[ARCHIVE] Custom Jutsu Submission - II

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Kryptiic

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Re: Custom Jutsu Submission

Futon: Hakka-Gu | Wind Style: Fire Starter
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: +20 Damage
Description: When a slicing wind jutsu of any kind is performed, the user will control the blades of wind. Through their manipulation, the user will cause the blades to begin colliding rapidly while the original jutsu continues with its course of action. The collisions between the blades create sparks. The multitude of sparks that occur allow them to feed off of the initial wind jutsu and causes it to become a fire and wind combination jutsu. The fire would add to the destructive power and potency of the initial wind jutsu. This jutsu can be used in the same timeframe as the initial jutsu, as it simply requires some additional maipulation while the initial jutsu is being created, or it can be used after the initial jutsu (not in the same timeframe). However if it isn't used in the same timeframe, it still must be used directly after the initial wind jutsu. It can only be used by wind specialists because of the difficulty in manipulating the wind blades within a jutsu.

Restrictions
- Must be a Wind specialist.
- Can only be used three times
- Can only be taught by Kryptiic

Declined - I'll allow it to add fire to the attack making it a fire jutsu but not to increase the power.

Raiton: Raijins Ikari | Lightning Release: Raijin's Wrath
Type: Offensive
Rank: S
Range: Mid - Long
Chakra Cost: 40
Damage Points: 80
Description: The user pools lightning chakra within the ground underneath a target and through two hand seals the chakra erupts outwards as lightning. The lightning rips through the ground, hollowing it upon manifestation. Due to the ground hollowing, the target would fall into the pit that has been created and as the lightning continues to ripple outwards it strikes them. After hollowing the ground, the lightning that extends out wards is only thin, much like needles on strings although slightly larger, which leave small holes in the target. Like most lightning jutsu, it also carries paralysing properties if struck. The piercing nature of the lightning also effects the surrounding earth. The chunks of earth that result from the pits creation, upon contact with the lightning, blast apart causing chunks of earth shrapnel to be scattered in an omnidirectional wave. The earth shrapnel causes blunt damage that is capable of breaking bones upon contact, damaging the target in conjunction with the lightning. It cannot be used withing shortrange of the user, otherwise they risk falling into the pit, or being struck by rogue lightning or rock shrapnel.

Restrictions
- Usable twice per match
- Can only be taught by Kryptiic
- No lightning jutsu above A rank in the same turn.

Declined - been done in so many ways
As discussed over VM, the jutsu was adjusted to have the two methods. The additional damage was removed.

Futon: Hakka-Gu | Wind Style: Fire Starter
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: When a slicing wind jutsu of any kind is performed, the user will control the blades of wind. Through their manipulation, the user will cause the blades to begin colliding rapidly while the original jutsu continues with its course of action. The collisions between the blades create sparks. The multitude of sparks that occur allow them to feed off of the initial wind jutsu and causes fire to become part of the element. The fire would add to the destructive power and potency of the initial wind jutsu. There are two ways the jutsu can be manipulated. First, the parent wind jutsu can become combined with fire creating a fire and wind combination jutsu. The second method is creating enough sparks to ignite the whole wind jutsu, causing the jutsu to become a fire natured attack. Both variations of this jutsu's usage then follow their respective elements strengths and weaknesses and have the same ranking/damage output as the parent jutsu. This jutsu can be used in the same timeframe as the initial jutsu, as it simply requires some additional maipulation while the initial jutsu is being created, or it can be used after the initial jutsu (not in the same timeframe). However if it isn't used in the same timeframe, it still must be used directly after the initial wind jutsu.

Restrictions
- Must be a Wind specialist.
- Can only be used three times
- Can only be taught by Kryptiic

‡ Approved ‡

Leaving for NK
 
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Imperfect

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Re: Custom Jutsu Submission

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

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

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

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

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

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

There are 2 key aspects to the Combat Summoner technique, the first of which is the alteration to and general application of the user's Summoning Tattoo('s). Instead of being a small, easily concealed Tattoo which is utilized for instant Summoning without Hand Seals, the Tattoo is applied to the entirety of the users body. Because of this it functions like an active map of the user's body for the Summoning Technique itself, with each part of the user's body being linked to a corresponding part of their Summoning Animal's body through their Tattoo's. This allows the user to Summon the corresponding body part of their Summon by activating the Tattoo('s) located on that specific body part. The second aspect is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then sacrificing a small portion of blood each time the user wishes to use the Summoning Jutsu, by wiping blood on their Tattoo, then applying both Chakra and pressure to a surface via direct contact. This technique's Summoning steps are almost identical, with the only real difference being a more direct approach to the "Contact" portion. Logically the user must still apply both blood and Chakra to their Tattoo's, and make contact with a surface, the surface mainly being considered the opponent's body, before the Combat Summoning actually occurs.

The following is an example of how this Jutsu would work within a standard combat scenario. A signer of the Monkey Contract performs a basic left-handed punch which connects with their target, while also meeting the conditions for the Summoning Jutsu. As they channel Chakra through the Tattoo on their left arm, which also has the necessary blood wiped across it, they become able to "Summon" the left arm of their Summoning Animal to reinforce their attack, which then almost instantly "materializes" in the area surrounding the user's left arm. The fist of the Monkey Summon also attacks the target, following the same general speed, trajectory, power etc as the user's attack, resulting in an increase in potential offensive applications for the user, such as bypassing an opponent's attempt at guarding, or simply performing two punches at the same time, and overwhelming their opponent. Upon the completion of the attack, the arm of the Monkey Summon disappears as quickly as it appeared, leaving the user to plan their next attack accordingly.

Note: The Combat Summoner Tattoo's are designed and applied by the user at their own discretion, requiring the user to post this Jutsu in the "Other" section of any Biography that wishes to use this Jutsu.
Note: Although the damage of this technique is based on the Rank of the Summon, unique effects and abilities for any Summons utilized with this technique must also be taken into consideration, whether they be a result of the Summon's Biology, or an ability they possess.
Note: Usage of this technique does not affect the user's ability to perform the regular Summoning Jutsu. In other words, if the user Summons a specific part of an Animal from one of their contracts via this Jutsu, it doesn't impede their ability to perform the Summoning Jutsu to Summon an Animal from their other Contract('s). This is because the Combat Summoner method of Summoning is achieved differently from the regular method of Summoning, and thus, doesn't affect it.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.


Pending - I'm a bit at war with myself on this one. I love the idea but still thinking it over and just some of the wording. Say you use the C rank punch technique in taijutsu section, and you use this with a summon that is S rank, does that now make an S rank punch on your arm to go with your C rank attack? Or does it summon another animals arm that does a C rank punch too? Meaning two C ranks = B rank overall? And then there is the fact that if you partially summon an animal this way, does that count towards the "only summoned once" effect? Or would you have this as if for example:

EG: You use this with S rank earth toad (immune to B ranks and below) summon it's leg around yours for second kick (your kick is C rank) when they go to defend do they just have to repel two C rank attacks as it's following the same power and trajectory? Or is it they have to break through the B rank skin of the toad as well as defend from your C rank punch?

Next elaborate on range and size, say gamahiro's leg is used. The tried to avoid your first kick by going backwards, use this with a giant leg does it increase the reange of your original attack?

And what about when you have an armor active? Fire armor? Summon a leg on your flaming leg would it hurt them or no modes active with this?

So it's a decline the more i think about it, but just needs clarificiation on some points.




(Tategami Ōkami Kuchiyose Gijutsu: Yōhiokita Ōkami) M. Wolf Summoning Art: Wolf in Sheep's Clothing
Type: Supplementary/ Offensive (Summoning)
Rank: C-Rank
Range: Short
Chakra: 15
Damage: 30
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll, and slams their hand into the ground in order to summon a pair of "regular" Maned Wolf Summoning Animals, all with no special qualities of their own. These wolves all have pitch black fur and specialize in stealth and close quarters, and they have maximized their potential in this field by mimicking the properties of the . By "hiding" in the users shadow, they completely blend into it, only being exposed when a form of bright light affects the area around the user, such as the kind created by a flash bomb, or a Fire Release Jutsu within close enough proximity to affect the user's shadow. These wolves remain concealed within the user's shadow until the user enters striking distance of the opponent, and that's when the wolves spring into action. With every offensive Taijutsu action, the wolves remain hidden within the shadow of the users attack, and perform their own attacks, either chomping with their jaws, or swiping with their paws. With their Summoner leading the charge, the wolves attack from the shadows, attempting to ensure their summoner's victory through unforeseen, simultaneous physical attacks. The wolves remain in combat until they are either disbanded by the user, or dispatched by a physical attack landed on them.

Note: Can be used a max of 2 times per battle/ event.
Note: Can only have one pair of wolves active at any given time.
Note: User must wait at least 3 turns before the end of one usage of this Jutsu and the beginning of another.
Note: Requires M. Wolf CSC, and biographies that specialize in the M. Wolf CSC can apply this Jutsu to their Biography, allowing it to be active from the beginning of a battle/ event.

Declined - make it useable once
CSC Approval: .

(Tategami Ōkami Kuchiyose Gijutsu: Yōhiokita Ōkami) M. Wolf Summoning Art: Wolf in Sheep's Clothing
Type: Supplementary/ Offensive (Summoning)
Rank: C-Rank
Range: Short
Chakra: 15
Damage: 30
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll, and slams their hand into the ground in order to summon a pair of "regular" Maned Wolf Summoning Animals, with no special qualities of their own. These wolves have pitch black fur and specialize in stealth and close quarters, and they have maximized their potential in this field by mimicking the properties of the . By "hiding" in the users shadow, they completely blend into it, only being exposed when a form of bright light affects the area around the user, such as the kind created by a flash bomb, or a Fire Release Jutsu within close enough proximity to affect the user's shadow. These wolves remain concealed within the user's shadow until the user enters striking distance of the opponent, which is when the wolves take action. With every offensive Taijutsu action, the wolves remain hidden within the shadow of the users attack, and perform their own attacks, either chomping the target with their jaws, or swiping at the opponent with their paws. With their Summoner leading the charge, the wolves attack from the shadows, attempting to ensure their summoner's victory through unforeseen, simultaneous physical attacks. The wolves remain in combat until they are either disbanded by the user, or dispatched by an enemies counter-attack.

Note: Can only be used once per battle/ event.
Note: Requires M. Wolf CSC, and biographies that specialize in the M. Wolf CSC can apply this Jutsu to their Biography, allowing it to be active from the start of a battle/ event. Having this Jutsu active from the start of a battle/ event counts as it's one usage.
Note: Lasts up to 6 turns

Approved - added the last note
 
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Kamishiro

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Re: Custom Jutsu Submission


Resubmitting:


[Mokuton: Kansen Mokuton] - Wood Release: Infected Wood
Type: Supplementary
Rank: D/S-rank
Range: Short - Long
Chakra: 10/20/30/40
Damage: 20/40/60/80
Description: "Mokuton: Kansen Mokuton" Is one of Hashirama's favourite techniques. It is different than any other wood technique. In this technique the user channels his wood chakra in either another wood technique or a ninja tool. With which, he creates nano-seeds which would get inside the opponent(s)' body as the wood technique/ninja tool touches their body. Upon touching the opponent(s)' body, the nano-seeds combine with the opponent(s)' blood, therefore, they would flow in the opponent(s)' whole body(ies). These seeds are no ordinary seeds, they are different than the other seeds which the user creates in order to sense the presence of the others. By using these seeds, the user is able to produce wood techniques from the enemies' own body from the seeds. With this, the user is to both harm the opponent(s)' by attacking/harming them with the produced wood and also hurt their inner body(ies) as their bodies aren't used to producing wood at all, unlike wood users. However, a full-body surge would break the opponent(s)' out of the technique, yet, it must be of a higher rank than this technique's rank, unless for an element with an elemental strength against wood.
Note: Must be taught by Kamishiro
Note: If used with a Ninja Tool, this technique would count as one of the three techniques of the user
Note: If used with another wood technique, it wouldn't count as one of the three techniques of the user, however, the other wood technique which this one is attached to, would
Note: If used with another wood technique, the technique's rank would be the same rank as the other wood technique
Note: If used with Ninja tools, the technique's rank would be A-rank
Note: If used the S-ranked version, the user wouldn't be able to use any wood technique higher than A-rank the same or the other turn
♦ Declined, DNR too OPed♦


[Mokuton: Tonchinkan Bouryoku] - Wood Release: Contradicted Violence

Type: Supplementary
Rank: A-rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: This is a pretty unique wood technique as it is way different than the concept Mokuton depends on. The concept about Mokuton is producing wood from either the user's body, the ground or a water source in order to be of their service during battles. However, it is up-side down here. The user first performs the snake handseal, which is pretty mandatory for most of the wood techniques if not all. Afterwards, the user focuses his Mokuton chakra in an already created Mokuton technique. However, he doesn't simply focuses chakra, he manipulate the properties of the Mokuton chakra in order to give it the ability to drain the Mokuton chakra of the other Mokuton technique, which could be done fully in which the user Mokuton chakra would drain all the Mokuton chakra, turning the Mokuton technique to either a water technique or an earth technique, or semi in which the user's Mokuton chakra would drain some of the Mokuton chakra in the Mokuton technique. This technique was originally created in order to overpower some other elements which could be stronger than Mokuton, however, weaker than it's source, which are earth and water.
Note: This technique would turn a Mokuton technique which was formed from water into water again, or earth into earth again
Note: Can only be used 3 time per battle

Note: Can only be done on a technique the user, a clone or a comrade/partner created

Note: Must be taught by Kamishiro
Note: Cannot be done on technique with a huge scale, such as forests.
♦ Approved, removed a note ♦

New Submission:

(Genjutsu: Satsugai Bai'Konchuu) - Illusionary Arts: Murdered by a Bug

Type: Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: "Genjutsu: Satsugai Bai'Konchuu" is a simple, yet really effective genjutsu. The user casts a genjutsu on the opponent(s) by channeling his chakra into their nervous system, disturbing the balance of their chakra. In this genjutsu, the opponent(s) would inhale a small bug while breezing, which would force them to sneeze, however, it is no ordinary sneeze. They would sneeze blood alongside with the bug, due to the force they would sneeze with. But they wouldn't sneeze just once, they would do it for several times, due to the sensitivity of their nose, and how the bug disturbed it's inner soft skin. With each sneeze, the opponent(s) would sneeze blood, which would cause them eventually to lost consciousness in case of not broken from.
Note: Can only be taught by Kamishiro
Note: Can only be used 3 times per battle
Note: Cannot use S-rank and high genjutsu this turn, nor the next one.
Note: The opponent is unconsciousness after one turn of the technique's activation, if not broken from.

