[ARCHIVE] Custom Jutsu Submission - II

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Cursed Prince

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Re: Custom Jutsu Submission

( Kakuhenkan, Kama no Katachi ) | Transmutation, Scythe Form
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra: 20 (+10 to Reaper of the cards techniques)
Damage: N/A
Description: By channeling chakra into one of the card's that the user has under his control, he will manipulate any number of cards' form into that of a large double-sided scythe, exactly the scythe that the joker conjures to attack. These scythes can all be controlled as the cards would be, however when using reaper of the card techniques through these scythes, a joker materializes with his hands around the scythe, ready to slash. This allows for a more in-depth fighting style and combo's.
Note: Can only be used three times, lasts for 6 turns
Note: Specifically allows for the technique to be used
Note: Must Know the Fighting Style Reaper of the Cards
Note:
Note:

✦ Declined, this bypasses CFSJ restrictions and would be a Reaper of the Cards jutu ✦

( Soma No Kou Genjutsu: Kai ) - Twin Demons Illusion Technique: Release
Rank: C-S
Type: Supplementary
Range: Short
Chakra Cost: 15-40
Damage Points: N/A
Description: Because of the special nature of the Soma No Kou's Kekkai Genkai that allows for two seperate chakras to reside in body, they are able to perform the illusion release technique when sharing the same body, and because of that they do not need a handseal to release, seeing as their chakra are connected. This dispels any genjutsu set upon the user except MS Eye Techniques, and Demonic Illusion: Toad Confrontation Chant. The effectiveness of this technique is dependent upon the skill of the user. A Jounin rank ninja can dispel Genjutsu up to C-rank. An S-class ninja can dispel Genjutsu up to B-rank. A Sannin rank ninja can dispel Genjutsu up to A-rank. A Sage rank user can dispel Genjutsu up to S-Rank. The user may use this technique through physical contact on others to dispel them from Genjutsu. The technique can only be used once per turn and the user still needs to fully follow the logic as to why he figured out it was an illusion
Note: Can only be used by Souma No Kou bios
Note: Works on Genjutsu that paralyze
Note:

✦ Declined, even if chakra systems are merged, you need to form a seal to use this at which point it's no different than the canon jutsu it's based on. ✦
 
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Erzo

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Re: ±±Custom Jutsu Submission±±

(Ototon: Saishō's Kaiketsu Suru ) - Sound Release: Saishō's Resolve
Rank: S
Type: Defence/suplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: A specific sound jutsu which involves the user recognizing the resonant frequency of any solids brought before him by releasing his chakra into his surroundings and using his/her sound mastery to hear the frequency at which the objects in that area are vibrating at. After gathering that data, the user would then clap his hands producing a sound which vibrates at the same frequency as the object allowing the user to cause it to smash into thousands of pieces almost instantly. This jutsu would be able to destroy any and every solids, but would be useless against anything energy based and/or intangible (Wind, Fire, Lightning etc).
Note: Can only be used twice
Note: No other sound jutsu for the same and in the next 2 turns.
Note: Can't be used on humans or any other living beings.
Note: User cannot do any harm to an opponent.

________________________________________________
 Approved 
Editted.
___________________
Updating: It's a bit restricted for a sound jutsu thats purely defensive.

(Ototon: Saishō's Kaiketsu Suru ) - Sound Release: Saishō's Resolve
Rank: S
Type: Defence/suplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: A specific sound jutsu which involves the user recognizing the resonant frequency of any solids brought before him by releasing his chakra into his surroundings and using his/her sound mastery to hear the frequency at which the objects in that area are vibrating at. After gathering that data, the user would then clap his hands producing a sound which vibrates at the same frequency as the object allowing the user to cause it to smash into thousands of pieces almost instantly. This jutsu would be able to destroy any and every solids, but would be useless against anything energy based and/or intangible (Wind, Fire, Lightning etc).
Note: Can only be used thrice
Note: No other sound jutsu above A-rank for the same and above S-rank in the next 2 turns.
Note: Can't be used on humans or any other living beings.
Note: User cannot do any harm to an opponent.

‡ Update Approved ‡
 
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Kryptiic

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Re: Custom Jutsu Submission

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 here:
Updating this to remove the 'wind specialist restriction'. I thought it was considered to be primary and secondary, though its only the former, so just going to get rid of it.

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
- Can only be used three times
- Can only be taught by Kryptiic

✦ Approved ✦

New Jutsu

Kaika Kyuubi: Mazu; Yugami | Flowering Ninetails: First; Distortion
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra Cost:
Damage Points: 80
Description: Through the rapid release and conversion of chakra the user will materialize a fox tail of highly compressed, dense gas similar to that of 'Mist Blaze Dance'; that will anchor itself to the users rear and act as a true tail. Being attached to the user however, the purpose of the tail is not to ignite, and as such it's ignition capabilities are suppressed, rendering the tail completely inflammable. Instead, the created tail, on account of it's compression can be utilised to attack or defend through physical movements, can branch out into up to nine other controllable tails, can shift in size and shape to accommodate the users wishes and ultimately assist the user in physical combat. The true ability of the tail however, stems from the fact that it is not an inanimate structure, but is instead a sentient familiar named Distortion. Distortion's unique ability is that it can, through the use of chakra, convert a targeted portion of air anywhere on the battleifeld into a highly flammable gas that will immediately bind to the nearest water source and dissolve throughout it completely. The affected water will become corrupt and in turn transform into a state that is either highly flammable or highly volatile due to now being an impure compound due to Distortion's meddling. This ability is effective against all water sources regardless of power as it doesn't directly clash against the chakra within the water source, nor does it interfere with the users or opponents control over the water, instead it merely distorts its properties slightly. Distorted water can be utilised in conjunction with fire techniques to produce strong elemental combos, however distorted water, on account of it's flammability and volatility is now weak to fire as flames easily undermine such properties.

Restrictions:
- Can only be used twice, with a turn cooldown between usages.
- No water techniques above B rank the turn, and the turn after this technique ends.
- Distorted water can either be flammable - acting similar to oil, or volatile, in which case it will explode upon being ignited or overpowered - it's type is subject to the discretion of the user and Distortion.
- Distortion's ability counts as a move, and can be utilised once per turn, forcefully draining 20 chakra from the user each time it is used.
- Can only be taught by Kryptiic.
✦ Declined, Fire jutsu that "corrupts" all water regardless of power, user and opponent, because the gas "binds" to the water and dissolves in it wont cause any and every water jutsu to take on properties that cause ignition. That's not even within the abilities of Fire release to do; this gas wouldn't convert a water jutsu's properties and turn it flammable. At best, the gas itself would linger above the Fire and ignite the surface. Also, comparing it to Oil doesn't work in your favor as Oil is both a CE and ability only Toads can use. Either way, this isnt possible. ✦
 
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Kerrah

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Re: Custom Jutsu Submission

Horusu no Shōten | The Horus Ascension
Type: Supplementary/Offensive/Defensive
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: The user will place a seal with the Kanji for fire somewhere on a body. This seal will activate whenever the user comes in direct contact with a fire technique or source of flame, and upon being triggered will convert the users body to flame. During their converted state the user will be capable of coming into contact with any fire technique produced by them or an ally (such as a summon) without sustaining damage, and as such is an incredibly useful seal for fire users to possess as it essentially makes them absolutely immune to their own flames. Opposing flames, such as those produced by the enemy however will be capable of overpowering the defense afforded by this seal if they are A rank or greater, in which case the user will sustain damage as they normally would. While within this form the user isn't bound by the laws of gravity, but is still affected by other non-fire or heat based attacks and elemental techniques as usual, for instance receiving a kunai through the chest would damage the users energy based body and, as soon as they revert to their organic form they will suffer from the respective wound. This seal can be either placed in the users bio, posted at the start of the battle, or placed during the battle (the latter counts as a move), activates automatically upon coming into contact with fire (Can be suppressed) and deactivates the moment the user is no longer in contact with a flame.

Note:
- In the case of the latter usage, it can only be placed once per battle.
- Is effective against Fire KG/CE too, such as Lava, Fire based CEs and the like. (Respective of elemental strengths and weaknesses), any enemy fire/heat based attack will be negated by the defensive properties of this technique unless it overpowers it.
- When overpowered by an enemy technique, the seal will enter into a state of dormancy for the next turn, during which time it's abilities will not be triggerable. Drains 10 chakra each time it is triggered.

✦ Declined, for starters, this talks about a seal yet the name doesn't reflect this or any nature. To add on, this partially rips mera mera, the only difference is the trigger and when it activates, one being beforehand and this one activates on contact; what makes this worse is that it has no usage limit, only takes 10 chakra to use, any CE based attack that involves fire is effecte as well. DNR ✦
 
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Negative Knight

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Re: Custom Jutsu Submission

‡ New Cycle ‡

The new cycle starts on 26/04/2016 (at 19:00 GMT +1) and ends on 03/05/2016. The thread will be closed up to a week so we can check any remaining submissions and then it will be re-opened.

Rules of all upcoming cycles
1) Checking will happen throughout the week rather than at the end. Only make your submission when its complete as its liable to being checked there and then. No need to rush like crazy to submit your stuff since as you've seen, we check things in a random order.

2) To avoid clutter you're only allowed to make one post. This means if your post is checked and it only contains one technique, you cannot make another post to submit additional techniques. If you wish to submit the full three techniques, I suggest you post them all in one post when all of them are ready.

3) Of course this means resubmissions in the same cycle are no longer allowed.

4) You cannot edit your post if even one of your techniques has been checked by a moderator.

5) Techniques I deem too long for no reason will be declined automatically.

6) If you get a decline don't VM, PM or IM any mods about it. We've been pretty relaxed with the red rule but a lot of people have been taking advantage lately.

Any pending or remaining customs will be checked as soon as possible.
 

Vex

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Re: Custom Jutsu Submission

(Ototon: Apparitionu) Sound Release: Apparation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A sound jutsu conceived after seeing the legendary Hozuki clan in action. The user would be able to suddenly turn his body into pure, low frequency, high amplitude sound waves. It would, in actuality, appear as if the user had turned into wind. However, the user's body becomes changed into sound. The user is actually able to reform and disperse at will. This can even be applied to singular portions of the user's body, or to single limbs. The opponent would not actually be harmed upon the user's body turning to sound. However, the sound waves would drive back all matter within a short range radius. This is similar in manner to (Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill. Thus, the jutsu would be good to use upon being bound. While the user is capable of normal movement if a singular body parts are changed into sound, if the user were to turn just his lower body into sound he becomes capable of moving at the average speed of a kage ranked user, and able to use sustained flight for the turn it was activated in. This is done by way of acoustic levitation. Furthermore, if the user was to turn his entire body into sound he becomes able to move as a cloud of sound waves (unable to attack, and extremely vulnerable to wind). The user is visible as ripples ain the air, and the opponent is able to hear him as a low pitched hum. Although matter, and energy attacks will be unable to affect the user, attacks utilizing wind are extremely effective. They become able to disperse the user's form. When large scaled wind jutsu such as Tornado Wall strike the user, his form becomes displaced to such a degree that he is unable to reform. This means that the user must be very wary while he is transformed. Upon dispersing, a loud 'pop' is heard. This is, of course, purely cosmetic and serves no purpose. Alternatively, by varying the way in which the sound waves travel, and condensing them - the user becomes able to appear as a traveling whisp of dark smoke (again, purely cosmetic).

Note: Usable thrice per battle.
Note: Lasts two turns per use
Note: No sound jutsu in the same turn
Note: No sound above A rank next turn
Note: Teachable only by Vex
Note: User cannot use this Jutsu whilst he is using a technique to seal the opponent's wind, or restricting him from using wind.

‡ Declined ‡ The bolded was a nice try. You're not moving at the speed of Sound even if you turn your whole body into sound waves. It's close to teleportation and we already have enough of that.

(Ototon - Locomotor) - Sound Release: Locomotor
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user focuses sound waves through the air and into an object of some sort, being able to move objects through the battle field through the usage of their hands, or even by 'conducting' an object's movements through the manipulation of a staff, or other weapon. This is done by having high frequency, low amplitude soundwaves form discreetly around an object, and using them to grasp the object. The objects can be manipulated to move in simple or complicated patterns, and even to zoom through the air. However, the jutsu cannot manipulate anything of higher weight than a medium sized boulder. This cannot be used on the opponent's clothes or attire but can be used on any weapons they may be wielding.

Note: Teachable only by Vex

‡ Approved ‡
(Ototon: Apparitionu) Sound Release: Apparation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A sound jutsu conceived after seeing the legendary Hozuki clan in action. The user would be able to suddenly turn his body into pure, low frequency, high amplitude sound waves. It would, in actuality, appear as if the user had turned into wind. However, the user's body becomes changed into sound. The user is actually able to reform and disperse at will. This can even be applied to singular portions of the user's body, or to single limbs. The opponent would not actually be harmed upon the user's body turning to sound. However, the sound waves would drive back all matter within a short range radius. This is similar in manner to (Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill. Thus, the jutsu would be good to use upon being bound. While the user is capable of normal movement if a singular body parts are changed into sound, if the user were to turn just his lower body into sound he becomes capable of moving at the average speed of a sage ranked user, and able to use sustained flight. This is done by way of acoustic levitation. Furthermore, if the user was to turn his entire body into sound he becomes able to move as a cloud of sound waves (unable to attack, and extremely vulnerable to wind). The user is visible as ripples ain the air, and the opponent is able to hear him as a low pitched hum. Although matter, and energy attacks will be unable to affect the user, attacks utilizing wind are extremely effective. They become able to disperse the user's form. When large scaled wind jutsu such as Tornado Wall strike the user, his form becomes displaced to such a degree that he is unable to reform. This means that the user must be very wary while he is transformed. Upon dispersing, a loud 'pop' is heard. This is, of course, purely cosmetic and serves no purpose. Alternatively, by varying the way in which the sound waves travel, and condensing them - the user becomes able to appear as a traveling whisp of dark smoke (again, purely cosmetic).

