[ARCHIVE] Custom Jutsu Submission - II

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The_Empire

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Re: Custom Jutsu Submission

(Fuuinjutsu: Museigen no Buredo) Sealing Technique: Unlimited Blades
Rank: B
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user either places seals on 20 objects they would like to have under their control which is placed passively or they have objects already with these seals. This must be stated in their first post of the battle. The seals are connected to the user via a seal that is on the user's left shoulder. The user with this seal allows the user to control each seal that's on their objects and move them around for whatever purpose they see fit. This whole jutsu was created so when the user loses their weapon they can still control it and attack an opponent that isn't looking or drop their guard. The user can control up to five objects at a certain time. The objects can only be inanimate. The seal on the user's shoulder glows whenever this technique is in use but isn't bright enough to go through none see through clothing.

Declined – 20 is too much
 
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Penguin

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Re: Custom Jutsu Submission

Same Kuchiyose: Densetsu no Soshitsu ▽ Shark Summoning: Makings of a Legend
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: After years of fighting top notch warriors, Mand'alor the Indomitable had come across other warriors restraining him and his usage of certain elements, and now it was time to do that onto others. After performing the summoning ritual, the user would stream chakra into water. This would cause a school of baby sharks, sons and daughters of Gluttony (not visible to the naked eye unless it's focusing strictly on the water). These baby sharks have an ability similar yet different to their father; still having that ability rely of off chakra absorption. These baby sharks feed off of elemental chakra only, and much like baby snakes, these baby sharks are more dangerous than their adult counterpart due to them not being able to control their power. Once these sharks get a taste for a particular elemental chakra being channeled (within short range of the enemy whilst on or in water), they would begin to turn visible to the opponent as they eat away the said elemental chakra, turning to it's respective color. After eating away that elemental chakra from the opponent, stopping their jutsu, these sharks would begin to eat away, any chance they get, at that particular type of elemental chakra for four turns. These sharks, however, have one major weakness. Due to them being babies and needing a constant supply of energy to grow and mature, they can easily die off by the opponent not channeling that specific elemental chakra. It would take two turns for this to be done.

▽ Can only be taught by Penguin
▽ Lasts four turns
▽ Sharks die out in two turns if starved
▽ Can only be used twice per event
▽ Gluttony cannot be on the field with these sharks

‡ Approved ‡

Same Kuchiyose: Shinwa no Fukugen ▽ Shark Summoning: Restoration of the Myth
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40 (-x) (+x)
Damage: N/A
Description: A jutsu Mand'alor the Indomitable made after fighting against people who sealed away parts of his fighting style or ability to mold/use specific chakras properly. To initiate this technique, the user would summon one of five sharks (color corresponds to their element) with forty chakra. Then, as the user is sacrificing this forty chakra to summon that specific shark, the user would also begin sacrificing "x" amount of chakra onto that shark for it to convert to a particular type of elemental chakra which corresponds to the shark's color. Once the shark is completely summoned and within short range in water (physical touching needs to occur outside of water) the shark would transfer that elemental chakra back onto the user. The user, under any type of stipulation of having that element sealed, could perform techniques of that element until that elemental chakra is used up. This in no way undoes techniques ability to compromise the user's ability to use/mold elemental chakra, just another way to perform them.

▽ Can only be taught by Penguin
▽ Can only be used twice per event
▽ Requires a two turn cooldown
▽ If the user sacrifices over two hundred chakra, they would be restricted to using only that element until the chakra ran out, however, would gain a passive damage bonus of twenty per corresponding elemental technique while the chakra cost would be amplified by ten, due to the overabundance of that particular chakra.

‡ Declined ‡ It isn't really logical. Sealing techniques don't seal away all of your chakra of a particular element, they seal away your very ability to mold chakra of that element. The chakra still exists within you, it's simply inaccessible for whatever reason. Gaining additional chakra through this convoluted method would do nothing to alleviate that effect.

Suiton: Norowareta Pengin no Unmei - Water Style: Fate of the Accursed Penguin
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 (+20)
Description: Mand'alor the Indomitable had created a simple yet useful surprise attack, based heavily off the principles of it's parent technique (Suiton: Daikōdan no Jutsu) – Water Release: Great Shark Missile Technique. After channeling chakra into their mouths, the user would exhale as if they just got done talking, releasing a very small beak of water that resembles a penguin's. Unless the opponent had chakra sensing or dojutsu to see or feel that chakra, the size of this small beak would not be able to be seen by regular ninja. The special ability of this beak of water is that, instead of absorbing chakra like it's parent technique, Suiton: Norowareta Pengin no Unmei absorbs the water and moisture that it touches. Due to this, it takes a while before the technique becomes visible (after travelling five meters), however, once it does, it becomes exponentially bigger due to it being able to absorb more moisture the bigger it gets. Once it has traveled over ten meters, this jutsu would gain an additional twenty points of damage due to all the extra water pouring over the opponent when it hits them.