♦ Declined, I see no need for this to be A ranked for one, and what do you mean "broken from"? ♦

Updating:


[Mokuton: Tonchinkan Bouryoku] - Wood Release: Contradicted Violence

Type: Supplementary
Rank: A-rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: This is a pretty unique wood technique as it is way different than the concept Mokuton depends on. The concept about Mokuton is producing wood from either the user's body, the ground or a water source in order to be of their service during battles. However, it is up-side down here. The user first performs the snake handseal, which is pretty mandatory for most of the wood techniques if not all. Afterwards, the user focuses his Mokuton chakra in an already created Mokuton technique. However, he doesn't simply focuses chakra, he manipulate the properties of the Mokuton chakra in order to give it the ability to drain the Mokuton chakra of the other Mokuton technique, which could be done fully in which the user Mokuton chakra would drain all the Mokuton chakra, turning the Mokuton technique to either a water technique or an earth technique, or semi in which the user's Mokuton chakra would drain some of the Mokuton chakra in the Mokuton technique. This technique was originally created in order to overpower some other elements which could be stronger than Mokuton, however, weaker than it's source, which are earth and water.
Note: This technique would turn a Mokuton technique which was formed from water into water again, or earth into earth again
Note: Can only be used 3 time per battle
Note: Can only be done on a technique the user, a clone or a comrade/partner created
Note: Must be taught by Kamishiro
Note: If used to turn wood into water at the same time the wood is created, it would happen at the same timeframe, however, if it is used on wood that is already created, it happens at a different timeframe.

Note: The larger the wood construct the longer it takes

Removed a note as it was really limiting and added the last not to clarify it's usage, as it was meant to be that way from the start.



Approved - added the last note.


(Genjutsu: Satsugai Bai'Konchuu) - Illusionary Arts: Murdered by a Bug

Type: Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: "Genjutsu: Satsugai Bai'Konchuu" is a simple, yet really effective genjutsu. The user casts a genjutsu on the opponent(s) by channeling his chakra into their nervous system, disturbing the balance of their chakra. In this genjutsu, the opponent(s) would inhale a small bug while breezing, which would force them to sneeze, however, it is no ordinary sneeze. They would sneeze blood alongside with the bug, due to the force they would sneeze with. But they wouldn't sneeze just once, they would do it for several times, due to the sensitivity of their nose, and how the bug disturbed it's inner soft skin. With each sneeze, the opponent(s) would sneeze blood, which would cause them eventually to lose consciousness if the opponent remains in it. The repetitive sneezing would cause a great distraction to the opponent that would force him to be limited to only two techniques per turn as long as he is trapped inside the genjutsu.
Note: Can only be taught by Kamishiro
Note: Can only be used 3 times per battle
Note: Cannot use S-rank and high genjutsu this turn, nor the next one.
Note: The opponent is unconscious after one turn of the technique's activation, if the opponent doesn't escape from it.

Added additional effects to make it A-rank worthy.
Declined - The last note, two turns could happen in the space of two-three seconds depending on the pace of the battle, so if it's a fast paced battle, how would they sneeze enough to cause them to pass out?

[Ninpo: Hangyaku] - Ninja Art: Rebellion
Type: Offensive/Supplementary
Rank: D/S
Range: Short - Long
Chakra: Rank dependent
Damage: Rank dependent
Description: A technique specifically made for those who are granted the ability of absorption whether by an ability or a weapon. The technique itself is simple, whenever the opponent attempts to absorb a technique of the user's, at the same time frame of his absorption attempt, the user would condense the chakra within the technique being absorbed, focusing the chakra into the technique's axes and causing the chakra to create an enormous pressure. With such pressure, the chakra would create an explosion, thus erasing the existence of any chakra so the opponent won't have anything to absorb and also creating an attack with the explosion itself.
-S-rank can only be used twice, A-rank can only be used thrice
-If S-rank is used, the user can't use any Techniques higher than S-rank the same turn
-Requires 2 turns to cool down and be reused.

I know you aren't in favor with techniques with several ranks, but this technique can't have one rank because it depends on the chakra inside the technique.

Declined - The pressure explosion has been done before, but to counter absorbing i just don't think it can, i mean depending on the absorbing method. So like Pein through up a barrier around himself to absorb a mass attack, or when he was nagato, he got hit then drew in kirabi's full cloak pretty fast to heal himself. I just don't think this would be possible with the effect you desire. Maybe just maybe you could do it as vibrating chakra, causing an unsteady flow of the chakra within the jutsu being absorbed making it harder to draw into their body or item absorbing, doubling the time it takes to absorb said attack?
 
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Hell Autarch

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Re: Custom Jutsu Submission

Changes in bold

(Raiton: Beruzebubu no Asento) - Lightning Release: The Ascent of Beelzebub
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a stream of lightning that surrounds the users body. The stream of lightning is subsequently shaped into hundreds of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of lightning, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and numbness, the effect can be drastically increased when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body, forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user.
Note: Commanding these creatures counts as one of the three jutsus per turn, regardless of the extent of their manipulation in a single turn.
Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: These creatures collectively add up to a single S Rank. Therefore, a quarter of these creatures would be equal to B Rank, and half of these creatures would be equal to A Rank.
Note: These creatures can only disperse if they're destroyed, the user deactivates the technique or if the user performs a technique from another element. Manipulation of these creatures for offensive or supplementary purposes does not make them get used up.
Note: The user cannot use any technique from any element other than Lightning, as long as this technique is active. Doing so would result in these creatures dispersing. The only case or scenario where this is not applicable is when the user has mastered Yin and Yang.

Note: Can only be used twice per battle
Note: Can only be taught by Hell Autarch
Note: No lightning above B rank for two turns after


Approved - added blue



Changes in bold. I've also fixed some spelling mistake and bolded them.

(Katon: Hephaestus Hono Buritt) - Fire Release: Hephaestus's Burning Blade
Type: Offensive/Supplementary
Rank: S
Range: Short -Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs a single (Tiger) handseal and spews out a single large kunai shaped projectile of fire. The kunai is really dense thus allowing it to penetrate through most defenses as well. At any point after the kunai is released, the user can perform a single hand seal causing the single kunai to explode, releasing a large number of normal sized kunai in the direction in which the large kunai had been heading, The large number of normal sized kunai would then in turn explode on contact releasing a lot of heat as well as a bright light. The light can lead to temporary blindness for the opponent if he sees it.
Note: In case the user does not perform a single hand seal for the large kunai to split, the single large kunai would then simply explode releasing heat and a bright light just like how the normal sized kunai would
Note: The single large kunai is the same size as the large shuriken used by Toroi
Note: The normal sized kunai spread over an area of 10m wide when the large one explodes into smaller ones
Note: Can only be taught by Hell Autarch

Declined - changed it to S rank without added any restrictions to it? xd

(Doton: Muki Disutōshon) - Earth Release: Inorganic Distortion
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: This technique primarily works with the user weaving the Snake handseal and infusing his chakra with earth surrounding him, 8m in all directions with the user himself being the epicenter of this 'circle'. This technique leaves the top layer of the earth, only a few centimeters unaffected, with a layer of chakra-infused mud layer 5m deep, directly below it. Because the top layer of earth is only a few centimeters deep, movements that take place upon it are easily felt in the chakra-infused mud layer and hence allow the user to sense the presence of any object or person within 'circle', as long as contact with the earth is maintained. This technique also prevents the opponent from generally performing any Earth technique that involves manipulation of the earth, due to the presence of the 5m deep chakra-infused mud layer that prevents the opponent from manipulating the earth. The chakra-infused mud layer is composed of the same material used in Earth Release: Sticky Earth Drop.
Note: If the opponent were to destroy the top earth layer around him, he would naturally sink right into the chakra-infused mud.
Note: Can be used thrice per battle
Note: After the first turn, the usage of this techniques becomes passive until the mud-layer is either destroyed or the user chooses to deactivate the technique.
Note: Can only be taught by Hell Autarch
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Declined - yard has this cj, think it's preasure sensing. and other part is OP
Changed name. Other changes in bold


(Raiton: Anzū no Asento) - Lightning Release: The Ascent of Anzû
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a stream of lightning that surrounds the users body. The stream of lightning is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of lightning, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and numbness, the effect can be drastically increased when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body, forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user.
Note: Commanding these creatures counts as one of the three jutsus per turn, regardless of the extent of their manipulation in a single turn.
Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: These creatures collectively add up to a single S Rank. Therefore, a quarter of these creatures would be equal to B Rank, and half of these creatures would be equal to A Rank.
Note: These creatures can only disperse if they're destroyed, the user deactivates the technique or if the user performs a technique from another element. Manipulation of these creatures for offensive or supplementary purposes does not make them get used up.
Note: The user cannot use any technique from any element other than Lightning, as long as this technique is active. Doing so would result in these creatures dispersing. The only case or scenario where this is not applicable is when the user has mastered Yin and Yang.
Note: The user cannot use Lightning A Ranked or above the turn after deactivating this technique.
Note:
Can only be used twice per battle
Note: Can only be taught by Hell Autarch

Approved

(Katon: Hephaestus Hono Buritt) - Fire Release: Hephaestus's Burning Blade

Type: Offensive/Supplementary
Rank: S
Range: Short -Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs a single (Tiger) handseal and spews out a single large kunai shaped projectile of fire. The kunai is really dense thus allowing it to penetrate through most defenses as well. At any point after the kunai is released, the user can perform a single hand seal causing the single kunai to explode, releasing a large number of normal sized kunai in the direction in which the large kunai had been heading, The large number of normal sized kunai would then in turn explode on contact releasing a lot of heat as well as a bright light. The light can lead to temporary blindness for the opponent if he sees it.
Note: In case the user does not perform a single hand seal for the large kunai to split, the single large kunai would then simply explode releasing heat and a bright light just like how the normal sized kunai would
Note: The single large kunai is the same size as the large shuriken used by Toroi
Note: The normal sized kunai spread over an area of 10m wide when the large one explodes into smaller ones
Note: Can only be used thrice per battle
Note: Can only be taught by Hell Autarch

Declined - S ranks are strong techniques and require a drawback to the user. A ranks and some B ranks only need a useage limits, but S rank needs a drawback, like no lightning above A rank in the next turn or something

New Submission

(Katon: Kami Kuriēshonzu) - Fire Release: Divine Creations
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short -Long
Chakra Cost: 40 (-10 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single handseal and spits out a specific amount of ash from their mouth, infused with their chakra. The user then manipulates the ash to create animate creatures from the ash including humanoid figures, beasts or chimeras of both, with the size of each figure being dependent upon the user; ranging from a height of 1.5m to around the same size as the Great Stone Golem. The technique primarily serves to create these creatures from ash which can then further be manipulated by the user for their own specific purposes.
With the technique being Fire Style at core, the creatures constructed using this technique are extremely hot and have the ability to spew out A Rank Fire from their mouth, counting towards the users jutsu per turn. Additionally, these creatures can normally withstand the physical brunt of an attack as they are more or less composed of ash, which cushions the impact of an attack and as such; these creatures are able to withstand B Rank and below Taijutsu. The physical composition also allows these creatures to reform similarly to Earth Mud Clones, although this can primarily be done to reform a destroyed limb or similar, and cannot take place of the creation has been totally destroyed. With this technique itself having been derived from the canon Fire Release: Ash Pile Burning, the user can by weaving an additional handseal cause these creatures to ignite and explode, engulfing everything within Short-Range.

Note: Maintaining and manipulating the creations count towards as one of the three techniques per turn.
Note: A single creature would be equal to S Rank. The user can however choose to create two creatures in which case they would individually be considered as A Rank.
Note: The technique can be used thrice per battle
Note: Can only be taught by Hell Autarch

Leaving for NK

‡ Declined ‡ This is just a more versatile version of existing Ash familiars. If I recall correctly, Noni has two or three of these, Naruto/Deadppol has one and there are bound to be others. This doesn't have enough unique traits or abilities to be approved. Using Fire techniques from an Ash familiar is a no.
 