Note: Usable thrice per battle.
Note: Lasts two turns per use
Note: No sound jutsu in the same turn
Note: No sound above A rank next turn
Note: Teachable only by Vex
Note: User cannot use this Jutsu whilst he is using a technique to seal the opponent's wind, or restricting him from using wind.
Note: No matter how much of the user's body is transformed, the speed cap is how fast their body was moving before they transform.

Declined - As you know each mod has it's own criteria for cj checks and i've spoken this over with NK before doing the full check. I would of declined it personally as i find turning your body to sound waves, pretty much vibrations isn't plausable but i will allow it if you change it to be useable twice and only lasts for the turn active as in this form it's only wind that can hit you.

Making a variant of this:

( Ototon Juinjutsu: Tabu Fuuin ) - Sound Release Cursed Seal: Taboo Seal
Type: Supplementary
Rank: C
Range: Short-Long ( applied on self, had long range capabilities )
Chakra Cost: 20
Damage Points: N/A
Description: A form of Cursed Seal based on the inner workings of the Tongue Twister Seal but inverted, the user instead of casting a seal on others places a seal on himself. The unique composition of this seal is that inside of it, is a kanji for a certain word, interchangeable at the user's will ( cannot be changed after placed, however ). When the word is spoken near the user, the seal is triggered, effectively creating a fleeting momentary connection between the user and the speaker, alerting the user to the location of the sound. The way this works is when the seal is placed, the dormant Sound chakra allows it to vibrate at a certain frequency, matching that of the word when spoken. When one speaks the trigger word, this seal is activated through the vibrations amongst the seal, the dormant Sound chakra activating and alerting the user to the location of the sound. Ideally created for the Ninja World, this seal is able to be used over an entire stage ( Borderlands, Inner Village, etc ) or inversely, if the landmark the user is stationed on is a single landmark, then up to 3 adjacent landmarks.

‡ Approved ‡

( Ototon Juinjutsu: Tabu Fuuin ) - Sound Release Cursed Seal: Taboo Seal Level 2
Type: Supplementary
Rank: A
Range: Short-Long ( applied on self, had long range capabilities )
Chakra Cost: 30
Damage Points: N/A
Description: An advanced application of the Taboo seal, which is a form of Cursed Seal based on the inner workings of the Tongue Twister Seal but inverted, the user instead of casting a seal on others places a seal on himself. The unique composition of this seal is that inside of it, is a kanji for a certain word, interchangeable at the user's will ( cannot be changed after placed, however ). After the user has used the Taboo seal, he will focus Ototon chakra onto the seal that he created on himself. This heightens the seal's effectiveness as a second one layers over it, making what resembles a double seal. This enhances the sensitivity of the Taboo Seal by tenfold, causing it's ability to detect when specific frequencies are made to be able to detect statements from around the Ninja World. Because it's been enhanced so much, this allows the spoken frequency to be able to vibrate and resonate at a rate that armors or hidden protections are revealed as well, the sound waves creating a "mental" map of the surroundings around the created frequency, or person.
Note: Can only be used after the Taboo Seal has been placed.
Note: Lasts for the remainder of the event used in

Declined - not gonna allow you to sense within a barrier around the nina world xd

(Ototon: Lumos) - Ototon: Lumos
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: High frequency sound waves have been shown to be able to be converted into pure energy in the form of light. By focusing their chakra, as a jutsu is released, the user is able to quickly produce a sound wave (through some sort of body movement, snapping a finger, clapping, even whistling) which is of a high enough frequency to immediately generate a bright flash of light. This sound wave is released in the same time frame as the previous Jutsu, and aims to make it difficult to see the incoming jutsu, disrupting the opponent's sight. The sound wave would seemingly 'coat' the expelled jutsu in light, making it difficult for the opponent to see the jutsu or look at it directly, blinding the opponent if he looks at it directly for more than a few seconds. This would not work against the Byakugan, or chakra sensors.

Note: Teachable only by Vex

Declined - Nice try harry, but sound creating light is a no
 
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BoBoKittyDuck

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Re: Custom Jutsu Submission

Sandā Kiba | Thunderfang
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description:
Thunderfang is an ancient Sword, about 50 cms long, it is light enough to allow it's wielder to carry it with one hand.The blade is black, with two sharp edges. The handle is also black, with yellow patterns on it that look like thunder. It was known among the old clans of the land of Lightning. It is said that it has been forged from an ancient metal that was found after lightning struck the ground multiple times in a row. A lightning master from the land of lightning, who took part in the forging of this sword, fused and sealed his chakra inside of it, making it specifically stronger for any Lightning user.
Thunderfang is usually carried on the back of its owner inside a black sheath made specifically for it.
Thunderfang has 3 abilities that mostly revolve around the Lightning element.

Picture:
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Abilities of Thunderfang:

(Zeusu no isan) Legacy of Zeus:
The metal of the sword can block most attacks of solid matter, and it is strong enough to block one S-rank Earth jutsu, if the wielder attempts to block any more jutsus, the blade will break.
If anyone tries to pick up the sword other than its original wielder, the sword's handle will be encased in lightning, which shocks and paralyzes them.

This is too OP of an effect

(Zeusu no ishi) Will of Zeus:
This sword was known as an ancient Sword among the people of the Land of Lightning, it was passed down only to members that swore to protect the innocent and have proven themselves worthy. This sword requires high strategy for this ability to be effective. The wielder must keep fusing chakra with the chakra within the sword to keep this ability active, and it deactivates if the user stops fusing, or if the sword no longer has any chakra within it.
This sword enhances lightning jutsus by +5 Damage.

+5 is a weird number, and this kinda takes away from the swords of the mist

~Notes:
-Requires the wielder to fuse 20 chakra per turn with the chakra within the sword to keep this ability activated.
-This sword only has 50 chakra sealed within it, and it loses 10 per turn as the ability is active.
-Cannot be used while "Wrath of Zeus" ability is active.

(Zeusu no ikari) Wrath of Zeus:
By channeling their lightning chakra into the sword, the wielder can activate this ability, causing the sword glow a light yellow color, and it allows the sword to absorb lightning jutsus of A-Rank and below, only if the wielder was able to block the jutsus with the sword, which might be hard for a normal Shinobi to do, but if the wielder possesses the Sharingan, they can use this ability more perfectly. The blade of the sword can absorb up to 3 lightning jutsus. After a lightning jutsu was absorbed, the user will have the ability to channel more of his lightning chakra and focus it into the blade, which causes it to overcharge, releasing the lightning that was absorbed and causing a very bright Lightning Flash to shine from the blade. The flash can blind anyone that has vision of the blade up to long range.
The power of the Lightning Flash depends on how many jutsus were released at once:

Releasing 1 jutsu causes bright light to occur. (a slight blindness, quicker to recover from) Requires 20 chakra.
Releasing 2 jutsus causes a stronger blindness. (similar to a flash bomb) Requies 15 chakra.
Releasing 3 jutsus causes stronger blindness followed by unclear vision for 1 turn. Requies 10 Chakra.

~Notes:
-This ability requires 40 Chakra to activate + 20/15/10 if the wielder performs the Lightning Flash.
-The sword must make contact with the jutsus before absorbing them.
-This ability ends after 4 turns of its activation, or if the wielder performs the Lightning flash.
-Absorbing lightning jutsu or releasing it, takes a move slot.
-Can only be used 2 times per battle.
-This ability has 4 turns cooldown between uses.

-Can only be taught by Bobokittyduck.

Declined - i like the last effect just tone it down and read above notes


(Raiton: Denka tochi) Lightning Release: Electrified Land
Type: Offensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description:
After the ground was electrified with Lightning Release: Lightning Screech [ ], the user performs the Tiger hand seal, which will cause the electrified rocks underground to shatter with force all at once. The power of the shattering will release electrified pieces of the rocks above the ground in different directions, causing cuts and slight numbness to anyone it makes contact with. The pieces that didn't make any contact with anyone will remain on the ground without losing their lightning charge for 1 turn, if anyone steps on them, they will feel numbness on their feet, slowing their movement speed for 1 turn.
This jutsu can also be used as a combo attack with a Wind element jutsu, which will push the pieces, while in the air, in the direction where the wind jutsu is aimed at.
This jutsu also causes dust that blocks vision to form on the field, caused by the strong shattering of the electrified rocks.

~Notes:
-Requires Lightning Release: Lightning Screech [ ]to be active on the field.
-This jutsu shatters all the electrified rocks on the battlefield.
-The electrified pieces that didn't lose the lightning charge will remain on the field for 1 turn before losing the charge.
-The dust caused by this jutsu lasts one turn.
-Can only be used twice per battle.

Declined dnr

-Can only be taught by Bobokittyduck.


(Raiton: Kaminari no ​​Supīdo) Lightning Release: Speed of Thunder
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description:
After performing 3 Hand seals and focusing lightning chakra on the feet, the user will encase his feet in lightning, increasing his movement speed by 1 level, and allows him to kick through Earth jutsus of A-rank and below. This jutsu also allows the user to jump higher than normal. If the user makes contact with anyone with his feet as this jutsu is active, they will be damaged and will feel numbness around the area that was struck. After the jutsu deactivates, the user will feel slight numbness on his feet, making his movement slower for 1 turn.

~Notes:
-This jutsu cannot be used, if the user is already under the effect of other movement speed boosting jutsus.
-Lasts 2 turns.
-Can only be used 3 times per battle.
-Requires 2 turns cooldown after deactivation.
-This jutsu requires no handseals and will have no side effects, if the user has lightning as their main speciality.

-Can only be taught by Bobokittyduck.

Declined - similar to existing jutsu
 
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Summer

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Re: Custom Jutsu Submission

Changes bold removed third ability.
Dropping the weapon in spoiler.

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 powerful wind burst 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. this ability has enough propelling force to move you from short range to long. It all depends on the users description as to where they end up.




Restrictions:

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

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


Fuin training:

( Fuinjutsu sunacchi) Sealing arts Snatch
Type:Supplementary
Rank: A rank
Range: Short
Chakra:30
Damage: N/a
Description: this Fuinjutsu technique is a seal based Jutsu that requires the user to imbed a seal onto any weapon and can be noted in the bio that the weapon has the seal. The seal is activated by one handsign and when the enemy uses any wind type jutsu and it gets in contact with the seal, it will absorb all the power from that jutsu protecting the user while storing the wind chakra. This will then allow the user after consuming the power from the opposing wind jutsu, use said weapon with the added power giving the user's next weapon based jutsu, within reason, added wind based power equal to the chakra points of the tech absorbed making it a wind/bukijutsu combo. This however does not increase the range of the Jutsu released, but instead add an element of wind power to the move. This seal is able to store up to A rank worth of wind chakra.

Restrictions:

+ seal must be state on bio that it is attached to a weapon.

+ can only be used three times per battle

+ cannot use fuuin the following turn

+ has a two turn cool down

+ can only be taught by me





( Fuinjutsu Gihen Shita) Sealing arts Deception beneath
Type:Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: 40
Description: This seal is one that is placed on constructs of a solid nature. The seal will be placed onto the construct and during that placement the user will channel a small portion of elemental chakra to it. Once that construct takes damage or is broken the seal will activate. The seal will then release whichever element was channeled to into the seal as a short range explosion. These seals are a way to give supplementary Jutsu a form of damage by adding a feature of extra power upon its destruction. This seal can be used on elements like earth, crystal, wood, etc that the user is in control of or devoid of chakra. However, upon creation the user cannot imbed the solid construct with an element that is the medium's weakness.
Note:
Anything from fire, water, wind lightning, and mud(earth) can be utilized.

Jutsu can be used 4x per battle

Jutsu has a 1 turn cool down

Can only be taught by me

Declined - it's so hard to go through your cjs when you lay them out like this, if you want to format them this way, do it in your own cj thread.


Fixed format.

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 powerful wind burst 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. this ability has enough propelling force to move you from short range to long. It all depends on the users description as to where they end up.

Note: every time an ability is used it uses a Jutsu slot.
Note: Tempest strike requires a full turn cool down between usage. Note: Considering the force of an enhanced speed swing this gives a +10 damage boost.
Note: wind Talley hoooo can only be used twice in the same turn.
Note:wind Talley hoooo requires a full turn cool down after the two usages.
Note: can only be used by Juha and those he allows.

Declined - you say it gives +10 damage boost but what if you just swing the hammer and release a blast of wind, what rank is it? S rank with +10? Explain this better

( Fuinjutsu sunacchi) Sealing arts Snatch
Type:Supplementary
Rank: A rank
Range: Short
Chakra:30
Damage: (+ 1 rank to weapon)
Description: this Fuinjutsu technique is a seal based Jutsu that requires the user to imbed a seal onto any weapon and can be noted in the bio that the weapon has the seal. The seal is activated by one handsign and when the enemy uses any wind type Jutsu it will snatch one full rank of power from that jutsu absorbing that power into the seal. The seal will absorb a portion of that Jutsu storing only one rank of that chakra into the seal placed on the weapon. This will allow the user after consuming power from a wind jutsu to add that power to any wind based weapon by universally melding the seals chakra with the users upon release. Upon releasing wind from your weapon it will be boost in power by one rank. This however does not increase the range of the Jutsu released but will increase the size of the jutsu/power though. This seal is able to store up to Two ranks worth of wind/chakra. The user can only boost there Jutsu by one rank no more then that.
Note: seal must be state on bio that it is attached to a weapon.
Note: can only be used three times per battle.
Note: cannot use wind above A rank in the following turn.
Note: usable only once per turn.
Note: can only be taught by me.


