[ARCHIVE] Custom Jutsu Submission - II

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Matt

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Re: Custom Jutsu Submission

(Doton/Manipyureito Yougu: Kantsuu Inmetsu) - Earth Release/Manipulating Tools : Piercing Destruction
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user would slam his hands on the ground, causing the ground below the opponent to separate into two sections, right and left which right away go on opposite directions which would leave the opponent without any ground to stand on. As the ground split into the two sections, a summoning cloud would appear which would cover all short range from the opponentand would be followed by hundreds of swords, needles and kunais as well as earth spikes shooting out of the ground and attacking the opponent from all direction up to the user's will. The swords would be accomanied by chains that would bind the opponent according to the opponent's will, leaving him at the mercy of the weapons and the earth spikes.
Note: Can only be used Twice per battle
Note: Can't use Earth/Manipulating Tools techniques higher than A-rank the same turn
Note: Can only be taught by BlackCrow

Declined - it's essentially two jutsu but as one. Splitting the ground and a summoning...

(Suiton: Mokushi) - Water Release: Apocalipsis
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-20)
Description: Using an already created water technique/source or by using the user's water chakra, the user would create a large creature that is the same size as Gamabunta. Apocalipsis's body would be created out of this water technique as well as any other material that was combined with it and therefore, the complete damage would be the overall damage of the previous technique and whatever material it was combined with, and this technique's damage. This creature has been called Apocalipsis, which was derived from Apocalypse. He was feared for centuries and even worshiped which made people call him that name. Apocalipsis has more or less a humanoid look. He has large arms, two extending to up to long range, spikes resembling the end of his nails for each finger he has as well as several water spikes scattered all over his body. His middle and lower body resembles a water tornado with continuous flow of water from his body all over the terrain, creating a giant water source that is continuously regenerated from his body. At the lower part of his body, several tentacle with each tentacle resembling A-rank. Once per turn, Apocalipsis pieces the ground with his tentacles and attack the opponent from below with it. Apocalipsis upper and middle body contains a hard shell of water in a really solid form that acts as his's barrier and as such, it would protect him from A-rank and below techniques following elemental S/E and once ever two turns, it creates a blast of water that has the damage of 1/2 of this technique's damage. The final ability of Apocalipsis is that once per battle, it can eat up to A-rank water technique and add it to it's damage.

Note:
Can only be used once per battle
Note: Lasts 5 turns
Note: After it's deactivation, the user can't use any water technique for two turns
Note: The user can't use any water technique above A-rank for the rest of the battle after the deactivation of this technique
Note: The user would experience -20 damage due to the chakra exhaustion
Note: Can only be taught by BlackCrow

Declined - similar to existing jutsu and way too OP
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(Fuuton: Enkaku Manipyureiton) - Wind Release: Remote Manipulation
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user would focus his wind chakra around an inanimate object that was passively on the terrain or was created previously by a technique. Using shape manipulation, the user would form a small yet silent wind tornado around this object. With that tornado, the user would be granted complete control over this object and as such can attack, support or defend using it. The manipulation could be done through a handseal, hand gestures or even eye movements, but it can't be done passively.
Note: Can only be used thrice per battle
Note: If used on a passive object, the damage is only this technique's damage
Note: If used on an object previously created by another technique, the damage would be this technique's combined with the other's
Note: Can only be taught by BlackCrow

Declined - been done before
 
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Goetia

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Re: Custom Jutsu Submission

(Doton/Katon : Jishin Shoumei) - Earth Release/Fire Release : Merciful Illumination
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user slams his hands on the ground, causing several gigantic pillars of earth of the same size as "Earth Release: Destructive Rising Rock Pillars". The difference however, is that each pillar is coated with a thick coat of fire all over the exterior excluding the superior surface of the pillars. The superior surface of the pillars contains a giant torch of fire, making the pillars resemble a giant candle. That torches have really special ability. By making a handseal anytime after these pillars were created, the user would be able to passively manipulate the torches as if they were flame thrower, forcing more flames out of them and aiming the flame at whichever target.
Note: If the user uses the torches right after he created the pillars, it wouldn't count as a move. However, if it was done sometime after in the middle of the fight, it would count as a move but could be done at the same time frame as other technique by simply adding the handseal.
Note: Can't use any Earth/Fire techniques above A-rank the same turn

Declined - needs yin/yang for two elements

(Ninpo: Kenboujussuu) - Ninja Arts: Trickery
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: This technique is specially designed for techniques that requires a heavy shape manipulation such as, but not limited to,Chidori or Rasengan. While having a technique of that sort, the user would normally need maintain the shape manipulation of the technique to keep it in form. By using this technique at the same time frame as an advanced shape manipulation technique, the user would swiftly stops the shape manipulation of the technique while throwing it at the opponent. This would cause the technique to lose it's form and as such wouldn't be able to be seen even by dojutsu/chakra sensors since the chakra wouldn't no longer have effect. The only reason the attack would have any effect is that as the user throws the technique and it loses it's shape manipulation, the power it has wouldn't disappear following the physics principles and as such, it would be transported through the air molecules at the same linear pattern that the user threw the technique at. The power of the technique, however, would cause a repelling in the air as it moves, which gives the opponent a hint of it's movement.
Note Usable only 4 times

Declined- the way you've done it isn't possible but their are jutsu that already exist that allow you to throw such jutsu.

(Ninpo: Saishi Doubutsu) - Ninja Arts: Ritual Summoning
Type: Supplementary

Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A technique specially designed against sealing techniques, especially the ones that seal the user of one specific element. By biting his thumb and slamming his hands on the ground, the user would complete the same ritual needed for animal summoning, however, the summon isn't an animal. The user would summon a specific structure that can be made of any given element that he pre-made before and stored it in a specific location. This specific structure has to have a solid form, it can be a liquid , but only a liquid in a solid form, no streams or projectiles or just liquid, it has to have a specific shape and form e.g Humanoid form. The technique summoned by this technique acts as an attachment and as such, doesn't need to be created or used and wouldn't count as a move slot, since this technique would basically take the move slot needed for the other technique.
Note: Can only be used thrice per battle
Note: Can only be used on S-rank and below structures
Note: Can be used on F-rank structures, but only one and the user wouldn't be able to use this technique any more
Note: While the user would summon the structure, if there is a specific requirement to manipulate the structure, the user has to fulfill it i.e being in sage mode.
Note: Can only summon two structures per usage

Declined - dnr
 
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Re: Custom Jutsu Submission

Summoning Contract :
Body of the Thoracica Reference :

(Kuchiyose : Oregon) - Summoning : Oregon
Type: Summon
Rank: S
Range: Short/Mid
Chakra Cost: 40
Damage Points: N/A
Description:
The User bites their thumb and wipes it on their tattoo, performing a string of three hand seals and then slamming their hands on the ground which creates a couple metre tall tornado of water with 1 metre diameter anywhere within mid-range except around the opponent - this is harmless and purely cosmetic the water disappears and reveals the summon. The Summon is basically a very large amount of ordinary sized Thoracica type barnacles clumped together to form the shape of a human of average size - but the mastermind of these Lesser Barnacles is the Boss of the Summoning Contract and he is able to command them to do his bidding, 'Oregon' the Barnacle Boss resides in the Head of the man representing the brain and in form he is a very large Barnacle that has outgrown it's shell and so is protected by the other Shells. Oregon has a greater intelligence and is basically the one whom trained the first Barnacles passing down his knowledge. He can talk or communicate mentally to the Contract signer.

Oregon is a Taijutsu Specialist and he has the ability to perform Taijutsu of up to A-Rank and gets a +10 Damage boost because of his extremely hard body. Since his body is made up of many thoracica type barnacles which have their tendrils also spread out through the body to keep together - means he can be pretty versatile. He can pull apart his own body (except the head) to dodge oncoming attacks like punches or swords and then quickly clamp it shut again, the tendrils of the many Barnacles stretch to allow him to separate his torso or other sections so that he is not hit. When Oregon clamps shut like this, it is strong enough to snap a blade and so can crush bone pretty easily whilst at the same time Barnacles detach from inside his body and attack onto the limb of the enemy if he decides to let them free. The Barnacles that are left on the opponent's limbs can be then set up for the Barnacle Jutsu, "Body of the Thoracica". Oregon can also use this to stretch his limbs or body, making them much longer so he can punch and kick much further, or to further ensnare an opponent. He has one final use of pulling his body apart and that is to be able to completely cover his opponent with his body of barnacles and slowly crush him, this however takes about two turns to actually do some critical damage and it basically becomes the opponent's armour; if Nagashi is used on them it wouldn't be effective and would crush the opponent much faster due to the contraction caused by paralysis.

Oregon has the ability to change his body structure further by changing from a man to a four legged creature very quickly, the only reason he does this is to close distance between his opponent and can do so pretty fast. When running on all fours like this he can close the mid-range gap in seconds but it still trackable and when he goes to attack he quickly changes back into a Man to fight.

He also has a very strong Defense, being made completely out of Thoracica Barnacles it's like being a Walking Piece of Armour, he acts like the S-Rank Earth Hardening Technique in strength except B-Ranks and below have no effect at all. Unless it is Lightning then this immunity only extends to C-Rank and below. He also cannot be effected by Genjutsu of any kind as other Barnacles in his head will take the effect instead of him and because there are many that form the head.

- Oregon can use "Body of the Thoracica" on any Acorn Barnacle on the Field
- Oregon separating his body to dodge attacks costs a Move (not if he's doing it to stretch his limb further to attack). He can use this to dodge small scale jutsu as well.
- Oregon changing in the Creature Form to move faster costs a move, changing back doesn't.
- Oregon can only be summoned Once per fight
- Oregon can only last 4 turns on the field
- Must have signed Barnacle Contract

‡ Approved ‡ Nice summon.
Summoning Contract :

(Kuchiyose : Oregon) - Summoning : Oregon
Type: Summon
Rank: S
Range: Short/Mid
Chakra Cost: 40
Damage Points: N/A
Description:
The User bites their thumb and wipes it on their tattoo, performing a string of three hand seals and then slamming their hands on the ground which creates a couple metre tall tornado of water with 1 metre diameter anywhere within mid-range except around the opponent - this is harmless and purely cosmetic the water disappears and reveals the summon. The Summon is basically a very large amount of ordinary sized Thoracica type barnacles clumped together to form a humanoid shape, 7 foot tall and a strong looking build. The mastermind of these Lesser Barnacles is the Boss of the Summoning Contract and he is able to command them to do his bidding, 'Oregon' the Barnacle Boss resides in the Head of the man representing the brain and in form he is a very large Barnacle that has outgrown it's shell and so is protected by the other Shells. Oregon wears a mask that looks ever so much like a demon, the mask is a hard calcite shell which is what Thoracica Barnacles are made out of; the mask has two large curved horns which a protrude from his forehead which can be used to impale an opponent - the mask is shaped into a stern face. He also has a tail which is just an extended barnacle tendril he has full control of. Oregon has a greater intelligence and is basically the one whom trained the first Barnacles passing down his knowledge. He can talk or communicate mentally to the Contract signer.

He is a Taijutsu Specialist and he has the ability to perform Taijutsu of up to A-Rank. However for each Taijutsu Technique he performs it acts as though it is an element, the barnacles over his body build up the calcite shell for his attack - the Calcite however being stronger against Water and Weaker against Lightning. Being the Boss of the Barnacle Summons he has control of all types which is shown in his fighting style; Firstly the "Rhizocephala" type barnacles can be released from his Thoracica Barnacles that make up his body, using one of the three turns Oregon can release smoke with the Parasites laced throughout it - the smoke acts like an ordinary smoke bomb and can either be release all around Oregon covered a 2 meter radius or as a stream from his arms. The Parasites will attach themselves to the target and send grow their tentacles through the body, disrupting chakra flow - they don't cause any pain and instead numb the opponent so that they cannot feel anything, any jutsu they perform will require 20 extra chakra. Secondly the "Acrothoracica" will cost one of the user's three moves and are released into the ground through Oregon's feet where they will burrow through it as they can naturally, they will track their target (with only a mid-range reach) and they will burrow out of the ground below them and release smoke like the previous which will do the same as before, releasing Rhizocephala type barnacles within it - making contact with the smoke means Rhizocephala do.

Oregon has the ability to change his body structure further by changing from a man to a four legged creature very quickly, the only reason he does this is to close distance between his opponent and can do so pretty fast. When running on all fours like this he can close the mid-range gap in seconds but it still trackable and when he goes to attack he quickly changes back into a Man to fight. He has one final use of pulling his body apart and that is to be able to completely cover his opponent with his body of barnacles and slowly crush him, this however takes about two turns to actually do some critical damage and it basically becomes the opponent's armour; if Nagashi is used on them it wouldn't be effective and would crush the opponent much faster due to the contraction caused by paralysis.

He also has a very strong Defense, being made completely out of Thoracica Barnacles it's like being a Walking Piece of Armour, he acts like the S-Rank Earth Hardening Technique in strength except B-Ranks and below have no effect at all. Unless it is Lightning then this immunity only extends to C-Rank and below. He also cannot be effected by Genjutsu of any kind as other Barnacles in his head will take the effect instead of him and because there are many that form the head.

- Oregon can use "Body of the Thoracica" on any Acorn Barnacle on the Field
- Oregon can be summoned with a Weapon made of Calcite Shell, it acts like a normal weapon.
- Oregon changing in the Creature Form to move faster costs a move, changing back doesn't.
- Oregon can only be summoned Once per fight, thrice per event
- Oregon can only last 4 turns on the field
- Must have signed Barnacle Contract

Declined - stick with the original, it's strong enough as it is


(Shōkeimoji-Doton : Sōzō bungaku) - Heiroglyphic-Earth Release : Creationist Literature
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra Cost: 20 - 40 (-10 per turn)
Damage Points: 40 - 80
Description:
The user in the air creates a which is slightly transparent but can easily be seen - it is made out of Earth Chakra, the pattern of the glyph is custom as long as it's Circular and has the Kanji of "Tsuyo" within it. It can be created in front of the user's palm or flat of their foot, in a longer range it is capable of being created the air somewhere. An Earth Glyph can be shot forward by thrusting the user's arm forward or he can seem to "punch" or "kick" the created glyph. Glyphs are solid and can act as a simply wall or platform, if the user is to stand on the flat surface of the glyph they can take the properties of earth and become a solid defense and heavy - basically immovable, acting like the Earth Spear Technique where earth chakra floods through their body - however the downside of this is that they cannot move once they use this, to be able to move and use another technique the user has to cancel the whole glyph which can be done at any time.

