that add to her elegance. She stands as tall as Garuda, who is thrice the size of a human. But at 9 meters, her wing span is shorter than him, making her a bit slower, but allowing her to make sharper turns while flying. Her prime ability is that, she can gather natural chakra passively from the surrounding, turning her eyes blue. Her feathers start glowing brightly, and make small spikes on her back. The natural energy allows her to mix Natural Chakra, with any water techniques up to B-Rank. She can also use the raw Natural Chakra to attack he targets. The natural energy provides +10 damage boost to any ninjutsu that she uses, making her a valuable asset in the battle. However that is not what she is mostly known for. When the feathers make a spike on her back (when she gathers natural energy), the spikes will pierce the user's feet. Scylla can then channel her Natural chakra into the user passively in proportionate amounts, so that the advantages of natural energy are transferred to the user, while she loses that advantage. However, this is only possible as long as the user stays on her back. As far as defense goes, Scylla can turn into water (similar to water substitution), and back into normal form, at a very fast speed, even when she is flying, to avoid any attacks (except fire based). However, she can only do this twice per battle. She can also protect the user from external attacks by turning her insides into water and enclosing him in it. This protects the user from being detected even by chakra sensors, as all they can sense would be a flying mammal.
Notes:
- The user cannot use Sage Mode based attacks, but get +10 to all his elements.
- Scylla lasts on the battle for 4 turns.
- Must have signed the Griffin contract.

Declined - link me to your sage training. If you can't control natural energy, your summons can't.

(Ototon: Yajū Kakyoku) - Sound Release: Beast Melody
Type: Supplementary
Rank: S-rank
Range: Short - Long
Chakra: 40
Damage: N/A
Description: By performing a set of two hand seals, the user releases a very specific frequency of sound wave that could be compared to the pattern of brainwave frequencies. These frequencies resonate animal brains and allows the user to take control of their actions. This is accomplished by the user focusing the notes frequency to resonate in the motor systems complex of the brain known as the basal ganglia and the premotor cortex. By releasing this sound correctly in the right frequency, the user can control an animal's behavioural patterns. This can range from making the animal be very playful, to becoming very aggressive. By manipulating the in the process, they are able to control the actions made by the animal.
Notes:
- Can be used against opponent's summons, and the users if they desire. Only up to S-rank based summons.
- The "controlled" animal is under the users influence for three turns unless halted, or broken out of.
- Can only be used twice per-match.
- Cool down of two turns before re-use.
- Can only be taught by Nathan.

Declined - This goes beyond the limits of sounds in my eyes, but if it's is possible it's medical and their is a thread for you to submit med customs in.
 
Last edited by a moderator:

Matt

Legendary
Joined
Dec 24, 2012
Messages
12,200
Kin
827💸
Kumi
15,077💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

Doton: Gifuto bāto | Earth Release: Gift Bad
Type: Supplementary
Rank: A-rank
Range: Short
Chakra Cost: 30 (-5 per turn)
Damage Points: N/A
Description:
Gifuto bāto is a technique based directly from the added weight techniques used from Iwagakure, though with this variant the user applies the affects to a specific area. To be exact, the user fills the ground within a short range radius around himself with Doton chakra to create a dark circular zone which holds the affects of the technique. Anyone/anything that steps into the darkened area would suddenly have their weight increased substantially, forcing them to the ground from the weight + gravity pulling them down. The newfound weight of the victim(s) would be enough to even break the ground, essentially burying them into the rock as they're pinned down. The affects don't stop at just the person/thing the weight is applied to, but also everything on that person. This means if a Shinobi wielding weapons and such were to step into Gifuto bāto, not only would their bodies be affected by the weight change, but any weapon directly connected would also be weighed down. Though very affective for detaining people, this technique has its flaws and openings just as any other. The affects are only applied if someone touches the darkened area, thus objects/people/animals flying over it wouldn't be affected unless they landed. This leaves openings for projectiles or airborne opponents to reach the user without being affected.