Declined - clashes with existing jutsu




( Fuinjutsu Gihen Shita) Sealing arts Deception beneath
Type:Supplementary
Rank: B rank
Range: Short
Chakra:20
Damage: +25 to solid jutsu
Description:
This seal is one that is placed on constructs of a solid nature. The seal will be placed onto the construct and during that placement the user will channel a small portion of elemental chakra to it. Once that construct takes damage or is broken the seal will activate. The seal will release whichever element was channeled to into the seal. These seals are a way to give supplementary Jutsu a form of damage by adding a feature of extra power upon its destruction.
This seal can be used on things like earth, crystal, wood. However you cannot imbed the solid construct with that solids weakness. The range will be in place of where the Jutsu is located at the time of it being destroyed.
Notes: Anything from fire, water, wind lightning, and mud(earth) can be utilized.
Note: can only be used three times per battle.
Note: only usable once per turn and requires a turn cooldown.
Note: can only be taught by me.

Declined - similar to jutsu others have submitted
 
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-Haku Yuki-

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Re: Custom Jutsu Submission

Resubmitting

Raiton: Fainaru Kamehameha furasshu Kometto Atakku)-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 attack 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. 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: 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 user will be unable to preform Raiton jutsu Above A Rank 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: Only usable once per battle.

Pending - will come back to this

Declined - similar to existing jutsu


(pretty much its just lighting now)

New

(Hyouton/Suiton: Hyouketsu Nami)-Ice/Water release: Freeze wave
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (-20 from the user)
Description: The user will focus his Water and Wind chakra in his belly. There he will use his wind chakra to cool the water chakra down to the point where its extremely freezing with ice crystals inside the water, but are to small for the normal human eye to see. This water will force its way out of the users mouth due to the sheer volume and pressure it puts on the users chakra and body, it must burst out on its own or with the users own intent because otherwise it would freeze inside the user. It will come out as a large wave of waterheading towards the opponent. The water is so freezing cold that any water that touches it it will freeze and be added to the wave, and any fire jutsu that touches it will have no effect. Once the water settles it freezes turning the entire battle field into a cold lake as high as 10 meters, and as wide as 24 feet. The lake is cold to the touch and can cause numbness on contact slowing down the person that touched it by one speed rank.
Note: No other ice/water jutsus above A rank in the same turn or following turn
Note: Can only be used twice.
Note: On second use the lake will not gain an extra 10 meters, it will simply disappear if a lake from the last use is still present.
Note: The user cannot use fire jutsu next turn
Note: No fire jutsu can evaporate this lake
Note: The user will be safe from the jutsus cold effects due to his training with ice.


Declined - it's not frozen itself but it's cold enough to freeze other water and take control of it?
new

(Hyouton: Toransupearento Koori)-Ice Style: Transparent ice
Type: Supplementary
Rank: A
Range:Short-long
Chakra:30
Damage: N/A
Description: The user will make one hand seal and focus their water and wind chakras inside their body. By focusing their chakra the user will use nature manipulation to change the transparency of his Ice style ninjutsu making them all invisible and see through, through the same process as the invisibility jutsu commonly used by muu and the iwagakure shinobi. The trade off for this is that they give off more of a cold temperature making them easily to feel.

Note: lasts 3 turns
Note: Can only be used thrice per battle
Note: No Forbidden ranks in the same turn as use.

Declined - it's a nice idea, you can make it so they are glass like, so they are near see through, due to the clearness of the water i guess, but completely invisible Ice spikes, game over.
Resubmitting

Hyouton/Suiton: Hyouketsu Nami)-Ice/Water release: Freeze wave
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (-20 from the user)
Description: The user will focus his Water and Wind chakra in his belly. There he will use his wind chakra to cool the water chakra down to the point where its extremely freezing with ice crystals inside the water, but are to small for the normal human eye to see. This water will force its way out of the users mouth due to the sheer volume and pressure it puts on the users chakra and body, it must burst out on its own or with the users own intent because otherwise it would freeze inside the user. It will come out as a large wave of waterheading towards the opponent. The water is so freezing cold that any water that touches it will freeze and be shattered into nothing by the waveand any fire jutsu that touches it will have no effect. Once the water settles it freezes turning the entire battle field into a cold lake as high as 10 meters, and as wide as 24 feet. The lake is cold to the touch and can cause numbness on contact slowing down the person that touched it by one speed rank.
Note: No other ice/water jutsus above A rank in the same turn or following turn
Note: Can only be used twice.
Note: On second use the lake will not gain an extra 10 meters, it will simply disappear if a lake from the last use is still present.
Note: The user cannot use fire jutsu next turn
Note: No fire jutsu can evaporate this lake,
Note: The user will be safe from the jutsus cold effects due to his training with ice.
Note: one turn cool down after use.

Declined - you say it turns to a cold lake, does the water freeze and go solid when it settles or remain as extremely cold water?

New

(Ninpo: Goishiki Shatto Umou_-Ninja art: Five senses shut down
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: The user will focus his chakra throughout his entire body and using his chakra will shut down his five senses breaking him out of any genjutsu affecting the senses. Because of this the user will not be able to see, smell, hear, taste or feel anything and cannot be placed under a genjutsu as long as the jutsu remains active. In exchange the user will gain incredible sensing abilities by making the chakra from his body expand outwards from his eyes, ears, and skin, the chakra being used to block out his senses will extrude from the spots they’re blocking and sending chakra from the users body as far as long range. This allows the user to sense any jutsu, person or object ( that has chakra ) on the battle field.
Note: The user cannot be affected by genjutsu, but also cannot use it himself.
Note: lasts 4 turns
Note: can only be used thrice.
Note: user can cancel jutsu whenever he wishes
Note: the user can chose to shut off individual senses to whatever senses is being affected from the genjutsu but will not gain sensorary skills unless all five are shut down.

Declined - similar to things that have been done before.


Doton/Fūton/hyouton: aisu kanketsusan)-Earth/wind/ice style: Ice geyser
Type: Offensive
Rank: S
Range: mid-Long
Chakra: 40
Damage: 80
Description: the user will tap his foot on the ground 3 times, the first time he is using his earth chakra to hallow out the ground beneath the enemy. The second will then create ice shards inside the hole and finally the third will force wind chakra upwards beneath the ice forcing ice come up by sending his wind chakra under the ice forcing it up creating a large barrage of ice shards and wind come up from beneath the enemy tearing them to shreds.
Note: the ice and wind together equal s rank, the earth chakra is for hallowing the ground and that's it.
Note: can only be used twice per battle
Note: no earth, or wind or ice jutsu above S can be used in the same turn
Note: two turn cool down before second use
Note: No ice above A rank in the next turn

Approved - made edits
 
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Detective L

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Re: Custom Jutsu Submission



(Fuuin: Yuui) - Sealing Technique: Ascendancy
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 (-5 chakra per turn)
Damage points: N/A
Description: The user will place a seal with the Kanji for “Immortal” on a solid technique of any kind through physical contact. The seal will make a given technique capable of regenerating from damage insufficient in destroying it. For example, using this on an S-Rank means it would continuously regenerate to full strength if it’s only hit with A-Ranks and below. Being struck with a technique equal to or stronger than the jutsu in question would result in it’s termination and thereby end this seal prematurely. This seal can be placed on a technique in the same time-frame as creating it or be applied to an existing technique as a standalone usage.

Notes:

-Can only be taught by Detective L
-Can be used thrice per battle
-Can only be applied by physical contact
-Works on any solid element or technique
-Only one seal can be applied per technique
-Doesn’t work on Forbidden Ranks

Declined - due to the seal being A rank it should be destroyed by A ranks i believe, but B ranks and under cause it to reform, or can take one A rank and reform. Max amount of times it can reform.

‡ Both Pending ‡ Leaving for another mod.
Resubmitting.



(Fuuin: Yuui) - Sealing Technique: Ascendancy
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 (-5 chakra per turn)
Damage points: N/A
Description: The user will place a seal with the Kanji for “Immortal” on a solid technique of any kind through physical contact. The seal will make a given technique capable of regenerating from damage insufficient in destroying it. For example, using this on an S-Rank means it would continuously regenerate to full strength if it’s only hit with A-Ranks and below. Being struck with a technique equal to or stronger than the jutsu in question would result in it’s termination and thereby end this seal prematurely. This seal can be placed on a technique in the same time-frame as creating it or be applied to an existing technique as a standalone usage. The seal can be applied to any rank of technique barring Forbiddden Ranks and will restore to full strength upon being struck by attacks insufficient in destroying it. This is because it isn’t the seal itself which matters (since it can’t be destroyed), it’s strength of the original technique.

Notes:

-Can only be taught by Detective L
-Can be used thrice per battle
-Can only be applied by physical contact
-Works on any solid element or technique
-Only one seal can be applied per technique

‡ Declined ‡ Similar techniques exist.

(Fuuin: Kanbatsu Jakunen Metsubou) - Sealing Technique: Law of the Logia
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: N/A (-30 on activation)
Damage points: N/A
Description: The user will have a seal on their body with the Kanji for a specific element and it will lay dormant until the user is physically struck, be it by an attack, weapon or an opponent. Whenever the user is physically interacted with (e.g. punched, stabbed, shot), their body will instantly exhibit all of the properties of the chosen element. This doesn't mean their body merely has the properties of the element but rather when interacted with the targeted part(s) of the body will passively dissipate into storm energy or harden into steel (effect depends on the chosen element). If for example the user is stabbed and they turn into storm energy, the bladed weapon would merely phase through their gaseous body and leave them unaffected. On the other side of the scale, if the user's body hardens into steel then the attack will simply do them no harm. After the attack or strike has passed through them, their body will automatically revert itself to it's normal appearance. Since this technique usually only applies to specific parts of the body, any unconverted portions of the user's body can still be moved/controlled/used as normal. While in this form, the user can only use the element they transformed into, the element's it's composed of and any combination of the aforementioned element as well as any non-elemental abilities. This technique enables the user to defend against A-Ranks and below of neutral elements (B-Ranks and below for weaknesses, S-Ranks and below for strengths). If the user is struck with an attack that will neutralize their transformation, the two cancel one another out and the user reverts to their original form. If the user is struck with an attack that overpowers their transformation, the user's body reverts to it's original form and sustains the remaining damage (after the collision of techniques). The only exception to this rule is if the two chosen elements have no sort of interaction with one another (e.g. Fire and Lightning), in which case rank differences will not matter.

Notes:

-Can only be taught by Detective L.
-This seal can only activate three times per battle and lasts one turn
-This technique must be stated in user's biography
-Follows elemental strengths and weaknesses
-User must possess the given element and it cannot be a CE
-Happens passively but counts as one of the user's moves per turn

Declined - the seal i'm fine with, but reduce it to useable twice and i can't believe i'm saying this but can you add detail. Does it only work on one body part or the whole body, what happens when you're stabbed, use this to turn your stomac to water on impact and someone then uses nagashi through the sword while the blade is still in you with this word active, does that then destroy the seal and leave you in your normal form with a blade through you?
 
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Panthalassa

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Re: Custom Jutsu Submission

( Suiton: Fuka Irassharu ) Water Release: Hydrophobia

Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: Hydrophobia is a water technique that manipulates and takes advantage of the water molecule's inherent polarity and adhesion properties. The user will focus water chakra through the air of the battlefield creating a thin mist, visible only to doujutsu, where the water particles have a repelling polarity to current water. What this means is that, any water technique that the user creates within the mist will repel the thin particles of the mist. What was otherwise invisible mist now appears visible, bending the light in such a way that it augments the water technique that the user performed. In essence, as the mist is repelled, the water around the technique increases, and the volume appears to increase as well, though it is merely an optical illusion. Practical speaking, water techniques that the user performs within the mist will appear to have been boosted +20, or increased 1 rank, while it is not so. The mist will stay in place for 3 turns, before the user is required to recast the technique. Throughout that time any water jutsu by the user is affected.

Note: The mist only reacts to the user's chakra, or the user's summon's. The effects are merely illusionary, and this technique in no way increases the actual damage of the water jutsu. Only chakra or water sensors 1 rank above the user are capable of seeing through the minute differences between the mist and an actual boosting technique.
Note: Primary Water specialists can use this at 1/3 of the cost, spending just 5 chakra. If the user has no second Elemental Specialty, other than Water, then the apparent boost doubles, +40 or the same as 2 ranks.
Note: Useable twice
Note: Only one mist can be active at a time


Approved - made edits.

( Suiton: Ka Irassharu ) Water Release: Hydrophilia

Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: Hydrophilia is a water technique that manipulates and takes advantage of the water molecule's inherent polarity and adhesion properties. The user will focus water chakra through the air of the battlefield creating a thin mist, visible only to doujutsu, where the water particles have an attracting polarity to current water. What this means is that, any water technique that the user creates within the mist will attract the thin particles of the mist. The motion of the mist will be bending the light in such a way that it decreases water technique that the user performed. In essence, as the mist is attracted, the water around the technique will be sort of camouflaged, through bending light, and the volume appears to decrease, though it is merely an optical illusion. Practical speaking, water techniques that the user performs within the mist will appear to have been deboosted -20, or decreased 1 rank, while it is not so. The mist will stay in place for 3 turns, before the user is required to recast the technique. Throughout that time any water jutsu by the user is affected.