The Earth Glyph when shot or created on a Dormant Earth Source like the ground will spin and from it four made out of Earth will shoot out from the glyph and can be aimed in any direction they want. After they have shot up from the ground four soldiers are created wielding a halberd each will seem to climb out of the ground - strength of technique is split between the soldiers (For Example, A-Rank Glyph would mean C-Rank Soldiers). The Soldiers can be commanded to attack separate targets or to defend the user. If an earth glyph is shot at an opposing Earth technique then the glyph if the same rank as the earth technique will print onto it the earth technique if equal to the glyph will crumble to rock pieces (mud will turn to rock) and fall uselessly to the ground, if the glyph is higher rank the rock will be molded into Halberds (Small or Large depending on the scale of the opposing earth technique) and will shoot towards a single target as one attack.

Alternatively If created in the air this can be above the user or the opponent (doesn't have to be above them) the glyph will attract earth from the ground towards it, if above a target the rising earth can hit and smash into the opponent (with the user they would just rise around). The Glyph will spin around as the earth clumps together and is molded into a larger single entity that is wielding two Halberds, it will come down to attack a target or can keep spinning and defend the user, using it's whole body as a shield or using the halberds to attack a technique. This Specific Entity is big enough for it to stand above the user, a leg on either side of him. The entity can be commanded after creation. If the Earth Glyph is simply shot at a target it can still do this, attracting the rocks from the ground to create a spinning entity that will be diving through the air and strike a target with it's Halberd.

- S-Rank Version can only be used twice and has two turn cooldown. No S-Rank or above Earth in the user's next turn.
- A-Rank can only be used four times per battle
- Maxmium size a Glyph can be is up to 4 meters in Diameter.
- Minimum size a Glyph can be is 2 meters in Diameter.
- 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

Declined - to start off with the way you describe it would make it a fuuin jutsu.

(Shōkeimoji-Raiton : Osoroshī kōzu) - Heiroglyphic-Lightning Release : Horrific Composition
Type: Supplementary/Offensive/Defensive
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description:
The user in the air creates a which is slightly transparent but can easily be seen - it is made out of Lightning Chakra, the pattern of the glyph is custom as long as it's Circular and has the Kanji of "Hashi" within it. This Glyph unique from the others as multiple glyphs can be made with one use of this jutsu, however the rank is split between them as usual, Depending on the Rank only a max certain number of Glyphs can be made (S-Rank : 16 Gyphs. A-Rank : 8 Glyphs. B-Rank : 4 Glyphs. C-Rank : 2 Glyphs. D-Rank : 1 Glyph). The Glyphs main attack upon forming is a beam of fast lightning, traceable by the normal eye though it's speed reaches mid-range distances in a couple seconds - the glyph will seen to "charge" up as it grows brighter before unleashing the attack, though this is cosmetic and doesn't take much time at all it can still be noticed.

A beam fired from the palm of the user's hand or bottom of the feet is capable of pushing them back a few meters from the force, lets say D-Rank pushes them 2 meters, at a meter to that each time the rank increases. They can be created in the air and aimed at a single target or many, the beams would fire down upon the enemy and create that would sound like a constant beaming/humminh effect. When the Beams are fired they last for two turns or until destroyed, with this the user can create prisons or complex attacks.

The Beam does not have to be used, Glyphs can be created anywhere on the body for example on the palm of user's hand, bottom of them foot or tips of their fingers and thrown like a shuriken, they are extremely sharp and can cut through earth like butter. If a glyph comes into contact with a Conducting material like steel or water the lightning will power it up, creating lightning powered combinations or simply creating an electrified tool which could shock an opponent or aid the user. The glyph hitting a surface on the battlefield like simply the ground and will cause that surface to be electrified on the whole flat side of the glyph, the glyph shoots out bursts of non-concentrated electricity that reach upwards about 3 meters. Anyone caught in it will be paralyzed.

- S-Rank Version can only be used twice and has two turn cooldown. No S-Rank or above Lightning in the user's next turn.
- A-Rank can only be used four times per battle
- Beam Lasts for Two Turns, though if weakened will not "regenerate" in any way.
- Only Four Active Glyphs at a Time, this means separate usages of the technique
- Maxmium size a Glyph can be is up to 2 meters in Diameter.
- Minimum size a Glyph can be is about the size of a golfball
- Must be Taught by LonelyAssassin

Declined - same as above it's pretty much used like fuuin and to create "glythes" would require you to make it a cfs or clan ability. Nathan tried the same with sound release too.
 
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-Albel-

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Re: Custom Jutsu Submission

(Meiton: Kuroi Rei ) Dark Release: Black Ghost
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: After having placed either hand onto the ground the user will release his dark chakra into it where it will then take on the form of up to 2 small little parasitic life forms that are no bigger than a common house fly and look almost similar to that of a fetus. These parasites in their current form stay underground until they have absorbed enough chakra(total 60 chakra points) from jutsus(following the strength & weaknesses) that have passed over them from above ground or from the opponent(s)(-30 each turn) themselves. If so the user wishes he will allow the parasites do absorb his own chakra if needed to allow them to grow. Once they have taken in enough chakra they will grown in size and take the form that of a human but slightly larger. They will come above ground and fight on the user's command. Each parasite has their own unique make up be it a different sized torso, legs, head, etc, but they have three similar features. These fetures are their extremely long claws on their hands and feet along with sharp fangs. Being made of dark chakra they are each able to perform any dark jutsus the user knows and are capable of using strong arm taijutsu. Because of the dark chakra they are made of they gain a +10 boost to their taijutsu, and carry the passive ability of Dark Release: Draining Touch. If one is ever to take damage or lose a limb the user spending a little more chakra can restore said damaged area back to normal, except for the head of the parasite. Once the head of one has been destroyed it will cause the parasite to glow light blue and explode into a maelstrom of light blue flames that will burn everything in its path within short range of it. Also if the user wishes he can have the parasite explode any time he wants by performing a single hand seal.
- Can only be taught by Albel
- Can only be used twice and has a two turn cool down
- Restoring parasites to normal after being damaged costs a move and 20 extra chakra points
- Making them explode by choice costs a move
- No Dark jutsus in the same turn they are made and none above A-rank the following turn

Declined - this is just like making a dark release clone which can use dark jutsu which i'm more than sure has been done before.
 
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Re: Custom Jutsu Submission

(Jūho : Tamashii Baindingu Saakuru) Gentle Step: Soul Binding Circle
Type: Offensive
Rank: B_ Rank
Range: Short - Long
Chakra: 20
Damage: 40(Physically, -15 overall for residual)
Description: A technique inspired by the Gentle Fist Technique “Palm Heel Strike” and “Eight Trigrams Grid Palm” the user will channel chakra into their foot. Once they do, they will quickly stomp the ground which in the same motion will release a wave of chakra that instantly travels above the surface of the earth. The chakra will have the appearance of a white omnidirectional ring that when it comes into contact with the enemies body, the chakra will interact with them. This causes from the feet of the enemy to become paralyzed for a brief time similar to Palm Heel Strike, causing the muscles to slightly be damaged but nothing too serve and leaving only minor residual pain. This can also be applied through a direct kick towards the enemy and forcing the chakra into the body with the effects being more direct and stronger. Although made of chakra, the technique lacks any true destructive force and as such when facing physical based techniques such as Earth and Water, the wave will simply “pass through” it unhindered using the tangible form of the techniques as a guide, but other elements of the same rank can easily destroy the wave before contact is made or by removing contact with the ground.

*Can be used four times per battle, twice through direct application (kicking them) and twice as a ranged wave*
*No Gentle Fist Techniques above A-rank in the same turn*
*Target’s feet are paralyzed for one turn through wave application, but for two turns on a limb that the user applied through direct contact*

Approved - you could also make a variation that upon contract with their feet it creates and upwards burst of chakra sending them into the air.

Link to grid palm: due to being recent and not added to canon list.

(Suiton: Majikku Shirindā ) Water Release: Magical Cylinder
Type: Defensive | Offensive
Rank: S Rank
Range: Short - Long
Chakra: 40
Damage: N/A (Dependant on Technique)
Description: The user will form a single hand seal and using chakra manipulation will create two cannons or in this case “magical cylinders”. These cannons at first seem harmless but using chakra the canon on the left will be manipulated having the opening intercept an enemy attack which the will remain in contact with the cannon and using the chakra absorbing properties of Water Release will drain an enemy technique that is in contact with the cannon. Once this happens, the absorbed chakra will be “transferred” into the second right most cannon which will use the absorbed chakra as a source of power. This and combined with the pressure being built up inside, will then fire a powerful and highly sharp jet of water at the enemy. This process is done quick fast and using chakra manipulation the user can passively move the right cannon up to long range away in order to angle the attack or try to hit multiple enemies. The pressured jet of water is sharp enough to cut through stone easily. The power of the returned attack is one rank lower than the original technique. One unique trait about the cannons are being able to also "absorb" the properties of the enemy technique such as when absorbing a fire technique, the pressured stream of water would be scorching hot, absorbing lightning would add small shocking effects to it. This effect however can't be applied to CE or KG Elements. The cannons are created within short-mid range but fires back up to long ranged.

*Can be used two time per battle*
*No S-ranked Water in the same turn*
*Requires a one turn cool down before using again*

Declined - sorry yugi, but not today, the way you've tried it isn't feasable without something like fuuin.

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(Katon: Kokuyouseki Hai) Fire Release: Obsidian Ash
Type: Defensive | Offensive | Supplementary
Rank: A- Rank
Range: Short - Long
Chakra: 30
Damage: N/A
Description: A rather simple yet effective technique for ranged weapon users, the user will channel chakra into their weapons with fire chakra. Once they do this the user will release/throw/drop the weapon at the enemy. The effect of the technique isn’t seen through normal means as a standalone technique does nothing, but when the ranged weapon is in the process of being destroyed/stopped the user is able to click their teeth. This will activate the hidden mechanic of the technique in which the fire chakra embedded into the weapon will surge through it allowing it to dematerialize the weapon in question into ash thus allowing it to remain safe before impact with another object. The user can then rematerialize the weapon after passing safely and continue its intended course. The dematerializing of the weapons counts as a move before rematerializing it into its original form doesn’t. The projectiles although when infused with the fire chakra they look the same until activated midflight in which they shift into red hot ash. The projectiles in question also retain the explosive and hot properties of ash and once they touch the target burns on contact dealing 30 damage to them and can explode on contact.

*Can only be used three times per battle*
*Can be applied to up to four projectiles at once*
*No Fire Techniques S-ranked and bove next turn*
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Declined - this is too much like transmuting a weapon. I thought you were going to have it burst into a cloud of molten hot ash as i was reading it which would be cool, but reforming is no
 
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Kamishiro

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Re: Custom Jutsu Submission

The technique is from the last thread so I couldn't could it, here is the link;
Earth Release : Mad Ground | Doton : Kichigai Gurando
Type: Attack
Range: Short-Mid
Rank: S-Rank
Chakra Cost:40
Damage Points: 80
Description: The user gather great amount of his doton chakra , then he channel it onto his hands , slamming his hands on the ground and focus it onto the ground that surround the opponent , and then he make from the surrounding ground 10 sharks that surround the opponent from all sides and angels and then he direct it towards the opponen
- Can only be used 2 times
- Must master Doton
- Can't use any Doton jutsu at the same turn
- Can't use Doton jutsu higher than b rank for the next turn
- Must take the permission from -Kamishiro- to use it
||Approved||
(Doton: Kichigai Gurando) - Earth Release: Mad Ground
Type: Offensive/Supplementary
Range: Short - Long
Rank: S
Chakra Cost: 40
Damage Points: 80
Description: The user slams his hands on the ground while focusing his chakra on the ground around the opponent, creating 10 sharks that surround and attack the opponent from all sides and angels. The technique has a more advanced usage that can also be used for supplementary usage. The user instead of crreating all 10 sharks around the opponent, he can use some or even all of them for a way differnet usage. The user would shoot the sharks from anywhere in the ground and direct them at the sky. The sharks would go really deep into the sky which would take one turn after the usage of the technique after which, the sharks would fall from the sky at a great speed and fall on the opponent. With this usage, the user is capable of creating a shark below him to take him off the ground for whatever reason.
Note: Can only be used 2 times
Note: Can't use above A-rank earth technique at the same turn.

Approved
Made a complete makeover.

Again, can't quote. Link;
[ Suiton : Kawariyaku Name] - Water Release : Double Wave
Type: Attack
Rank: S
Range: Short- Mid
Chakra Cost: 40
Damage Points: 80
Description : User does 4 hand seals and swipes both of his hands toward each other, her right hand over her left hand, creating two waves that come at the target from both sides, engulfing it in water and restraining it's movements.
- Can only be used 2 times per battle
- Can't use any water technique at the same turn
- Can only use up to b rank water techniques at the next turn.
- Requires large water source.
You must be registered for see images

±± Approved ±± added some bits.
[Suiton: Kawariyaku Name] - Water Release: Double Wave
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user swipes both of his hands over each other, so that the right hand is swipt over left hand, creating two waves that come at the target from both sides, engulfing him in water and crushing his bones from the two sides. In case the user's escape, the user would manipulate the two waves so that once they slam on each other, they would dissamble into hundreds of small mythical creatures i.e (dragons, griffins etc..) which are then redirected towards the opponent. They can only take the shape of a summon the user can control like how kisames water jutsu take the form of sharks. Each being the size of a bird. This would take up another of the users three jutsu per turn and have a total power of S rank.
Note: Can only be used 2 times per battle
Note: Can't use water techniques higher than A-rank the same turn
You must be registered for see images

Approved - added the bold
Complete makeover. It was really over-restricted.