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Never

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Re: Custom Jutsu Submission

(Meiton : Jigoujitoku) - Dark Release : Reap What You Sow
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A (+20 to Taijutsu/Weapon Based moves)
Description:
This uses a combination of skilled Taijutsu and Dark Release. From their Dark Marks the user will release a portion of Dark Chakra that travels from the mark over their skin to a place on their body at high speed, this is in a response to Taijutsu attacks against the user's body, they will have the small portion of dark cover the section that is to get hit by the CQC attack. Whether it be fist or weapon, the dark chakra will cushion and protect against the impact created between the two obstacles. The energy created by this impact is absorbed into the Dark Patch and transferred to the user's physical strength, the dark patch with the absorbed chakra powers the user's muscles and limbs, making them stronger for a short period of time when it comes to Taijutsu based or weapon attacks, as they can add extra power behind punches or swinging their weapons or even throwing them. The user will be capable of throwing a freeform punch that could easily knock their opponent on the ground and even slightly push them back a meter or two.

- Doesn't need Inhaling Maw to be used Beforehand as this is itself an absorption technique
- Works against Elemental infused weapons/limbs/powered Taijutsu (E.g. Hardliner Techniques, Zeus)
- Can be used to defend against very small scale Ninjutsu (Rasengan, Small Fireball)
- Must have Mastered Strong Fist Taijutsu to be able to use
- Strength Boost Lasts for 3 Turns
- No Dark Release Techniques used in the same turn this is activated
- Absorption can be used multiple time when already Active, however the power cannot be stacked
- Must be taught by LonelyAssassin

Declined - dark absorbs and breaks down energies, so if i punched you in the face it wouldn't be able to absorb the the impact of it, it could absorb the chakra out of the punch which boosts it's power but not the damage of a basic punch and such.

(Fūton : Kaze Entiti) - Wind Release : Wind Entity
Rank : S
Type : Offense / Defense
Range : Short
Chakra Cost : 40
Damage Points : 80
Description :
After performing the necessary hand seals Snake --> Dog --> Rat, the user forms a tornado behind them self which grows three times as tall as the user, which then branches off into two spirals of wind, like arms for the first tornado reaching around the user like vacuums, which will suck up any projectiles, including an enemy if they get too close and will transport them through the arm they were taken up in, getting slashed by the violent wind all the way to the body of the entity delivering the full blow of the damage. The entity has a head of wind to make it look like a being.

- Last 3 turns
- The user cannot jump backwards as the technique will consume them too, damaging the user. The user can move to the sides as the entity moves to the sides and stays directly behind user if he ever turns.
- Technique can only be used 2 times
-Can only be taught by LonelyAssassin

X-Approved-X Adjusted restrictions according to the approval standards of an S rank.
Updating :

(Fūton : Kaze Entiti) - Wind Release : Wind Entity
Rank : S
Type : Offense / Defense
Range : Short - Mid
Chakra Cost : 40 - 10 Per Turn
Damage Points : 80
Description :
After performing the necessary hand seals Snake --> Dog --> Rat, the user expels a tornado From their mouth which grows three times as tall as the user, which then branches off into two spirals of wind, like arms for the first tornado reaching around like vacuums, which will suck up any projectiles, including an enemy if they get too close (Short Range) and will transport them through the arm they were taken up in, getting slashed by the violent wind all the way to the body of the entity delivering the full blow of the damage. The entity has a head of wind to make it look like a being. The Entity seems to move around on it's own like an ordinary tornado, moving at the same speed as the user's base but can only go to mid-range of the user or else it won't be able to sap chakra.

The user can Combine this Entity with an A-Rank Fire Technique by just shooting it at the back of the entity, the Giant Wind Monster will grow 2x Larger (Can Travel to Long Range in this case too) with the flames and become a Flaming Tornado combination. However if combined with an S-Rank it will not work and will simply be over powered by it.

- Lasts 3 Turns, with a four turn cooldown
- The Entity Self Sustains, sapping 10 Chakra from the user per turn
- The user if not careful can also be consumed by the Entity if it's tornado arms were to be aimed at him as the Vacuum is that powerful
- No S-Rank wind in the same Turn
-Can only be taught by LonelyAssassin

Declined - the change in range is fine, it's just the fire wind tornado, S rank wind +A rank fire is almost F rank in power, and it pretty much becomes my cj Blazing tornado.

New Submission :
Approved Contract :

(Fūton : Ō ni hyō) - Wind Release : Hail to the King
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
The User makes Three Hand seals a forms a small, very pressurized ball of wind no bigger than Golf ball at the end of their Index Finger. They fire it from their finger and it flies across the battlefield at high speeds, though it can still be seen and tracked with the ordinary human eye - it's speed is still very impressive and will reach distances of 5 meters in a second, it's pretty quiet too except for the little zipping sound it makes in close range.

The Attack may seem small but always has an intended target, the ball can shred through thick rock/earth and trees/wood weaker than it until it gets to the destination the user desired for it. Once it does that compressed ball of energy releases as a wind explosion, scattering anything in range of it (5 Meter Radius Explosion) - it would sound like that of a Cannon being fired when the ball explodes. If this Ball was intended to hit an Earth (Or Earth Based) Target, it would shatter the rock and spread it far away, like a fragmentation effect the earth would scatter and could hit the user's opponent. The Damage however would only be half of the original Earth technique's damage, and it would act as an Earth (Or Earth Based Depending on the Target) Technique instead. If this were to hit a Water Technique it would have that also explode in various directions, though this would NOT damage unless it was a Liquid that's not water with effects (Again only half of what the original liquid-based tech damage would have been), for example if it were a sticky liquid or acidic liquid the effects would still apply if it hit the opponent.

If this hits other Energy based Techniques like, Lightning, Wind it would just act like an ordinary Wind Explosion and have no unique effects like above. Fire however, if it hits a B-Rank Fire technique or below it will explode in a large Maelstrom of flames - looking like a giant glowing orange orb in the sky for a moment, the fire would be scattered across the ground and burn anything that touches it.

- Wind Specialists can do this without Handseals, and can be formed at the Tip of a Weapon or infused with a projectile.
- Can also be used to successfully counter or in combination with the Shuriken Shadow Clone Technique (Wind Ball would be fast enough to catch up to Multiplied Tool), scattering the multiplied tools in many directions. This only works for Wind Specialists.
- Must have Mastered Wind to Learn.
- Can only be Taught by LonelyAssassin
- No S-Rank Wind or above in the Same turn this is used
- Cannot be used Consecutively
- Can only be used 4 times


Approved - added the last note, nice technique
 
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Re: Custom Jutsu Submission

Bolder changes and reorganized the weapon. Removed earth aspects.
Dropping this if approved:
Fuji Kujaku Toku(Wisteria Peacock Shield)
Type: Weapon
Rank: S Rank
Range: Short-Mid Range
Chakra: 40
Damage:80 (+10 to taijutsu
Description:
This hand held shield is made of chakra metal which makes it so the shield can resonate with the user's chakra, be it elemental or regular chakra. This shield is shown as whatever colour the user deems fitting for his style. It has taken years of training to perfect utilizing a shield in battle and taijutsu combat with the shield, but well worth the effort put into it. This particular style and fabricated shield weighs no more then that of a two samurai's katana This shield is round in shape and covers close to half the user when blocking attacks, it also has a strap on the backside for carrying purposes. The strap has built in holder's for three kunai, or three scrolls(similar to a gun strap holding bullets) making for easy access to kunai or scrolls in place securely. The offensive ability behind this shield is usable once every two turns the user is able to infuse the top of the shield with Wind based chakra and by rotating the wind on the face of he shield it boosts the throwing speed and power Rotation of the shield upon contact with a target. The user even has the ability to make the edge of the shield like a saw blade with wind chakra adding a slicing and cutting ability to the wind natured shield. The shield is returned to the user by either attaching a chain of wind that is near invisible or by ricocheting off of things. The user of the shield must catch the shield by its strap which slightly hangs down while being thrown, many shinobi have said that this was the true form of Rasenshuriken. While in wind state shield mode the user can use it in close combat as well smash the enemy in the face or chest with extra force due to the wind chakra on the face of the shield.
It also has the ability to block explosive kunai's and up to C rank Taijutsu, while also adding a +10 boost to damage while using the shield in conjunction with taijutsu and any shield developed taijutsu made at into Freeform or actual jutsu's.

Restrictions:
+shield throw is S rank in power when fused with wind chakra.

+once per two turns the elemental shield throw and only three times per battle.

+no S-Rank or above wind techniques on the turn after the shield throw is used

+can only hold three Kunai or three scrolls

+user must state at the start of battle or summon the shield

+only usable by Juha and those taught to.


Maghild
Type:Weapon
Rank: S rank
Range:short
Chakra:40
Damage:80
Description
This giant hammer was passed down from a woman named Nora Valkyrie. It is a long handled hammer with a big head and a long haft(handle) the length of 5 feet, and weighs in at 20lbs. The head of the hammer is round and flat on the front side and on the back side it comes to an Spike like point . Seen as how this hammer is quite a big and heavier weapon then most it is normally stored in a scroll unless the user states at the beginning of battle that they are carrying it.


+Tempest strike
The user can channel wind chakra into the head of the hammer, and use it to propel the backside of the hammer. This gives it a burst of speed that is harder to visually time an attack. This release of wind will help to propel the hammer swings and or rotational swings of the hammer.
The boosting speed is similar to that of a jet stream of wind released from its backside. Having a speedy swing will give extra momentum for crushing blows.

+Talley Hoooo!
Due to the size of the hammer the user can place a foot on the head of the hammer, while it is upside down. The user holding the haft and standing on the head will be able to release the wind from the spike end. This will propel you through mid air combat by jetting you around on the hammer. As seen in the video the she was able to lift herself into the air or around mid air on the battlefield.


+Behemoth
This hammer has a unique trait that while swinging it and using wind to boost the speed of the swing. The user can manipulate a portion of wind propelling the hammer to envelop around the head. Doing this the user can enlarge the size ( double the size) of the hammers head coating it with wind to increase its close combat range. When used in conjunction with tempest strike the user will have to use two slots to use behemoth with tempest strike.







Restrictions:

+ every time an ability is used it uses a Jutsu slot.

+behemoth can only increase the size of the hammer head twice per battle.

+ tempest strike requires a full turn cool down between usage. This also gives a +5 damage boost.

+ Talley Hoooo can only be used twice in the same turn.

+ Talley hoooo requires a full turn cool down after the two usages.

+ can only be used by Juha and those he allows.

Declined - the wind size bit, is too much like one of the swords of the mi


Contract:


Meerkat chimeiteki youryou - Meerkat Arts Lethal dose
Type: Supplementary
Rank: B rank
Range: Short- Mid
Chakra: 20
Damage: 40
Description: after summoning any A rank meerkat. The animal is then able to form two hand signs and release a special dander that is imbedded with fire chakra. This dander has condensed fire chakra that once it touches you it burns the skin. This cloud of dander will be bright orange when release and will linger in the air for two turns or until dispersed. The cloud can reach into the up to 8 feet high.

With an extra Handseal the summon can transform the fire dander into a clone of itself that can be sent out at the enemy or used as a type of diversion. This form however is slightly different as it will engulf and surround on touching anything solid.

restrictions
+can only be used twice per battle.

+ can only use once per turn .

+must sign meerkat contract learn

Declined - declined, not going to let you make a fire/fur/clone with the second part xd


Dropping this if approved:
Fuji Kujaku Toku(Wisteria Peacock Shield)
Type: Weapon
Rank: S Rank
Range: Short-Mid Range
Chakra: 40
Damage:80 (+10 to taijutsu
Description:
This hand held shield is made of chakra metal which makes it so the shield can resonate with the user's chakra, be it elemental or regular chakra. This shield is shown as whatever colour the user deems fitting for his style. It has taken years of training to perfect utilizing a shield in battle and taijutsu combat with the shield, but well worth the effort put into it. This particular style and fabricated shield weighs no more then that of a two samurai's katana This shield is round in shape and covers close to half the user when blocking attacks, it also has a strap on the backside for carrying purposes. The strap has built in holder's for three kunai, or three scrolls(similar to a gun strap holding bullets) making for easy access to kunai or scrolls in place securely. The offensive ability behind this shield is usable once every two turns the user is able to infuse the top of the shield with Wind based chakra and by rotating the wind on the face of he shield it boosts the throwing speed and power Rotation of the shield upon contact with a target. The user even has the ability to make the edge of the shield like a saw blade with wind chakra adding a slicing and cutting ability to the wind natured shield. The shield is returned to the user by either attaching a chain of wind that is near invisible or by ricocheting off of things. The user of the shield must catch the shield by its strap which slightly hangs down while being thrown, many shinobi have said that this was the true form of Rasenshuriken. While in wind state shield mode the user can use it in close combat as well smash the enemy in the face or chest with extra force due to the wind chakra on the face of the shield.
It also has the ability to block explosive kunai's and up to C rank Taijutsu, while also adding a +10 boost to damage while using the shield in conjunction with taijutsu and any shield developed taijutsu made at into Freeform or actual jutsu's.

Restrictions:
+shield throw is S rank in power when fused with wind chakra.

+once per two turns the elemental shield throw and only three times per battle.

+no S-Rank or above wind techniques on the turn after the shield throw is used

+can only hold three Kunai or three scrolls

+user must state at the start of battle or summon the shield

+only usable by Juha and those taught to.
Changes bolded



Magnhild
Type:Weapon
Rank: S rank
Range:short
Chakra:40
Damage:80
Description
This giant hammer was passed down from a woman named Nora Valkyrie. It is a long handled hammer with a big head and a long haft (handle) the length of 5 feet, and weighs in at 20lbs. The head of the hammer is round and flat on the front side and on the back side it comes to an hollowed out Spike like point . Seen as how this hammer is quite a big and heavier weapon then most it is normally stored in a scroll unless the user states at the beginning of battle that they are carrying it.