Note: Lasts 3 turns
Note: Usable 2 times
Note: No Jutsu above S-rank while active
Note: Can only be taught by BlackCrow

Declined - love the idea, reminds me of FT, but make it so i can only be active for 4 turns in total, takes up one of your moves per turn while active and state how many X it increases their weight. Lastly just describe you infuse your chakra into the ground 5m around you and when they step on it the chakra is released up through their legs first increasing their weight and into the rest of their body, bringing them down to the ground.
Doton: Gifuto bāto | Earth Release: Gift Bad
Type: Supplementary
Rank: A-rank
Range: Short
Chakra Cost: 30 (-5 per turn)
Damage Points: N/A
Description:
Gifuto bāto is a technique based directly from the added weight techniques used from Iwagakure, though with this variant the user applies the affects to a specific area. To be exact, the user fills the ground within a short range radius around himself with Doton chakra to create a dark circular zone which holds the affects of the technique. Anyone/anything that steps into the darkened area would suddenly have their weight increased substantially, forcing them to the ground from the weight + gravity pulling them down. Touching the area would send the doton chakra through the victims legs, weighing the legs down first as it swiftly spreads through the rest of the body. The newfound weight of the victim(s) would be enough to even break the ground (×50, half the weight of the S-rank weight Jutsu), essentially burying them into the rock as they're pinned down. The affects don't stop at just the person/thing the weight is applied to, but also everything on that person. This means if a Shinobi wielding weapons and such were to step into Gifuto bāto, not only would their bodies be affected by the weight change, but any weapon directly connected would also be weighed down. Though very affective for detaining people, this technique has its flaws and openings just as any other. The affects are only applied if someone touches the darkened area, thus objects/people/animals flying over it wouldn't be affected unless they landed. This leaves openings for projectiles or airborne opponents to reach the user without being affected.

Note: Usable twice but can only last a total of 4 turns. i.e. The first use lasted 3 turns, the second use would logically only last 1 turn.
Note: Can only use 2 techniques per turn while this is active, having this technique count as the 3rd
Note: No Jutsu above S-rank while active
Note: Can only be taught by BlackCrow

Leaving for NK

‡ Declined ‡ Awesome technique but Noni already has something like this. You can ask him for permission to resubmit.
 
Last edited by a moderator:

ReXii

Active member
Legendary
Joined
Jun 29, 2011
Messages
15,794
Kin
1,402💸
Kumi
222💴
Trait Points
15⚔️
Awards
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. 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.
(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 30% 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

Approved

(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 a single shadow clone perform the attack in his stead.
- Can be used 1X per battle‏
- Must be taught by ReXii

Approved

(Bukijutsu - Hitotsume Nadegiri) Weapon Technique - The First Killing Stroke
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: 80
Description: A unique bukijutsu using a singular strike augmented by a large amount of chakra. The user will focus their chakra throughout their whole bodies initially while preparing to use this strike. Before taking a single breath, breathing deep they will expel the chakra to their extremity that is wielding the weapon in a similar way to the water walking jutsu, however instead of the chakra being flat and based on balance it will instead be based on a separating motion that will allow the user to make a single strike with their weapon with augmented speed, moving at 25% faster than they would normally do so, their chakra cleaving any air resistance and friction that would normally occur they would slash at their opponent causing superior damage to any normal weapon strike capable of slicing through materials and even other attacks within reason. This technique could be considered a rudimentary version of the samurai sabre technique without any ability to increase the range of the attack instead focusing solely on augmenting the speed and damage of a basic attack.

~Notes~
- Can be used 2X per battle‏
- Must be taught by ReXii

Declined - it is too similiar to samurai saber and main other jutsu just with the speed boost added. Not only this it's an S rank with no really drawback?
 
Last edited by a moderator:

Gutsy

Active member
Legendary
Joined
Nov 29, 2011
Messages
12,796
Kin
999💸
Kumi
7,554💴
Trait Points
0⚔️
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
resubmitting:

(Senpo: Seishitsu Omoi Futan) Sage Art: Natures Heavy Burden
Type: Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Using the natural energy in the area, gathering it in the air above the target, like 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. Essentially when it strikes it will force the enemy to the ground break bone and crushing them beneath its weight.
Note:
- Can only be performed once per battle
- Must be in Sage Mode to be able to use it
- Cuts Sage Mode by two turn
- No other sage jutsu the same turn