Again, can't quote. Link;

summoning animal: Dolphins
Scroll Owner: UchihaMedo
Other Users who have signed contract: None
Summoning Boss if existing: None
Other Animals tided on this contract : none

Approved
Summoning Animal: Dolphins
Scroll Owner: Kamishiro
Other Users who have signed contract: None
Summoning Boss if existing: None
Other Animals tided on this contract: None

Dolphins are a widely distributed and diverse group of fully aquatic marine mammals. They range in size from the 1.7 metres (5.6 ft) long and 50 kilograms (110 lb) Maui's dolphin to the 9.5 metres (31 ft) and 10 metric tons (11 short tons) killer whale. Several species exhibit sexual dimorphism, in that the males are larger than females. They have streamlined bodies and two limbs that are modified into flippers. Though not quite as flexible, some dolphins can travel at 55.5 kilometres per hour (34.5 mph). Dolphins use their conical shaped teeth to capture fast moving prey. They have well-developed hearing − their hearing, which is adapted for both air and water, is so well developed that some can survive even if they are blind. Some species are well adapted for diving to great depths. They have a layer of fat, or blubber, under the skin to keep warm in the cold water.

Abilities in the RP:


Being a Marine Mammal, Dolphins require water as a medium to live in and as such, whenever summoned, a water source is summoned along with them. All dolphins have a thick layer of blubber, thickness varying on climate. This blubber can help with buoyancy, protection as predators would have a hard time getting through a thick layer of fat, and energy for leaner times; the primary usage for blubber is insulation from the harsh climate. Dolphins are fast swimmers in comparison to some other marine mammals; the killer whale, in comparison, can travel at speeds up to 55.5 kilometres per hour (34.5 mph). As such, they can swim as fast as a sage rank ninja can run.

Last ability but not least, is their senses. Instead of sound passing through the outer ear to the middle ear as in Humans, dolphins receive sound through the throat, from which it passes through a low-impedance fat-filled cavity to the inner ear. This has a great benefit while in combat against techniques that relies on affection of the hearing, such as Sound Genjutsu, rendering it useless on them. The dolphin ear is acoustically isolated from the skull by air-filled sinus pockets, which allow for greater directional hearing underwater. Dolphins send out high frequency clicks from an organ known as a melon, which allows dolphins to produce biosonar for orientation. This bisonar can be used for sensing creatures both inside water and outside water and can go as far as 10 km. Dolphins use sounds to communicate with each other and while they have telepathic communication with the user, they use these sounds for another usage. Such sounds allows them to use sounds techniques depending on the rank. S-rank summons can use up to S-rank sound, A-rank can use up to A-rank sound, B-rank can use up to B-rank sound and so on.

Any signer of the contract can have the choice of getting a tattoo instead of the traditional way of summoning which looks like this;
You must be registered for see images

Approved - but remember when you make dolphin summons, mention the trates in them and unless you have sound training the dolphins can't use sound jutsu until you do xd

After re reading this, i've had to make edits. The speed of the summons were too fast, i've changed it to the speed of Sage ranked ninja.
 
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Priest

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Re: Custom Jutsu Submission

Fuinjutsu/Ototon: Bigo no Soundo - Sealing Art/Sound: Figure of Sound
Type: Offensive/Defensive
Rank: N/A
Range: N/A
Chakra: N/A(Depends on the external sound wave measured, +Additional 10 chakra when Hyperbole is used)
Damage: N/A(depends on the damage of the sound wave in question)
Description: This is an advanced fuin sound technique that is based on three figure of speech. The fuin aspect being of A rank level as it only releases the stored sound chakra used for this technique. There are 3 different seals( Treble clef sign seal, Bass clef sign seal and Flat note sign seal) aligned vertically below the eso****us of the user and one would respond upon an approaching high frequency sound technique that is rather unavoidable to the user. Examples of such high frequency sound are those that affect immediately affect the user upon being made even though they waves still travels towards the user, the speed makes it unavoidable for every one. Examples are "ringing madness, sound genjutsu and the likes. Upon the usage of one sign, it vanishes making it remaining 2 sign left to use and the signs have different affect when activated.

Simile
The "Flat Note" sign activates upon the approach of a high frequency and above sound waves, releasing sound chakra around the user to form a perfect sound barrier around him. Having registered the frequency of the wave coming towards the user, the sound barrier that is made is of the same frequency and its work is not to defend the user from the effect of the sound technique in question but to copy it and propagate it back to the maker so that the instance the user hears and becomes influenced by the sound wave, his opponent who cast the sound technique would also be influenced by it. It kinda follows the logic of "father like son".

Irony
The "Treble Clef" sign activates upon the approach of a high frequency and above sound wave, releasing sound chakra around the user to form a perfect sound barrier around him. Having registered the frequency of the wave coming towards the user, the sound barrier that is made would be resonating at the same frequency and its work is a bit different from "Simile". The barrier blocks the wave from totally touching the user and at the same time sends the wave back to the maker. The irony, where an enemy attacks with a high frequency sound technique but he was the one influenced by it.

Hyperbole
The "Bass Clef" sign activates upon the approach of a high frequency and above sound wave, releasing sound chakra around the user to form a perfect sound barrier around him. Having registered the frequency of the wave coming towards the user, the sound barrier that is made would be resonating at the same frequency though unlike that of Simile and Irony, stronger. This follows the logic of the figure of speech " I am so thirsty I could drink and drain the Atlantic". Exaggeration, Greed. The barrier blocks the sound wave from affecting the user and at the same time propagate it back to the propagator in an exaggerated manner. This particular barrier adds more chakra into the wave when sending it back thus increasing the power of the wave in question by a rank and thus the effect of the wave last two more turns than usual.
NOTES
~There are 3 seals which one activates at a time thus activation occurs thrice per battle. The seal replenishes at the start of another battle
~The fuin barrier is A rank but releases sound chakra with level according to what it registered as the opponent's sound wave approaches the user. Meaning, if the sound wave approaching the user is B rank, the seal releases sound chakra of B-rank level to make the barrier, if the wave is S-rank, the seal releases chakra of S-rank). The chakra would be deducted from the used on activation
~When a seal activates, another seal can only activate after one turn.
~No fuin above A-rank the turn this is used

Declined - Just no, DNR


Fuinjutsu: Teiso - Sealing Art: Chastity
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A trapezium shaped pair of seal located below the user's diaphragm level on the chest. The trapezium contains fours lines which makes it up and each line is a seal that vanishes upon activation. A line seal responds and activates upon a phenomenon compelled on the user, thus the line glows red and then vanishes having done what it was meant to do. The phenomenon is when the user's is within the effect of a jutsu regardless of its nature, a jutsu which compels the user's chakra network or perhaps limits the user's chakra usage to a particular level. For example, a situation where the user is unable to focus S-rank chakra or when a jutsu used on the user, limits him to only B rank and below jutsu or a situation where the user is unable to mold chakra at all. The seal activates truncating the chakra causing the affect from that of the user and also rearranging/refreshing the user's chakra network in the process. This makes the user able to use his chakra to the maximum like normal.
NOTE
There are four seals so it can only be used four times
Effect of seal lasts while the technique causing the phenomenon last.
No Srank fuin the same turn this is used
This only works against external affects, meaning, this won't activate if the phenomenon is as a result of the user's own jutsu.

Declined - you're trying to make a seal that counteracts the effects of an existing seal or barrier that restricts you. WHich in this method just doesn't work. ANd 4 times you break the barrier through the use of a line on your body? Needs work.


Fuinjutsu: Tafu Taims - Sealing Art: Tough Times
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10 additional chakra spent on barrier techniques)
Damage: N/A
Description: The user would activate a jutsu that works on all barrier technique he would be using. This technique makes the user's barrier elastic in nature in the sense that when it gets hit by something physical that is able to destroy it, instead of shattering, it distorts inwards for a brief moment while absorbing the impact and then pushes back outwards to assume its former position. This makes the object be elastically bounced back to whence it came at double its speed. The user should be careful though as if the barrier is one that is close to the body(1m from the user), he could still be hit by the distorted distance of the barrier thus receiving half of the damage of the intended impact.
Only works on physical object and techniques that have physical impact. The elasticity essentially makes it able to play stronger than physical techniques or impacts of its rank as it would require a higher rank(one rank higher) force to push the barrier past its elastic limit thus rupturing it.
Last four turns with a two turn rest in-between usage
Usable 2x per battle
No fuin above A rank the turn after this ends.

Declined - you're making a barrier seal that's applied to a barrier to stop the barrier being destroyed. Now the fact that their are cjs that create a layered barrier over a jutsu like say a barrier over a water jutsu, someone goes to use extra strong earth to break the barrier and the water jutsu coming at them, combine this with that and you've got a water jutsu with a double barrier that acts like rubber bouncing back any attempt to destroy it?

DNR - clashes with a cj of rikers
 
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Punk Hazard

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Re: Custom Jutsu Submission

(Fuuton Fuuinjutsu: Kyōsei Kiseichū)Wind Style Sealing Arts: Symbiotic Parasite
Type: Defensive/Supplementary
Rank: S
Range:Short
Chakra:40
Damage:N/A(Depends on the technique countered)
Description: This technique takes the form of a seal that is tattooed on the user's body, constructed from a combination of the Kanji for "Parasite" and "Symbiote." Upon performing the Tiger-Bird handseals, the Kanji will release around the user's body a coating of wind that remains connected to the seal, lying a few millimeters from the user's skin and remains invisible to the naked eye. The wind, S-rank in power, is highly condensed and circles around the user's body, having a solidity to its form. The wind, condensed as it is, is actually a continuously flowing gust, carrying a powerful force that is meant to act in defense; when an enemy that is meant to touch the user's body touches the coating of wind, the seal will cause the wind to redirect its flow, the powerful current produced from the wind's flowing halting the momentum of the attack, trapping it as the wind surrounds it almost instantly. Simultaneously, the coating of wind will shed itself from the person of the user, launching in a particular direction of the user's choice, effectively causing the coating of wind to drag the impeding enemy attack with it by trapping it within its current and surrounding the attack, giving the attack a slightly green hue due to the wind surrounding it. The coating can only work on S-rank and below techniques in respect to elemental strength and weaknesses, reacting to matter and energy alike.
-Can only be used three times per battle
-Technique is sustained by the seal on the user's body once activated, allowing the user to perform other techniques
-Lasts for four turns
-Technique doesn't impede sight or hearing
-Can only be checked by Negative Knight or Lord of Kaos

(Fuuin: Bachi no Kindachi) - Sealing Technique: Damocles, The Curse of Kings
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two usages of this technique and will count as two of the user’s three moves per turn. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu.

Note: Can only be used four times per battle (double usage can only be used twice)
Note: No A-Rank or above Fuuin in the user's next turn
Note: The user cannot use techniques of the element or skill weakened by this jutsu for the same and next two turns (so three turns in total).


✦ Declined, for starters, S rank with 4 usages lol. I'll allow only 3 in all, 3 single usages or 2 double usages and 1 single or any variants of these. No A rank Fuuin in that and the next turn and the last restriction is largely filler as it has nothing to do with the Fuuin and needs to be replaced with one that is substantial and actually fits. ✦

(Fuuin: Hakari no Doragon) - Sealing Technique: Scales of the Dragon
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: N/A (-40 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji for "Impervious" that automatically activates upon the user being struck with a Taijutsu attack. A barrier instantly forms over the user (before the user can be harmed) and mitigates the damage dealt by the strike and any subsequent strikes encompassed in the technique or freeform combo. Whether a Taijutsu technique deals one single hit or a multitude of them, each activation of this seal will defend one single Taijutsu attack/combo, be it freeform or a technique. The effect of the barrier is to reduce rather than eliminate the damage the user takes from being struck physically by the opponent so it will only halve the damage of any Taijutsu technique no matter how powerful (e.g. S-Ranks will fall to 40 damage, D-Ranks will fall to 10 damage). Due to this seal only reducing damage rather protecting the user completely, it acts as a failsafe more than anything else in case the user is caught unawares by someone much faster than them. The user’s body will sustain the remaining damage after the barrier halves it’s power.

Note: Can only be used thrice per battle
Note: User still takes half the damage
Note: Only applies to Taijutsu techniques
Note: No A-Rank or above Fuuin in that turn or next.
Note: Can only be followed up with a Defensive and/or Supplementary Jutsu

✦ Approved, few edits ✦

‡ Both Pending ‡ Leaving for LoK.
(Fuuin: Bachi no Kindachi) - Sealing Technique: Damocles, The Curse of Kings
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two of the user’s three moves per turn but only one use of this technique. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu. This technique can be used thrice per battle, be it three usages of the single version, three usages of the double version or any variation/combination of the two.

Note: Can only be used three times per battle
Note: No Fuuinjutsu techniques can be used in the user's same and next turn (when single version is used)
Note: No Fuuinjutsu techniques can be used in the user's same and next two turns (when double version is used)


Updating the restrictions only.

(Fuuin: Hakari no Doragon) - Sealing Technique: Scales of the Dragon
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: N/A (-40 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji for "Impervious" that automatically activates upon the user being struck with a Taijutsu attack. A barrier instantly forms over the user (before the user can be harmed) and mitigates the damage dealt by the strike and any subsequent strikes encompassed in the technique or freeform combo. Whether a Taijutsu technique deals one single hit or a multitude of them, each activation of this seal will defend one single Taijutsu attack/combo, be it freeform or a technique. The effect of the barrier is to reduce rather than eliminate the damage the user takes from being struck physically by the opponent so it will only halve the damage of any Taijutsu technique no matter how powerful (e.g. S-Ranks will fall to 40 damage, D-Ranks will fall to 10 damage). Due to this seal only reducing damage rather protecting the user completely, it acts as a failsafe more than anything else in case the user is caught unawares by someone much faster than them. The user’s body will sustain the remaining damage after the barrier halves it’s power.