+Tempest strike
The user can channel wind chakra into the head of the hammer, and use it to propel the backside of the hammer. This gives it a burst of speed that is harder to visually time an attack. This release of wind will help to propel the hammer swings and or rotational swings of the hammer.
The boosting speed is similar to that of a jet stream of wind released from its backside. Having a speedy swing will give extra momentum for crushing blows.

+Talley Hoooo!
Due to the size of the hammer the user can place a foot on the head of the hammer, while it is upside down. The user holding the haft and standing on the head will be able to release the wind from the spike end. This will propel you through mid air combat by jetting you around on the hammer. As seen in the video the she was able to lift herself into the air or around mid air on the battlefield.

+Tachikaze

This last ability is a unique canister, and you can carry up to three in your ninja pouches. You can also have a premade scroll that have these canisters stored to save room in your tool pouches. Theses are premade wind charged canisters that do not require the user to expel there own chakra during battle to use. These canisters are fired out from the back side of the hammer like a grenade launcher. The canisters will detonate after being fired sending a 5 meter wind net towards the opponent or from above reigning down. These canisters are released by channeling raw chakra to a spring system loaded launcher system. These can only be shot up to mid range of the user. This launcher type system was design by the user and resembled the smoke launcher's used by select sound ninja. Canisters will have to be reloaded manually by the user.




Restrictions:

+ every time an ability is used it uses a Jutsu slot.

+ Tachikaze can only carry 3 canisters. also firing Tachikaze spends 10 chakra points per shot.

+ can only use Tachikaze once per turn.


+ Tempest strike requires a full turn cool down between usage. Considering the force of an enhanced speed swing this gives a +10damage boost.

+ wind Talley hoooo can only be used twice in the same turn.

+ wind Talley hoooo requires a full turn cool down after the two usages.

+ can only be used by Juha and those he allows.


Declined - no to the wind grenade canister things

Contract:

Changes bolded


Meerkat chimeiteki youryou - Meerkat Arts Lethal dose
Type: Supplementary
Rank: B rank
Range: Short- Mid
Chakra: 20
Damage: 40
Description: after summoning any A rank meerkat. The animal is then able to form two hand signs and release a special dander that is imbedded with fire chakra. This dander has condensed fire chakra that once it touches you it burns the skin. This cloud of dander will be bright orange when release and will linger in the air for two turns or until dispersed. The cloud can reach into the up to 8 feet high.
This cloud can be shaped into slightly bigger form of floating debris like pellets. These will have a more powerful and exploding type effect. The cloud can only be formed into 10 pellets which will fall to the ground around the battlefield.

restrictions
+can only be used twice per battle.

+ cannot use twice in the same turn.

+must sign meerkat contract learn

Declined - Dander being shedded fur pretty much, if it gets hot it would just burn easily wouldn't it? But saying you could infuse this loose fur with fire chakra why would it be explosive? How does it form pallets?

(Katon Naraku Botai) Fire style Hades Womb
Type:Attack
Rank: A rank
Range: Short- Mid
Chakra:30
Damage: 60
Description: After spending more then a week sick with the flu an unnamed shinobi invented a very unique Jutsu. The shinobi noticed green bile when he was throwing up. It was sticky and smelled horrendous, not to mention its color ranged from lime green to brownish yellow.
This gave him the idea to form three handsign, and channel his fire chakra into his belly and mixing it in with his stomach bile he was able to produce a foul smelling gas from his mouth that was very unique. This gaseous fire imbedded substance was a form of fire Jutsu that once you touched it it would attach itself to you because of the sticky bile that was used. This gaseous bile was hot and would cause continuous burning that would last for 2 turns. This was because of the sticky properties of the bile infused with fire chakra. Should the user not release the gaseous substance from their mouth it would cause there skin to glow hot. This would help with breaking free of water prison type Jutsu by evaporating a small portion of fluid around the skin. This would make it so the user could slowly move there body inside the water.

Restrictions:

+ bile gas lasts for two turns.

+ burning will cause 60 damage the first turn and 30 damage the second turn.

+ can only be twice per battle as the stomachs bile does need to build up to be used again.

+ must wait three turns before using again.

+ can only be taught by me.

Declined - it would be a type of medjutsu or c.e to control you're stomac bile like this
 
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Re: Custom Jutsu Submission

(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.
*

*Bolded changes

(Kumo Kanchi no Jutsu) - Spider Sensory Technique
Rank: B-Rank
Type: Supplementary
Range: Short
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
Note: Useable twice

Approved - added bold at the end.

(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.
*Reworked it xd
*Changes in bold
*changed references of poison with venom
*

(Jorōgumo Doku no Jutsu) - Jorō Spider Venom Technique
Rank: C-Rank
Type: Supplementary
Range: Short
Chakra cost: 15
Damage points: N/A (30 per bite; 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 learning how to spit venom or give a venomous bite, namely that from a Jorō Spider. The venom is delivered either through spitting at an opponent or through biting the skin, which punctures it and delivers 30 damage. In order for the venom to take effect, it must make contact with the skin otherwise it is ineffective. The poison itself is slow acting if done through physical contact however if bitten the effects are accelerated. Through spitting, the venom 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 venom to continue its effects when spit, the opponent must be exposed to it continuously. Through biting the opponent and injecting the venom, 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 venom on his weapons (i.e. sword, shuriken, kunai, senbon, etc.) by spitting his venom on it but the effects remain the same as if spitting, taking effect the more the opponent is exposed to the venom however can be countered by cleaning the weapons with water or evaporating the venom with fire. While the spitting at an opponent can be used 3x per battle, the user can only perform a venomous bite once per battle. Spitting venom on one's weapons and/or ninja tools can be done without restriction. Like most venomous spider's, the user is unaffected by this specific poison (Jorō Spider venom) if used against him or ingested.

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: Can only be used by signers of the Spider Contract
Note: Can only spit 3x per battle and perform one bite per battle

Leaving for NK

‡ Approved ‡ Edited.

*Dropping this CW if this one is approved.
Note: Removed poison bits.

(Burōpaipu) - Blowpipe
Type: Weapon
Rank: S
Range: N/A
Chakra cost: N/A
Damage: N/A
Description: This ninja weapon is a extendable, hollow pipe that is used to blow out darts which are a syringe-like implement with dart overtones. The dart-like tail helps to maintain direction in what is a very low velocity flight. When the needle of the dart is driven into the skin of the target, the piston is driven forward by the deceleration and discharges the contents of the syringe into the target's tissues. By itself, the darts only cause menial, C-Rank damage that extends up to short range only but lack penetrative force when used against armor-type techniques that cover the skin. However, if the user wishes, he can also utilize chakra to augment the damage it can cause as well as add different effects. Considering the mechanics of the weapon, the user can only shoot one dart at a time, counts as a move, but if used strategically, can become a deadly weapon.

Normal Dart - By choosing to use the dart as-is, the dart is capable of dealing C-Rank normal damage but only reaches up to short range. The penetrative force of the dart is only able to barely penetrate the flesh and can't penetrate armor techniques.

Lightning Dart - By infusing a dart with A-Rank lightning chakra (-30 chakra), the dart is capable of penetrating earth-type armor S-Rank and below as well as releasing a numbing effect to the small area it penetrates. Due to the fast nature of the lightning, this dart can reach up to mid-range. If the user has no active armor, then the dart is capable of piercing through to the bone.Can Pierce normal elements of A rank and below and C rank wind and below.

Wind Dart - By infusing a dart with A-Rank wind chakra (-30 chakra), the dart is capable of penetrating through lightning-type armor up to S-Rank and below. Due to the nature of the wind, this dart can reach up to mid-range. If the user has no active armor, then the dart is capable of piercing through flesh though not to the bone. It can piece through other elements of B rank and below and only through C rank fire.

Note: Only one dart can be used at a time.
Note: Each application costs one move and must wait a turn if used 3x

Approved - added and changed the blue, if you don't agree concider it declined.

(Akuma no Shippo) - Devil's Tail
Rank: S
Type: Weapon
Range: N/A
Chakra cost: N/A (-40 per form)
Damage points: N/A
Description: It's initial form is two billy clubs held together by an extendable cable. It can shift from a nunchaku- like weapon to a manrikigusari (a long rope/chain weapon with two weights on its ends), dual billy clubs which can be wielded in an Eskrima-like fashion, staff, or a cable with a grappling hook. The weapon can also be adjusted to combine both sticks into an Eskrima stick. Most notably, the billy club can be disguised as a blind man's cane, for use by DD's alter ego, Matthew Murdock. The weapon is held by a holster on the side of Daredevil's Suit on his left leg. The entire weapon is fueled by chakra, allowing the user to switch between several forms to suit his style. Once a specific form is chosen, it doesn't require further chakra to maintain it as the chakra used is only to charge the machinations inside to switch between it's forms. The cable that holds the pieces together is made of durable, chakra-conductive steel that is able to sustain the parts of the stick together. While strong, it is not invincible. The cable itself can sustain damage up to A-Rank, at which time it will break and divide the weapon in half though the individual pieces can still be used but suffering from the same weakness as the cable.
Form 1: This form is a cane that the user can use to walk with as well as allowing one to use as a bō staff.
Form 2: This form is a nunchaku. Two weighted sticks connected to a cable. The cable can be extended further making for a makeshift manrikigusari.
Form 3: By retreating the cable into the sticks, the user can use his weapon as a pair of Eskrima as well as combining them both to make one eskrima stick.
Form 4: By unlocking the top part of either side, the user can retrieve it like a steath, revealing a Nagamaki-like weapon for use in sword-related techniques.
Form 5: One end of the sticks will release a grappling hook which can be used for a variety of ways as the cable can be extended to help climb tall structures.
Note: Only one weapon form can be used at a time, costing 40 chakra to switch between them
Note: Costs one move to activate each form separately

Appearance:
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Approved
 
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The_Empire

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Re: Custom Jutsu Submission

(Fuuin Senpo: Kyushu no Hon) Seal Sage Art: Horns of Absorption
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (+10 per turn)
Damage Points: N/A
Description: The user using natural energy while in Sage Mode infuse their horns with natural energy and applying a seal on their horns. The horns grow twice their size and with the seal on each of horns the seals acts as a rod with the horns are the antenna. The seal absorb natural energy and applying to the user increasing their Sage Mode turns. This allows the user to stay in Sage Mode as long as they have chakra to keep the seal active which it feeds chakra from the user every turn its active.
-Once per battle

Declined - DNR, a seal for infinite sm, no thank you xd



(Ototon: Onsoku no Kabe) Sound Release: Sound Barrier
Rank: A
Type: Defense
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user would use sound waves at a high frequency and create a barrier around themselves or around someone or something else. This barrier would look like sound waves just surrounding one area. The user would yell "Million Phoneme" which would create the barrier for whatever size the user is seeing fit at the moment. But the size can't exceed short range.
-Only used once per turn and only used on one area

Declined - been done before



Kuchiyose no Jutsu: Jigoku no Banken) Summoning Technique: Hellhounds
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The hellhounds are guardens of Mount Fang. These two hounds are the most devlish looking dogs on the island. The dogs are said be Satan's own personal dogs but really who knows besides the Dogs and Wolves that live on Mount Fang. Each hellhound has its own personal name and can be summon together or separt times. The hounds are mangled black fur, glowing red eyes, and a breath and body odor of death(dead body sitting for over a week). The size of the hounds are roughly the same size as Akamaru Part 3 each.

These hounds have some unique abilities. The hounds are able to use S rank and below fire jutsus. The hounds have two special abilities that either require eye contact and just slashing their claws. The hounds when they are stared at in the eyes or when they are on the field both doesn't require any eye connection. The genjutsu is called, "Death of the Hounds"(A rank). This genjutsu is unique because the hounds puts the person into a genjutsu where all five senses are taken over and literally feel as if they are in Hell its self. They seem to have appeared to be in hell also and the hounds standing in front of the person still. The hounds can even slash their claws to release out a crescent shape of fire up to five crescent shapes.

When the user wants to summon both of the hounds the user must mark both palms with blood and channel fire chakra for one full turn. With this the user can't use any hand seals nor any other elemental chakra while channeling their fire chakra.

-Can only be summoned once per battle
-Can use fire ability every other turn per hound
-Hounds only stay on the field for five turns each
-Genjutsu used only two times per battle per hound



Declined - the removal of all 5 senses is OP, i did the same as a normal gen before and it got DNRed so i can't allow that.
 
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-Haku Yuki-

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Re: Custom Jutsu Submission

Resubmitting

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

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

Declined - Just needs a bit of work, if you make 10 spheres each one would be D rank at best, so would each stream shot forwards from them. Just incoporate that into the jutsu please. Will save time in argueing when people go to counter this.