Note: The mist only reacts to the user's chakra, or the user's summon's. The effects are merely illusionary, and this technique in no way decreases the actual damage of the water jutsu. Only chakra or water sensors 1 rank above the user are capable of seeing through the minute differences between the mist and an actual deboosting technique.
Note: Primary Water specialists can use this at 1/3 of the cost, spending just 5 chakra. If the user has no second Elemental Specialty, other than Water, then the apparent deboost doubles, -40 or the same as 2 ranks.
Note: Useable twice
Note: Only one mist can be active at a time


Approved - made edits

(Suiton/Aburame no Jutsu: Bunshin ) Water/Insect Technique: Cloning

Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The Aburame/Water Clone is step forward from the Bug and the Water Clone. It is composed of a swarm of insects and a nutritive syrup-like liquid. Insect eggs are incubated in the core of the clone, which allow for more and more insects to shoot out from within, similar to the actual Aburame host, and are used in insect techniques. When a physical object pierces through the clone, it can swarm around it, while the syrup turns into a thick mist, carrying the eggs. Similar to a Shadow Clone, this clone is capable of using Aburame and Aburame-related techniques ( Ex: Pharaoh Sickles CFS ), as well as use Water chakra for Elemental Ninjutsu, besides the non-Elemental Ninjutsu, Taijutsu and Genjutsu. It does not have access to any other elemental chakra, and can't perform techniques above S rank. When physical contact occurs, the clone is capable of oozing out the syrup liquid which will pin down the target, while the insects drain their chakra. Due to the nutritive aspect of the syrup, when in physical contact, the insects drain around x8 as much chakra as the average insect ( 112 chakra ), though it is dependent on the number of clones in place. If the user created 4 clones, then each will drain around x2 ( 28 chakra ).

Note: Can only be used 3 times per battle.

Leaving for NK

‡ Approved ‡ Nice technique.
 
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ZandaT

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Re: Custom Jutsu Submission

(Fūinjutsu: Gitai hakai shīru) - Sealing Arts: Mimicry Destruction Seal
Type: Defensive |Supplementary
Rank: S
Range: Short-Mid.
Chakra Cost: 40 (-10 per turn)
Damage: N/A
Description: This sealing technique is a rather simple acting one able to be created during battle or prior to using a seal with the word "Revoke" either on paper or somewhere on one’s body, the seal will remain dormant until the enemy’s chakra makes contact with it, thus triggering its activation. If this seal is used against an enemy technique, the moment the technique comes into contact with the seal, it will cease as it is absorbed into the seal, and immediately afterwards a barrier is released from the user as it spreads to the ends of mid range with the user as its epicentre at all times. This barrier carries special chakra blocking properties that focuses on the source of the foreign chakra first used to activate the technique launched by the target. Once in the barrier its target is restricted by the barrier's blocking properties, restricting them from using the same type of chakra that was used for their previous technique. For example; if used on an elemental technique, it would prevent them from molding chakra of that specific element. Only elemental and energy based techniques can be registered and absorbed by this seal, and the technique in question can be no bigger than a four meter diameter in order to be absorbed. All divided, but similar, target foreign chakra sources like clones also succumb to the barrier's properties while in its realm.
NOTES
►User can only have two of these seals in their possession/body
►Only one of this type of seal can be in play at a time
►The restriction lasts for 4 turns unless otherwise broken
►Seal has a 1 turn cooldown upon ending
►No other techniques S rank and above the same turn the seal is used
►No Fūinjutsu for one turn after activation
►Can only be taught by ZandaT

Declined - Even OP would say this was OP, for custom S rank fuuin to seal an entire element, it's too much without severe heavy restrictions. I say this because i'd seal water once and use one F rank fire jutsu to wreck.
(Fūinjutsu: Gitai hakai shīru) - Sealing Arts: Mimicry Destruction Seal
Type: Defensive |Supplementary
Rank: S
Range: Short-Mid.
Chakra Cost: 40 (-10 per turn)
Damage: N/A
Description: This sealing technique is a rather simple acting one able to be created during battle or prior to using a seal with the word "Revoke" either on paper or somewhere on one’s body, the seal will remain dormant until the enemy’s chakra makes contact with it, thus triggering its activation. If this seal is used against an enemy technique, the moment the technique comes into contact with the seal, it will cease as it is absorbed into the seal, and immediately afterwards a barrier is released from the user as it spreads to the ends of mid range with the user as its epicentre at all times. This barrier carries special chakra blocking properties that focuses on the source of the foreign chakra first used to activate the technique launched by the target. Once in the barrier the target is restricted by the barrier's blocking properties, restricting them from using the same type of chakra absorbed, now unable to mold chakra of that same type above B rank. For example; if used on an elemental technique, it would hinder the target from molding chakra of that specific element/energy. Only elemental and energy based techniques can be registered and absorbed by this seal, and the technique in question can be no bigger than a four meter diameter in order to be absorbed. All divided, but similar, target foreign chakra sources, like clones, also succumb to the barrier's properties while in its realm.
NOTES
►User can only have two of these seals in their possession/body
►Only one of this type of seal can be in play at a time
►The restriction lasts for 4 turns unless otherwise broken
►Seal has a 2 turn cooldown upon ending
►No other techniques S rank and above the same turn the seal is used
The user cannot use jutsu above S rank for 2 turns after activation
►Can only be taught by ZandaT


Declined - One thing i don't get why would the barrier stop stronger jutsu and not weaker? I mean wouldn't the stronger jutsu overpower the barrier that is errected?

Permission to re-submit:

(Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: (-30 from user when sealing activates)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, a circle on the wrist band will emit a bright colorful light corresponding to the known energies of the Ninja World (our current rp). The circle will glow purple for Keigoku, green for natural energy, gold for Kiyoshi energy, blue for Force energy, and red for Ethereal energy (what the Katsuryoku use) within range. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the energy back into the wrist band. The jutsu is quite helpful for shinobi that does not have any energy sensing abilities, but its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Can be used 3x per battle
►Has a two turn cool down when a S-Rank technique is sealed, and no other fuuin above A ranked can be used that turn
►Can only be taught by ZandaT

Declined - 3 times per battle a barrier just forms around you that can block S ranks without you needing to do anything with no restrictions? xd
(Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: (-30 from user when sealing activates)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, a circle on the wristband will emit a bright colorful light corresponding to the known energies of the Ninja World (our current rp). The circle will glow purple for Keigoku, green for natural energy, gold for Kiyoshi energy, blue for Force energy, and red for Ethereal energy (what the Katsuryoku use) within range. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the energy back into the wristband. The jutsu is quite helpful for shinobi that does not have any energy sensing abilities, but its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
Activates 3x per battle
No fuuinjutsu the following turn
►Has a two turn cool down when a S-Rank technique is sealed, and no other fuuin A ranked and above can be used that turn
Seal must be placed in biography
►Can only be taught by ZandaT

Declined - You've designed a seal that will absorb chakra's that you yourself don't know how to control, such as Nekura clan's, how could you create the seal in such a way that it would specificially react to that?

(Suiton: Amanogawa) Water Style: Milky Way
Type: Defense/Supplementary
Rank: A
Range: Short/Long
Chakra: 30 (-10 per turn)
Damage: N/a
Description: Amanogawa is a very versatile water technique that allows the user to alter a water source within short range of them creating a compressed moving current from the source that takes the shape of a cylinder. Dependent on the size of the source, the current can be stretched throughout the battlefield taking on various path designs depending on the user, like linear, swirl, arc pathways, etc, where it will then at some point come to an end creating a stationary water circuit in mere moments. What makes this compressed cylinder shaped water circuit so special is the ability the user has with it while active. About 2m in width, these currents propel the user at nearly double their base speeds throughout its circuit allowing them fast travel while submerged within the speedy current always following route. Onlookers may find it highly difficult to completely track the user while in Amanogawa's current due to its moving speed, opaqueness due to compression, and possible wayward designs unless blessed with an advanced form of eyesight/tracking, but this does not mean it is impossible for those without these blessings to find the user, they would just have to rely more on their other senses. Still aware of their outside world the user can but shouldn't mold other techniques from water while within the current due to the definite risk of damaging the circuit, but they are free to jump out of the water current in order to attack the opponent at any time, where they can then re-enter once again. Due to the currents overall narrowness in design, when creating from a source within range this technique's overall length will be double that of the water source's volume in control, making this move suitable in cases where the source may be small, but overall the source must be at least 4m in volume in order to use. Amanogawa can also be used defensively to overpower a foreign medium-large source of water directed at the user in order to be utilized and overall redirected with this move. Normal shinobi can use this move to overtake water jutsu of lower rank while water specialist can overtake jutsu of equal rank, and the user cannot use this move to directly attack targets in any way, likewise the circuit stays highly compressed when faced with opposing sorces of chakra preventing targets from entering.
NOTES
►Can be used 3x per battle
►User can maintain circuit for 3 turns
►Cannot re-use while active
►Has a 2 turn cool down
►Can only be taught by ZandaT

Pending, alls i can see right now is you flying around with the cartoon Futurama in my head like how they get around the city but with water. Lemme think on this

Declined - while this is active you should only be able to use water element and being active for 9 turns in total for an A rank is a bit much for my liking
 
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Kid Ace2392

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Re: Custom Jutsu Submission

( Yoroi no Tsuchi Teikoku ) - Armor of the Earth Empire
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 30 ( -10 each sustained usage outside of kunai form )
Damage: 60
Description: The Armor of the Earth Empire, or AEE for short, is an armor donned by Kuvira to aid her usage of Steel Release. The armor is predominantly dark green, with a lighter green front panel on the jacket. A steel double row belt is worn atop the jacket and the pants iswere made from a tight fabric in a shade of olive green and the boots are black and sturdy. Across the shoulders are steel shoulder plates that extend down the back and around the neck to form a 3/4th neck guard. It also came with gloves, a face-covering metal mask with green-glasses goggles ( though this isn't actively worn with the armor, triggering when chakra is fueled through the Steel strips along the shoulder and neck parts of the armor ), and 3 rows of metal bands around the arms and calves, as well as spools with metal cables on their hips and metal shoulder plates. The unique thing about the armor is that the strips of armor are made of thinly stacked steel layers. The wearer is able to use their Steel chakra to manipulate these strips and release them as if they were kunais and shuriken. Because the user is able to divide the strips with his chakra to the point where it seems as if he has unlimited strips, the user is able to make user of the armor by sending them out with his body movements. With kunai like speeds, the user can wave his arm out and the Koton chakra will manipulate the strips forward with the user able to control them as he wishes. To release in the form of simple kunai like strips does not count as a move, but to actively manipulate and control the strips counts as a move of A rank power. These steel strips are specially designed to work only for the wielder, being formed from their own usage of it, preventing other Steel users to manipulate it. Through channeling chakra through the entire Steel armor, the wearer is capable of willing it to move in any direction he chooses at twice his base speed, effectively pulling the user in any direction and possibly allowing lesser forms of flight through directed movement of the steel ( i.e. moving the steel strips in specific directions like upwards or elaborate paths ). The user is also able to use the strips for sources of Steel jutsu by pulling the strips into one mass before utilizing the jutsu sans handseals. As a form of defence and true to it's armor name, the user is able to release chakra through the strips as a full body surge that causes the strips throughout the armor to spread across their body rapidly, creating an almost instant protection everywhere of A rank defense, S for elements weak to Steel.
Note: To use the Steel strips with A rank power costs a move per turn and can only be done once every two turns. Freeform usage of the strips operates similarly to kunai and shuriken, with the steel strips taking the place of this items and as such can be done by directing the user's body in the direction needed.
Note: To manipulate the suit and achieve simulated flight, the user must actively focus chakra through the armor, lifting the suit harmlessly and in ways that still allow turning and rotation of the body. By doing this, the user cannot use the suit for any Steel jutsu and can only use Steel or Fire jutsu in this form.
Note: Can only be worn by Steel Release users.
Note: Using the suit as a source of Steel can only be done once every turn. To create the armored form can only be done once every three turns and a total of 3 times.

Looks like:

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Armored form:
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Declined - if you want to fire steel kunai they need to cost a move per turn. Pulling you at twice your base speed just isn't logical. Overall the abilities need breaking down and reworking to suit the rp.
The x2 speed was based on using Koton chakra to propel the steel strips forward with enhanced speed, similar to the Steel Release: Bullet Swarm jutsu that fires at arrow speeds, which are quicker than people generally run. I only added the numerical value for clarity in case of disputes arising. As for the kunai part, usage from the suit would take the place of me using normal kunais; I can't throw normal ones ( that are still made from steel ), and instead they come from my suit. To make it cost a jutsu per turn would basically say that i cant throw a kunai without it costing a jutsu. And the other parts weren't really explained so I didn't alter them much as I don't know what specifically needed to be reworked.