Note: Can only be used twice per battle
Note: User still takes half the damage
Note: Only applies to Taijutsu techniques
Note: No S-Rank or above Fuuin in that turn or next


✦ All Declined, I'll take over declining your CJ this time then. Contrary to popular belief, you aren't capable of choosing who checks your CJ, that's what we decide. ✦
 
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Twilight

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Re: Custom Jutsu Submission

(Suiton: Shokubai) Water Release: Catalyst
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user focus his chakra into any water
on the battle field, water which can either be a
passive water source or water source as a result of
water techniques used on the terrain. The user can
use this technique to take control of A-rank and
below active water jutsu/source. The user makes the
entire water body to rapidly sink/be absorbed into
the ground and while it may seem the user is only
making the water vanish, the user would make the
water to compress into patches and once again seep
out of the ground though a little compact, small but
compressed. The water would re-emerge as small
several puddles of water scattered around the field.
The puddle of water looks gentle and peaceful until
any chakra presence comes into a perimeter of 1
meter radius from the puddle. It reacts and releases
all the pent up compressed energy within itself as the
water undergoes a cataclysmic explosion sending
dangerous shards of water in all direction. The
shards carries a very destructive force that can tear
through flesh and bone with ease and they would
affect anything up to short range from its position.
NOTE:
- The puddles last 3 turns before the rescind
back to the ground dormant.
- The power of the puddles is divided to the
amount of puddles made, ranging from a one to ten.
- 3x per battle with a 2 turns in between usage
- No S rank Suiton the same turn this is used

Declined - water shards? Explain how their can be water shards it's not a solid, but if you made it so it was an upward burst of water chakra going into the air like a bomb went off in water that would be fine.

(Suiton: Yorokobi) Water Release: Rapture
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user after a single handseal, focuses
his chakra onto on spot up to 20meters and the
chakra acts like a suction to all volatile liquid that has
its base as water. This includes mist, water droplets,
rain, water molecules etc. They would gather from
around a long range vicinity into that spot,
coagulating and compressing into an unstable ball
similar to the unstable water balloon during
rasengan training. The unstable ball of compressed
water then explode after a turn or prematurely when
the user wills it or something punctures it. The
explosion however carries an omnidirectional punch
that extends to a 10meter radius, a reason why he
has to form the ball a little further from himself.
NOTE:
- 2x per battle
- 2 turns in-between usage
- No S-rank suiton in the same turn.

Declined - you need to explain how the water is dragged into the spot you mentioned.

(Katon: Yukai Bugī) Fire Release: Happy Boogies
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The use after making 2 hand seals, claps
and summons into the battle 2 oveal shape fireballs
with a tail on one end and a face on the other. The
boogies are able to move on their own by bouncing
around the terrain and able to bounce high into the
sky until no eyes can see them and then come back
down. They would continue to bounce around the
field until they are destroyed or their time expires.
They carry physical and severe burning impact like
the dragon song technique.
NOTE:
-Last 3 turns
-Usable 2x per battle
-2 turns in between usage
-No S- rank fire the turn they are used.

Declined - fire balls just don't bounce xd
 
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Re: Custom Jutsu Submission

Updating:

(Senpō: Dai Sennin Honō) - Sage Art: Flame of The Great Sage
Type: Supplementary
Rank: A-Rank
Range: N/A
Chakra Cost: 30 (+20 to every fire technique used)
Damage Points: N/A
Description:
By utilizing the aspects of natural energy, using more natural chakra when performing fire techniques than fire chakra, the user adds a solidity aspect to fire release techniques, giving simple fire streams and fire projectiles the ability to crush solid objects such as rocks and earthen objects. This is possible by utilizing the physical aspect of natural energy, having it form a "layer" of natural energy around the released fire technique, and making fire techniques more compressed and capable of inflicting crushing and burning damage at the same time, however, the fire techniques' characteristics remains the same, with an additional +20 chakra cost per utilized fire technique. Fire techniques that require handseals are added with an extra handseal for applying more natural energy to the fire technique, excluding fire techniques that require no handseals to be performed. Due to the addition of natural energy, the Fire techniques used no longer has a weakness to Water Release techniques, but in turn, Wind Release technique are no longer inferior to Fire techniques, all acting as an equal in terms of power, and the user loses the bonus added damage to secondary elemental affinities through Sage Mode, excluding bonus damage added to his main affinity and Taijutsu.
Note: Can only be used once per battle.
Note: Lasts as long Sage Mode remains active, max of 4 turns, but cuts Sage mode's duration by 2 turns when activated.
Note: Must have Sage Mode active.
Note: After deactivation, no fire techniques can be used for 5 turns.


 Approved 
(Senpō: Dai Sennin Honō) - Sage Art: Mastery of The Great Sage
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40 (+20 to every elemental technique used)
Damage Points: N/A
Description:
By utilizing the aspects of natural energy, using more natural chakra when performing Elemental techniques than elemental chakra. When this technique is active, as the user releases an elemental technique, the user would form a "layer" of natural energy around the released technique, with an additional +20 chakra cost per utilized elemental technique. The addition of natural energy would effectively remove the weakness and strengths that an elemental technique has against another, like for example, a fire technique wouldn't be inferior to a water technique, but in turn, a wind technique wouldn't be inferior to a fire technique. Any technique enhanced by this would be added with an extra handseal excluding techniques that require no handseals to be performed. While this technique is active, the user loses all the bonus damage points added to elements through Sage mode, excludig damage added to the user's main elemental affinity, Taijutsu and genjutsu.
Note: Can only be used once per battle.
Note: Lasts as long Sage Mode remains active, max of 4 turns, but cuts Sage mode's duration by 2 turns when activated.
Note: Must have Sage Mode active.
Note: After deactivation, no techniques above S-Rank for 3 turns.

Declined - boosting the elements this way clashes with jutsu i own, neautrilising the weakness i'll allow.

Updating:

(Senpō Fūin: Yūen Sokuryoku Inmetsu) - Sage Art Sealing: Grand Virtual Assessment
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Mid
Chakra Cost: 40 (+40 per turn to maintain)
Damage Points: N/A
Description: After years of experimenting with sealing techniques, one uzumaki actually used natural energy to strengthen the usage of one of his sealing techniques. This technique is a more complex and advanced version of the original (Sealing Technique: Virtual Assessment) technique. Essentially, The original technique creates a barrier of extremely condensed chakra that it slows down any fast moving ninja that gained speed which can't be traced by normal eye sight apart of Eight gates users, when they move within the barrier, the chakra forces their speed to slow down to the point where they are barely traceable through normal eyes. In this technique the uzumaki ninja used extremely condensed chakra mixed with natural energy to form the structure of the barrier instead of normal chakra alone, making the barrier's speed reduction abilities even more powerful and also affecting the speed of Eight Gates users, although not to the same extent that it can affect other ninja with speed gained through anything other than Eight Internal Gates. When affecting fast moving ninja bodies, the barrier reduces their speed to the point where they can move at the running speed of a Kage ranked ninja. In case of Eight Gates users, Their speed is halved when they are moving within the barrier, meaning if they opened their 6th gate, their speed would be equivalent to the 3rd gate when moving within the barrier. The only gate that this barrier is incapable of affecting is the Death gate, due to the massive amount of chakra released from the user, it actually repels and overpowers the natural energy, making the barrier ineffective. The original technique wasn't able to slow down Eight gates users due to the extreme mass of chakra released from their bodies, actually overpowering the condensed chakra of the barrier and nullifying its speed reduction effects, but in this case, the addition of natural energy along with normal chakra overpowers the bursts of chakra released from the body of an Eight Gates user, forcibly slowing them down and affecting them. The amount of natural energy required for this technique to work reduces the user's chakra reserves immensely, making him unable to perform Forbidden ranked techniques while the barrier is active. The barrier surrounds the user with him at the epicenter of it, but it cannot be moved and remains stationary in the area it first was activated from.
Note: Can only be used once per battle.
Note: Must have Sage Mode active and cuts Sage Mode's duration by 2 turns once activated.
Note: Lasts as long as Sage Mode lasts, max of 4 turns.
Note: No Sealing techniques above A-rank for the next two turns after the activation of the barrier.
Note: Can only be used by Advanced Uzumaki bios with access to Sage Mode.

Leaving for LoK

✦ Approved, nice CJ ✦
(Senpō Fūin: Yūen Sokuryoku Inmetsu) - Sage Art Sealing: Grand Virtual Assessment
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Mid
Chakra Cost: 40 (+40 per turn to maintain)
Damage Points: N/A
Description: After years of experimenting with sealing techniques, one uzumaki actually used natural energy to strengthen the usage of one of his sealing techniques. This technique is a more complex and advanced version of the original (Sealing Technique: Virtual Assessment) technique. Essentially, The original technique creates a barrier of extremely condensed chakra that it slows down any fast moving ninja that gained speed which can't be traced by normal eye sight apart of Eight gates users, when they move within the barrier, the chakra forces their speed to slow down to the point where they are barely traceable through normal eyes. In this technique the uzumaki ninja used extremely condensed chakra mixed with natural energy to form the structure of the barrier instead of normal chakra alone, making the barrier's speed reduction abilities even more powerful and also affecting the speed of Eight Gates users, although not to the same extent that it can affect other ninja with speed gained through anything other than Eight Internal Gates. When affecting fast moving ninja bodies, the barrier reduces their speed to the point where they can move at the running speed of a Kage ranked ninja. In case of Eight Gates users, Their speed is halved when they are moving within the barrier, meaning if they opened their 6th gate, their speed would be equivalent to the 3rd gate when moving within the barrier. The only gate that this barrier is incapable of affecting is the Death gate, due to the massive amount of chakra released from the user, it actually repels and overpowers the natural energy, making the barrier ineffective. The original technique wasn't able to slow down Eight gates users due to the extreme mass of chakra released from their bodies, actually overpowering the condensed chakra of the barrier and nullifying its speed reduction effects, but in this case, the addition of natural energy along with normal chakra overpowers the bursts of chakra released from the body of an Eight Gates user, forcibly slowing them down and affecting them. The amount of natural energy required for this technique to work reduces the user's chakra reserves immensely, making him unable to perform Forbidden ranked techniques while the barrier is active. The barrier surrounds the user with him at the epicenter of it, but it cannot be moved and remains stationary in the area it first was activated from.
Note: Can only be used once per battle.
Note: Must have Sage Mode active and cuts Sage Mode's duration by 2 turns once activated.
Note: Lasts as long as Sage Mode lasts, max of 4 turns.
Note: No Sealing techniques above A-rank for the next two turns after the activation of the barrier.

-Only removed the last note because i was under the impression that S-ranked and above Fuin CJ that i can submit due to having an Advanced Uzumaki bio can only be used by that Uzumaki bio, which after asking LOK i found that it wasn't the case.

Declined - keep the original, for the effect you desire it should be bound to advanced uzumaki as they are the greatest fuuin users.

(Katon Fuuin Ninpou: Merlin no Enkei) - Fire Sealing Art: Merlin's Circle
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short
Chakra Cost: 40 (+20 per turn to maintain)
Damage Points: N/A (+10 to Fire Release Techniques)
Description:
After performing a string of 3 handseals, the user stomps their leg onto the ground as they raise both of their hand upwards, using fire release chakra, a circle of fiery flames enveloping short range of the user will erupt across the ground with several circles inside of it and the user at it's epicenter, these circles contain sealing kanjis made through a compressed fire that runs across the circles shaping the ground into these kanji letters which act as a medium for this technique's effect, the circle absorbs fire release technique up to S-rank once they make contact with it, storing it in a Kanji sealing formula, another Kanji sealing formula utilizes the power of the sealed fire technique to boost the user's own fire techniques when utilized, through using the absorbed fire as pure energy to raise the heat of the fire technique used by the user drastically, essentially adding +10 damage points to the fire techniques used by the user. The technique can absorb either an S-ranked Fire technique of the opponent or the user himself upon the user's will, given that the technique comes in contact with the circle of fire or made from within it. The fire techniques amplified by this technique will have a deep glowing red color, The user is capable of absorbing a fire technique that comes in contact with the circle of flames through activating the sealing kanji within the circle, however, if he didn't activate it, the fire is not absorbed, and in turn he can counter the fire technique through normal means.
Note: Can only be used once per battle.
Note: Lasts 4 turns once activated.
Note: Activation of the technique costs a move, while absorbing a fire technique costs another move of the user's turns.
Note: The damage boost does not apply unless a fire technique is absorbed, with a minimum of B-rank.
Note: The user's fire techniques that's amplified by the heat will cost +20 more chakra points than it originally requires.
Note: The user can use all of the flames absorbed to boost a fire technique of his own with +20 bonus damage points, but doing so will deactivate the technique.
Note: Each fire technique absorbed costs an additional move of the user's moves allowed per turn.
Note: The sealing portion of the technique counts as an A-rank sealing technique.
Note: No Fire technique above S-rank for 3 turns after the deactivation of the technique.


 Declined  I cannot approve this considering your other fire buff techniques. You can stack it all up and it quickly can, in my quick math, lead to techniques that have +60 to +100 damage if we consider all the buffs, including your CW. I cannot approve this. It is also highly overpowered. It can work on S-Ranks.
(Fūinjutsu: Merlin no Enkei) - Sealing Technique: Merlin's Circle
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: After performing a string of 3 handseals, the user stomps their leg onto the ground as they raise both of their hand upwards, using fire release chakra, a circle of fiery flames enveloping short range of the user will erupt across the ground with several circles inside of it and the user at it's epicenter, these circles contain sealing kanjis made through a compressed fire that runs across the circles shaping the ground into these kanji letters which act as a medium for this technique's effect, the circle absorbs fire release technique up to S-rank once they make contact with it, storing it in a Kanji sealing formula, another Kanji sealing formula utilizes the power of the sealed fire technique to release the absorbed fire technique in the form of a large heat wave equivalent to the amount of damage points and ranked of the originally sealed fire technique, which is visible to the naked eye as a glowing red wave. The technique can absorb either an S-ranked Fire technique of the opponent or the user himself upon the user's will, given that the technique comes in contact with the circle of fire or made from within it. Additionally, the user can sacrifice the two usage times to absorb one forbidden ranked fire technique, which after usage, this sealing technique cannot be used again for the rest of the battle.
Note: Can only be used twice per battle
Note: No Fire technique above S-rank for 2 turns after the technique is used

Declined - still too OP.
 