Updating, original approved here:


Toukan no Wa | Frost Ring
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description:
The ring of the frost giant king of the north. Its made of a special metal that can channel Water, Wind and Ice chakra. Wielding the ring gives the user greater power for his Water, Wind and Ice jutsu and gives him the unique ability to materialize a weapon made of either one of these elements in the hand the ring is. For example, the user can materialize a hammer, a sword, a whip, a glove, a bow, etc. User must choose which weapon is materialized, and only one weapon may be used per turn.
Abilities:
+10 damage to Wind and Water
+15 damage to Ice
The elemental weapons that can be created are equal to S-Rank elemental jutsu
Restrictions:
Creating the weapons counts as a turn
Weapons maintain themselves until destroyed or released
While wielding an elemental weapon, user can't make hand seals
Weapons can be thrown but another one cannot be made while another one is still active. Meaning if one is thrown but doesn't break the user can't make a new one unless that one breaks or is released.
Can't channel fire chakra while using elemental weapons
Note:Non Yuki clan members can use, but they will only be able to use its wind and water abilities. Aswell as have a plus 15 boost instead of plus 10 to either wind or water, which one must be stated before the match the other one remains 10
only -Haku Yuki- can use

Declined - you already have a weapon that boosts unlike most, i wont allow you to increase the power of the boost.
New
(Hyouton/Suiton: Koori Suisei)- Ice/Water Release: Ice Comets
Type: Offensive
Rank:S
Range:Short-long
Chakra:40
Damage:80
Description: The user will preform the rat Handsign while focusing his Water chakra into the air, using shape manipulation to form this water into a sphere of water that will split off into five spheres about the size of a car. The user will then preform the tiger seal freezing the water in the center of all five, while leaving a layer of water around the spheres untouched. The sudden change in weight will cause the water and ice spheres to fall to the ground at a fast rate crushing whatever they land on and leaving creators where ever they fall. The ice will still be intact even after the fall unless it is broken by an enemy jutsu.
Note: No ice or water jutsu above A rank in the same turn or the following.
Note: Can only be used twice per battle

Pending - need to think on this one

Declined - reduce it to only two, 5 is too much
Resubmitting

Suiton: Primal umi juugan)- Water style: Primal sea bullets
Type: Offensive
Rank:A/S
Range:Short-long
Chakra:30/40
Damage:60/80
Description: The user will make a single handsign while focusing their water chakra into several spheres made of water each the size of a baseball. The user will condense their spheres into The size of a bullet, The user will then send the water to surround the enemy on all sides With a snap of the users fingers each one will release a stream of highly pressurized water at the enemy from all sides. This jutsu can also be used directly from infront of the user as a frontal attack rather then a surrounding one. When the User creates a single one it is A rank in power, if more are made it is S rank. When the suer makes a single one he can manipulate it more freely to go wherever he wants and then make it release its stream.

Note: In total there's 10 water spheres/bullets, that will surround the enemy, two on the left, two on the right, two above two infront of and two behind.
Note:S rank version Can only be used twice per battle A rank version can only be used thrice per battle
Note: No Water jutsu Above A rank in the same turn, or the following turn
Note:Each Water Sphere is A rank by itself, this does not stack when making more then one, the user can only make 1 (A rank) or 10 (S rank) the 10 water spheres does not equal 10 A ranks but one S rank

Approved

New

(Hyouton/Raiton: Fainaru Kamehameha furasshu Kometto Atakku)- Ice style/Lighting style: Final Kamehameha Flash Comet Attack
Type: Offensive
Rank: Forbidden
Range:Short-long
Chakra:50
Damage:90
Description: A Jutsu invented By Vegito Yuki meant to combine his favorite elements together in the most flashy way possible, even if it involves massive danger to himself. The User will spread his arms apart gathering Raiton chakra in both arms, specifically the palms. As the chakra charges the user will draw in cold air from his surroundings, surrounding the lighting in a cold veil of cold mist. The user will then draw his hands inwards holding both palms together combining the chakra build up between the two arms. The user will say a short incantation and shot the blast directly into the sky. The blast will twirl into the sky as if it was a magnificent dragon taking flight. Once the blast reaches the ozone layer it will explode into a flurry of small blasts that will bombard short to long range hitting everyone including the user. The blasts will leave creators the size of base balls, that goes as far as 50 meters deep into the ground. As they hit the ground releasing the cold air it gathered from before making a freezing mist that covers the field, however its purely atheistic and does no damage and it can be seen through.

Note: Area must be cold, either by prior use of a Jutsu or naturally
Note: This jutsu takes a turn to reach the ozone layer and come back down.
Note: The turn its used as well as the turn it strikes counts as one of the users 3 jutsu.
Note: The Area does not need to remain cold the entire charge up time, just when the user begins the jutsu.
Note: The user will be unable to preform any Ice or Raiton jutsu for 3 turns, starting the turn after the blast strikes.
Note: The jutsu will also affect the user if he doesn't find a way to defend from it
Note: if the user uses the jutsu without blasting it into the sky and chooses to instead just blast it he will kill himself, which is why the user must blast it into the sky, no ifs ands or butts about it.
Note: The user becomes exhausted after use and loses speed by two ranks for 3 turns, and can't preform taijutsu properly for 2 turns.
Note: Only useable once per battle, the use only counts if the jutsu finishes (as in isn't stopped during charging)

Declined - you'd need yin yang for this buddy

New

(Hyouton: Hiebie Tei)-Ice release: Cold air
Type: Supplementary
Rank: A
Range:Short-long
Chakra:30
Damage: N/A
Description: The user will focus his hyouton chakra into the air around the battle field chilling the environment around them. This allows the user to make Ice jutsu under condition's that normally make it hard to use ice, such as a very hot fire, magma, or some other kind of external element like salt in the air or water. Meaning while this jutsu is active the user will be able to make Ice jutsu even in environments where it'd be difficult. The Secondary effect of this jutsu also allows all ice jutsu to extend in reach by one range. This happens because the cold air draws in the chakra better and allows the chakra to reach farther. Meaning a short range ice jutsu will now be able to reach mid, a mid range ice jutsu will not reach long and a long range ice jutsu extends 5 meters farther then the normal long range. This does not count ice jutsu that are physical and require the user to literally make contact.
Note: jutsu lasts 4 turns
Note: jutsu can be used four times per battle.
Note: Will not increase the range of an ice jutsu already used before this is used.

Declined - the cold air i'm fine with, but extending the reach of your jutsu wouldn't work sorry buddy
 
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Sinthorus

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Re: Custom Jutsu Submission

Glamdring
Type: Weapon
Range: Short
Rank: S
Chakra: -5 per turn
Damage:
Description: Glamdring was a sword forged in the days before the first great ninja war. It was forged out of chakra metal that was triple folded to increase it's strength and to hone the blade to make it as sharp as physically possible. When it was forged the steel was constantly being infused with earth chakra similar to method of the
(Doton: Keijūgan no Jutsu) - Earth Release: Light Weight Rock Technique. In doing this they removed the weight of the steel to unhinder it's movements. The blade being flat and light as possible allowed it to be swung through the air with ease with next to no air resistance. Due to the triple folded steel the sword can only be destroyed by S rank power (Or two A ranks and so on). This sword has two unique propeties:

Sting: The sword draws on 5 chakra per turn to emit chakra short range around itself that can't be seen, when ever a foreign chakra enters this field it will glow a bright blue for all to see. So if the user is hidden in the trees and an enemy is close, the sword will shine in it's sheath to alert the weilder.

Strike: The sword being made of chakra metal being infused with earth element makes it highly adaptable to the weight jutsu. In an instant the user can activate the added weight jutsu increasing the weight of the sword x10 to increase it's destructive damage. Due to this they can cut through attacks of A rank and below due to the sharpness of the blade (within reason). The sudden increase in weight and force behind the strike releases wind currents (without being wind element) around the sword two feet on either side.

Note: Sting ability is constantly active and saps 5 chakra from the user.
Note: Strike can be used 3 times per battle, happens instantly increasing the weight of the whole sword. Counts a move per turn, and must wait two turns to use again.

‡ Approved ‡ Removed the third ability as it clashed with existing techniques.

(Kenjutsu: Kenshippuu) -Sword Art: Sword Hurricane
Type: Weapon / Offensive / Defensive
Range: Short
Rank: B
Chakra: 20
Damage: 40
Description: This is based off the principle of spinning much like the Hyuuga style. The user will hold their sword or two swords if they have two, holding them out so they are horizontal at their shoulder height. The user will then release chakra into their feet allowing them to rapidly spin (almost like a ballerina) while holding their swords out creating a vortex of pushing pushing force from around their body. This would be able to deflect projectiles and attacks C rank and below. This jutsu has a second use, while rapidly spinning this can active in a helicopter like effect lifting the user into the air as soon as they start to spin allowing them to control their direction moving 10m in any direction. The chakra is only infused into the feet no emited around, it's pure pushing and cutting from the motion of the sword. If anyone is caught in the spining they will be cut down due to the rapid spin.

Note: Useable 4 times.

‡ Declined ‡ Similar techniques exist.
 
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Beifong

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Re: Custom Jutsu Submission

(Koton/Raiton: Hōden keimusho) - Steel Release/ Lightning Release: Discharge prison
Type: Offensive/ Defensive/ Supplementary
Rank: Forbidden Rank
Range: Short-Long Range
Chakra: 50 Chakra
Damage: 90 Damage
Description: The user will perform a set of seven handseals and stomp dominant foot on ground. On stomping, many steel shards will arise from the ground. The user can use the shards to create a dome, a ceiling, a wall behind the opponent or two walls trans versing between them in mid range reach of the user. The shards are over-charged with the user's own raiton chakra. Having excess charges in them, the shard will release a B-ranked short to mid range reach lightning spark at the beginning of every turn which doesn't count to the jutsu slots. Also, the whole terrain will be charged with electricity which will enhance the user's attacks with lightning if possible or needed. Being charged with electricity, the steel shards will generate electric field in the terrain which will attract any lightning or electricity towards it unless passing through a conductor. The strength of B-ranked and stronger wind techniques will be reduced to half while any C-ranked or weaker will be nullified before a second passes. The side effects of this jutsu that the user will feel numb while the jutsu is active and continues two turns after it. The user is not able to use raiton techniques or any CFS/CE based on it before the numbing is gone. For every water or steel jutsu used when this jutsu is active, the user gets 5 damage.
note: lasts for five turns
note: can be used once per battle
note: only Beifong can teach this jutsu.

Declined - You'd need yin/yang to control steel and lightning like this.
 
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pop123

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Re: Custom Jutsu Submission

(Gaara no suna no ken) Gaara's Sand Sword
Type: Weapon
Rank: S Rank
Range: Short-Mid
Chakra: 40 to activate ability
Damage: N/A
Description: Gaara's Sword is made by his own chakra infused sand, therefore it has the same properties as his sand, being able to be controlled up to mid range from himself. The second ability of the sword is its ability to shoot out 6 inch spikes to stab further into an enemy it has cut. The sand has the exact same properties as Gaara's sand, so it has the same weaknesses and strengths as his sand does. If destroyed Gaara can reform it from sand in his gourd.

Restrictions
- The spike ability is only usable 3 times per fight with 1 spike forming at a time
- Can only be reformed once per battle with -10 health to Gaara if he reforms it
- Can only be used by a Gaara bio
- Can only activate a ability if the sand shield has not been used that turn
- Can only be taught by Pop123

Approved
 
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Ryūjin

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Re: Custom Jutsu Submission

(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. ✦
(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, Their speed is halved when they are moving within the barrier, meaning if they opened their 6th gate, their speed would be equivalent to the 3rd gate when moving within the barrier. The only gate that this barrier is incapable of affecting is the Death gate, due to the massive amount of chakra released from the user, it actually repels and overpowers the natural energy, making the barrier ineffective. 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, but it cannot be moved and remains stationary in the area it first was activated from.
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.

Leaving for LoK

✦ Approved, nice CJ ✦

(Kuchiyose no Jutsu: Onda) - Summoning Technique: Onda
Type: Summoning
Rank: S-Rank
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Onda is one of the three legendary snakes of the Ryuchi cave, and a distant relative to the great snake sage himself. Onda resembles the great snake sage in its appearance, having large white scales along its body, and it has a size rivaling that of Manda when it was summoned by Orochimaru and having the same speed as Manda as well. Onda is a practitioner of the Fire Release element, being able to utilize up to S-Rank Fire Release techniques without needing handseals to use them. It is a legendary sage user, appearing always to be in Sage Mode whenever it is summoned by its master, much like how Ma and Pa are summoned. It is capable of utilizing natural energy due to being in sage mode and in turn has a set of its own unique techniques which use natural energy. Using natural energy, Onda has natural energy circling around it's body, allowing it to be immune up to B-Rank techniques. One of its techniques that it is capable of using, is that it can extend and retract the scales on its body, using natural energy to harden them being as hard as steel. each extending up to 2 meters in length and half a meter in width. This technique is equivalent to an A-rank technique and counts as a move once used. Another technique is that it is capable of spitting bullets of acid, looking like countless droplets of water, all bullets of acid can be made be up to the size of the Water Release: Water Bullet technique. Using natural energy, the bullets of acid has a solid physical structure, making it able to crush objects when in contact with it and through chakra manipulation, Onda is capable of causing the acid bullets to merge into one large bullet then exploding into acid that spands up to short range from the bullet in all directions around it. This technique is equivalent to an S-Ranked technique and can only be used twice per battle, counting as a move whenever it is used.
Note: Can only be summoned once.
Note: Lasts up to 4 turns on the field before disappearing.



Declined - No to the acid bullets. Controlling acid that way goes against acid c.e. ALso using sage jutsu at all should reduce it's time on the field.
 