‡ Approved ‡

(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 their limbs, like a hundred wires, pulling in each their own direction, aiming to pull their limbs from the body, 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 the same way as frog kata.
Note:
- Can only be performed once per battle
- Must be in Sage Mode
- Cuts Sage Mode by two turns
- No other sage jutsu the same turn

‡ Approved ‡

new jutsu:


(Senpo: Gādiansupaiku Funka O Andāwārudo) Sage Art: Underworld Guardian Spike Eruption
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Jiraiya is capable when in Sage Mode, together with Ma or Pa, whom releases a vast amount of natural energy into his hair, causing it to grow at an intense rate, similar to the speed displayed when he used his hair to bind Pein’s crab summoning, as well as hardening beyond the point of metal. As it grows it grows straight down and into the ground, burrowing through it, ever expanding. The hair can and may expand as much as covering the entire underground of the battlefield, before the user or one of the Toad Sages will clap their hands causing the hair to protrude from the ground all around the battlefield like a forest of spikes and needles of hair with the same properties as metal. Of course if anyone is underground the hair will entangle and pierce anyone underground. At any time Jiraiya is capable of releasing his hair at certain areas, so that it may not pin him down to his location, and allowing him to move freely. When he loses connection with his hair, it loses its potency and no longer has the properties of steel, yet Jiraiya is capable of reconnecting with his causing it to regain its steel strength as well as it will cause the hair to shoot up again as several more spikes will grow, causing the forest of spikes this time around to be even bigger and more lethal.
Note:
- The user must be in Sage Mode
- Can be performed twice per battle
- Reconnecting the hair costs a jutsu slot, and counts as a A-rank hair attack
- Shortens Sage Mode by one turn

‡ Approved ‡

Leaving all for NK
 
Last edited by a moderator:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,385💴
Trait Points
80⚔️
Re: Custom Jutsu Submission

(Genjutsu: Umi no Kyojuu Sha no Gurippu) Illusion Arts: Grip of the Sea Dwellers
Type: Supplementary | Offensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user will make two hand seals and place the target into a genjutsu, being placed dormant on the mind of the target till certain requirements are made. This requirement is when the target sees smoke, mist, or any kind of visible airborne agent. Once they do, the illusion triggers where the target will see the object of the illusion ei smoke rush at speeds towards them and surrounds them at an alarming rate. Once this happens, the object will release a highly potent smell causes them to experience massive nausea, stomach aches and headaches. They pain intensifies as time passes on, causing them to be physically stunned by the smell to the point of submission. This however is merely an illusion and doesn’t happen in reality but it places the target with extreme mental strain and fatigue. Leaving them exposed to the illusion will cause them to drop down unconsciously in reality for two turns if not dealt with properly.

*Can only be used twice per battle, no Genjutsu above B-rank next turn*


‡ Declined ‡ I tried something like this once. The problem with olfactory genjutsu is that not everyone will react the same way to different aromas. What one person finds disgusting, another person might find pleasant.

(Tsumibukai Genjutsu: Yuuza Kairaku) Sinful Illusion Arts: Guilty Pleasures
Type: Supplementary
Rank: S rank
Range: Short(Self)
Chakra: 40(-10 chakra to sustain)
Damage: N/A
Description: The user will make four hand seals and cast an illusion onto them fooling their own brain into reversing the sense of touch. This technique is based on the concept of masochism in which the user gets a “high” or pleasure from harming a person but in this case, themselves. This method of usage causes the brain to believe pain induced onto the user is more of a pleasure rather than a pain and as such becomes “immune” to pain. This only translates to mental strain, residual pain such as open minor cuts etc. This basically renders the user prone to pain and as such techniques along the lines of genjutsu, Yamanaka Clan techniques etc with mental strain simply has no real effect on the victim. This also prevents the user from using pain releasing methods in order to release from other genjutsu. Despite this, the user still suffers from actual damage and as such must avoid and or deal with harsher injuries as it doesn’t stop them from bleeding out , organ being destroyed etc.

*Remains active for six turns, needing -10 chakra to sustain its effects*
*While active, the user cant use Genjutsu above B-rank*
*Can only be used twice per battle*


‡ Declined ‡ This previously existed as an NB Genjutsu custom but was scrapped for being too powerful. DNR.
 