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Mellow

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Re: Custom Jutsu Submission

So many posts I made >.> I guess I'll just quote this one.

↯(Raiton: Raijū no Funsai Hana) - Lightning Release: Raiju's Shattering Flower
Type:Supplementary
Rank: A
Range: Mid Range
Chakra:30
Damage: N/A
Description: This technique is a variation based on the usage of C's lightning illusion technique. Applied to a lightning technique the user has already formed. He will form two handseals supercharging the electrons within the lightning jutsu with additional chakra. As seen with Chidori high concentrations of lightning chakra can be caused to make distinctive loud noises that closely resembled that of millions of birds constantly chirping . This noise however will remain dormant within the charged electrons until the moment the jutsu strikes an opposing jutsu or the opponent. Once it has struck it's mark the dormant addition will cause the lightning jutsu to explode violently creating a deafening cracking noise very similar to a high pitched thunderclap. This can cause temporary loss of hearing to the opponent if he happens to be in short range of the jutsu. However similar to C's usage of the illusion flash pillar the user will be able to cast the opponent in a genjutsu using the loud clap of thunder as a medium. Sound created by the thunderclap or if the user knows sound release, a sound genjutsu using the loud noise of the thunderclap as a medium.
↯Usable thrice per battle.
↯Must be used while performing a technique and only works on one technique at a time.

‡ Declined ‡ Where's the quote? The bolded changes?

♪(Ototon:Aporo no Kurēdoru) - Sound Release: Apollo's Cradle
Type:Supplementary
Rank: A
Range:Short-Long
Chakra:40
Damage:(+20 to earth techniques due to speed boost)
Description: The user claps his hands while radially releasing instant sound waves throughout the ground and atmosphere. This creates a field of sound energy which allows the user to manipulate surrounding earth and earthen constructs at will by decreasing it's masses in turn, the earth techniques will gain speed from fueling additonal sound waves into them. This causes the vibrations of the waves to easily force earth and earthen constructs up with the violent chakra without the user coming into direct contact with the earth's surface. All seals apply except for those that require a gesture involving the ground. Those gestures will be substituted by an additional can seal to whatever earth jutsu.

♪ Created by Mellow.
♬ Lasts for 3 turns.
♩ Can be only used twice.

‡ Declined ‡ DNR.

♪(Ototon/Genjutsu: Chōrui Kōringu)- Sound/Illusionary Release: Avians' Calling
Type: Offensive
Rank:S
Range: Short-Long
Chakra:40
Damage:80
Description:Upon hearing the sound of lightning ,the target will instantly feel the effects of this jutsu.The user uses the high resonance and amplitude of the violent chirping noises as a medium for casting genjutsu. The user combines his Ototon chakra with a previous lightning jutsu's sound effects and induces the target into a sound genjutsu. The mixture of the two elements amplify the sound of the lighting which closely mimicked the sporadic noises caused by a flock of a million of birds. The lightning technique acts as a vocal point in order for the genjutsu to take effect . The effects of the genjutsu would be to simply cause an unbearable amount of pain which would feel as if the opponent's brain was repeatedly being beaten into, giving the effects of thunder and vibrations "stuck" in the opponents head and body , believing to feel these intense effects on their brain mostly since that's where the birds were mostly aiming at to get a quick kill and great meal. With this intense pecking within the victims head and body , it would nullify advance cognitive ability and quick thinking for physical reaction. Along with the pain distorting the opponent's ability mold chakra effectively (won't be able to perform S-Ranks and above) due to this intense pain occurring inside one of the important chakra points of the body; the brain.

♪Can only be used once every 3 turns
♪The chirping is quickly elevating in volume.
♪Can only be taught by Mellow.

‡ Declined ‡ OP and I'm not approving techniques like Banshee. You need to find another effect for this technique to be viable.
↯(Raiton: Raijū no Funsai Hana) - Lightning Release: Raiju's Shattering Flower
Type:Supplementary
Rank: A
Range: Mid - Long
Chakra:30
Damage: N/A
Description: This technique can be considered an alteration jutsu as it changes the nature of existing lightning techniques. The user will form an additional two handseals during the performance of another technique, supercharging the electrons within the lightning jutsu with additional chakra. As seen with Chidori high concentrations of lightning chakra can be caused to make distinctive loud noises that closely resembled that of millions of birds constantly chirping . This noise however will remain dormant within the charged electrons until the moment the jutsu strikes a target, technique or is activated by an additional hand seal. Once it has been activated this technique will cause the initial lightning jutsu to produce a blinding flash of light and deafening cracking noise very similar to a high pitched thunderclap. This can stun the opponent momentarily as well as the user if they're within short-range of it.

↯Usable thrice per battle.
↯Must be used while performing a technique and only works on one technique at a time.
Blindness lasts for one turn

‡ Approved ‡ Edited.

@ bolded are the new effects. Changed the rank and took away the damage.

♪(Ototon/Genjutsu: Chōrui Kōringu)- Sound/Illusionary Release: Avians' Calling
Type: Offensive/ Supplementary
Rank: A
Range: Short-Mid
Chakra:30
Damage:n/a
Description: The user will focus their ototon chakra into an existing "loud" sound (explosions, earth breaking apart, etc) to cast the target in an illusion.The user utilizes the already present high resonance and amplitude of the violent noises as a medium for their sound and genjutsu. The user combines his Ototon chakra with a previous jutsu's sound effects and induces the target into a sound genjutsu while also use manipulating the ‘ringing’ sound that is experienced after a loud noise causing it to continue to grow in strength til it becomes painful and distracting to the target. The genjutsu however is simple in nature as the target would see a large flock of birds which would constantly surround and swarm them, limiting their vision while the birds attack repeatedly. Each bird would seek to pierce the target with their sharp beak in a different area, covering them in the bodies of the bird while they are unable to move due to being "pinned down" by the beaks and the sheer bulk of the flock. This technique does not happen in the same time-frame as the jutsu which precedes it.

♪Can only be used once every 2 turns
♪Can only be taught by Mellow.

‡ Approved ‡ Added the last note in case you thought this would happen simulatenously to other techniques.

(Ototon: Kōpasu Ritō) Sound Release: Corpus Defection
Type:Supplementary
Rank:S
Range:Short-Mid
Chakra:40
Damage:N/A
Description: The user will gather chakra into their mouth and infuse it into a yell, creating a high frequency low energy sound wave that targets the corpus collosum of the opponent's brain, impeding its ability to relay information between the two hemispheres of the brain. The technique serves to slow down this relay significantly, causing sensory information that is picked up by the user to processed at a much slower rate. This technique, therefore, effectively halves the reaction speed of any opponents who hears the yell.
-Lasts for two turns maximum
-Can only be taught by Mellow
-User must wait three turns before utilizing technique again once the effects wear off

‡ Declined ‡ Clashes with an existing technique.
 
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Vex

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Re: Custom Jutsu Submission

(Ototon/Raiton: Supīdofōsu Phasing) Speed Force Intangibility
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user, after having activated the 'Speed Force' jutsu, will be able to utilize the sound and lightning vibrations to cause his body to vibrate at an exceedingly fast rate, matching the vibrations of an incoming projectile, regardless of its properties - be it solidor, liquid, gaseous, or energy based. By matching the incoming projectile(s)' vibration, the user is able to 'run through' an incoming technique. Furthermore, if the jutsu is divided into multiple projectiles, the user would be able to 'run through' them all, as they'd be vibrating on the same frequency. Ideally, the jutsu is meant to be used to avoid techniques like Nagashi in short range, and to run through walls and other barriers. This is meant to help the user to get in close in order to use taijutsu.

Note: Teachable only by Vex
Note: Lasts only for the turn that it was used in
Note: Must have the 'Speed Force' jutsu active
Note: Can only be used 3x per battle

Declined - DNR, i'm not going to allow you to phase through any attack via vibrating. I know you've seen it in flash but it's not possible in our rp, if you wanna phase, go for Obito O_< Not only that but phasing through energy based attacks? Really?


( Ototon/Raiton: Supidafo ) Speed Force Sharing/Conservation
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user, after having activated the 'Speed Force' jutsu, will be able to lend or take away speed from a target. In order to lend a target some of his speed force energy, the user will (while having physical contact with a target), cause some of their excess speed force energy to leak into an ally. This has been described as similar to a car getting a 'jump start', the sudden flood of chakra would flood the target of any sort of foreign chakra/energy in their body causing it to dissipate. The speed force energy is also capable of waking someone if they are unconscious, acting as a defibrillator of sorts (however, it won't heal any actual damage). The speed force energy in the recipient's body causes them to become faster and stronger, although not the degree of the user. Their speed increases by 1.5x, their reactions are doubled, and their taijutsu gains +10 damage. Conversely, the user is able to extend their excess speed force energy outwards beyond their body into the surrounding air. As an object that moves faster than the user enters their vicinity (within mid range), the raiton and ototon chakra in the air become a 'net' increasing air friction, and causing the target's speed to become equal to the user's. However, the target must first be moving faster than the user.

Note: Teachable only by Vex
Note: Usable twice
Note: Lasts 4 turns
Note: Two turn cool down between uses
Note: Must have Speed Force active in order to use

Declined - Same as above, it's not possible for you to give speed to some one in the rp like this and what if they can't control what you give them? Not only that. Also your wording of part of it clashes with a cannon med jutsu.

( Fuuinjutsu: Nanatsu no Taizai ) - Sealing Arts: The Seven Deadly Sins
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: Placed on the user's biography, the seal takes the form of The seal activates whenever the user tries to place a physical seal, such as the Flying Thunder God seal. A seal meant to be used directly after another seal has been placed in the same timeframe. This jutsu is meant to be used alongside seals that normally are only usable on solid objects. By quickly focusing chakra into the seal before it's applied (similar to the water walking method), the user is able to place seals like Minato's FTG seal on mediums they normally wouldn't be able to place them on, such as fluids. Additionally, the user could potentially use this technique to place seals on energy based elements like fire. He would simply expend an extra 'five' chakra, and allow the seal to be placed on flames. This is done by simply expending the extra chakra to create a reinforcement over the fuuin seal, making it more durable.

Note: Teachable only by Vex
Note: Seals which previously could only affect solid techniques will now work on other mediums
Note: Since the seal is constantly on the user's body (must be stated in bio), the usage of this seal is passive

Declined - i'm fine with placing seals on liquids, but placing a seal on pure energy itself? What next sound waves with seals on them? Remove the energy part and keep it to liquids and we'll take another look at this.
 
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-Haku Yuki-

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Re: Custom Jutsu Submission

(Katon: Osen)-Fire style: pollution
Type:Supplementary
Rank: A rank
Range: Short-long
Chakra:30 (-10 per turn)
Damage: NA
Description: The user will focus his katon chakra throughout his body and focus it into the chakra all around him and make a hand seal causing black fumes to come from his body. This fumes not only block the sight of both users but have an affect on the natural energy in the air polluting it and making it impossible to gather nature energy due to the unnatural effect the fumes have on the area. Instead if someone should try to gather nature energy while this is active they will cough uncontrollably and lose focus. This does not affect natural energy inside the user if they have already entered sage mode but will on the jutsu they use subtracting 10 from their sage mode jutsu.
Note: lasts five turns
Note: can only be used three times per battle
Note: the jutsu effects users in the process of gathering nature energy

Declined - The part about natural energy just isn't feasable, i mean the energy comes from nature itself, not just the air which would be polluted. (declines it anyway to save my sage mode) haha JK


(Fūton/ Suiton/hyouton: tatsumaki) Wind/Water/Ice: Tornado
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will make a single hand seal and create a tornado of water around the enemy spinning clock wise then with another hand seal the user will create a wind tornado directly outside the water tornado spinning counter clock wise. The force of the two tornados will force the enemy to the ground and then they will enclose on the enemy and freeze trapping them inside the frozen tornado before the user blows it up using the tiger hand seal.
Note: Can only be used twice
Note: the water wind and ice are all see through
Note: No wind water or ice above A rank in the same turn
Note: no S rank ice next turn

Approved - nice jutsu
Resubmitting

(Katon: Osen)-Fire style: pollution
Type:Supplementary
Rank: A rank
Range: Short-long
Chakra:30 (-10 per turn)
Damage: NA
Description: The user will focus his katon chakra throughout his body and focus it into the chakra all around him and make a hand seal causing black fumes to come from his body. This fumes not only block the sight of both users but have an affect on the enemy. The fumes will enter the enemy either through his mouth, nose or pores and cause a disruption and unbalance in the enemies chakra polluting their chakra and making it impossible to gather nature energy due to the unnatural effect the fumes have on the the chakra and the body as well as makes it impossible to stay still as the enemy will constantly be coughing uncontrollably . If someone should try to gather nature energy while this is active they will cough uncontrollably and lose focus. This does not affect natural energy inside the user if they have already entered sage mode but will on the jutsu they use subtracting 10 from their sage mode jutsu. Should the enemy try to blow away the fumes with wind the fumes will only scatter around the rest of the battle field and and still find a way into the enemy be it pores on the skin or by inhaling it. This also affects the user, preventing them from using sage mode aswell.
Note: lasts four turns,then the body is cleared and the fumes stop coming from the user until used again.
Note: can only be used three times per battle
Note: the jutsu effects users in the process of gathering nature energy


Declined - controlling the fumes in their body isn't allowed in the rp. The way you're trying to use this smoke is like a poison which would then be med related. Also choking on some smoke wont stop your chakra control. I wont DNR it as i'm interested in what you will come up with but your current approach just isn't possible.
New

Futon/Suton: Kaze Mizu Botoru)Wind/Water Style: Wind Water Bottle
Type: Offensive/Supplementary
Rank: A rank
Range: Short-long
Chakra: 30
Damage: 60
Description: The user will focus his chakra beneath The enemy and with a snap of his fingers a large amount of wind will come flowing up from beneath the enemy in the shape of a glass cup with the only way to escape being up. While Inside the cup the wins on the inside will knock the enemy around and cut them up. The user will then focus his water chakra above the wind cups top and create a vast amount of water that will be dropped in, almost as if pouring it into cup like a drink, the top of the wind cup will then close so the water and wind can build up pressure. The water will twist and spin inside the wind cup crashing into the enemy multiple times until the wind cup implodes on itself from the pressure, crushing the enemy between the wind and water. If the user wishes to he can make the wind implode on its own without the water.
Note: The water is formed rather quickly appearing almost as quickly as the wind cup.
Note: Can only be used thrice
Note: No Wind or Water jutsu above A rank can have been used in the turn before by the user.