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Bloo

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Re: Custom Jutsu Submission

Signed Spiders: [ ]

(Mayu) - Cocoon
Type: Offensive
Rank: C
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will use the special ability granted to them by the spider and shoot up to three balls of silk. These balls of silk are fist sized and are compacted enough to be as hard as steel. Once the silk comes into contact with a solid object they explode into a mass of silk. The silk will cover whatever it comes into contact with, if a person it restricts there movement entirely.

-Can only be taught by Bloo

Declined - wrong chakra for C rank
Signed Spiders: [ ]

(Mayu) - Cocoon
Type: Offensive
Rank: C
Range: Short - Mid
Chakra: 15
Damage: 30
Description:
The user will use the special ability granted to them by the spider and shoot up to three balls of silk. These balls of silk are fist sized and are compacted enough to be as hard as steel. Once the silk comes into contact with a solid object they explode into a mass of silk. The silk will cover whatever it comes into contact with, if a person it restricts there movement entirely.

-Can only be taught by Bloo

Approved

Dropping: [ ]

(Tetsubun Gumo) - Iron Spider
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: 80
Description:
Iron spider is made of thousands of tightly compressed spider silk threads, giving it steel like defense but yet still be flexible to fight in. Iron spider is red with yellow accents, on the chest is a symbol of a spider. On the back of the suit is an oval like device, this device always the suit to be stored inside of when not in use as will as controlling the three spider like legs extending from it. Inside the mask of the suit is a special spider named Jarvis. Jarvis can relay information to the user by using chakra to display it on the special eye pieces of the mask. While not a sensory Jarvis is very perceptive of the user and its surroundings even more so than most spiders. The suit has multiple hidden compartments, on the back theres a compartment that holds all the users scrolls. Two more compartments are located on the underside of each wrist, which contain two devices that shoot out spider silk at the users will. This spider silk can be shaped to how the user sees fit.

- Shooting web is A rank and counts as a move.
- Can only be taught by Bloo.

Declined - no you are notn gonna be iron man lol
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Gutsy

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Re: Custom Jutsu Submission

(Genjutsu: Kurai Fuka-sa) – Illusionary Arts: Dark Depths
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A (80 from mental strain)
Description: The user performs the monkey hand seal, placing the opponent under an illusion. Within the illusion, the opponent will see the ground split beneath them creating a large fissure, letting them fall into the depths of the abyss. When they fall into the abyss beneath them, the ground above will close, leaving them in complete darkness. As they fall into the abyss they will fall and experience hitting the ground suffering several blows to their body due to the impact with the ground. In this darkness everything is black beyond what the eye can see, meaning you cannot even see one inch in front of yourself, as well as it being so silent that one can hear your own organs: heart, stomach, even ones ears, which makes a tiny amount of noise. It is far from a pleasant experience, especially in the darkness. When in this dark place the opponent will begin to hallucinate, and make them go crazy due to this terrifying experience. Even though it does not seem as much, such an experience can drive the human mind to go mad, due to the no sound and darkness making you hallucinate and go mad, granting a massive strain on the opponents mind. In reality however, the opponent is completely petrified, not moving an inch as he is open for an attack.
Note:
- Can only be used once per battle
- No illusions the following turn

‡ Declined ‡ I know what you're basing this on but this isn't as powerful as you make it out to be. For one, Genjutsu can't control how someone will react to any given situation or stimuli. Who's to say they won't enjoy this experience? You can't say "the opponent will hallucinate and go crazy", it just isn't feasible. I also don't allow S-Rank Genjutsu to paralyze the opponent.


(Hikigaeru no geijutsu: Oiru-numa) Toad Arts: Oil Swamp

Type: Offensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique is very similar to the swamp of the underworld, however this technique which requires the same set of hand seals, causes a vast swamp of oil to come into existence anywhere on the field, where the user decides its size, depths and width. Since this technique is made of oil and a combination of the swamp, it is highly flammable. Yet what really makes this oil swamp so dangerous is the fact that the user is capable of manipulating it to burst up like geysers from the swamp, causing the oil to embrace the opponent and making them so heavy and sticky they will go into the swamp.
Note:
- Can only be used twice per battle
- Must know the toad contract
- Oil swamp can be used by all toads as well
- If the user is in Sage Mode, the swamp can be created without hand seals

‡ Declined ‡ Crutch Kaguya has this exact technique.
 
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BusinessManTeno

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Re: Custom Jutsu Submission

(Ninjutsu: Kannonbiraki Benihime Aratame) Ninja Art: Modification of the Crimson Princess' Dissection
Type: Offensive|Supplamentary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-50 to user)
Description: This is one of the strongest ninjutsu that was created. The user collect blood by biting their palm (or other means) and clap their hands together causing a large blinding light to appear behind the user creating a humanoid made from pure chakra that forms behind the user. The humanoid takes the form of a giant woman with dark, braided hair arranged in loops on her head and mannequin-like arm and wears a revealing robe. This technique has the ability to restructure anything it touches for both offensive and supplementary reasons. Offensively, it can split open whatever is within its area of effect as if cutting with a knife (up to 3 meters around the user). This "splitting" is similar to the act of tearing something apart by removing its seams (this is the visual of how it would look) causing major pain to the opponent. This part of the technique cant be used on parts of the body thats lethal (such as the head, or chest) and once the opponent leaves out of range, their body part will restitch turning said body part back to normal. Thus not making the pain permanent unless your within range of the user. Support wise, it can restructure something or someone by stitching it back together by touching them. The stitches are made of pure chakra but acts in a similar way to real stitches. This can be used to stitch back up a wound, a finger etc, so they can continue battling. The stitching would stop the bleeding but once the technique wears off the stitching disappears causing said injury to reopen. This technique is normally a last resort.

Note: Can use once and last 2 turns
Note: While this is active the user cant use any technique above S rank
Note: The stitching temporarily stops injurys allowing them to fight a bit longer
Note: If the user steps out of range of his own technique, it will disappear. Causing the technique to end
Note: Due to such a heavy sacrafice of chakra, every technique used while this is active will cost an additional +10 chakra points

Declined - didn't expect to see this become a jutsu, but nice attempt. As it stands it's OP from its wording. Logically you need to say this humanoid has to cut the target within 3m, it cause just form a cut, it would actually have to physically do it. How if they are cut do they stitch back to normal? ALso it's borderline medjutu at this point. And same with the stitching. It's not my place but i have a couple of suggestions of how to make this more approvable as i've toyed with the ideas of the new bankai's much like yourself. For this one, you could make it so the form actually cuts them, this can be through pure chakra strikes or wind strikes in the air, limit to how deep it can cut. Next for the stitching, there is two ways you could go about this without it being medjutsu, you could use pure chakra bandage, saying the being releases chakra onto said would to hold blood in and seal it, without healing, just simply hold until the end of the jutsu, then all effects are gone. The next is a fuuin based effect, the being releases a seal onto the wound with a kanji for "stitch" holding the wound together. Last but maybe most approvable would be through genjutsu, create the illusions of direct effects rather than having to fully form them in reality to achieve the end result. In all these above cases i'd suggest reducing it to S rank to make it more approvable and versatile, yes the illusion can be broke but you could use this up to 4 turns and such.

Sorry for the long check, haha, drop me a vm if you need any more details on this jutsu.


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(Genjutsu: Kannonbiraki Benihime Aratame) Illusionary Art: Modification of the Crimson Princess' Dissection
Type: Offensive|Supplamentary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/a (+80 if within range)
Description: This is one of the strongest and unique genjutsu that was created. The user collect blood by biting their palm (or other means) and clap their hands together inducing an area of effect genjutsu inducing both the user and the opponent causing a large blinding light to appear behind the user creating a humanoid that forms behind the user. The humanoid takes the form of a giant woman with dark, braided hair arranged in loops on her head and mannequin-like arm and wears a revealing robe. This genjutsu has the ability to restructure anything it touches for both offensive and supplementary reasons. Offensively, it can split open whatever is within its area of effect as if cutting with a knife (up to 7 meters around the user). This "splitting" is similar to the act of tearing something apart by removing its seams (this is the visual of how it would look) causing major pain to the opponent, though this is an illusion, the pain would still feel as if its real. This part of the technique cant be used on parts of the body thats lethal (such as the head, or chest) and once the opponent leaves out of range, their body part will restitch turning said body part back to normal. Thus not making the pain permanent unless your within range of the user. Support wise, it can restructure something or someone by stitching it back together by touching them. In the genjutsu, the user would see that the body part was sown up, or even the wound, which stops the pain mentally and since the users body feel as if its real, in reality the blood would stop but once the technique wears off the stitching disappears causing said injury to reopen.

Note: Can use twice and last 3 turns with a 3 turn cool down
Note: While this is active the user cant use any technique above S rank
Note: The stitching temporarily stops injurys allowing them to fight a bit longer
Note: The crimson princess is an illusion, thus cant take damage, and stays at the point of creating this technique
Note: Cant use any genjutsu while this technique is active
Note: Due to such chakra inside the users body, only S rank and above genjutsu works on the user while this is active

‡ Declined ‡ Was asked for my opinion on this and I realize this bears too much resemblence to existing techniques (one Lili owns among others).

(Sentou Dansu Gaea) First Dance Of Gaea
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is a unique type of taijutsu as it dwells on the earth property, incorporating both offensive and defensive property to hand strikes. The user will change the position of their hands to that of a talon (index and middle finger. ring and pinky finger, and thumb separate spread out) while channeling earth chakra to their hands turning their hands a brown color, representing the earth chakra. The user clashes his talons towards the opponent dealing damage enough to break bones and even crush earth of A rank simply by clashing against said object, and can clash and defend against equal earth rank, causing an powerful impact creating a (harmless) shockwave. The unique thing about this taijutsu technique is the grip effect. Though this technique is used for combat, the user can grip the body part of the opponent, constantly gripping it. The grip is powerful enough to even crack bones on body part if they are caught in the grip of this technique.

Note: Can use twice pr battle
Note: No earth jutsu the same turn as this
Note: Must wait 2 turns before using this again
Note: No Other Taijutsu move in the same turn as this

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‡ Declined ‡ Similar techniques exist.


(Ototon: Hibiki Ikusa) Sound Style: Noise Of War
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: This sound technique is used by utilizing sound pressure to an extreme high degree. Using it as an offensive technique. The user will channel sound chakra into their hands, following right after, clapping their hands. By the user clapping their hands, a huge explosion noise would be created mid range from the user in the direction towards the opponent causing a blast pressure which is the sudden rise in atmospheric pressure that normally follows a large detonation at around 200 decibels. This causes an incredibly loud noise, which would cause your eardrums to have shattered at around 160 decibels. At 200 decibels, the pressure of the sound would be enough to rupture a lung and cause other internal injuries dealing damage. This technique is extremely dangerous due to the drawbacks. This technique even though detonated mid-long range from the user, due to the extreme high noise, it bust their ear drums. Not enough to cause them to be out of the fight, but damage their ear drums to cause to distort them and impair their hearing for awhile.

Note: Can use once
Note: This technique before it fully detonates reveal a small ripple in the air (sound wave) thus giving the opponent an appropriate time to counter
Note: The sound wave/pressure once it explodes detonates 5 meters around the detonation area
Note: Due to such extreme technique, the user wont be able to mold chakra above B rank for 2 turns
Note: This technique causes anybody within mid range of the explosion to become deaf for two turns due to the damage of their ears.

‡ Declined ‡ DNR.
 
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Venom

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Re: Custom Jutsu Submission



Realized most defensive techniques still have a damage value of some sort so I changed up the technique to account for both offensive and defensie jutsus.

(Doton: Seiryoku no Toride)- Earth Release: Might of the Fortress
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 to chakra cost to techniques)
Damage: N/A
Description: The user activates an ability that increases the hardness of their earth-based techniques (including KG/CE) to increase their offensive and defensive abilities. This technique employs the same hardening as that seen in Earth Release: Earth Spear (Kakuzu’s signature technique). Techniques affected by this jutsu look much darker on creation, with the earth very nearly becoming black in appearance. Offensive (damage-dealing techniques) will increase by 20 points in damage and supplementary/defensive ones will be granted the ability to defend against techniques with 20 more damage points than usual. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:
Lasts for four turns
Can only be used twice per battle
Will not work on mud or sand-based techniques
Elemental S/W remains unchanged

Declined - Need a solid chakra cost to active this as it lasts for a while much like activating sensing. Saying 20 damage points is a no you can say adds one rank. Making something harder doesn't increase it's offensive powers. If i turn my fist to earth and punch, it goes off the force behind the punch not how hard the earth in my hand is. Reduce it to how long it lasts as basically for 8 turns the in a battle you can add power to all earth jutsu. Almost delcined it aswell as the offensive part is similar to my earth expansion jutsu.
[Doton: Seiryoku no Toride] - Earth Release: Might of the Fortress
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 chakra for every turn this is active)
Damage: N/A
Description: The user activates an ability that increases the hardness of their earth-based techniques (including KG/CE) to increase their defensive abilities. This technique employs the same hardening as that seen in Earth Release: Earth Spear (Kakuzu’s signature technique). Techniques affected by this jutsu look much darker on creation, with the earth very nearly becoming black in appearance. Supplementary/defensive ones will be granted the ability to defend against techniques one rank higher than usual. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:
Lasts for three turns
Can only be used twice per battle
Will not work on mud or sand-based techniques (or c.e based on earth)
Elemental S/W remains unchanged

Approved - i removed the boost to offensive jutsu as it was too similar to existing and doesn't make sense for the jutsu.