Last edited by a moderator:

System001

Active member
Legendary
Joined
Apr 15, 2011
Messages
19,385
Kin
6,209💸
Kumi
10,911💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

Link to Inuzuka bio:
Reference Technique:

Fenriru No Gimuzuke | Fenrir's Oblige
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (+200) (-40 per turn)
Damage Points: N/A
Description: A merging transformation technique that is simple in concept, yet immensely useful in application. The user through either direct, or secondary contact with their Ninken will merge into a single entity, or if at range through the formation of a single handseal. This merger essentially combines many of the previous transformative techniques demonstrated by Inuzuka's into one, more harmonious, far more efficient technique. When within this form the user is capable of seamlessly switching between the forms of a human and a ninken, with such an ability giving way to rather useful 'mid points' that stem from utilizing a mixture of human and ninken aesthetics and physiology; for instance a tail and canine ears, or a completely hairy body, from a form mimicking that of the 4 legged technique to forms that grant the user a more burly werewolf like body. There even exists more extreme forms where power is amped to the max, ultimately granting a larger more giant summoned sized forms similar to the '(Jinjū Konbi Henge: Sōtōrō ) - Human Beast Combination Transformation: Double-Headed Wolf' technique. Of course the ability to morph and shift between the basic and chakra enhanced physiology of man and beast allows for devastating versatility. Alongside the visible outer changes, other changes occur such as those within the users chakra, or senses. The users senses are always bolstered to an utmost extreme thanks to the aid of their Ninken, having a sense of smell that surpasses that of the Silver-Tip Grizzly's, capable of easily distinguishing concentrations of parts per hundred millions from tens of meters away, a sense of hearing rivalling that of owls, and equally notable sight which of course includes night vision. While the users chakra system, having been intersected and interwoven into their Ninkens, yet still remaining individual in its own right experiences a constant flush of their Ninkens chakra every few moments, the perpetual flux making the user resistant to C rank and below Genjutsu, while the initial merge frees the user from all genjutsu's due to the sudden introduction of foreign chakra (except MS/Doujutsu Level Genjutsu). The users reflexes also increase, leading to them being heavily relied on in place of reactions, not to say that the user is subconsciously reacting in an almost magical manner, but instead is based on a more a mind without a mind concept, with the tasks and skills that have been drilled into the user through both practice and prior battling experiencing surfacing for utmost efficiency and finesse. Due to the addition of the Ninken's physical, mental and chakra based influence, the users Inuzuka techniques gain a +10 damage bonus. There however remains to be a downside to the technique; as any damage the user receives is doubled, as not only is the physical recoil increased due to two entities being present within one body, and thus the damage affecting both, but, the mental and psychological damage denoting to injury is also increased two folds, due to two minds being affected by the same pain at the same point. It could even be argued that the mental pain is increased three or even four fold with the mental link working as more of a duplication rather than an addition. Due to this the gained resistance to genjutsu is invaluable, as the resistance not only works to dispel genjutsu of C rank and below after the most minor amounts of exposure, but it also lessens the impact on the users senses, therefore preventing higher ranked genjutsu from dominating via exploitation of the users increased mental sensitivity.

Note:

- Can only be used 1x
- Lasts up to 4 turns
- While the transformation grants a base buff similar to that of the four legged technique, although slightly more potent (Drastically in terms of senses), certain forms have their specific strengths, for instance larger forms will be more powerful and bulky, more four legged forms will be faster and more instinctual, while two legged forms with adaptations will specialize in balance and agility.
- Can only be used by an Inuzuka, and requires at least one Ninken
- Can only be taught by Scaze


 Approved  Edited. It can't go further than this. Good technique btw.​
Updating usage limit, being able to only use this once per battle for only 4 turns currently feels very, very underwhelming. :(