Note: Can only be taught by Penguin
Note: Can only be used three times
Note: Must have a two turn cooldown between uses

‡ Approved ‡ Nice technique.
 
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Shīnju

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Re: Custom Jutsu Submission





(Soto Yutaka-sei no michi) | Way of the Ectothermy
Type:Supplementary
Rank:A-Rank
Range:Short
Chakra:30 (-10 per turn)
Damage:N/A
Description:Kisame being a Hybrid , Has many features from sharks ,Gills ,Shark like teeth etc.... Kisame being a mix between a Shark and a Human . He Takes traits from both , kisame can switch from being Warm blooded to Cold blooded at will due to his Genetics and in seconds. .Kisame can do this technique by releasing chakra into his muscles around his body effectively cooling his blood down.Making him invisible by heat seeking abilities While being in this cold blooded state on a hot day instead of sweating and panting like warm blooded people as they're trying to cool off ,User uses less energy regulating their body temperature effectively having more energy and as a bonus thus having more stamina lasting longer while using taijutsu. While as Being in the Cold blooded state in a cold environment effectively slows and causes the user to be sluggish , Due to needing the environment to warm them up they can eventually die.

Note: Can only be used by Kisame or Bios with similar characteristics
Note: Only lasts 4 turns or until deactivated
Note: Can only be used 3 times and once per battle
Note:Can only be taught by Shinju

Declined - too much like med techniques

(Sution:10 Chakura kensaku same) | Water Release: Ten Chakra Searching Sharks
Type:Offensive
Rank:S-rank
Range:Short-Long
Chakra:40
Damage:80
Description: A Technique utilized by Kisame, after absorbing a opponents technique and transferring into themselves using the appropriate techniques. Kisame will then have the opponents chakra signature and will use it against them making the sharks follow the chakra signature as how they follow the smell of blood , Kisame will then place all his fingers on a large water source making a different type of shark made of water on each finger with different characteristics .
1st | Great White Shark Finger will generate a great white shark 6.5 meters long taking along its real characteristics with a thick body and crushing jaws with 3 rows of teeth condensed of highly compressed water that can shred through flesh and break bones.
2nd | Bull Shark.Finger will generate a bull shark 3.5 meters long taking on its real characteristics having a leaner body and powerful jaw and 2 rows of serrated teeth meant for slicing by shaking its head.
3rd | Tiger Shark Finger will generate a tiger shark 5 meters long taking along its real characteristics having a striped body with it being leaner and muscular looking with powerful jaw capable of opening wider then any other shark and 3 rows of serrated teeth.
4th | Oceanic Whitetip finger will generate a oceanic whitetip 4 meters long taking along its real characteristics . Slow swimming with a row of teeth they are the usually the first to attack.
5th | Mako Shark finger will generate a mako shark 4.5 meters long taking along its real characteristics having a lean agile body its able to swim twice the speed as any shark and coming with the standard shark equipment average jaws and a row of serrated teeth.
6th | Copper Shark finger will generate a copper shark 3 meters in length taking along its real characteristics a average size body type with a row of sharp teeth made for grabbing and holding on.
7th | Blue Shark finger will generate a blue shark 3.8 meters long while also taking its real counterparts characteristics having a very lean body and jaws and teeth that can grab and hold on to things.
8th | Sand Tiger Shark finger will generate a sand tiger shark 3.2 meters in length while also taking its real counterparts characteristics having a shorter more muscular body and row of teeth meant for grabbing and holding.
9th | Blacktip Shark finger generate a black tip shark 1.6 meters long taking its real counterparts characteristics having lacking in size they make up in energy, with rows of teeth made for shredding.
10th | Hammerhead Shark and last finger will generate a hammerhead shark 6 meters in length taking its real counterparts characteristics having a average body and a hammer head it can utilize its hammerhead and ram into things.

Note: Only Kisame bios can utilize this
Note: Can only be used twice
Note: Must maintain all 10 fingers in contact with the water if not the sharks will disperse
Note: Once destroyed the sharks will not regenerate
Note: Must have used Absorb and Replenish technique before hand
Note: Can only be taught by Shinju

Declined - you have just 10 water sharks that you make that hunt who evers chakra you absorbed, normal shark jutsu and other custom shark water jutsu can do this anyway.
 
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Urda

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Re: Custom Jutsu Submission

(Kuchiyose: Yonagunijima) - Summoning: Yonaguni
Type: Offensive, Supplementary
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: Ninpou Kuchiyose: Yonagunijima is a ninjutsu summoning, which the user draws blood from their thumb, wiping it on a sealing marked "Tomb" (墓) inscribed on a unraveled scroll (placed on the ground), and then clapping their hands together to summon an inverted pyramid. The pyramid is summoned and is suspended 30 meters into mid-air where the ninja controls the monumental structure with chakra. After performing the "Tiger" hand-seal, the user focus and compact an immeasurable amount of chakra to its centre to be unleashed on the target(s) down below. The ninja is only able to muster chakra for 1 shot which is emitted as a laser beam. It is drawn to where a narrow light is release out the opening hole of the pyramid's apex. Controlling the structure, the ninja locks on the target's location and directs the beam on their position. The beam is powerful enough to pierce through flesh.
Restrictions:
~ After the Jutsu is release, the user spends another turn to reuse the technique.
~ Sustainable on the battlefield until the Jutsu is cancelled.
~ Depletes the users chakra each turn it remains on the battlefield.
~ Unable to perform S-rank Techniques in the same Turn the technique is used.
~ Usable 1 Time per battle
~ Only taught by Anubis

‡ Pending ‡ Leaving for Madara.