( Yoroi no Tsuchi Teikoku ) - Armor of the Earth Empire
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 30 ( -10 each sustained usage outside of kunai form )
Damage: 60
Description: The Armor of the Earth Empire, or AEE for short, is an armor donned by Kuvira to aid her usage of Steel Release. The armor is predominantly dark green, with a lighter green front panel on the jacket. A steel double row belt is worn atop the jacket and the pants iswere made from a tight fabric in a shade of olive green and the boots are black and sturdy. Across the shoulders are steel shoulder plates that extend down the back and around the neck to form a 3/4th neck guard. It also came with gloves, a face-covering metal mask with green-glasses goggles ( though this isn't actively worn with the armor, triggering when chakra is fueled through the Steel strips along the shoulder and neck parts of the armor ), and 3 rows of metal bands around the arms and calves, as well as spools with metal cables on their hips and metal shoulder plates. The unique thing about the armor is that the strips of armor are made of thinly stacked steel layers. The wearer is able to use their Steel chakra to manipulate these strips and release them as if they were kunais and shuriken. Because the user is able to divide the strips with his chakra to the point where it seems as if he has unlimited strips, the user is able to make user of the armor by sending them out with his body movements. The user is able to move his arms out and the Koton chakra will manipulate the strips forward with the user able to control them as he wishes, this being an A ranked ability. These steel strips are specially designed to work only for the wielder, being formed from their own usage of it, preventing other Steel users to manipulate it. Through channeling chakra through the entire Steel armor, the wearer is capable of willing it to move in any direction he chooses at 1.5x his base speed, effectively pulling the user in any direction and possibly allowing lesser forms of flight through directed movement of the steel ( i.e. moving the steel strips in specific directions like upwards or elaborate paths ). The user is also able to use the strips for sources of Steel jutsu by pulling the strips into one mass before utilizing the jutsu sans handseals. As a form of defense and true to it's armor name, the user is able to release chakra through the strips as a full body surge that causes the strips throughout the armor to spread across their body rapidly, creating an almost instant protection everywhere of A rank defense, S for elements weak to Steel.
Note: To use the Steel strips with A rank power costs a move per turn and can only be done once every two turns. The user is capable of using the steel strips as makeshift kunais, instead of using normal ones or shuriken; Instead, his usage of kunais come from his suit and operate just like kunais, dealing damage equivalent to kunais with equivalent speed as well.
Note: To manipulate the suit and achieve simulated flight, the user must actively focus chakra through the armor, lifting the suit harmlessly and in ways that still allow turning and rotation of the body. By doing this, the user cannot use the suit for any Steel jutsu and can only use Steel or Fire jutsu in this form.
Note: Can only be worn by Steel Release users.
Note: Using the suit as a source of Steel for Steel jutsu can only be done once every turn. Usage of the armored form can only be done once every 3 turns, lasting up to 2 turns. While in use, the user cannot use any Steel jutsu from the strips.
Note: The user is only able to use the A ranked ability once per turn.
Looks like:

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Armored form:
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‡ Approved ‡
 
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Alyx

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Re: Custom Jutsu Submission

(Sukārettogen : Burakku Gekijou; Jisatsu no Genkou) Scarlet Illusion: Black Theater; Suicide's Manuscript
Type: Offensive
Rank: B-S-Rank
Range: Short - Mid
Chakra: 20-40(- 5 chakra per turn, 10 for multiple targets)
Damage: N/A
Description: One of the two “Black Theater” Illusions created by the mind of a dark illusionist during her time locked away in cell. This technique is created on the grievous act of suicide; in which after the user makes two hand seals will cast an illusion onto the target. This technique is rather unique due to the imagination of the user taking full control of what occurs in the illusion. This illusion will play on the terms of a “double suicide” threat, and in such will appear to affect the user and the opponent at the same time. An example is the user summoning four large snakes (two per person) into illusion and have the snakes wrap around the user and enemy and bite them, injecting them with a lethal venom into the skin. This technique is largely unique as it allows the caster a wide range of double suicide techniques, as well as amplifying these effects to seem even more realistic such as adding heat to fire, strong residual shocking of the enemy etc. One thing however is the user can’t change the overall perception of the environment(such as making a wide grass field change into a lava pit), and as such to keep the technique from being discovered has to create illusions where the situation isn’t too obvious.
The level of power of the technique depends on how much chakra is used inside to cast the technique as well as carrying various effects based on ranking as mentioned below:

B- Ranked: This version of the technique is rather the weakest and simply does 40 mental damage towards the enemy if the illusion isn’t broken.

A-ranked: This variant is slightly stronger then the last and deals 60 mental damage which if they do not release the illusion will cause them to fall unconscious in reality for one turn.

S- ranked : The strongest of the three ranks which deals 80 mental damage after which if they do not break the illusion will cause them to fall unconscious in reality for two turns.

*This technique can only be used four times in total, lasting two turns each. The usage of the S-ranked version can only be once per battle and reduces the usage count to only usable once more. A-rank and B-ranked version can be used two times each only.*
*Usage of S-rank prevents the user from using genjutsu above C-rank for two turns after technique has been dispelled*
*Once the illusion is set, the technique can’t be further manipulated and needs -5 chakra each turn to sustain the illusion*
*Technique can be used on multiple targets(only up to two), however the rank of the genjutsu is split equally among them and both illusions casted are the same and can’t be different from each other.*

‡ Declined ‡ You need to limit this in some shape or form. The illusion is too broad as it is and the multi-ranks is just overkill.

(Kansō: Za Naito)Requip: The Knight
Type: Weapon
Rank: S-Rank
Range: Short(Self)
Chakra: - 10 per change
Damage: N/A
Description: Requip is a special made armor designed for warriors who excel in the art of weaponry. The weapon isn’t constant of one form but various different armors and weapons which are summoned and reversed summoned constantly through the battle so as long as the user desires. This is achieved by channeling chakra into the armor which in turns responds to the user’s chakra with special summoning tattoos located on the insides of the armor in order to summon and reverse summon weapons and armors of different shapes, sizes and colors. This can also be used on normal clothing encase the user wishes to summon one for specific climates, outings etc. The tattoos are located in four places: the palms of the armor, the back of the armor and the clothing the user wears at the given time. This allows them to easily summon them, passively with only a payment of - 10 chakra each time. The most common and base armor is known as Heart Kreuz Armor which as no abilities on its own minus the ability to summon weapons or new armor. The armors summoned has no abilities naturally however, specific armor that are summoned have abilities (to be made as separate techniques). They gain the abilities once chakra is channeled into them by the user in which the “true” hidden functions of these special armors will take effect. The base armors without abilities are strong enough to with stand basic ninja tools and can easily deflect them but also provides a defense against B-rank and below physical elements(Water, Earth , Wind) but would be destroyed from A-ranks and above but as long as the seals remain intact the user can simply summon new armor in replacement. Extra cosmetic stuff such as hats, shoes , ribbons or event hair style changes are included but are purely cosmetic.

*Base armor must be mentioned in the user’s bio or beforehand in a match in order to use this*
*Can only be taught by Nakiri*
*Special Armors will be made into separate techniques*


Declined - first off i hate it when people make passive things in their cjs. Also remember the summoning of weapons, you might want to mix it all in with the base armor so it doesn't come off as yu're making like 20 custom weapons.
Sample Base Armor
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Dropping:

Zekkendō: Mazāzu Rozario | Way of the Absolute Sword: «Mother's Rosario»
Type: Offensive
Rank: A -ranked
Range: Short
Chakra: 30
Damage: 60
Description: A sword technique which is based on the concepts of the Hyuga Clan’s main style of fighting, Gentle Fist. This while it was developed by said members of the clan, it can be used by anyone but not towards the extent of which a Hyuga can. The user will channel chakra into their blades, where they manipulate the chakra mostly towards the tip of the blade. The user will then make five consecutive stabs towards the target’s tenketu’s using ones Byakugan , forcing them to be closed and sealed. The user will then unleash another five strikes perpendicular striking five more chakra points and sealing them away. The impact will create an X shaped pattern on the chest of impact in which the user dealt. Once down, the user will deal one last strike towards the chest directly in the center of the X and cause a burst of chakra to push the enemy back a few feet away. This sword technique emulates the Gentle Fist by using the chakra in the sword to insert and forcefully close the tenketsu’s. In the case of non Hyuga users, they will simply stab into the chest of the target normally without sealing away the chakra points of the enemy.

*100 chakra points will be sealed after attack for two turns*
*Can be used twice per battle*
*Can be used by non Hyuga bios, however don’t gain the chakra sealing due to lacking knowledge of Gentle Fist and the Byakugan.*
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‡ Pending ‡ Leaving both for Pervy.

Declined - nice jutsu, only others i'd allow to use this is samurai though due to chakra control through kenjutsu. Also, need to research this but how does it seal 100 chakra? It's not fuuin, it would more likely block their chakra system up stopping jutsu A rank and below for two turns.

(Sukārettogen : Chou no Odayaka na Fukkatsu) Scarlet Illusion: Gentle Rebirth of the Butterfly
Type: Supplementary | Offensive
Rank: B -ranked
Range: Short - Mid
Chakra: 20 (-10 chakra to maintain)
Damage: N/A
Description: The user will make two hand seals before channeling chakra into the brain of the enemy inducing an illusion. Once this happens, the effects of the illusion will not occur right away as it would rather stay dormant until the trigger is met. When the user attacks the with a ranged ninjutsu and they managed to counter it, the illusion kicks in at this time where the technique when countered will “repair” itself and reform after being destroyed. This allows the user to fool the enemy into thinking that their techniques have a sort of self-revival mechanism behind it. The user however is in full control of the illusion, and as such can control the minor details such as the technique turning paths to re aim towards the enemy , all the way to splitting the technique down into small versions after it revives. This adds uniqueness towards the illusion’s power and allows for many different forms of tactics from the user.

*Can be used four times per battle*
*Remains dormant for two turns before dispersing naturally, lasts two turns once the effects are triggered*
*No Genjutsu above B -rank in the same turn*

How the "repair" would look like
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‡ Declined ‡ Not keen on allowing something like this especially since this is just a Genjutsu version of existing techniques.
Zekkendō: Mazāzu Rozario | Way of the Absolute Sword: «Mother's Rosario»
Type: Offensive
Rank: A -ranked
Range: Short
Chakra: 30
Damage: 60
Description: A sword technique which is based on the concepts of the Hyuga Clan’s main style of fighting, Gentle Fist. This while it was developed by said members of the clan, it can be used by anyone but not towards the extent of which a Hyuga can. The user will channel chakra into their blades, where they manipulate the chakra mostly towards the tip of the blade. The user will then make five consecutive stabs towards the target’s tenketu’s using ones Byakugan , forcing them to be closed and sealed. The user will then unleash another five strikes perpendicular striking five more chakra points and sealing them away. The impact will create an X shaped pattern on the chest of impact in which the user dealt. Once down, the user will deal one last strike towards the chest directly in the center of the X and cause a burst of chakra to push the enemy back a few feet away. This sword technique emulates the Gentle Fist by using the chakra in the sword to insert and forcefully close the tenketsu’s. In the case of non Hyuga users(Samurai and Kenjutsu Specialists), they will simply stab into the chest of the target normally without sealing away the chakra points of the enemy.

*Blocked chakra points will be sealed after attack for one turn, restricting the opponent of techniques A-rank and above*
*Can be used twice per battle*
*Can be used by non Hyuga bios, however don’t gain the chakra sealing due to lacking knowledge of Gentle Fist and the Byakugan.*

Approved, made edits

‡ Both Pending ‡ Leaving both for Pervy.
 
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Joker

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Re: Custom Jutsu Submission



(Kokan Ni Seizon ) Exchange For Survival
Type: Defense
Rank: S
Range: N/A (depends on the point of interaction)
Chakra Cost: N/A (+20 on the user, 10+ on lacing the seal to a technique)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, while also the chakra consumption is equivalent to that of 20 each time the user has his chakra absorbed directly, or 10+ by lacing the seal on the users technique. The extra chakra is basically for the creation of the seal, as well as being a further medium to detect chakra absorption as the seal will have a direct influence under absorption effects obviously. The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium.

Note: Can only be taught by Joker. After every two usages, the user must wait one turns before re-us. Can't be used more than five times.


‡ Declined ‡ First things first, this needs a proper name (add Fuuin and Sealing technique to the name). Clarify the "equivalent to the jutsu" part next to damage. Does this mean if you apply this to let's say a C-Rank technique and it clashes with Great Shark Missile, that the seal would cancel out the opponent's S-Rank and your C-Rank would continue on unhindered? Five times for an S-Rank is far too much, maximum times it can be used is three. The cooldown time for an S-Rank is way too low, the user "waits one turns"? Overall these restrictions are too tame for an S-Rank.

(Suition/Fuuinjutsu: Zeusu no Shison no Rōbai) Water/Seal Release: The Dismay of Zeus's Offspring
Type: Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The property of this jutsu is simplistic in nature and only offers a use to defend against extremely advance lightning attacks. The user will place a seal on their body and release from this seal an advance form of mist. The mist has properties of fuuinjutsu and that of its regular counterpart. Essentially it works in two parts in an attempt to counter advance lightning. The seal portion of the technique's mist will effectively absorb and seal off of the advance shape of various forms of electricity as well as the chakra of the opponent that has control of the lightning, be it focused lightning, or shaped lightning, the seal portion will act as a way to disrupt its shape and forcefully revert the lightning into regular, unfocused electricity. After this process is finished, the mist portion takes over, as the mist will conduct the now unfocused and chakra devoid electricity. From here, the user may now be able to have accessible usages to a momentarily active electrical source (only lasts 2 turns in the mist before both the mist and electricity disperses). If nothing is to be done, than the user can simply resend the electrical mist back a the opponent in a sort of "flying Nagashi" form. Even if the lightning has no shape or focus, example: Nagashi, the seal can still negate the chakra, with the mist taking over its movement as well. Thus making the technique a good counter against any electrical mediums. This includes electricity that might coat other material like a lightning/earth variant.

Note: Can only be taught by Joker. After every two usages, the user can't use the seal again for two turns. In total can only be used three times.

‡ Declined ‡ One problem, mist doesn't conduct electricity.

(Fuuton: Chouyaku no Shinpou) – Wind Release: Leap of Faith
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80
Description: The user will channel their fuuton chakra into the surrounding air in order to create a number of traditional assassins composed entirely of tangible wind with a slight greenish hue. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. On creation, the assassins typically descend on their targets from above and stealthily dispatch them through the use of their bladed weapons by targeting vital locations on their victim's body. They don't necessarily have to land on top of their targets but can simply be created so they will land near/next to them. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Lasts for four turns
Note: Can be used twice per battle
Note: No S-Rank or above Wind on the turn this is used

☼ Approved ☼

‡ Both Pending ‡ Leaving for Typhon.
(Suiton: Sōzōnushi ni taisuru)- Water Release: Against the Creator
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 20 (+20 each turn active)
Description: The user will perform two hand seals before focusing their chakra into a technique produced mist. The mist is able to absorb the traits of elemental techniques from the opponent in such a way it harms/disarms the opponent as they perform them. This is done by the mist conducting/absorbing the traits. Electricity, will cause numbness, shock attacks. Fire attacks will heat the area, burning them, and making it tough to breathe. Wind will cause shallow cuts on the opponent with their movements. This technique will only work on techniques A-Rank and below (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). This technique works under logical elements, not all elements will be able to cope with this (earth, metal, etc). Solid elements that might have a chance to be absorbed, will simply take the traits applicable, so lava would make the area around them hotter, mud would make the area around them stickier. Elements that do not reciprocate with the technique, will not effect the opponent. This does not absorb or hinder techniques at all, just take after some of its traits and residue to harm the opponent. The pain will be continuous until the opponent stops using/focusing on them. This causes the damage to vary depending on the opponent's usage, obviously projectiles will cause less pain duration, but streaming techniques might expose the opponent longer, probably initiating (though not forced) them in wanting to stop the use of a technique to prevent further harm, It completely differs to different techniques, its usage, and the opponents resistance to damage. To prevent the user from being harmed they can control the mist's molecules so any residue is specifically aimed and covering the opponent's short range radius and beyond.

Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Can only be taught by Joker
Note: Can only be used three times per battle
Note: Lasts three turns
Note: One turn cool down before re-use
✦ Approved, had to rethink this more than once. ✦

(Suition: Yami ni Orimasu) Water Release: Descend to Darkness
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 (+10 each turn)
Damage Points: 80
Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. Their mist shape will allow them to absorb the innate abilities of various elemental properties and through they do not obtain any damage, if the user is around the mist of when this absorption is occurring, than they will be susceptible to the damage in the mist. This concept is based off of "Water Release: Against the Creator" This technique will only work on techniques S-Rank and below (Forbidden and below for Fire and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). This technique works under logical elements, not all elements will be able to cope with this (earth, metal, etc). Solid elements that might have a chance to be absorbed, will simply take the traits applicable, so lava would make the area around them hotter, mud would make the area around them stickier. Elements that do not reciprocate with the technique, will not effect the opponent. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created.

‡ Declined ‡ Nice technique but this is overkill. Turning into mist passively to avoid solid attacks combined with those absorption capabilities makes this very difficult to counter. Choose one or the other. Also, this is an S-Rank. Forbidden Rank's of elements weak to water would neutralize it. Reduce what this can absorb by one rank e.g. A-Ranks of neutral elements.
 
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Re: Custom Jutsu Submission

[Mokuton: Sanran Hai no Fukushuu] - Wood Release: Revenge of the Scattered Ash
Type: Offensive/Supplementary/Offensive
Rank: A-rank
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Being neutral to wood, fire is pretty much a decent counter for it. There are no weaknesses or strengths and as such, both of them are deemed to clash in a fight. That is why Hashirama came with a technique that uses this clash to his advantage. Since they are neutral, fire is deemed to eat the wood and turn it into ash in case it is stronger or neutral than it. With that, after a clash happens between the two, the user focuses his Mokuton chakra into the ash, coating it with a layer of Mokuton as well as turning the chore into Mokuton with which the user can attack again or use as a source for other Mokuton techniques
-Usable 3 times per battle

‡ Declined ‡ Sorry but this just isn't possible.

[Futon: Kinjirareta Gattai] - Wind Release: Unusual Alliance
Type: Supplementary
Rank: A-rank
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 dmg to Solid elements)
Description: Normally, wind and wood don't have much in common, however, this technique is where everything changes. Specially designed by Hashirama to supplement Mokuton, "Futon: Kinjirareta Gattai" uses the natural traits of wind to push Mokuton even further. After performing one handseal the user can activate the technique individually, or at the same timeframe of another technqiue, depending on the user's move. With such activation, any Mokuton technique made by the user gets coated by a condensed, thick coat of wind. This coat of wind takes the same shape as the Mokuton technique in order not to effect the purpose of the technique, going as far as the slightest details go. The said coat of wind acts as a shield and rather insulator of elements that happens to have superiority in the elemental nature, such as but not limited to lightning. Basically, it remove's it's elemental weakness due to it insulating wood from all sides. But that also happens to cause it it's elemental superiority, so it rather becomes neutral. That is until the wind coat is destroyed by technique of equal rank following W&S, and the wood gets exposed exposed, then the elemental W&S returns to normal. For such reasons, another usage was introduced which is pseudo-coating the techniques with wind. By doing this, the user coats a specific part of the Mokuton technique which leaves the rest exposed, leaving the exposed part to the same destiny as any normal wood technique. The wind coat happened to have another effect on not only Mokuton, but also any other solid element like earth. Due to the condensation of the wind coat, it caused the molecules of the enveloped element to be pushed even closer to each other, which enhanced the strength and solidity of the said element, granting it boost to dmg. The concept of the technique was then generalized to include all solid elements due to it having the same effect on them as it did on Mokuton.
-Can only be used thrice per battle
-Lasts for 3 turns
-No wind higher than A rank the same turn

‡ Pending ‡ I feel like this has been done before. Need to check to be sure.

Declined - sorry but you would need yin yang for this. Coating wood with water or earth is fine as they are element's that make it up, but to add wind to the mix is too much. If you had fuuin you could do it though

[Suiton: Jasutasu no Poseidon] - Water Release: Poseidon's Justice
Type: Offensive/Supplementary/Offensive
Rank: A rank
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (60 On offensive purpose)
Description: A really unique technique that has two usages, both of which revolves around the very same concept. In the offensive one, the user would focus his water chakra 10 meters below his opponent, creating really small amount of water underground. The water would then be fueled by the focused chakra and expand slowly yet quietly, which causes it to carve the rocks around it in order to make a space for it which results in the formation of a really large container of water below the opponent. Since this process is done quietly, it takes one turn for the container to be fully created. Once this is done and the technique is ready to be activated, the user would form the water into up to hundreds of spears, each of which resembling the spear of Poseidon. Then spears then break through the ground in order to attack the opponent from below. The justu could be used to only create the water container which acts as a water source that is as large as a medium lake. The second usage which is the supplementary one, the user would start the same way by creating small amount of water underground, but this time, the it would be done in several spots so that when the water expand, it would cover the whole area underground, acting as an underground lake. Due to the size of the lake, it has to be 10 meters from the user or the opponent, though.
-Usable thrice per battle
-The created water source is enough to create a total of 2 S rank water techniques, it doesn't necessarily have to be S-ranks but the collection of ranks to create 2 S-ranks; i.e 4 A etc...
-It takes one turn to be formed after which it can be triggered whenever.

‡ Declined ‡ Similar techniques exist.
 
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Re: Custom Jutsu Submission



(Kuchiyose : Thel' Vadam, ābita) - Summoning : Thel 'Vadam, the Arbiter
Type: Supplementary/Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra Cost: 40
Damage Points: 80
Description:
This is another Barnacle Community comprised of many Thoracica Barnacle to form the shape of a creature, Thel 'Vadam stands an intimidating seven feet and ten inches including the calcite armour from the acorn barnacles, and possesses huge fingers, two middle fingers, and two opposing thumbs on the outside for grasping on each hand. He is very strong and can lift a person and throw them across the floor with ease, making his close combat attacks very strong and capable of knocking out a human with a punch across the face or even a headbutt. His jaws are quadruple-hinged, with an upper jaw, a greatly reduced lower jaw which are four mandible-like "lips." These mandibles are generally shown with six teeth each; used for speaking through and even capable of savagely biting the enemy, though this is rare. His legs are , with short upper and lower legs, and elongated tarsals which gives him great agility - making his running speed faster (almost double than user x1.75) and jumping distance much farther than the average shinobi. The Arbiter is renowned for his great strength and intelligence, and are praised for his bravery and honour, he is known to be summoned instead of the Summoning Boss - to do his Judgement upon the enemy as his "Arbiter" title confirms.

The Arbiter carries two swords, they act like normal blades with a few exceptions, their hilts are bladeless until activation and remain on each leg seemingly stuck to each side. When Activated it seems like the blades are made of energy, the only difference it has from a normal sword is that when it cuts an enemy it also burns and the fact that ignores any armour the opponent may be wearing (unless armour is made of ninjutsu). The swords have a very unique design, when the hilt is activate two blades are formed on eitherside of it extending hoizontally out of it in the same direction away from the user's arm as like an extension ( . One of these swords can be given to the user, but only remain active when The Arbiter is on the field, they would disperse when he does. To compliment The Arbiter's swordsman ship he can use Kenjutsu up to S-Rank and also can use the " " - and "Hail to the King" Technique without hand seals - Only these two Wind Techniques.

The Arbiter's Armour is special and different compared to the other Barnacle Summons, though it's not the strongest. The Armour can take 60 points of damage (A-Rank) before he can be hurt on the inside, however if he loses some or all of those 60 hitpoints they will "regenerate" every turn by 20 because of the Thoracica Barnacles that make up his armour using their chakra to restore it again. The Arbiter once his armour has gone is susceptible to any attack even a normal sword through his body could kill him.


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Arbiter (Left) Shown with his Sword and Speaking threw his four mandibles.

- Must Know Barnacle Contract
- Must be Taught by LonelyAssassin
- Using the Wind Techniques costs a turn as usual
- Armor Regeneration costs a Turn to regenerate each turn
- Can only be summoned 1 per battle, thrice per event


Declined - no turn limit on the field?
(Shōkeimoji-Meiton : Kanashiki kyōten) - Heiroglyphic-Dark Release : Sorrowful Scripture
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short - Long
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description:
This Technique is an Art-form among those capable of utilizing Dark Release. The users learn to create a sort of which is the core idea of the technique itself (Glyph does not have to look like it does in the Picture, it can be Custom the User as long as it is Circular an has the Kanji for "Kyōki" & "Chie"). The Glyph can vary in different sizes, the bigger the size of the glyph usually means the stronger it is; when formed it comes from the user's dark mark when they hold out their arm and open their hand - it seems to expand from the dark mark and float in front of it to it's required size in a instant so that it can successfully intercept oncoming techniques. The Glyphs come in two different colours, Purple and Light Blue - light the two forms of Dark Release. Wherever the User's hand moves the Glyph follows parallel to it.

Insanity - Kyōki
When a Purple Glyph or "Kyōki" is Created it does not require the use of "Inhaling Maw" to be formed beforehand as this is an absorption technique on it's own. The Glyph will be created from the palm as usual in the direction the user points their arm - these Glyphs will absorbs Chakra proportionate to it's chosen rank going by the elemental Strengths and weaknesses guide of Dark Release. The Glyphs are also pretty solid, acting like an actual barrier; smaller purple Glyphs can be used to defend against Taijutsu attacks and at the same time absorbing some chakra from the contact made by the opponent. The Glyphs act like Draining Touch when made contact with, they will absorb double the amount of chakra used to create the Glyph which will go towards Fueling Dark Release Techniques only.

Wisdom - Chie
When a Blue Glyph or "Chie" is Created it does require the use of Inhaling Maw or An Absorption Technique like the use of Kyōki. If Kyōki is used beforehand then the Purple Glyph will become Light Blue after Absorbtion is made, creating Chie. The user does not have to use Chie straight away, they can right after absorption, but don't have to. The Glyph can be taken back into the user's dark mark or shrunk and placed on the user's body, surfaces, weapons - the Glyph will seem to tattoo itself on the user, the glowing purple/light blue will fade slightly but will still remain active (Shrunken Glyphs can be as big as a Golf ball). The Glyphs can be activated at anytime by the user, they will glow Bright Light Blue before unleashing it's attack. The user can also place his hand back on the mark and the Glyph will go back to it's original size and follow by the user's hand again.

When used to attack, Chie can be used multiple ways. From the Glyph the user can released a Beam of Blue Flames that shoots from the Face of the Glyph and travels in a Linear Path, with both hands against the Glyph the user can move and aim the Beam around, of course unless the Glyph isn't on the user's hand this can't be done. Or The user can release up to four Blue Fireballs which can be manipulated to attack different targets or the same target just from different angles - they explode on impact. Finally the Glyph if it has been shrunk and placed on a weapon for example can release the flames so that it covers a section of a weapon or anything they have been placed on, this works for Limbs as well or if place on the enemy can be used to set fire to them.

- S-Rank Version can only be used thrice and has two turn cooldown
- A-Rank has a three turn cooldown
- When Kyōki successfully absorbs a Technique, it automatically becomes Chie and goes up one Rank
- Maxmium size a Glyph can be is up to 3 meters in Diameter.
- Minimum size a Glyph can be is about the size of the user's hand (Unless purposefully Shrunk).
- A-Rank and higher cannot be used consecultively
- Can only have 4 Glyphs Active at one Time
- Each Glyph Made is a Single use of this Technique, cannot make multiple Glyphs with One usage of the Technique
- Must be Taught by LonelyAssassin

Declined - seems like it needs to be a fuuin jutsu as it's a large seal. But what makes this any different from existing jutsu?

(Kuchiyose : Moyashi, Kokoro no Haka) - Summoning : Sprout, The Grave Mind
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
The user will wipe blood against their blade and will stab it into the ground, though it can also be summoned by wiping blood on the Barnacle Tattoo and a couple of hand seals being made to finish. From the earth a Thoracica Goose-type barnacle will be summoned, it's hard shell of a head will smash through the earth and it's long stalk will boost it higher into the air like a long neck. The Grave Mind can be summoned under their target and will snap it up from underneath on the initial summon, this can chop the opponent in half cleanly or crush them within the mouth to be digested. Moyashi doesn't have eyes so cannot see, but his long fleshy neck spreads throughout the Earth it is summoned in, it stretches deep and far right under the surface of the earth - this neck makes slight vibrations in the earth that makes the ground rumble very unnoticably; from this the Grave Mind can sense where anything that touches the earth are. Moyashi can retract it's head back into the Earth at any time after summoning and travel through it, popping out again wherever it likes. Swamp of the Underworld is Ineffective against a Summon of this Size, though will stop him from being able to move through the earth if created.

Grave Mind has Rhizocephelia Type Barnacles living all over his body, though they have become a part of him - they respond to him mentally and so the user can also do this when Grave Mind is on the Field. The Rhizocephlia Parasites Capable taking control of part of Moyashi's flesh which seperates from him, they dig through the ground and appear from it. Up to Four flesh beings also known as "Kōzui" totalling A-Rank can be created at the cost of 1/3 of the user's moves. The Kōzui have a Humanoid form and they are the size of the average human - If only one flesh monster is created it can be four times that size, looking like a Mountain Troll. The Flesh beings can be spawned with Weapons made of Calcite shell, which are freeform. Through the Kōzui the user can use and , the Kōzui also Wield .