Fenriru No Gimuzuke | Fenrir's Oblige
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (+200) (-40 per turn)
Damage Points: N/A
Description: A merging transformation technique that is simple in concept, yet immensely useful in application. The user through either direct, or secondary contact with their Ninken will merge into a single entity, or if at range through the formation of a single handseal. This merger essentially combines many of the previous transformative techniques demonstrated by Inuzuka's into one, more harmonious, far more efficient technique. When within this form the user is capable of seamlessly switching between the forms of a human and a ninken, with such an ability giving way to rather useful 'mid points' that stem from utilizing a mixture of human and ninken aesthetics and physiology; for instance a tail and canine ears, or a completely hairy body, from a form mimicking that of the 4 legged technique to forms that grant the user a more burly werewolf like body. There even exists more extreme forms where power is amped to the max, ultimately granting a larger more giant summoned sized forms similar to the '(Jinjū Konbi Henge: Sōtōrō ) - Human Beast Combination Transformation: Double-Headed Wolf' technique. Of course the ability to morph and shift between the basic and chakra enhanced physiology of man and beast allows for devastating versatility. Alongside the visible outer changes, other changes occur such as those within the users chakra, or senses. The users senses are always bolstered to an utmost extreme thanks to the aid of their Ninken, having a sense of smell that surpasses that of the Silver-Tip Grizzly's, capable of easily distinguishing concentrations of parts per hundred millions from tens of meters away, a sense of hearing rivalling that of owls, and equally notable sight which of course includes night vision. While the users chakra system, having been intersected and interwoven into their Ninkens, yet still remaining individual in its own right experiences a constant flush of their Ninkens chakra every few moments, the perpetual flux making the user resistant to C rank and below Genjutsu, while the initial merge frees the user from all genjutsu's due to the sudden introduction of foreign chakra (except MS/Doujutsu Level Genjutsu). The users reflexes also increase, leading to them being heavily relied on in place of reactions, not to say that the user is subconsciously reacting in an almost magical manner, but instead is based on a more a mind without a mind concept, with the tasks and skills that have been drilled into the user through both practice and prior battling experiencing surfacing for utmost efficiency and finesse. Due to the addition of the Ninken's physical, mental and chakra based influence, the users Inuzuka techniques gain a +10 damage bonus. There however remains to be a downside to the technique; as any damage the user receives is doubled, as not only is the physical recoil increased due to two entities being present within one body, and thus the damage affecting both, but, the mental and psychological damage denoting to injury is also increased two folds, due to two minds being affected by the same pain at the same point. It could even be argued that the mental pain is increased three or even four fold with the mental link working as more of a duplication rather than an addition. Due to this the gained resistance to genjutsu is invaluable, as the resistance not only works to dispel genjutsu of C rank and below after the most minor amounts of exposure, but it also lessens the impact on the users senses, therefore preventing higher ranked genjutsu from dominating via exploitation of the users increased mental sensitivity.

Note:

- Can only be used thrice with a three turn cooldown inbetween usages. After the second usage the users speed will be reduced by a rank for two turns, and after the third their speed will be halved for three turns
- Lasts up to 4 turns
- While the transformation grants a base buff similar to that of the four legged technique, although slightly more potent (Drastically in terms of senses), certain forms have their specific strengths, for instance larger forms will be more powerful and bulky, more four legged forms will be faster and more instinctual, while two legged forms with adaptations will specialize in balance and agility.
- Can only be used by an Inuzuka, and requires at least one Ninken
- Can only be taught by Scaze

‡ Update Approved ‡

Keruberosu Mohō | The Cerebus Imitation
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Allows for two or more Ninken to fuse together to gain the size and strength increase signature to Inuzuka transformation techniques. Unlike most other transformations, the size increase is not static but is instead adaptable, allowing the fused Ninkens to freely shift between normal sizes up to giant summon sizes. Furthermore the fused entity is capable of producing additional limbs and appendages (No more than the sum of the unfused participants, i.e 2 Ninkens would have 8 legs total), and is also capable of increasing it's musculature for additional strength. Fused Ninken will gain a +20 damage boost to Inuzuka techniques, while also being capable of withstanding B rank and below physical attacks due to their enhanced musculature and fur, and holding the ability to shatter through B rank and below defences by increasing their size, or even just their density and weight. High Breeds who use this technique will have their healing factor increased greatly while in this state due to the shifting nature of this technique and the tremendous amounts of physical energy crammed into a single body, as a result they will be capable of regenerating from bruises, stab wounds and burns within the period of a turn, while more severe injuries such as shattered bones will require two turns to regenerate from. Along with this, they will gain the ability to perform minor changes to their bone and cartilaginous structure, such as alterations to accommodate for bipedal movement, elongate claws and fangs, and even the ability to alter the plates within their skulls to produce sprouting horns - however the changes will always be purely functional in nature, and unlike Kaguya's they will not hold the capacity to produce or manipulate bone to any exceptional degree.