Changed from spears to rods as you said I could do u_u

[Raiton: Taiyou Senshu] – Lightning Release: Auriel's Shot
Rank: A
Type: Supplementary/Offensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their raiton chakra into one or both of their open palms before channeling raiton chakra to create and shoot up to four rods consecutively at the slightest whim. After being fired, each individual rods can be split into ten smaller rods, totaling a daunting rain of miniature rods. Shortly after colliding with something, each rods will "explode" into a maelstrom of bright light and unfocused electricity (similar to that of Chidori Nagashi), not doing this immediately but with a few seconds delay. This allows the technique to negate the doton chakra within earthen structures from a distance as the rods will first dig its head into the target technique, before discharging into the section of earth (or any conductable contructs or materials weak to lightning) and neutralizing the chakra within it. The intensity of the light produced in this technique is equivalent to that of a flash bomb and the burst unfocused electricity of a single rods has a five meter radial reach. However, much like Nagashi if the rods is in contact with an object/person at the time it "erupts", the unfocused burst will be capable of traveling a much farther distance (mid-range reach) inside of the medium. If the user so chooses, he can detonate any amount of the fired rods prematurely to gain a tactical advantage (blinding the opponent). Alternatively, the user can fire the rods with a thin and barely visible thread of lightning attached to the end of the shot projectiles, in order to manipulate their flight path/trajectory mid-air and allow for more unexpected offensives. Naturally, this technique can be used to negate chakras other than doton e.g. Crystal, Wood, Steel, Bones and etc, as long as they possess a weakness to Lightning or can conduct it. Anyone or anything caught within an unfocused burst of electricity will suffer from slight numbness and sluggish movements for two turns. They travel at the speed of an regular fired arrow following the user's tracking speed and appear just like a normal fired arrow, except that the rods are a bit bigger than a regular size arrow" Each spear are of the size of a chakra rod that nagato/pein uses.

Notes:
Can only be used three times per battle
Can only be Taught by Venom
Follows Elemental Strengths and Weaknesses
Power of the technique is equally divided between the number of rods created.

Approved

Making two variants to the above. Ignore the arrow name in the first one, has nothing to do with a bow and arrow I just liked the name lol.

[Fuuton: Aeolus' Ovoxo] - Wind Release: Aeolus' Arrow
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their wind chakra into one or both of their open palms before channeling wind chakra to create and shoot up to four rods consecutively at the slightest whim. After being fired, each individual rods can be split into ten smaller rods, totaling a daunting rain of miniature rods. Shortly after colliding with something, each rods will "explode" into a cage or rather sphere of some sort with fast slicing winds around and inside it, doing this immediately as it makes contact with it's target. The burst of a single rod has a five meter radial reach (size of the sphere/cage basically). However, if the rods is in contact with an object/person at the time it "explodes", the unfocused burst of wind will spread around the target and then close the target within the cage of fast spinning and cutting winds even if the target is larger than what the normal cage could hold. Increasing the size of the sphere/cage upon contact with a large target to trap it requires +10 more chakra per target it captures. If the user so chooses, he can detonate any amount of the fired rods prematurely to gain a tactical advantage. Alternatively, the user can fire the rods with a thin and barely visible wind chakra thread attached to the end of the shot projectiles, in order to manipulate their flight path/trajectory mid-air and allow for more unexpected offensives. They travel at the speed of an regular fired arrow following the user's tracking speed and appear just like a normal fired arrow, except that the rods are a bit bigger than a regular size arrow. Each spear are of the size of a chakra rod that nagato/pein uses.

Notes:
Can only be used three times per battle
Can only be Taught by Venom
Follows Elemental Strengths and Weaknesses
Power of the technique is equally divided between the number of rods created.

[Doton: Atlas' Partyomo] - Earth Release: Atlas' Spear
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their earth chakra into one or both of their open palms before channeling earth chakra to create and shoot up to four rods consecutively at the slightest whim. After being fired, each individual rods can be split into ten smaller rods, totaling a daunting rain of miniature rods. Shortly after colliding with something, each rods will "explode" into a thick binding mud of some sort, doing this immediately. The burst of a single rod has a five meter radial reach. However, if the rods is in contact with an object/person at the time it "explodes", the unfocused burst of mud will spread around the target and then binds the target with the mud even if the target is larger than what the normal mud could bind. Increasing the size and area of the mud upon contact with a large target to trap it requires +10 more chakra per target it captures. Much like Swamp of the underworld, the mud is thick but unlike swamp of the underworld this mud, upon contact begins to close in on the target to squeeze and bind the target. When the mud dries it becomes solid earth. If the user so chooses, he can detonate any amount of the fired rods prematurely to gain a tactical advantage. Alternatively, the user can fire the rods with a thin and barely visible thread of chakra attached to the end of the shot projectiles, in order to manipulate their flight path/trajectory mid-air and allow for more unexpected offensives. They travel at the speed of an regular fired arrow following the user's tracking speed and appear just like a normal fired arrow, except that the rods are a bit bigger than a regular size arrow. Each spear are of the size of a chakra rod that nagato/pein uses.

Notes:
Can only be used three times per battle
Can only be Taught by Venom
Follows Elemental Strengths and Weaknesses
Power of the technique is equally divided between the number of rods created

Both Approved
 
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El Alucard

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Re: Custom Jutsu Submission



Kuchiyose: Koigokoro Megami, Aphrodite (Summoning: Love Goddess, Aphrodite)
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Attack Points: N/A
Description:
The user uses his summoning tattoo to summon the Love Goddess of Cardinals, Aphrodite. The Love Goddess possesses an almost regal air about her, though it may mostly be the self-righteous egotistical behaviour she possesses. Strange as it seems, she prefers to walk rather than fly, unless she deems it necessary to do so. When entering a battle, a whirl of flame envelopes the cardinal, altering her drastically in almost an instant. What emerges is a vastly changed creature, the frame of a red predatory bird now larger than most men. Lightly plated armour sits strategically placed upon her body, glimmering as it shields wing, head, chest and legs from immediate dangers. Aphrodite’s legs are no longer the feeble limbs they once were, noticeably more muscular and every bit as strong as their appearance suggests. As the transformation is completed, she opens her wings thus causing the flame that begat this transformation to burst forward as a wave of B-Rank flames, leaving its mark not only on her feathers by making the bird’s wings light up with a flickering blaze, but also on the field burning anything in front of it up to mid-range. She is the same size as Gamabunta, with an enormous wing span of 18 meters. Although commonly known as The Love Goddess, she has also earned the title of Mistress of Ninjutsu due to her dual affinity to fire and wind, which she can perform up to A-Rank. She is proud, flirty, and unable to cope with most summoner’s unless they somehow prove themselves to her. These are the greatest flaws Aphrodite has, not that she sees them in such a way. Once she determines a course of action, she often follows through without considering it any further. Thankfully, even as brash as it may seem, she very often prepares before acting in the case of any sort of emergency that may result from a miscalculation. So in spite of her abrasive self-assureds she does have the forethought to consider these things beforehand. If only she weren’t such a self-important smart ass, then her company would be more tolerable.

*Note*: Can only be taught by El Alucard
*Note*: Can be Only Summoned Once.
*Note*: The Armour takes 3 B-Rank hits and breaks.
*Note*: Must sign Cardinal Contract to use.
*Note*: Only one element may be used in a move.

‡ Declined ‡ A summon can only have a single affinity.

(Kuchiyose:Arashi no Onna Keleano )- Summoning: Keleano Lady of the Storm]
Type:Supplementary
Rank: S-Rank
Range:Short
Chakra:40 Chakra
Damage:60 Damage
Description:Keleano is the Love Goddess Aphrodite's very fierce younger sister. She was born in a brutal storm in the valley of the cardinals and this was prophesied to be a great sign of things to come. Due to having been born and raised in those conditions, she became so accustomed to that environment, and as such gained dual affinity for lightning and water, which she can perform up to A-rank. Similar to the way her sister enters battle, Keleano is enveloped by a vortex of water also altering her looks. She emerges as a large blue bird, although not as large as her sister. She is about 3/4 the size of Gamabunta, has a wingspan of 15 meters and can fit two riders on her back. As her transformation is complete the water vortex shoots forward a powerful stream of water, equivalent to that of a B-rank technique which leaves behind a watery residue on her wings which she can use her own water source. Having grown up in the stormy valley of the cardinals, she has flown in that weather many a time and has had to learn how to balance and move very fast in order to be able to evade from any type of danger, this including lightning. As such she is very agile and fast flying at up to 150 miles per hour (About 241 kilometres per hour or 67 meters per second). She believes her fierce attitude represents her affinity. The only flaw she has is she can be quite naïve sometimes, willing to fight any opponent even though they are stronger than her. She is very trustworthy and also trusts her summoner and despite being young, she is a very good fighter and very helpful as well.
Note: Can be Only Summoned Once.
Note: Summoning counts as a move
Note: Must sign cardinal contract to use
Note: Can only be taught by El Alucard

‡ Declined ‡ Yeah, get rid of that bit about her moving at 150 miles an hour. :|

So there aren't really many changes but here are the links that NK asked.


Kuchiyose: Koigokoro Megami, Aphrodite (Summoning: Love Goddess, Aphrodite)
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Attack Points: N/A
Description: The user uses his summoning tattoo to summon the Love Goddess of Cardinals, Aphrodite. The Love Goddess possesses an almost regal air about her, though it may mostly be the self-righteous egotistical behaviour she possesses. Strange as it seems, she prefers to walk rather than fly, unless she deems it necessary to do so. When entering a battle, a whirl of flame envelopes the cardinal, altering her drastically in almost an instant. What emerges is a vastly changed creature, the frame of a red predatory bird now larger than most men. Lightly plated armour sits strategically placed upon her body, glimmering as it shields wing, head, chest and legs from immediate dangers. Aphrodite’s legs are no longer the feeble limbs they once were, noticeably more muscular and every bit as strong as their appearance suggests. As the transformation is completed, she opens her wings thus causing the flame that begat this transformation to burst forward as a wave of B-Rank flames, leaving its mark not only on her feathers by making the bird’s wings light up with a flickering blaze, but also on the field burning anything in front of it up to mid-range. She is the same size as Gamabunta, with an enormous wing span of 18 meters. Although commonly known as The Love Goddess, she has also earned the title of Mistress of Ninjutsu for being the first Cardinal to obtain dual elemental affinities. Her affinities are to fire and wind, which she can perform up to A-Rank. She is proud, flirty, and unable to cope with most summoner’s unless they somehow prove themselves to her. These are the greatest flaws Aphrodite has, not that she sees them in such a way. Once she determines a course of action, she often follows through without considering it any further. Thankfully, even as brash as it may seem, she very often prepares before acting in the case of any sort of emergency that may result from a miscalculation. So in spite of her abrasive self-assureds she does have the forethought to consider these things beforehand. If only she weren’t such a self-important smart ass, then her company would be more tolerable.

Note: Can be Only Summoned Once.
Note: The Armour takes 3 B-Rank hits and breaks.
Note: Must sign Cardinal Contract to use.
Note: Only one element may be used in a move.
Note: Lasts for four turns

Links for Keleano: and
Kuchiyose: Arashi no Onna Keleano (Summoning: Keleano Lady of the Storm)
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Keleano is the Love Goddess Aphrodite's very fierce younger sister. She was born in a brutal storm in the valley of the cardinals and this was prophesied to be a great sign of things to come. Due to having been born and raised in those conditions, she became so accustomed to that environment, and as such gained dual affinity for lightning and water, which she can perform up to A-rank. Similar to the way her sister enters battle, Keleano is enveloped by a vortex of water also altering her looks. She emerges as a large blue bird, although not as large as her sister. She is about 3/4 the size of Gamabunta, has a wingspan of 15 meters and can fit two riders on her back. As her transformation is complete the water vortex shoots forward a powerful stream of water, equivalent to that of a B-rank technique which leaves behind a watery residue on her wings which she can use her own water source. Having grown up in the stormy valley of the cardinals, she has flown in that weather many a time and has had to learn how to balance and move very fast in order to be able to evade from any type of danger, this including lightning. As such she is very agile and can fly and move faster than the average summon. She believes her fierce attitude represents her affinity. The only flaw she has is she can be quite naïve sometimes, willing to fight any opponent even though they are stronger than her. She is very trustworthy and also trusts her summoner and despite being young, she is a very good fighter and very helpful as well.

Note: Can be Only Summoned Once.
Note: Must sign cardinal contract to use.
Note: Can only be taught by El Alucard.
Note: Lasts for four turns

‡ Both Approved ‡


Kuchiyose: Appugurēdo (Summoning: The Upgrade)
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+10 to Taijutsu)
Description: The user will simply perform a single hand seal, summoning an armour made completely of extremely sharp cardinal beaks over his body. The armour looks like a layered spiked suit and the beaks are of various shapes and sizes, interlocking throughout the suit so as to create the most efficient armour. The user is able to summon the beaks in any spot on his body he wishes. This could be just his right arm, both his arms, from his feet to his torso, or even having a full body suit. When an enemy makes contact with the beaks it will be as if he were stabbed with many sharp knives, the armour adds +10 to all Taijutsu the user uses. The beaks are naturally very strong and resilient, able to block damage from up to A-rank Taijutsu, A-rank Ninjutsu and B-Rank Elemental techniques. Since the armour is connected to the cardinals, should there be any Cardinal summon present on the field whilst the user has the armour on, the suit’s true power (The Upgrade) is activated and the suit adapts to the summoning Cardinal on the field.