Declined - you'd be using two chakra natures at the same time, contolling the shape of the wind of it pushing aorund then creating water from above which would be y/y, could be used with a clone, or you could do it the other way around, summon a port in the sky that drops water followed by an aditional handseal to create the wind cup as the water falls, the water water falling wouldn't need controlling and you could go on to mould the wind for the glass.
New

Jutsu is based off of a currently existing cj of mine:

(Hyouton: Tou Ue Ultimate)- Ice Style: Freeze up Ultimate
Type: Attack/Supplementary
Rank: S
Range: Short (Long if used on non living objects)
Chakra Cost: 40
Damage Points: 80 (If Body part is turned into ice)
Description: A Jutsu that can only be used if the user is currently using (Hyouton Tou ue)Ice stye: Freeze up. This jutsu Allows the user to transfer the properties of his ice like state to living and non living objects being able to turn anything into ice. The user simply makes contact with something, for instance the ground and could turn the entire earthly terrain up to long range into pure ice using the same process as freeze up which involves the user pumping his ice chakra in and out into every bit of whats in contact with him multiple times until he changes its properties to ice. This however does not affect objects or people above the ground or under the ground except that they won't be able to use earth to escape being under ground or use earth jutsu that involve the ground. This jutsu is limited on people because it requires the user to make contact with them and it only works on the body parts touched, when a body part is touched by this jutsu that body part becomes pure ice and falls off the body as a stub with no blood however it causes a large amount of damage.
Note: No Ice jutsu above A rank in the same or following 2 turns
Note: Must be using freeze up at the time of use
Note: Can only be used 3 times

Declined - need to reduce the range on this, short range freezing from your touch is fine, but freezing an entire field is too much.
 
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Sasori

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Re: Custom Jutsu Submission

Name: (Aka himitsu gijutsu: Seigen) Red Secret Technique: Restriction
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A (80 if used to injure)
Description: Sasori starts off by opening his chest compartment holding his storage of 100 chakra strings. Once open the user will launch a large array of 100 chakra strings at a target in order to bind them. The chakra threads will all be aimed to wrap themselves around a certain part of the target’s body to restrict their movement all together. If the user tries to physically block one of the strings it would lead to them getting that specific body part trapped in the sticky substance of the strings. Also, when trying to block one of the strings it possible for the other strings of the technique to surround, and reach for the opponent from behind. The chakra threads also cover a wide range making it difficult to try and block/evade them. If the technique makes contact with the target it will wrap around them trapping them in a binding force requiring S-rank or higher strength to break them. If necessary the user can cause for the chakra threads to close in on the target injuring them. The chakra threads can be used to render rather large objects or creatures immobile. Due to how the technique it is best to avoid all of them or counter them. Once the threads have entirely wrapped around the target it would appear as if they are inside of a cocoon of strings.
Note: Can only be used twice
Note: Can only be taught by Sasori
Note: Must Know Puppetry
Note: No S-rank or higher puppetry next turn.

Declined - needs anothe restriction, no puppet jutsu isn't much of a restriction to be honest. For an S rank atleast. Explain how the how the strings injure them too.
Name: (Chakura- ito burasuto hogo) Chakra Threads: Blast Protection
Type: Supplementary
Rank: D-S
Range: Self/Short
Chakra: 10-40
Damage: N/A
Description: This is a technique Sasori created in order to stay on balance from shockwaves or powerful blasts. Also, it was created in order to stand up against powerful waves which would normally blow people away. With this jutsu it will keep the user on balance as well as the ground they are standing on protected, but everything surrounding it will be destroyed if the opposing jutsu caused destruction. There are different forms of this technique each used depending on the situation. Each form of the jutsu is based on the usage of chakra threads in order to help protect the user. This jutsu helps keep the user balance, but it does not protect the user from the damage of the actual technique.

D-C Rank Blasts: For blast of these ranks the user is capable of generating chakra threads from within their toes. Once the chakra has been gathered from the user’s feet the chakra threads will go and dig themselves underground. By doing this the user will give themselves a firm grip on the ground allowing for them to maintain their balance from attacks of that given rank. Also, it will enable the user the ability to not be blown away from blast of this rank, but also dealing damage to the user if not blocked.

B-A Rank Blasts: For blasts of these ranks the user will get on the ground on all four, and then begin to generate chakra threads from their hands and their feet. Once the chakra threads have been formed they will then bury themselves underground from where the user was. This form of the technique keeps the user on balance from shock waves and, keeps the user standing from blasts of these ranks. The ground that the user is standing on will also be unaffected by the blast, which goes to say that the surrounding land is capable of being blown away while the platform where the user is will remain the same.

S-Rank Blasts: This is a special case which Sasori will only use in dire situations. He will open his chest compartments revealing his 100 chakra strings. He then will launch them into the ground providing the strongest form of this technique. This technique keeps the user on balance as well as allowing them survive blasts up to S-rank. It will prevent his body from blowing away, and will also protect the surrounding land which it would be attached to but will also have to deal with the actual damage of the attack.
Note: Can only be taught by Sasori
Note: No turn limit for D-C rank version.
Note: B-A can only be used four times and requires a turn cool down after each usage.
Note: S-rank can only be used twice with a turn interval between each usage.
Note: Does not protect the user from the actual damage of the attack.
Note: Ordinary Puppetry users can still use this, but only up to A-rank version.
(For blasts D-C and B-A, it basically means that that version of the technique capable of taking up to C or A-rank blasts.)

Decline - restrictions for A rank isn't enough, same as S rank.
Name: (Aka himitsu gijutsu: Seigen) Red Secret Technique: Restriction
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A (80 if used to injure)
Description: Sasori starts off by opening his chest compartment holding his storage of 100 chakra strings. Once open the user will launch a large array of 100 chakra strings at a target in order to bind them. The chakra threads will all be aimed to wrap themselves around a certain part of the target’s body to restrict their movement all together. If the user tries to physically block one of the strings it would lead to them getting that specific body part trapped in the sticky substance of the strings. Also, when trying to block one of the strings it possible for the other strings of the technique to surround, and reach for the opponent from behind. The chakra threads also cover a wide range making it difficult to try and block/evade them. If the technique makes contact with the target it will wrap around them trapping them in a binding force requiring S-rank or higher strength to break them.By using the same force used to move puppets around with a good amount of force the user channels the same strength into their threads, and from their will cause devastating results if wanted. If necessary the user can cause for the chakra threads to close in on the target injuring them. The chakra threads can be used to render rather large objects or creatures immobile. Due to how the technique it is best to avoid all of them or counter them. Once the threads have entirely wrapped around the target it would appear as if they are inside of a cocoon of strings.
Note: Can only be used twice
Note: Can only be taught by Sasori
Note: Must Know Puppetry
Note: No S-rank or higher attacks next turn.

Note: No other puppet jutsu or controlling of other puppets at the same time due to the sheer control it takes for 100 threads.

Approved - made edits

Name: (Chakura- ito burasuto hogo) Chakra Threads: Blast Protection
Type: Supplementary
Rank: D-S
Range: Self/Short
Chakra: 10-40
Damage: N/A
Description: This is a technique Sasori created in order to stay on balance from shock waves or powerful blasts. Also, it was created in order to stand up against powerful waves which would normally blow people away. With this jutsu it will keep the user on balance as well as the ground they are standing on protected, but everything surrounding it will be destroyed if the opposing jutsu caused destruction.There are different forms of this technique each used depending on the situation. Each form of the jutsu is based on the usage of chakra threads in order to help protect the user. This jutsu helps keep the user balance, but it does not protect the user from the damage of the actual technique.

D-C Rank Blasts: For blast of these ranks the user is capable of generating chakra threads from within their toes. Once the chakra has been gathered from the user’s feet the chakra threads will go and dig themselves underground. By doing this the user will give themselves a firm grip on the ground allowing for them to maintain their balance from attacks of that given rank. Also, it will enable the user the ability to not be blown away from blast of this rank, but also dealing damage to the user if not blocked.

B-A Rank Blasts: For blasts of these ranks the user will get on the ground on all four, and then begin to generate chakra threads from their hands and their feet. Once the chakra threads have been formed they will then bury themselves underground from where the user was. This form of the technique keeps the user on balance from shock waves and, keeps the user standing from blasts of these ranks. The ground that the user is standing on will also be unaffected by the blast, which goes to say that the surrounding land is capable of being blown away while the platform where the user is will remain the same.

S-Rank Blasts: This is a special case which Sasori will only use in dire situations. He will open his chest compartments revealing his 100 chakra strings. He then will launch them into the ground providing the strongest form of this technique. This technique keeps the user on balance as well as allowing them survive blasts up to S-rank. It will prevent his body from blowing away, and will also protect the surrounding land which it would be attached to but will also have to deal with the actual damage of the attack.
Note: Can only be taught by Sasori
Note: No turn limit for D-C rank version.
Note: B-A can only be used four times and requires a turn cool down after each usage.
Note: S-rank can only be used twice with a turn interval between each usage.
Note: After using the A-rank version no puppetry above A-rank next turn.
Note: After using S-rank version no S-rank or higher supplementary jutsu next turn.

Note: Does not protect the user from the actual damage of the attack.
Note: Ordinary Puppetry users can still use this, but only up to A-rank version.



Decline - No S rank or higher supplementary jutsu next turn? That's not a restriction, you just spam any jutsu that says offense or defense, you're not hindered in the slightest xd

Name: (Daedalu no fukushu) Daedalus’s Revenge
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Daedalus was known as a master craftsman and has made several famous pieces of crafts. This is one of his most famous pieces of artwork which he developed before his death. The user will first place both of their hands on the ground after pulling out a scroll and summon forth an enormous wooden figure which rises several hundreds of feet into the air. Daedalus is about the same size as Gamabunta or any other large summoning. Once Daedalus is on the field it will then launch a barrage of missiles which cover a large range and width making it hard to out run. The missiles explode on contact. The technique’s aftereffect leaves a large impact on the surrounding land and causes for a large crater to remain where the attack hit. Daedalus is capable of controlling the directions where he attacks, for example the user can aim it at the sky, but once the missiles have been launched the user has no control over that.
Note: Can only be used Once

Declined - hundreds of feet into the air? Nah
Note: Can only be taught by Sasori

Image:
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*Removed that line*
Name: (Daedalu no fukushu) Daedalus’s Revenge
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Daedalus was known as a master craftsman and has made several famous pieces of crafts. This is one of his most famous pieces of artwork which he developed before his death. The user will first place both of their hands on the ground after pulling out a scroll and summon forth an enormous wooden figure. Daedalus is about the same size as Gamabunta or any other large summoning. Once Daedalus is on the field it will then launch a barrage of missiles which cover a large range and width making it hard to out run. The missiles explode on contact. The technique’s aftereffect leaves a large impact on the surrounding land and causes for a large crater to remain where the attack hit. Daedalus is capable of controlling the directions where he attacks, for example the user can aim it at the sky, but once the missiles have been launched the user has no control over that.
Note: Can only be used twice
Note: Can only be taught by Sasori



Declined - if you want the missiles go for pain bio O_<
 
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Beifong

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Re: Custom Jutsu Submission

Updating to add a few things.

(Koton: Banjin no Kousei) - Steel Release: Resurgence of Savagery
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A
Description: The user focuses his koton chakra throughout his body and uses it to create a mass of black steel which appears to grow over his body. The metalllic armour envelops him entirely (with the exception of his eyes and mouth) and takes the form of a medieval armour with a glossy metallic sheen. Unlike its earthen counterpart (Hardening technique) the armour is not as bulky since not as much material is required to make an equally formidable defense (steel is much harder than earth) but its mass still takes its toll on the user. Consequently the user's overall movement speed is reduced by half. What makes this technique unique and not just another elemental armour is the fact that the armour is a partially sentient being that is worn as a defense. Since it’s a sentient being, the armour will prevent Keigoku from passing through it. Through mental commands alone, the user can freely control the chassis of steel throughout its duration granting him an unparalleled ability in combat. Aside from its sentience, the armour possess two abilities. The first ability is a variation of its earthen counterpart's capability to create tools from itself. The user can create and/or extend spiked or blunt weapons from anywhere (or everywhere) on the armour's body, which are capable of bludgeoning or skewering through the body of anyone they come into contact with. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt, in which can be used to hold onto the weapon, much like one would do with a sword. Any weapon made via this method is physically attached to the armour but can be detached and thrown as a projectile or retracted into the armour's body at any time to restore its original form. The second ability essentially allows anything inanimate that's solid in composition touched by the armour to be converted into black steel. As a result the user can make use of anything as if it were an actual weapon, from sticks to the weapons of others (excluding Custom Weapons). This transforming anything the armour touches into steel will not apply to living beings, anything on the user’s person nor will it apply to the ground or any surface they may be standing on. The bond between the user and the armour is stronger than that of most sentient creation techniques because the two are always in physical contact. Thus the armour passively leeches a portion of chakra from the user's body every turn in order to sustain itself. However in a way it is also more dependent on the user than most sentient creations as it acts like a symbiotic parasite. It cannot leech chakra from the user without physical contact and so when the user sheds the armour it will drop lifelessly to the ground. Since the armour is a sentient creation it cannot be manifested in only specific parts of the body and initially must always be made to encase the user in his entirety (excluding eyes and mouth). This armour does not limit the user’s ability in battle any way. It doesn’t limit or hinder their ability to perform handseals. It’s flexible at the joints (back of the knees, elbows, etc), allowing seamless movement while in the armour. To supplement their ability to release steel techniques from the body, the user can instead create them from the armour (without weakening it) sans handseals. The user’s chakra can diffuse into and pass through the armour, so they can slam their hands on the ground to still perform earth techniques, make contact with objects/entities to channel chakra into them (e.g. applying the Added/Light Weight techniques), techniques which form over the user’s body can instead form over the armour (e.g. Hardening), et cetera.