The Gravemind's Flesh can take up to large scaled A-Rank damage before he is de-summoned, for example a smaller scale fireball wouldn't do much as the Gravemind is very large. Moyashi adapted to his Parasites and will heal overtime if not enough damage is done to him within a turn, each turn he remains undamaged the next will take a full A-Rank to defeat him. The Shell that cover's Moyashi's head has an A-Rank defence before his flesh is revealed, the shell can't be regenerated.

- Moyashi is very large in thickness, being an easy 5 meter in diameter.
- Kōzui costs one of the three moves and up to four can be made.
- Kōzui will remain on the battlefield even after Moyashi has despawned
- Must know the Barnacle Contract
- Can only be summoned Once
- Lasts for Four Turns

Approved Contract :

Declined - the sensing it does seems like yard's preasure sensing. The third note is a no. And making it's 4 kozui is too much.
(Shōkeimoji-Meiton : Kanashiki kyōten) - Heiroglyphic-Dark Release : Sorrowful Scripture
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short - Long
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description:
This Technique is an Art-form among those capable of utilizing Dark Release. The users learn to create a sort of which is the core idea of the technique itself (Glyph does not have to look like it does in the Picture, it can be Custom the User as long as it is Circular an has the Kanji for "Kyōki" & "Chie"). The Glyph is not a Seal, it does not seal anything or perform anything outside the parameters of Dark Release. The Glyph can vary in different sizes, the bigger the size of the glyph usually means the stronger it is; when formed it comes from the user's dark mark when they hold out their arm and open their hand - it seems to expand from the dark mark and float in front of it to it's required size in a instant so that it can successfully intercept oncoming techniques. The Glyphs come in two different colours, Purple and Light Blue - light the two forms of Dark Release. Wherever the User's hand moves the Glyph follows parallel to it.

Insanity - Kyōki
When a Purple Glyph or "Kyōki" is Created it does not require the use of "Inhaling Maw" to be formed beforehand as this is an absorption technique on it's own. The Glyph will be created from the palm as usual in the direction the user points their arm - these Glyphs will absorbs Chakra proportionate to it's chosen rank going by the elemental Strengths and weaknesses guide of Dark Release. The Glyphs are also pretty solid, acting like an actual barrier; smaller purple Glyphs can be used to defend against Taijutsu attacks and at the same time absorbing some chakra from the contact made by the opponent. The Glyphs act like Draining Touch when made contact with, they will absorb double the amount of chakra used to create the Glyph which will go towards Fueling Dark Release Techniques only.

Wisdom - Chie
When a Blue Glyph or "Chie" is Created it does require the use of Inhaling Maw or An Absorption Technique like the use of Kyōki. If Kyōki is used beforehand then the Purple Glyph will become Light Blue after Absorbtion is made, creating Chie. The user does not have to use Chie straight away, they can right after absorption, but don't have to. The Glyph can be taken back into the user's dark mark or shrunk and placed on the user's body, surfaces, weapons - the Glyph will seem to tattoo itself on the user, the glowing purple/light blue will fade slightly but will still remain active (Shrunken Glyphs can be as big as a Golf ball). The Glyphs can be activated at anytime by the user, they will glow Bright Light Blue before unleashing it's attack. The user can also place his hand back on the mark and the Glyph will go back to it's original size and follow by the user's hand again.

When used to attack, Chie can be used multiple ways. From the Glyph the user can release a Beam of Blue Flames that shoots from the Face of the Glyph and travels in a Linear Path, with both hands against the Glyph the user can move and aim the Beam around, of course unless the Glyph isn't on the user's hand this can't be done. Or The user can release up to four Blue Fireballs which can be manipulated to attack different targets or the same target just from different angles - they explode on impact. Finally the Glyph if it has been shrunk and placed on a weapon for example can release the flames so that it covers a section of a weapon or anything they have been placed on, this works for Limbs as well or if placed on the enemy can be used to set fire to them.

- S-Rank Version can only be used twice and has two turn cooldown. No S-Rank or above Dark in the user's next turn.
- A-Rank can only be used four times per battle
- When Kyōki successfully absorbs a Technique, it automatically becomes Chie
- Maxmium size a Glyph can be is up to 3 meters in Diameter.
- Minimum size a Glyph can be is about the size of the user's hand (Unless purposefully Shrunk).
-Maximum of 4 Glyphs can be active at any given time
- Each Glyph Made is a Single use of this Technique, cannot make multiple Glyphs with One usage of the Technique
- Must be Taught by LonelyAssassin

‡ Approved ‡ Really cool technique. This took me a while to check though. Have a maximum of 3-5 notes/restrictions at the end, anything else can go in the description. The restrictions you use are also too light. The S-Rank version can be used three times and the A-Rank without limit? It's just too much. Made edits for you this time but I won't do so in future.

(Kuchiyose : Moyashi, Kokoro no Haka) - Summoning : Sprout, The Grave Mind
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
The user will wipe blood against their blade and will stab it into the ground, though it can also be summoned by wiping blood on the Barnacle Tattoo and a couple of hand seals being made to finish. From the earth a Thoracica Goose-type barnacle will be summoned, it's hard shell of a head will smash through the earth From Below and it's long stalk will boost it higher into the air like a long neck. The Grave Mind can be summoned under their target and will snap it up from underneath on the initial summon, this can chop the opponent in half cleanly or crush them within the mouth to be digested. Moyashi's huge neck stretches all throughout the earth all up to Mid-Range around the user when initially summoned. Moyashi can retract it's head back into the Earth at any time after summoning and travel through it, popping out again wherever it likes. Swamp of the Underworld is Ineffective against a Summon of this Size, though will stop him from being able to move through the earth if created.

Grave Mind has Rhizocephelia Type Barnacles living all over his body, though they have become a part of him - they respond to him mentally and so the user can also do this when Grave Mind is on the Field. The Rhizocephlia Parasites Capable taking control of part of Moyashi's flesh which seperates from him, they dig through the ground and appear from it. Up to Four flesh beings also known as "Kōzui" totalling A-Rank can be created at the cost of 1/3 of the user's moves. The Kōzui have a Humanoid form and they are the size of the average human - If only one flesh monster is created it can be four times that size, looking like a Mountain Troll. The Flesh beings can be spawned with Weapons made of Calcite shell, which are freeform. Through the Kōzui the user can use and , the Kōzui also Wield .

The Gravemind's Flesh can take up to large scaled A-Rank damage before he is de-summoned, for example a smaller scale fireball wouldn't do much as the Gravemind is very large. Moyashi adapted to his Parasites and will heal overtime if not enough damage is done to him within a turn, each turn he remains undamaged the next will take a full A-Rank to defeat him. The Shell that cover's Moyashi's head has an A-Rank defence Against Elements before his flesh is revealed, the shell can't be regenerated.

- Moyashi is very large in thickness, being an easy 5 meter in diameter.
- Kōzui costs one of the three moves and up to four can be made Power is split between them as explained.
- Kōzui will remain on the battlefield for two more turns after Moyashi has Despawned
- A Single Kōzui can be summoned as a "Generic Summon" through the ordinary summoning Technique and will follow the same rules as that technique rather than this.
- Must know the Barnacle Contract
- Can only be summoned Once
- Lasts for Four Turns

Approved Contract :

Declined - the purple
 
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Re: Custom Jutsu Submission

Katon: Amai Seinaru Masshu - Fire Style: Sweet Holy Mush
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user focus his fire chakra into anywhere on the terrain or any object within the terrain up to 30 meters with a single handseal and grows from one to hundreds of tiny brown mushrooms. The mushrooms are manifestation of chakra though contained in them is compressed fire that each of them burst into a geyser of flame with a single snap of the user's finger. The mushrooms though before they release the pent up fire within them, appears cold and like a normal plant as the chakra coat mask the heat they supposed to be containing.
Manifestation of the mushrooms is immediate as the real attack comes only when the user snaps his fingers and the mushrooms burst or a physical object touches them.

NOTE: 3x per battle
NOTE: 2 turns in between usage
NOTE: No katon above S-rank the turn which this is used.

✦ Declined, For one, I'd feel a lot better if you worded that first sentence differently; your wording implies that you create mushrooms, like actual mushrooms which isn't possible with Fire as well as not being able to use mushroom release. If you're aiming to create real mushrooms with this, you can hang that up. Second, 30 meters is waaaaayyyy too much, shorten it to mid at max and creation isn't "immediate" either; I'm not a fan on any of these immediate jutsu people attempt. Third, if you're able to create these and not use them immediately, then use ( i.e snapping a finger ) will cost a move per turn and they can only last 2 turns before becoming inactive. ✦

Erementarudaipōru - Elemental Dipole
Type: Supplementary/Defensive
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage: N/A
Description: The user would focus chakra into his entire self and turn himself diamagnetic to elements. The amount of chakra imbued to the technique determines the diamagnetic separation between the user and the said technique thus the power of technique the user can repel. The user would choose a particular element of the basic five and while he radiates the diamagnetic energy of the element all over his body, elemental technique of that nature would be repelled away from him or perhaps unable to touch him due to the repelling force between the induced user and the opposing technique. This make the user seems able to walk through the said elemental jutsu but what is really happening is that the elemental jutsu would pave way as they are repelled only some centimeters away from the user albeit from a third person view, they seem both too embracing to distinguish a separation between them. Depending on the level of the chakra infused, the diamagnetic separation differs by 2 centimeters. That is, D-rank: 2cm, C-rank: 4cm, B-rank: 6cm, A-rank: 8cm and S-rank: 10cm. While in the user is in this form, they are unaffected by natural properties of the said element. For example: Even if the fire is just centimeter close, the user won't feel the heat. Secondly if it were to be doton, the user won't be affect by tremor from quakes, etc.
The user can apply this to weapons and projectiles inform of weapons or jutsus, sentient techniques, etc. and make them exhibit the diamagnetic nature to a particular element, although they have to be at least mid-range from the user.
NOTE: The user can not use the said element he is diamagnetic to until the technique is over
NOTE: A-rank and above infusion can only be used 3x per battle
NOTE: 2 turns rest after an S-Rank usage and a turn rest after an A-Rank usage.
NOTE: Last 3 turns

✦ Declined, you can't turn yourself diamagnetic to an element without the use of magnetism release and diamagnetic energy doesn't exist either lol, I've seen roar energy and now this one today. ✦

Fuinjutsu: Arakune no Okubyō - Sealing Art: The Cowardice of Arachne
Type: Supplementary
Rank: A
Range: Close
Chakra: N/A (-5 when the user forcibly moves it from a spot)
Damage: N/A
Description: The use has a fuin tattoo in form of a large spider on his body which passively can move around the body of the user like a tattoo moving around a body. The spider has nothing much to do than respond whenever a foreign seal(which is not of the user or allies) is marked/placed on the user. The spider moves immediately towards the seal and devours it and becomes bigger. The cowardice value of the spider is that whenever a jutsu or weapon enters short range of where the spider is currently on the body of the user, it senses it and panics in fear, trembling and quickly moving away from that spot to avoid harm. For example, if the spider is currently situated on the user's back, he'll be able to sense things short range that approaches from behind the user(mid range if the user is not wearing clothes). His cowardice however, has some usefulness to the user as the user is able to feel his movement and he knows that the spider only cowers at the presence of something approaching it thus alerting the user.
NOTE: Arachne leeches the user's chakra for it to devour sealing marks. The rank of the foreign fuin seals determines the amount of chakra Arachne leeches. 20 if the seal is B-rank and 30 if the seal is A-rank in nature.
NOTE: Can devour fuin seals upto A-rank 4x per battle and able to devour one S-rank seal.
NOTE: Must be mentioned on bio about Arachne passive ability as Arachne is a tattoo that is drawn on the body before hand
NOTE: By default, it is drawn on the user's back. But the user can spend 5 chakra to change its position. This is different to when he moves in fear of a foreign body which is passive.

✦ Declined, uhh this is confusing because it says supplementary and the description refers onl to sensing things yet the Notes mention "devouring sealing marks" and implies that it can destroy, or devour, enemy seals. If it's not in the description, it cant do this so....✦
Katon: Amai Seinaru Masshu - Fire Style: Sweet Holy Mush
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user focuses his fire chakra into anywhere on the terrain or any object within the terrain up to mid range with a single handseal and grows from one to hundreds of tiny brown mushrooms made of chakra. Outwards they look like actuall mushrooms decieving the naked eyes except for doujutsus. The mushrooms are manifestation of chakra though contained in them is compressed fire that each of them burst into a geyser of flame with a single snap of the user's finger or prematurely caused to detonate when something makes contact with them. The mushrooms though before they release the pent up fire within them, appears cold and like a normal plant as the chakra coat mask the heat they supposed to be containing.
Manifestation of the mushrooms is quick as the real attack comes only when the user snaps his fingers and the mushrooms burst or something touches them.

NOTE: 3x per battle
NOTE: 2 turns in between usage
NOTE: No katon above S-rank the turn which this is used.
NOTE: Snapping the finger to release the mushroom would cost a move
NOTE: They become inactive and disperse after two turns


Declined - For one using mushrooms made of chakra is a no as i feel it clashes with Mushroom release and 3x per battle is too much for S rank.