Note:
- Last for four turns, five in the case of a High Breed.
- Merging requires to Ninken to be within a meter of each other, or direct physical contact.
- Can be used again to refresh the duration of this technique, or similar such combination transformations. Naturally this counts towards move and usage count.
- Can work alongside Double-Beast Head Transformation and other such Inuzuka techniques.
- In the case of only a single Ninken, the user can assist with this technique, producing a clone so as to reach similar effects. However the fusion will be less stable, and as such only last for half the time. (Rounded up (2 or 3 turns respectively))
- This technique will slowly begin to take its toll on a Ninken, should a Ninken enter into another transformation directly after this technique, or refresh it's duration, they will, after 5 turn enter a fatigued state that will leave them incapable of performing Inuzuka techniques above B rank or entering into an more transformative unions for three turns.
- Can only be taught by Scaze


‡ Approved ‡

Supekutoru-Kan | Spectral Sense
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: A High Breed Ninken will be capable of channelling their chakra to their nose, activating a technique that will draw upon their ability to 'smell chakra' and heighten it greatly. Much like synesthesia, while the chakra will be detected by the users sense of smell, it will instead be interpreted visually, with smelt chakra being interpreted as visible colours that will seep and ooze out of techniques and people. Of course as it is detected by smell, sensory of chakra then, will not be limited to the users visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance the user will be able to close their eyes yet will still see colours, smells from behind the user will be interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the chakra source - whether it be a person or technique, the more vivid and bright the colour will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Similarly more active chakra, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colours, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities will also have their own distinct colours, as will other disciplines of chakra transformation, even pure physical and spiritual energies will have their own hue. Due to the experiential mental connection between the two partners, an Inuzuka will also be able to tune into this sense as he sees fit, with both being able to enhance or dampen this ability as is necessary.

Note:
- Colour perception will appear like a filter that overlays onto the normal view of the world.
- Can only be used 3x
- Once activated it lasts until deactivated, draining 10 chakra per turn from the user.
- Can only be taught by Scaze


‡ Approved ‡ Impressive.
 
Last edited by a moderator:
  • Like
Reactions: Heracles

Troi

Active member
Legendary
Joined
Jun 12, 2013
Messages
19,836
Kin
3,467💸
Kumi
1,914💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

Resubmitting:

(Kuchiyose no Jutsu: Eso) - Summoning Technique: Gangerene
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Gangerene is a beautiful jade colored snake with deep red eyes who is completely submissive to Moxxi and respects her as a person and shinobi. Although rather small compared to other well known snakes, such as Manda, she is about the length of ten grown adults and is extremely fast and agile. What makes Gangerene special is that she is able to function easily under water for extreme amounts of time and under the pressure of water techniques, which makes her able to withstand A rank and below water techniques. She comes equipped with a sword called Mizu no Torikuru (Water Trickle), which usually resides in her mouth or digested until needed for battle, that allows her to perform up to A rank and below water techniques. This sword is extremely long as is the handle, much like a naginata. Gangerene is able to toss this at a certain point on the field while a water source is available and the water at that water source will turn into immensely sharp spikes and dart towards the sword at all angles. Although the water coming towards the sword is only C rank, it happens in the blink of an eye and is extremely sharp, giving it no less of a lethal payoff. When summoned, she is summoned with a large amount of water that will fill the field, granting a water source for all parties on the field.

- All techniques that can be performed by Gangerene count towards a technique in the user's turn when used
- Can only be summoned once per battle
- Can only be summoned by Moxxi

Decline - not turn limit that she can be on the field for? No other summons at the same time?