Note: Can only be used twice per battle
Note: Lasts for four turns (unless cancelled)
Note: No S-Rank or above Steel techniques on the turn the armour is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn the armour is deactivated
Note: The user can instead have this armour last indefinitely (or until it’s destroyed) but it will count as their custom weapon for that fight/event. This of course means it can only be used once rather than twice per battle.

Declined - I'm fine with the end result but just elaborate on what makes it sentient. Just saying it's sentient isn't enough as most people would do that, if it has a unique ability it does on it's own, causing it to be sentient would make sense though.
Removed the line about Keigoku

(Koton: Banjin no Kousei) - Steel Release: Resurgence of Savagery
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A
Description: The user focuses his koton chakra throughout every chakra point in his body and uses it to create a mass of black steel which appears to grow over his body. The metalllic armour envelops him entirely (with the exception of his eyes and mouth) and takes the form of a medieval armour with a glossy metallic sheen. Unlike its earthen counterpart (Hardening technique) the armour is not as bulky since not as much material is required to make an equally formidable defense (steel is much harder than earth) but its mass still takes its toll on the user. Consequently the user's overall movement speed is reduced by half. What makes this technique unique and not just another elemental armour is the fact that the armour is a partially sentient being that is worn as a defense. Through mental commands alone, the user can freely control the chassis of steel throughout its duration granting him an unparalleled ability in combat. Aside from its sentience, the armour possess two abilities. The first ability is a variation of its earthen counterpart's capability to create tools from itself. The user can create and/or extend spiked or blunt weapons from anywhere (or everywhere) on the armour's body, which are capable of bludgeoning or skewering through the body of anyone they come into contact with. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt, in which can be used to hold onto the weapon, much like one would do with a sword. Any weapon made via this method is physically attached to the armour but can be detached and thrown as a projectile or retracted into the armour's body at any time to restore its original form. The second ability essentially allows anything inanimate that's solid in composition touched by the armour to be converted into black steel. As a result the user can make use of anything as if it were an actual weapon, from sticks to the weapons of others (excluding Custom Weapons). This transforming anything the armour touches into steel will not apply to living beings, anything on the user’s person nor will it apply to the ground or any surface they may be standing on. The bond between the user and the armour is stronger than that of most sentient creation techniques because the two are always in physical contact. Thus the armour passively leeches a portion of chakra from the user's body every turn in order to sustain itself. However in a way it is also more dependent on the user than most sentient creations as it acts like a symbiotic parasite. It cannot leech chakra from the user without physical contact and so when the user sheds the armour it will drop lifelessly to the ground. Since the armour is a sentient creation it cannot be manifested in only specific parts of the body and initially must always be made to encase the user in his entirety (excluding eyes and mouth). This armour does not limit the user’s ability in battle any way. It doesn’t limit or hinder their ability to perform handseals. It’s flexible at the joints (back of the knees, elbows, etc), allowing seamless movement while in the armour. To supplement their ability to release steel techniques from the body, the user can instead create them from the armour (without weakening it) sans handseals. The user’s chakra can diffuse into and pass through the armour, so they can slam their hands on the ground to still perform earth techniques, make contact with objects/entities to channel chakra into them (e.g. applying the Added/Light Weight techniques), techniques which form over the user’s body can instead form over the armour (e.g. Hardening), et cetera.

Note: Can only be used twice per battle
Note: Lasts for four turns (unless cancelled)
Note: No S-Rank or above Steel techniques on the turn the armour is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn the armour is deactivated
Note: The user can instead have this armour last indefinitely (or until it’s destroyed) but it will count as their custom weapon for that fight/event. This of course means it can only be used once rather than twice per battle.

Approved

(Koton: Kyogou no Agravain) – Steel Release: Arrogance of Agravain
Type: Supplementary
Rank: A
Range: Short - Long (Short-range contact; up to Long range travel)
Chakra cost: 30
Damage points: N/A
Description: The user will focus their koton chakra throughout their body before quickly merging with a source of steel larger than their body. The user will move through it at the speed of a fired arrow before emerging in the same manner on another point of that same source of steel. The user can stay merged for as long as they want before emerging at the cost of 10 chakra per turn. The second usage of this technique parallels Steel Release: Kindness of Kay and can only be used under certain conditions. When transformed into steel through Glory of Galahad, the user will make contact with an entity made of steel (technique-made or devoid of chakra) and focus their koton chakra into it. The user will then merge with the entity as seen with many Earth Release techniques, entering it and merging with it completely. Due to this, the user can only merge with steel structures larger than them. Combining with a technique will be a complete merging of techniques and the structure in question will increase in size as a result (proportional to the size of the user's body). When combined with a technique, it will be capable of defending against techniques equal to the collective sum of Galahad and it's own power. If the user merges with a sentient creation such as the Knights created in Steel Release: Knights of the Round Table, the user will gain the abilities of the aforementioned technique while active and vice versa.

If the user merges with a humanoid much larger than them, the steel structure will essentially "become their body" for the duration of this merging and will be capable of moving, talking, performing techniques and everything else they could in their original body. Any techniques used/created from the body will be proportional in size to the scale of the user's new body. While merged with a large-scale technique (on the scale of Great Stone Golem or larger), the user cannot be cast in or affected by Genjutsu due to the enormity of the structure. When the merged with technique times out/expires, the user will be separated from the entity before the transformation is ended. When this jutsu ends the user unfuses from it's target from a location they choose. One thing to note, if a technique lasts for a duration longer than Galahad, it will be passively maintain Galahad until it ends while the two are combined. For example, if Galahad lasts for three turns and the combined with technique has four turns left, the duration of Galahad will be extended to four turns while the two are combined. When this jutsu ends the user unfuses from it's target from a location they choose.

Note: Can only be used twice per battle
Note: Can only be used on steel structures greater than the user in size


Approved

(Koton: Mori no Lamorak) - Steel Release: Lances of Lamorak
Type: Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will focus their koton chakra throughout their being before releasing it from one or numerous locations on their body in order to extend thin wires of steel outwards at the speed of a shot arrow. These wires are sharp-tipped and will dig into any solid surface (those devoid of chakra or follows basic elemental S/W). Once this happens, the user can seamlessly pull themselves towards that location or conversely pull the struck object/technique/being towards them if they possess the necessary physical strength to do so. This movement is usually accompanied by mid-air acrobatics. These wires can be extend to a maximum of fifteen meters away from the user's body.

Note: Can only be used five times per battle

You must be registered for see images

-Pending- Leaving all of these for Madara

✦ All approved, made edits here and there. ✦
(Koton: Jiyuu no Lamorak) - Steel Release: Liberty of Lamorak
Type: Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will focus their koton chakra throughout their being before releasing it from one or numerous locations on their body in order to extend thin wires of steel outwards at the speed of a shot arrow. These wires are sharp-tipped and will dig into any solid surface (those devoid of chakra or follows basic elemental S/W). Once this happens, the user can seamlessly pull themselves towards that location or conversely pull the struck object/technique/being towards them if they possess the necessary physical strength to do so. This movement is usually accompanied by mid-air acrobatics. These wires can be extend to a maximum of fifteen meters away from the user's body. Alternatively, the user can instead focus their chakra into any structure of steel outside their body (the user's own technique or steel devoid of chakra) that is within mid-range of their position and extend these wire(s) from that structure/technique. For travel purposes, this technique can be used while on the ground or airborne though the latter is far more effective. When used while standing on the earth, the user will be pulled slightly off the ground as they're pulled in the direction they intend to travel in.

Note: Can only be used five times per battle

Approved
 
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Re: Custom Jutsu Submission

(Jiton: Supekutākurō | Magnetic Arts: Spectar Claw)
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20(-10/turn)
Damage: N/A(40 if used offensively)
Description: The user channels magnetic chakra to a specific location on their body. This attracts iron sand, which will form into a number of claws(up to the user how many and where to be formed). These claws will act like an extension of the users body, as an additional limb that can stretch up to Mid-range(about 10-15m). The claws themselves can be used in a lot of situations and maneuvers, being able to pull the user out of tricky situations or act as a pair of extra hands in a taijutsu duel. They can take up to C-rank damage but are destroyed if taking exceeding damage. The claws are twice the size of an average human hand and are razor sharp. The user themselves aren't hindered by the claws and are pertained regular movement.
Note: Claws crumble after 3 turns
Note: Can only be taught by Skorm.

Declined - how can they stetch if they are made up of iron sand, it's not a stretchy material or do you add more iron sand to do so. Just make this clear




(Fūin/Suiton: Deibījōnzu no rokkā | Sealing/Water Arts: Davy Jones Locker)
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 40
Damage: 60
Description: The user starts off by performing 4 simple handseals;
Tiger - Dog - Horse - Dragon
and exhales a huge torrent of water from their mouth/palms that drowns the battlefield. The torrent is aimed towards the ground under the user, creating a water-filled canyon about 10 meters deep. After its created, the user places a kunai at the brink of the waters edge(on his/hers side) with a sealing formula that says "Locker" with kanji signs. As the kunai is placed, black kanjis are formed under the kunai and spreads out towards the water. This darkens the water to an almost pitch black look. As the kanjis have all spread out through the entire source of water, a huge wave is formed that is sweeping towards the target(50 meters tall at max) and swallows them whole. The tainted water is given a special ability that seems to drain the very chakra from anything that is swallowed/in touch with the water and gives a sort of sticky and burning feeling. Being swallowed by the water renders the one inside unable to mold chakra above A-rank and the water is so heavy that it pushes down its victims to the bottom of the canyon within a couple of seconds. This gives an incredible amount of pressure to be placed on the one caught inside the water, who becomes immobilized unless the possession of super-human strength is used. The burning sensation along with the color of the water makes it impossible to see through it when caught inside it. The strength of the sealing formula is of A-rank and the water torrent is also of A-rank.

Note: Usable four times/battle.
Note: Can only be taught by Skorm.

Declined - similar to existing jutsu



CWJ of [ ]
(Fūin: Herushingu no tebukuro - Skorm no Yumi(Tengoku/Jigoku no ya) | Sealing Arts: Gloves of Hellsing - Skorm's Bow(Arrows of Heaven/Hell)
Type: Offensive/Defensive/Supplementary
Rank: A-ranked
Range: Short-Long
Chakra: 40
Damage: 60
Description: The true wielder of the Gloves of Hellsing utilizes their sealing formula placed on the back of their hands with the kanji symbol of 'Bow'. They then, with the help of their gloves, form a bow of either wind or fire. The seal with automatically react to the formation of chakra and kanji's will spread from the sealing formula onto the bow, darkening its color(to either dark fire or dark wind). The user then fires one to three arrows of either wind or fire that are tagged with the sealing formula. Each arrow is gigantic, about 2 meters in length and purely made of wind or fire. Depending on which element the bow is made of, the sealing formula will give the arrows two different abilities.

Wind - Arrow(s) of God: The seal that is infused with the arrows gives them some unique features as they are made out of wind. The arrows are travelling unhindered in any type of wind or storm, never to be affected or slowed down by such. That doesn't mean they can't be neutralized by wind of equal rank, but the arrows are not simply affected by currents of non-concentrated wind such as storms or gusts etc. On impact, the arrows explode and form a large tornado(about 5 meter in diameter). The tornados are infused with the kanjis, turning them black and gives them a sealing property that works just like a normal sealing tag, although anything caught in the tornados will be sealed off. Being summons, clones or even an opponent. The damage of one arrow is of A-rank, but should two be shot, they are each B-rank or should three be shot, they are of strong C-rank. Cosmetic-wise the arrows are very large with a arrow-tip shaped like a spear and miniature gusts of wind are surrounding the arrows. Bending the very airspace around them.

Fire - Arrow(s) of Hell: The seal that is infused with the arrows gives them some unique features as they are made out of fire. The arrows are so hot that they melt down earth, meaning they travel un-hindered underground. They can melt through S-ranked(depending on quantity of arrows) earth techniques but lose their kinetic energy and simply burns out. However, they are able to move through regular ground, mud, gravel un-hindered. On impact, the arrows explode into huge bursts of intense fire(about 5 meter in diameter). The bursts of fire are infused with the kanjis, turning them black and gives them a sealing property that expands the fire in a 20 meter wide area from the impact site. The fire is extremely hot and will give serious burns on touch. The flames can rise up to 5 meters tall. The damage of one arrow is of A-rank, but should two be shot, they are each B-rank or should three be shot, they are of strong C-rank. Cosmetic-wise the arrows are very large with a dragon-shaped tip with glowing eyes. Miniature black flames are surrounding the arrows.

Note: Can only be used in conjunction with the Hellsing Gloves.
Note: Seal of the Bow is always active.
(Cosmetics of the bow)
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Declined you would need permission from mathias as it infringes on his sniper arts.
 
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Summer

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Re: Custom Jutsu Submission

Training here:
Shoton/Fuinjutsu Henteku Dou (Crystal/Sealing arts Strange Body)
Type:Supplementary
Rank: A rank
Range: short-mid
Chakra:30
Damage:
Description: This seal is noted in the bio of the user. It is a unique seal with the kanji Mineralize placed on the users body. The jutsu/seal will activate when it senses moisture in the air or surrounding area of the user. It will activate and send out a chakra shield barrier of Crystal chakra. This barrier will be able to crystallize any liquid that comes into contact with the barrier or even passes through the barrier. Liquid based substances will have an immediate crystallization and will shatter instantly. While things like earth will crystallize but will rather fall to the ground and lose momentum.
Notes: can only be activated by water/moisture based elements.
The crystallized water shards can be used as a source to create other crystal jutsu.
Note: this barrier will move with the user while active.
Note: remains active for 4 turns.
Note: usable twice per battle.
Note: Cannot use above A rank Crystal while active.
Note: can only be taught by me.