Erementarudaipōru - Elemental Dipole
Type: Supplementary/Defensive
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage: N/A
Description: The user would focus chakra into his entire self and turn himself diamagnetic to elements. Not specifically turning himself diamagnetic but he seems diamagnetic because of the nature of his ninjutsu. He would be expunging continously to the surface of his skin, elemental chakra to repel the element he wants to become diamagnetic to, though not actually cancelling out the element but would be able to walk through them without them touching him. Its just like how Neji expel chakra out of his entire tenketsus to form an invisible aura/veil of chakra which only revealed itself when Naruto hits it and when he spun. The amount of chakra imbued to the technique determines the separation between the user and the said technique thus the power of technique the user can repel. The user would choose a particular element of the basic five and while he radiates the energy of the element all over his body, elemental technique of that nature would be repelled away from him or perhaps unable to touch him due to the repelling/pushing force between the induced user and the opposing technique. This make the user seems able to walk through the said elemental jutsu but what is really happening is that the elemental jutsu would pave way as they are repelled only some centimeters away from the user albeit from a third person view, they seem both too embracing to distinguish a separation between them. Depending on the level of the chakra infused, the elemental separation differs by 2 centimeters. That is, D-rank: 2cm, C-rank: 4cm, B-rank: 6cm, A-rank: 8cm and S-rank: 10cm. While the user is in this form, they are unaffected by natural properties of the said element. For example: Even if the fire is just centimeter close, the user won't feel the heat. Secondly if it were to be doton, the user won't be affected by tremor from quakes, etc.
The user can apply this to weapons and projectiles inform of weapons or jutsus, sentient techniques, etc. and make them exhibit the diamagnetic nature to a particular element, although they have to be at least mid-range from the user.
NOTE: The user can not use the said element he is diamagnetic to until the technique is over
NOTE: A-rank and above infusion can only be used 3x per battle
NOTE: 2 turns rest after an S-Rank usage and a turn rest after an A-Rank usage.
NOTE: Last 3 turns

Declined - this actually clashes with jutsu i've been taught, water rejection is a single cj for water element that repels any water in this way. I also am able to use a lightning variant.

Fuinjutsu: Arakune no Okubyō - Sealing Art: The Cowardice of Arachne
Type: Supplementary/Defensive
Rank: A
Range: Close
Chakra: N/A (-5 when the user forcibly moves it from a spot)
Damage: N/A
Description: The use has a fuin tattoo in form of a large spider on his body which passively can move around the body of the user like a tattoo moving around a body. The spider has nothing much to do than sensing and responding whenever a foreign seal(which is not of the user or allies) is marked/placed on the user. The spider moves immediately towards the foreign seal and devours it and becomes bigger. The cowardice value of the spider is that whenever a jutsu or weapon enters short range of where the spider is currently on the body of the user, it senses it and panics in fear, trembling and quickly moving away from that spot to avoid harm. For example, if the spider is currently situated on the user's back, he'll be able to sense things short range that approaches from behind the user(mid range if the user is not wearing clothes). His cowardice however, has some usefulness to the user as the user is able to feel his movement and he knows that the spider only cowers at the presence of something approaching it thus alerting the user.
NOTE: Arachne leeches the user's chakra for it to devour sealing marks. The rank of the foreign fuin seals determines the amount of chakra Arachne leeches. 20 if the seal is B-rank and 30 if the seal is A-rank in nature.
NOTE: Can devour fuin seals upto A-rank 4x per battle and able to devour one S-rank seal. Devouring seals destroys it.
NOTE: Must be mentioned on bio about Arachne passive ability as Arachne is a tattoo that is drawn on the body before hand
NOTE: By default, it is drawn on the user's back. But the user can spend 5 chakra to change its position. This is different to when he moves in fear of a foreign body which is passive.

Declined - this isn't possible in my eyes. A seal on your body that destroys up to 4 seals. That's too much. If you have a seal that countered the effects of a seal, negating it, like a lock and key to negate each other, but that would be a one off use in itself.
 
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BusinessManTeno

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Re: Custom Jutsu Submission

(Ninjusu: Nottori) Ninja Art: Takeover
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: This is a very unique and special type of ninjutsu used in a similar fashion as genjutsu. But it does not create illusions, nor can this be used on humans, rather it can only infiltrate other techniques containing chakra. The user will simply touch a technique which contains foreign chakra in it. By doing this, the user will cause their chakra to flood and override the chakra in the opponents technique not only causing the opponent to lose control over their technique, but restricts the fueling of chakra into said technique unless its more powerful than the user, thus stops the technique overall. The amount of chakra inserted into techniques are always S rank.

Note: Can use 3 times with a 2 turn cooldown
Note: This technique can only be used on A rank and below
Note: Technique dont work against energy based elements (Wind, Fire, and Lightning etc)
Note: The user must touch what he/she is flooding, thus can pose a risk in itself
Note: No other basic ninjutsu in the same turn

Declined - i've seen a jutsu like this before, i think it's called like Jutsu vibrating disruption, they release chakra that vibrates desturbing the flow of chakra in a technique to negate it.
(Ototon: Touben Ganmou) Sound Style: Deaf Wish
Type: Offensive |Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/a (20 due to hearing impaired)
Description: This technique was developed in order to use their surroundings as a mean to fight. Using natural causes to their advantage the user learn to incorporate sound with rain. This technique can be used with pre-existing rain or the rain the user creates (Rain will of tiger). The user will clap their hands sending their sound chakra into the rain clouds above. By doing this, this will cause every single rain drop to be infused with large amounts of sound chakra. This technique makes it that once the rain hits the ground, the sound chakra from within the rain will be released making it sound as if large explosions are being detonated all around being really useful for diversions and distractions as well. Due to the constant chain of explosion noises, it would not only deal mild damage to the opponent causing their eardrums to bleed but would also have their hearing impaired causing them to go deaf for 4 turns after this technique is done. This technique is a double edge sword as the user is not protected from this and must take precautions before using this technique or he too will be effected by this technique

Note: This technique can be used 2 turns with a 3 turn cool down period
Note: This technique last a total of 1 full turn
Note: Cant use any sound jutsu in the same turn as this or the next turn above A rank

Declined - just describe the sound blasts a bit more, is it like sound shockwaves or just noise? just make it clear please. But very nice idea

(Namekuji: Hedoro Utsuwa) Slug Arts: Slime Vessel
Type: Supplementary
Rank: A
Range: Self
Chakra: 30 (-5 per turn)
Damage: N/a
Description: This technique is special as it was created from the slug family utilizing their slime in an way that can help during combat. Even though this technique was created by the slugs, it was passed down to those who have access to the slug contract. This user will simply channel chakra around their whole body, releasing it, causing a shell or armor of slime to surround the users body excluding the eyes and nostrils, taking on a green color. The slime has multiple purposes for the user. The slime thats present on the feet of the user allows the user to glide on the ground as if they were skates. The main purpose for this is not only to aid the user speed but it allows the user to bypass any sharp objects that may be present on the ground beneath the feet, be it sharp glass, sharp grass, razors, etc allowing the user to become completely unharmed. This technique also aids in taijutsu, making the user immune to physical attacks be it kenjutsu (Unless channeled with chakra) and taijutsu (this does not include eig techniques and kaitos taijutsu), making the strikes slide right off the users body. This of course is a double edged sword as the user cant chain handseals and hold weapons without them slipping out the hand. But the most unique ability about the slime is the ability to absorb water at a rapid pace up to 10x its volume. Once water technique strikes the user, the slime will simply absorb the water at a rapid pace, not only absorbing the water technique but causing the water technique to lose its momentum allowing the user to be immune to water. The absorbed water can then be used to release more slime from around the body.

Note: Can use this technique 3 times and must wait 2 turns after the technique ends
Note: Technique last 3 turns
Note: Each time the user absorbs a water technique, the user can produce more slime increasing the duration of the technique by 1
Note: Can only absorb water technique twice
Note: Absorbing water counts as a turn
Note: Must have slug summon contract
Note: This can be used by both slugs and humans

Declined - i know it's not the same contract but Gutsy Jiraiya has a cj based off slime toads make that creates an armor so you'd need his permission.
(Ototon: Touben Ganmou) Sound Style: Deaf Wish
Type: Offensive |Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/a (20 due to hearing impaired)
Description: This technique was developed in order to use their surroundings as a mean to fight. Using natural causes to their advantage the user learn to incorporate sound with rain. This technique can be used with pre-existing rain or the rain the user creates (Rain will of tiger). The user will clap their hands sending their sound chakra into the rain clouds above. By doing this, this will cause every single rain drop to be infused with large amounts of sound chakra. This technique makes it that once the rain hits the ground, the sound of the rain drops amplify to a huge degree. The sound chakra from within the rain will be released in conjunction with the rain drops making it sound as if large explosions are being detonated all around being really useful for diversions and distractions as well. Due to the constant chain of explosion noises, it would not only deal mild damage to the opponent causing their eardrums to bleed but would also have their hearing impaired causing them to go deaf for 4 turns after this technique is done. This technique is a double edge sword as the user is not protected from this and must take precautions before using this technique or he too will be effected by this technique. This technique does not release sound waves so the offensive part of this technique does not come from that part of this sound jutsu, but by constantly having loud noises near the opponents ear (similar to shooting a cannon or a shotgun near somebodys ear)

Note: This technique can be used on any rain source (Thus does not require the knowledge of the rain element but the rain will of tiger technique to be active or just naturual rain)
Note: This technique can be used 2 turns with a 3 turn cool down period
Note: This technique last a total of 1 full turn
Note: Cant use any sound jutsu in the same turn as this or the next turn above A rank

Approved - very nice

Permission to submit from gutsy:


(Namekuji: Hedoro Utsuwa) Slug Arts: Slime Vessel
Type: Supplementary
Rank: A
Range: Self
Chakra: 30 (-5 per turn)
Damage: N/a
Description: This technique is special as it was created from the slug family utilizing their slime in an way that can help during combat. Even though this technique was created by the slugs, it was passed down to those who have access to the slug contract. This user will simply channel chakra around their whole body, releasing it, causing a shell or armor of slime to surround the users body excluding the eyes and nostrils, taking on a green color. The slime has multiple purposes for the user. The slime thats present on the feet of the user allows the user to glide on the ground as if they were skates. The main purpose for this is not only to aid the user speed but it allows the user to bypass any sharp objects that may be present on the ground beneath the feet, be it sharp glass, sharp grass, razors, etc allowing the user to become completely unharmed. This technique also aids in taijutsu, making the user immune to physical attacks be it kenjutsu (Unless channeled with chakra) and taijutsu (this does not include eig techniques and kaitos taijutsu), making the strikes slide right off the users body. This of course is a double edged sword as the user cant chain handseals and hold weapons without them slipping out the hand. But the most unique ability about the slime is the ability to absorb water at a rapid pace up to 10x its volume. Once water technique strikes the user, the slime will simply absorb the water at a rapid pace, not only absorbing the water technique but causing the water technique to lose its momentum allowing the user to be immune to water. The absorbed water can then be used to release more slime from around the body.

Note: Can use this technique 3 times and must wait 2 turns after the technique ends
Note: Technique last 3 turns
Note: Each time the user absorbs a water technique, the user can produce more slime increasing the duration of the technique by 1
Note: Can only absorb water technique twice
Note: Absorbing water counts as a turn
Note: Must have slug summon contract
Note: This can be used by both slugs and humans

Declined - I'm pretty sure this wouldn't protect you from leaf dragon god, but it would cause attacks to slide off your body. 10x it's volume in water is too much. Make it two times and can last up to 4 turns. Describe the slime a bit, it could be like jelly that absobs the impact and hardens on contact, other slime might just splash off you.
 
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Re: Custom Jutsu Submission

Koton: Gojou Morudoreddo| Steel Release: Hatred of Mordred
Type: Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30 (-10 per turn to keep maintained and per object formed)
Damage: 60
Description:
The user begins by releasing their Koton chakra into the ground behind them. Once doing so the user manipulates the chakra to cause a 3 meter tall and wide wall of black steel behind the user. This black steel wall would count as a resource for the user to use for his own gain. Manipulating the chakra and steel within the wall the user can cause several different objects to begin taking shape as they extend out from the wall (e.g. Swords, Lances, Maces etc.). Once the object formed from the wall detaches it will levitate and remain stationary until the user manipulates the object to launch at the opponent with great speed like that of an arrow. These objects have great piercing power and can tear the limb off a person if contact is made in an instant.
Notes:
- The wall can only be maintained for a maximum for 4 turns.
- The user needs to keep their body still to continue fuelling the wall with their chakra.
- The user can form a total of 6 objects at any given time and has complete control over their direction and movement.
- Can only be used once every two turns
- Can only be used twice per fight.
- Can only be taught by BlackCrow

Koton: Heiki Inkurūdo Kodai| Steel Release: Weapons of The Ancient
Type: Attack/Defence/Supplementary
Rank: A - Rank
Range: Short
Chakra: 30 (-5 per turn to maintain)
Damage: 60
Description:
The use of this technique requires the user to have excellent chakra control, and be capable of constantly fuel their Koton chakra into a single point of their body. The user would begin by channeling their Koton chakra into the bottom half of their back. The user will then manipulate the chakra to create what seems like additional limbs made of black steel from their body. The user can create a total of 4 additional steel limbs at max. The steel limbs can extend up to 5 meters and have excellent defensive and offensive properties. If the user creates 4 limbs the user can create a wall in front of them utilising the limbs by covering the entire front of their body. The user has complete control over how the limbs move and react making intercepting and judging the movement of the steel limbs very difficult. The steel limbs themselves at the bottom half are quite wide and thick but begin getting thinner and thinner the further up they go. If something is struck with the tip of the steel limb it can pierce them quite easily. The speed of an attacking limb is dependant on the rank of the user and follows the same movement speed as the user's normal fist would move at. Each of the Steel Limbs are A - Rank in strength.
Notes:
- The technique lasts for 4 turns in total.
- If one of the Steel Limbs are broken the user cannot reform it.
- The creation of the technique requires 30 chakra and -5 chakra per turn to maintain it.
- Can only be taught by BlackCrow

‡ Both Declined ‡ Similar techniques exist.
 
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