Signed snakes here [ ]
(Kuchiyose no Jutsu: Eso) - Summoning Technique: Gangerene
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Gangerene is a beautiful jade colored snake with deep red eyes who is completely submissive to Moxxi and respects her as a person and shinobi. Although rather small compared to other well known snakes, such as Manda, she is about the length of ten grown adults and is extremely fast and agile. What makes Gangerene special is that she is able to function easily under water for extreme amounts of time and under the pressure of water techniques, which makes her able to withstand A rank and below water techniques. She comes equipped with a sword called Mizu no Torikuru (Water Trickle), which usually resides in her mouth or digested until needed for battle, that allows her to perform up to A rank and below water techniques. This sword is extremely long as is the handle, much like a naginata. Gangerene is able to toss this at a certain point on the field while a water source is available and the water at that water source will turn into immensely sharp spikes and dart towards the sword at all angles. Although the water coming towards the sword is only C rank, it is is extremely sharp, giving it no less of a lethal payoff. When summoned, she is summoned with a large amount of water that will fill the field, granting a water source for all parties on the field.

- All techniques that can be performed by Gangerene count towards a technique in the user's turn when used
- Can only be summoned once per battle
- Only stays on the field for four turns
- No other summons at the same time

- Can only be summoned by Moxxi

‡ Approved ‡

Signed snakes here... [ ] ...

New submission:

(Ninjutsu: Baransu no Ato) - Ninja Arts: Art of Balance
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will come into battle with a small amount of chakra (20) stored into the center of their abdomen. Upon coming into contact with something or something coming into contact with them, at the user's will, the raw chakra will transfer from the user of this jutsu to the target, sending a jolting feeling from the target's feet to their head, creating a massive headache and then the chakra will run back from their head to their feet, causing their legs to become paralyzed. This jutsu will ultimately paralyze the target for a few moments, leaving them open for an attack or an alternative. This jutsu will leave the opponent's legs paralyzed for two turns. The user can also extract the chakra back from the opponent's body and in turn, send the opponent towards the user. The jutsu can be activated at will and lies dormant within the user's body.

Note: Must be applied to the user's bio in order to be used
Note: Starting a battle will automatically consume 20 chakra out of your total amount of chakra
Note: Having the chakra lay dormant will cost you -5 chakra per turn not used
Note: Once activated, the user can no longer use this technique and it no longer consumes chakra
Note: If used to pull the opponent, the technique still cannot be used again
Note: Can only be taught by Moxxi


‡ Declined ‡ DNR.
 
Last edited by a moderator:

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

Doton: Bugi Man - Earth Style: Boogy Man
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damaage: N/A
Description: Boogie Man is a special type of clone made by Priest himself. The clone is the manifestation of an elemental nature itself. Unlike the normal earth shadow clone, This clone, made entirely of mud albeit having enough solidity to keep its form and move like normal human would. The clone takes the form of the the user and is able to shape shift to any shape or anyone he wants. The clone is able to form weapons of hardened or sticky mud from, though still attached to its body with them having a reach to at most 10meters.
A special ability of the clone is that since its made entirely of mud, Physical attack/object/techniques would have no effect on it as it would keep on coming together as an entity except it is taken out entirely with something able to destroy it completely.
NOTE: The clone can only use earth jutsu that the user knows
NOTE: Follows the rules of clone usage
NOTE: Usable 4 times per match.
NOTE: Requires a handseal

Katon: Bugi Man - Fire Style: Boogy Man
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damaage: N/A
Description: Boogie Man is a special type of clone made by Priest himself. The clone is the manifestation of an elemental nature itself. The user manisfest a special clone made entirely of fire albeit able to keep form and solidity by tranforming its nature to a more solid type like "Dragon Flame Release Song Technique". The clone takes the form of the user and is able to shape shift to any shape entirely made of fire, though when it is in the form of the user, it does not appear as actually fire except touched. The clone is able to form weapons of solid or non-solid fire from, though still attached to its body with them having a reach to at most 10meters.
The clone is fire itself so physical object/attack/techniques would just pass through it while the clone would keep on coming together as an entity unless destroyed completely by something able to destroy it. Objects passing through the clone would actually catch fire if its something that is capable of doing so.
NOTE: The clone can only use fire jutsu that the user knows
NOTE: Follows the rules of clone usage
NOTE: Usable 4 times per match.
NOTE: Requires a handseal


‡ Both Declined ‡ Clashes with existing techniques.
 
Last edited by a moderator:
Status
Not open for further replies.
Top