Declined - will only allow this to activate short range around you, and reword it, it's a bit messy at the moment. Also remember if it's a projectile like water bullet, just because it crystalises, it will then be a crystal bullet shooting at you...


Contract:


Kuchiyose Tsuki Doton Sennin - Meerkat Summoning Moon Earth Sage
Type: summoning
Rank: A rank
Range: Short- long range
Chakra: 30
Damage: 60
Description: this young meerkat regular in size 3 feet tall and can stand on two legs and use hand signs Tsuki is a earth sage and able to change his body into the earth and take control of the earth in the perimeter of short range of the summoner. this makes it so the meerkat has control of the earth directly under the summoner for the duration of four turns. the enemy cannot then send spikes up from under me and will not be able to take control of that portion of earth until the summon is either destroyed and or leaves the field. He also has the ability to feel vibrations across the ground meaning that if an enemy begins using earth and or even just moving across the battlefield. This means that he is able to feel even the slightest of pressure that is applied on the earth's surface.He also can utilize vibrations from his paws. By placing them on the ground breaking down earth based making the enemies earth jutsu's crumble apart once per turn by enhancing and sending more power into the earth with a vibrating paw touch ( raw chakra Vibrating at high speed).
Tsuki is able to use up to A rank Doton jutsu's only when he is above ground and not when he is fused with the ground. he is even able to use doton jutsu that require handsigns.

restrictions
+can only use vibrations ability once per turn and three times per battle. With a one turn cool down.

+ once he is melded with the ground he must stay that way during the summoning duration.


+stays on the field for four turns.

+can only be summoned twice per battle.

+must sign meerkat contract learn

Declined - you have an A rank summon under you. If i were to use an S or F rank earth jutsu from below you it would overpower your summon. This can't stop the opponent from using earth like this.


Contract:


Kuchiyose Tsuki Doton Sennin - Meerkat Summoning Moon Earth Sage
Type: summoning
Rank: A rank
Range: Short- long range
Chakra: 30
Damage: 60
Description: this young meerkat regular in size 3 feet tall and can stand on two legs and use hand signs Tsuki is a earth sage and able to change his body into the earth and take control of the earth in the perimeter of short range of the summoner. This makes it so the meerkat has control of the earth directly under the summoner for the duration of four turns. Having Tsuki occupy this earth around the user. He will make it so that if the user needs to evade or requires a foot hold all the user has to do is say what he needs. For instance spikes, pillar's, mud, holes in the ground, raising and lowering sections. Shooting mud up from the ground. While underground Tsuki can gauge the exact body weight of His master and tell the difference between someone else's. He also has the ability to feel vibrations across the ground meaning that if an enemy begins using earth and or even just moving across the battlefield. This means that he is able to feel even the slightest of pressure that is applied on the earth's surface.He also can utilize vibrations from his paws. By placing them on the ground breaking down earth based making the enemies earth jutsu's crumble apart once per turn by enhancing and sending more power into the earth with a vibrating paw touch ( raw chakra Vibrating at high speed).
Tsuki is able to use up to A rank Doton jutsu's only when he is above ground and not when he is fused with the ground. he is even able to use doton jutsu that require handsigns.
Note:
-can be summoned twice per battle
-can only use vibrations ability once per turn and three times per battle. With a one turn cool down.
- once he is melded with the ground he must stay that way during the summoning duration.
-stays on the field for four turns.
-can only be summoned twice per battle.
-must sign meerkat contract learn

Declined - just make it so the summon can use earth release <_<




Fixed to short range
Reworded some parts
Also gave reference to Guren manipulating her crystal inside the barrier.
Training:

Shoton/Fuinjutsu Henteku Dou (Crystal/Sealing arts Strange Body)
Type:Supplementary
Rank: A rank
Range: Short
Chakra:30
Damage:
Description: This seal is noted in the bio of the user. It is a unique seal with the kanji Mineralize which has been placed on their body. The jutsu/seal will activate when it senses moisture in the air or surrounding area of the user. once activated this seal will send out a chakra shield barrier of Crystal chakra. This barrier will be able to crystallize any liquid that comes into contact with the barrier or even passes through the barrier. Liquid based substances will have an immediate crystallization and will shatter instantly. While things like earth will crystallize but will rather fall to the ground and lose momentum. Guren will be able to freely move and or redirect any crystal inside this barrier at a moments notice By focusing her chakra. She could even go as far as to shatter the crystal into fine dust like particles. Or reform and add the crystal to a new jutsu.
Video reference:

Notes: can only be activated by water/moisture based elements.
The crystallized water shards can be used as a source to create other crystal jutsu.
Note: this barrier will move with the user while active.
Note: remains active for 4 turns.
Note: usable twice per battle.
Note: Cannot use above A rank Crystal while active.
Note: can only be taught by me.

Declined - what makes it shatter? Do you use chakra control to break up the structure into shards then send it back? Make it useable 4 times, but doesn't stay active.


( Fuinjutsu Sasupendo Karento) Sealing arts Suspended Current
Type:Supplementary
Rank: A rank
Range: Short
Chakra:30
Damage:
Description: while in mid air a user can activate a seal that is place on there body and in there bio. With the usage of one handsign it will form a wind barrier around the user. This wind barrier will have circling nature of wind around the barrier which will keep you suspended in mid air. The base of the barrier will be at a higher output to keep the user suspended in air. By placing a hand on one of the sides of the barrier while inside of it. The user can adjust the angle and pitch of direction being exerted by the wind. Going from side to side. This barrier can move at wind jet stream like speeds. This barrier will have a foot thickness dense wind circling around the user which Anything that touches the barrier on the outside will meet with circling currents which will throw things to the side. While directing the barrier around the battlefield the redirection concept of the barrier will be at a stalemate. As the wind for the barrier will in a stronger sense be directed to one of the sides to move the barrier.

Notes:
-remains active for three turns.
-Can only use projectiles through the barrier.
- must be in mid air to activate.
-seal must be stated in users bio.
-can only be taught by me

Declined - clashes with existing jutsu
 
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House

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Re: Custom Jutsu Submission

(Jūho : Sonzai Suru Koto o Yamemasu) Gentle Step: Cease to Exist
Type: Defensive/Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: Using one of the unique traits of Hyuugas, the basic principal of disturbing chakra flow, the user charges massive amounts of raw chakra into their palm or the sole of their feet. Once done, they'll make contact with the ground and flow their raw chakra towards the intended target. As raw chakra flows through a medium instantly, the hyuuga using their scope of excellent and accurate vision, collects their chakra into one point of the target. Using a universal advantage of a technique where having a spread out effect instead of a very concentrated one, the hyuuga is able to mass their manipulated chakra into one concentrated main chakra pathway thus paralyzing it or shutting it down like destroying a pillar and the bridge falling in a domino effect. As the chakra starts disturbing the flow of the intended target and either make it immobile and introducing immense amounts of chakra at one point thus creating a shock in the target.
Notes:
-2 times per battle
-paralyzed for one turn if not disabled
-No gentle fist techniques above A-ranks in the same turn
-Taught by House

Declined - State that it can only be used on solids or liquids and not people. The chakra flow breaking through the jutsu is fine like structures but wont have it enterering a ninjas chakra system through the ground at a range.

(Jūho : Akusei Pāmutoraiaru) Gentle Step: Malignant Palm Trial
Type: Offensive/Supplementary/Defensive
Rank: S - Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: Based on the principle of closing and opening chakra points, the user starts letting out raw chakra from all of his points around himself having an invisible cloud of raw chakra within mid range of him. The raw chakra that's been released constantly by the user being manipulated to have attributes of shutting down or opening chakra points of whatever is within their space. Their target will only feel slightly weakened within mid range due to the raw chakra placing a minor pressure on their chakra points. While advancing closer, their target will feel massive pressure being placed on their chakra points, having great difficulty to channel their chakra due to the massive effect of the raw chakra cloud they're in on short range. Hence this raw chakra has an affect on chakra, when a technique enters their range, it'll be slowly nitpicked due to the nature of the user's chakra.
Note:
-Can only be used 2x
-Last for 2 turns
-No A-ranked or higher same turn and no s-ranked or higher the next turn
-Taught by House
-Has to be Kage or higher to use this due to the expertise needed

Declined - make it short range only. And say how it effects them rp wise like does it take them twice the time to release chakra from their chakra points ect?
 
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Klad

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Re: Custom Jutsu Submission

Meiton: Muchi - Dark Release : Scourge
Type: Supplementary/Offensive/Defensive
Rank: B ( A )
Range: Short - Long
Chakra: 20 (30)
Damage Points : 40 (60)
Description: The user can apply this to themselves or thrust their arm towards a target and apply it to them, this can be applied to summons, clones or singular entities like Stone Golem. The user forms a dark shroud of chakra around the target, and this armor adapts to the target's own frame pattern. The Dark armor is B-Rank in strength and will absorb elements according to the Strength and Weaknesses of Dark Release Absorption.

When and if the armor absorbs a jutsu the dark properties naturally take away the physical and spiritual energies and expels it stronger, expelling it in the form of A-Rank blue flames which cover the target's frame. The armor will burn and cause internal damage if it comes into contact with an enemy. With the use of a single hand seal the user is able to have the flames shoot forward as a horizontal tornado of flames crash into the opponent or a separate target - setting it alight.

Restrictions
- Has a two turn cooldown
- Must have absorbed a jutsu beforehand
- Lasts four turns until absorbed. Adds another two turns to countdown when it absorbs a technique
- Can only be taught by Klad

‡ Approved ‡

Pending, i think method has something like this.


Meiton: Chijō burēka - Dark Release: Terrestrial Breaker
Type: Offensive/Supplementary
Rank: C - S Rank
Range: Mid - Long
Chakra: 15 (40)
Damage: 30 (80)
Description: Terrestrial Breaker is a prime example of how a simple Dark technique can become lethal. The user slams either palm on the ground and sends Dark chakra underground. Via using shape manipulation, he will manifest said chakra in the form of a basketball sized orb which will lie inches underneath the ground's surface. The lethality of this technique depends on how long the orb will stay active. Each turn, this orb will absorb the target's chakra and any absorbable technique they use (only underground related techniques). The longer this orb stays active, the more it will absorb and this will result in a more powerful release. Once this orb absorbs chakra it will turn into light blue color. The surface of the earth will start to glow a faint blue color hue as soon as the orb reaches B rank in strength. With a single hand seal by the user, he'll trigger the orb and make it explode in an extensive amount of blue flames which will cause internal and external burns to anything caught in it. The orb lasts for 4 turns.

The explosion also leaves a crater behind. The mechanism of this technique goes like this:

Turn 1 - C rank release strength (5-meter diameter crater)
Turn 2 - B rank release strength (7-meter diameter crater)
Turn 3 - A rank release strength (9-meter diameter crater) (2nd degree burn)
Turn 4 - S rank release strength (11-meter diameter crater) (3rd degree burn)

Restrictions
-User can't use Dark techniques while the orb is active
-The orb lasts for four turns
-It has two turns cooldown before used again and can only reach the maximum of S rank only twice.
-Can only be taught by Klad

Declined - Dark's absorbing is based on the Inhaling maw jutsu and conversion, to create an orb of "dark charka" would refer to the flames you create after inhaling a jutsu and converting it to chakra you control as the blue flames. Not creating an orb underground that absorbs chakra.
 
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'Kurapika

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Re: Custom Jutsu Submission

(Fūton: Korosu Tame) - Wind Release: To Kill
Type: Defence/Supplementary
Rank: S-rank
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: With a single hand seal, the user is able to create two mockingbirds from the palm of his hands (simply cosmetic, can be created from anywhere short range around the user). The mockingbirds are created with a chakra link between them which cannot be seen without the aid of Doujutsu, or through the use of chakra sensing techniques. The link between them forms a barrier of Wind around the user, protecting the user's body from harm of techniques which might have somehow slipped any other defences put up. The user uses this technique to send chakra to the mockingbirds, which in return power the barrier of Wind around his body, protecting him from attacks by slicing or blowing them away (depends on the technique it is defending against, and is down to the users will). The secret to defeating the technique lays in the opponents ability to destroy the Wind made mockingbirds who are able to mimic speed of things they perceive in battle.

- Can only be used twice per battle, and once deactivated/destroyed by the opponent, there is a turn wait before being able to use this jutsu again. In the same turn this is used, the user must not use any Wind jutsus above S-rank.

‡ Declined ‡ Similar to Erzo's Shu's Tempting Breeze.
(Fūton: Korosu Tame) - Wind Release: To Kill
Type: Defence/Supplementary
Rank: S-rank
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: With a single hand seal, the user is able to create two mockingbirds from the palm of his hands (simply cosmetic, can be created from anywhere short range around the user). The mockingbirds are created with a chakra link between them which cannot be seen without the aid of Doujutsu, or through the use of chakra sensing techniques. The link between them forms a barrier of Wind around the user, protecting the user's body from harm of techniques which might have somehow slipped any other defences put up. The user uses this technique to send chakra to the mockingbirds upon their creation, which in return power the barrier of Wind around his body, protecting him from attacks by slicing or blowing them away (depends on the technique it is defending against, and is down to the users will). The secret to defeating the technique lays in the opponents ability to destroy the Wind made mockingbirds who are able to mimic speed of things they see in battle. If not destroyed, the birds are able to last for five turns before the chakra originally given to them upon creation is depleted. Unless the opponent decides to touch the user, this jutsu is purely defensive and can do no harm. Moreover, for the protection of others the user is able to - at the cost of a move - erect the barrier so that there is a 2 meter diameter with him/her in the center, allowing others protection as well. If they user was to want to return the barrier to its original size, it'd come at the cost of another move.

- Can only be used twice per battle, and once deactivated/destroyed by the opponent, there is a turn wait before being able to use this jutsu again. In the same turn this is used, the user must not use any Wind jutsus above S-rank.

‡ Approved ‡
 
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