• The Upgrade (Queen of Flames) - This upgrade is activated when Aphrodite is present on the field. The armour turns red and grants the user the ability to perform all Fire and Wind techniques B-rank and below with a single hand seal. The suit is able to withstand up to S-rank wind techniques, however it also obtains the elemental weaknesses of fire and wind and as such, it can only take two B-rank fire or water techniques before breaking.
Note: Can only use Fire and Wind elements while armour is active.
Note: Cannot use any B-rank and above fire and wind techniques for 2 turns after usage of this armour.
• The Upgrade (The Stormy Sea’s Princess) - This upgrade is activated when Keleano is present on the field. The armour turns blue and grants the user the ability to perform all Water and Lightning techniques B-rank and below with a single hand seal. The suit is able to withstand up to A-rank water and lightning techniques and S-rank Fire, however it also obtains the elemental weaknesses of water and lightning thus it is only able to take two B-rank earth or wind techniques before breaking.
Note: Can only use Water and Lightning while armour is active.
Note: Cannot use any B-rank and above water and lightning techniques for 2 turns after usage of this armour.

Note: Lasts 4 turns after which the beaks fall away.
Note: Can only be used three times per battle, but needs to cool down for 2 turns after the first time used and 4 turns after the second time used.
Note: The beaks that make up the suit are light so they do not remove from the user’s speed




‡ Declined ‡ Interesting situation here. You gained ownership of a contract and probably learned that technique too but this jutsu still belongs to Broly. You can't update a technique approved to him since he still owns it, only he can teach it and only he can update it.
 
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Sasori

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Re: Custom Jutsu Submission

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

Declined - this is too much of a copy of how edo tensei controls people

Name: (Norowarenta Ningyo Sosa) Cursed Puppet Manipulation
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40 (-20 Per puppet)
Damage Points: N/A
Description: This was a form of puppetry developed by Sasori in order to increase the amount of puppets he can have on the field, and to increase the convenience of using puppet’s in battle. This jutsu works by manipulating cursed tags infused with the user’s chakra in order to control the puppet. This technique only works on puppets that belong to the user. The user may only use two cursed tags on two puppet’s at a time while in battle. Once attached to the puppet the user’s chakra begins to emit inside the puppet giving him full control of the puppet and how it behaves. While attached to a puppet it drains 20 chakra points per puppet so up to 40 chakra points being drained each turn. While in this form the puppet is capable of using any of the known techniques which it has learned up to then. The puppet user is greatly less hindered due to the fact that chakra strings are not involved in this process. While manipulating two puppets at a time the user cannot use above A-rank techniques on himself no limit on the puppets, but while using it on one puppet he can use up to S-rank techniques. There is no limit in rank of puppet techniques the user can use. The puppets which the user is manipulating at the time are capable of using any taijutsu within reason. The opponent is capable of blowing or washing the tags away with a weak wind or water jutsu if they are capable getting to the tags. If the tags are blown away the user loses control over that puppet, and cannot put another tag on it for three turns. Two puppets can only be controlled for five turns total, while one puppet can be controlled for 7 turns. After the time limit has passed on the puppet another tag cannot be placed on it for four turns.
Note: Can only be taught by Sasori
Note: No other puppets can be used through any means
Note: No shadow Clones can be used.
Note: Once a tag is attached, the puppet is capable of acting in the same manner as a clone or actual person.


Declined - would require fuuin as it's a special seal

Name: (Dai sanji) Catastrophe
Type: Offensive/Defensive/Supplementary
Rank: S
Range: N/A
Chakra: 40 ( If summoning)
Damage: N/A
Description: This is a puppet that Sasori will use similarly to his Hiruko puppet. Catastrophe is a puppet that Sasori will wear in battle, and will manipulate inside similar to how he is capable of using his Hiruko puppet to attack the enemy. By fighting inside of the puppet it allows for Sasori to be protected throughout the battle, and he doesn’t have to worry about using his main body. Catastrophe has also been modified to use puppetry attacks without difficulty. Sasori created this puppet in hopes of replacing his Hiruko body as the one he travels around in. Catastrophe greatly resembles a demonic knight. Catastrophe has two demonic horns on its head which are capable of being fired off at the opponent. The horns can reach up to mid range and counts as a B-rank, and will explode when it comes in contact with a target. After each usage the horns will automatically replace themselves. Spreading from his upper back are two large wings which give it added mobility as well can attack the enemy, and provide defense. The wings are equal to a B-rank technique together equalling an A-rank attack/defense tool. On the puppet’s wings are several tags layered throughout it enabling it the ability to fire paper bombs.The paper bombs count as an A-rank move and is capable of reaching up to mid range. If in short range the user can use the wings in order to attack the enemy due to their large length. The wings are also capable of unleashing a gust of wind by flapping them which would produce a blast of wind equal to a C-rank Justu. Attached to its left fore arm is a large golden shield. If the shield is used as a defensive weapon it is equal to a C-rank technique. It will also be capable of unleashing gray smoke bombs from inside of it which conceal everything up to mid range equal to C-rank smoke. On the bottom of its feet are holes capable of firing out chakra blast equal to an C-rank blast. The chakra blast allows for the puppet to fly in a horizontal or vertical manner. Catastrophe has a passive ability which is to always radiate heat off of its body due to the heat generator inside of it. The heat isn't necessarily used in an offensive way, but it does make it hard to land taijutsu strikes on the user, and will also add +5 to the user’s taijutsu. The heat is equal to D-rank. Metal chains are capable of beings launched from inside of Catastrophe from underneath it or from its sleeves with can be used to grapple onto objects or to bind an enemy with C-rank strength. From its eyes it holds the ability to shine a bright pink light that envelope everything up to short range which cause blinding. On Catastrophes back is an array of weapons such as: Two long swords, and two long axes, there is however nothing special about the tools and are just regular weapons.
Notes:
-Can only be destroyed by a B-rank or higher technique.
-Horns can only be launched four times and takes -20 chakra, requires a turn cool afterwards.
-Paper bombs on wings can only be used once and takes -30 chakra.
-Gust of wind takes -15 chakra for each usage.
-Chakra blasts take -15 chakra for each usage.
- The flash ability counts as a C-rank move an can be used every two turns.
- The Gray smoke bombs can only be used through the shield three times and requires a turn cool down before another usage. Also takes -10 chakra each time.
- Must be stated at the beginning of the battle whether or not the user is inside. If so then it won't count as a move.
- Wings can't be used to fly.
Looks:
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Declined -

1. Why would the horns explode when fired?
2. How do the horns replace themselves?
3. Wings firing paperbombs is a no
4. "Catastrophe has a passive ability which is to always radiate heat off of its body due to the heat generator inside of it." - this is a no

Just needs reworking and all abilities need to count as one of your three moves per turn.


Name: (Kage no ayatsuri ningyō) Shadow Puppet
Type: Weapon
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn to sustain)
Damage: 80
Description: This is a mechanism which is attached to the lower spine of the user. Sasori is able to simply attach it to his body due to his inhuman structure, but other users of it will have to get it surgically connected to their spine. Shadow is a malleable mechanism made out of several strong mineral and metals. The shadow puppet sprouts from user’s lower back as a slim irregular shaped being. It takes on the form of a slightly strange looking creature when it is first summoned. Sasori decided on the name for this weapon because of how the weapon protrudes from the user’s spine normally where their actual shadow would be located below, and also due to the black color of the puppet. When attacking the puppet does not have any lag time due to it being directly linked to the user’s body/chakra source. Shadow is capable of forming razor sharp claws on its body, and is also been made out of an alloy of strong metals. On to the abilities of the weapon which is that it is capable of extending up to long range, and is capable of shaping its body into branches of spikes. The weapon is capable of piercing through just about anything it comes into contact with. Another application of this weapon is it’s ability to increase the strength of Taijutsu or kenjutsu related attacks by covering itself in the place desired, raising their strength by 10. It is capable for one to use this weapon to block attacks, but it would have to be a specific blow, and it capable of protecting up to A-rank attack. Due to the type of frame it has it is capable of moving at the user's will into just about any shape to pierce the enemy. Taijutsu or kenjutsu related attacks are capable of being blocked the best by this type of weapon due to how it is capable of changing forms, and can block up A-rank of those attacks or any other kind of attack elemental or not. When first summoned shadow remains hovered over the user. Shadow holds to the ability to also branch off a piece of its body out of a preexisting part, For example if the shadow is using one of its arms in its initial form it capable for it conjure another arm from underneath that one or even spikes. The form that the weapon has is entirely up to the user’s imagination as long as it is within reason. Due to the abundance of the metal, it is capable of bending and forming together to form a powerful defense in a certain area which can tank up to A-rank attacks. Due to the humanoid structure it has cutting/breaking off just once piece of it won't stop it from moving, but a wide range attack would be capable of it. Shadow is also capable of grabbing hold of physical objects such as a kunai, shuricken, ect. It holds to the ability to split into several entities (Up to four) but for each entity that it has its strength is divided so up to each entity having up to B-rank strength. If a piece of its body is cut off it will remain that way, so as to say when the weapon changes forms it will also be missing that part of its body or just a piece in general. But if a piece of its body does get cut, that limits the amount of entities it can change into depending on how many pieces were cut.
Notes:
Note: Can only be taught by Sasori
Note: Each time it is used it counts as a move.
Note: Can only be used to increase Taijutsu/Kenjutsu moves Thrice.
Note: Except for its original form when it is first summoned it can only change into a different creature/form four times, not including when it bends, stretches, makes spikes, or forms together to make a shield.
Note: Can only be fully destroyed by an S-rank or higher attack that is targeted at its entire body or four indirect S-rank attacks.
Note: Can only be formed into a concentrated shield three times can tank up to A-rank.
Shadow in its initial form:
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Shadow when used to increase attack damage:
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Declined - if you want this, kill a Nara and turn them into a puppet
‡ Pending ‡ Will come back for these.

I spoke to Nk before checking these as i checked alot of your other puppet customs
 
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Gin-San

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Re: Custom Jutsu Submission

Hirashin: Teiju Kengi | Flying Thunder God: Stationary Motion
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 0
Description: It works by using the Hirashin tags within the user (The kunais in his bag or a tag placed on himself). With this technique the user is capable of teleporting in place, rearranging the position of their body or limbs, alter the velocity and momentum, stop their movement, change direction and change their orientation.

- Only Yondaime/Fourth hokage can use this jutsu and can only be used 3 times per battle with a break of at least 2 turns in between usage.
-Can only be used by Gin-San.


Hirashin: Ugokimasen Ridairekushon | Flying Thunder God: Motionless Redirection
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Using the principles of Stationary Motion, the user is capable teleporting any item/object/being with a Hirashin tag in place, rearranging the position of the body, limbs, alter the velocity and momentum, stop their movement, change direction and change their orientation without having to physically touch the item (Since chakra has already is in place through the tag). The objects that the user teleport though, need to be from their own existence, meaning they cannot belong to something bigger (must be independent). For example, a mountain wouldn't be able to be teleported as it is attached to the planet itself, but a single rock will be able as is a different body than the entire Earth. The user can only teleport objects and targets within the battlefield.

- Only Yondaime/Fourth hokage can use this jutsu and can only be used 3 times per battle with a break of at least 2 turns in between usage.
-Can only be used by Gin-San.

✦ Approved ✦

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

Hirashin: Boido Sutoreji | | Flying Thunder God: Void Storage
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Using the principles of the Flying Thunder God technique to enter a dimensional void and immediately leave to teleport from one marked position to the other, Void Storage expands the the time that this object remains in void, storing the object instead of being teleported to another position instantaneously. The objects that the user stores though, need to be from their own existence, meaning they cannot belong to something bigger (must be independent). For example, a mountain wouldn't be able to be teleported as it is attached to the planet itself, but a single rock will be able as is a different body than the entire Earth. The user can only teleport objects and targets within the battlefield.
-Object stored must have been previously tagged, or that have a direct connection to the user’s chakra.
-Can only store an item at a time, if one desires to store another, one must release the first one.
-The item can only remain in “storage” for up to three turns, if user has not decided where to release, the item will appear in the location it was stored.
-The stored item can be integrated back into the battlefield at any location that has the mark, conserving its initial momentum.
-None of the properties of the item change while inside the void, ex. If the item was to explode at that moment, it will not explode in the void, but will do so immediately after leaving.
-One only needs to state that the item has been released to release it, but it counts as 1 of the 3 allowed moves in a turn.
- Only Yondaime/Fourth hokage can use this jutsu and can only be used 2 times per battle with a break of at least 3 turns in between usage.
-Can only be used by Gin-San.

✦ Declined, can't allow this ✦

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

Genjutsu: Kaunta-Heki | Illusionary Arts: False Counter
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The technique is a combination of genjutsu and kenjutsu. The user must hold the sword in one hand, and the scabbard with the other (Determined by user). At the moment of the opponent physical strike, the user will impose the illusion that the attack hit successfully (Seen his move to fruition), when in reality the attack had been blocked by the scabbard while simultaneously the user thrusts the sword forward, impaling the opponent. This genjutsu can only be performed at short range and with eye contact.
-Can only physically block B-rank and below taijutsu/kenjutsu, otherwise the illusion will not work
-Can only be done two per battle
-No other genjutsu in the same turn
-Can only be taught by Gin-San

✦ Declined, this collides with a seal mathias made called False Completion ✦
 
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