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Note: The Yonaguni Monument is a massive underwater structure off the coast of Yonaguni, the southernmost of the Ryukyu Islands, in Japan. [Wiki]


Resubmitting From Old Cycle:

(Yōton: Gomu no Yoroi) - Lava Style: Rubber Suit
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80 (+10 to Taijutsu)
Description: Gomu no Yoroi is a ninjutsu that utilize the Lava Element to construct a body suit made of rubber. When activated, the user's rubber-like body is able to stretch limbs drastically increasing their range from close-range, turning it into a devastating mid-range or long-range attack. Combine with Taijutsu, the user can utilize their chakra to modify their muscular structure from softening to harden the rubber, greatly magnifying their power or increasing the velocity of their attacks. The user is protected from blunt force trauma due to the rubber consistency absorbing and dissipating the force behind the blow rather than simply obstructing it; physical blows simply bounce off of them. Furthermore, it's resilience makes cutting into the material difficulty and capable of absorbing projectiles without them hurting the user before deflecting them back at the opponent.
Note: Can only perform Rubber-based techniques while this technique is active.
Note: Only be used by Dodai Biography

~ Usable 2 times per battle
~ Only taught by Anubis

‡ Declined ‡ A rubber suit is fine but the ability to transform your body/muscles into rubber has been done by the Rubber CE holder.
(Yōton: Gomu no Yoroi) - Lava Style: Rubber Suit
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80 (+10 increase to Taijutsu)
Description: Gomu no Yoroi is a ninjutsu that utilize the Lava Element to construct a body suit made of rubber. Whilst wearing the sleek rubber suit, the user is protected from blunt force trauma due to the rubber consistency absorbing and dissipating the force behind the blow rather than simply obstructing it; physical blows simply bounce off of them. Furthermore, it's resilience makes cutting into the material difficulty and capable of absorbing projectiles without them hurting the user before deflecting them back at the opponent. Combine with Taijutsu, the user can take advantage of it's rubber elastic properties to greatly magnify their power or increasing the velocity of their attacks: like being able to stretch drastically increasing their range from close-range, turning it into a devastating mid-range or long-range attack.
Note: Can only perform Rubber-based techniques while this technique is active.
Note: Only be used by Dodai Biography

~ Usable 2 times per battle
~ Only taught by Anubis

Declined - S ranks need more restrictions.


(Genjutsu: Zōka no Sanshin) - Illusionary Technique: Three Gods of Creation
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: -
Description: Zōka no Sanshin is a genjutsu that removes the opponent from history. After the user performs a string of hand seals, the opponent is invoked into an illusion where - in their mind - they are pulled underground by an unknown force and is dragged into a portal to another world. The opponent enters the imaginary world free-falling out of a glisten, white sky and landing on a lavish, golden cherry blossom garden, created by Gods. After immediately trespassing on God's land, a sparkling, purple powder is a blanket over the area to effectively immobilize the opponent, stripping them of the freedom. Once the purple powder fades, three Deities appear in front of the opponent, carrying out their punishment (Death). The three Deities blast a white light that peels the flesh from the opponent's body, eradicating them. In actuality, during the whole ordeal, the opponent is left unconscious. Once free they will suffer from extreme mental damage.

~ Usable thrice per battle
~ Only taught by Anubis

~Declined~
OP, kinda stupid, takes too long. You say it damages them but there are no dmg points. Idk how the hell purple dust is supposed to paralyze them. No Long range genjutsu. I'm not allowing you to render them unconscious with this from the get go. This illusion is so obvious and so drawn it can be broken so easily. It makes sense why you try to immobilize them otherwise they'd pick up on it too fast but it's too OP in that regard.
Genjutsu: Zōka no Sanshin) - Illusionary Technique: Three Gods of Creation
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: -
Description: Zōka no Sanshin is a genjutsu that removes the opponent from history. After the user performs a string of hand seals, the target is invoked into an illusion where three powerful deities are conjured from the heavens, who appear encircling them. One glimpse of these God's violates their laws and judgement is cast. The target body is retrained as they are sentences to death. A bright, white light glimmers from the God's body and blinds the target, who mind is cast into oblivion - trapped into a white void space unaware of the outside world. Outside of the Genjutsu, the target is left stationary, immobilized, and ungaurded for the user to attack freely.

~ Usable thrice per battle
~ Only taught by Anubis

Probably should've DNRed this from the get go. Ok, your lack of creativity and coherency when creating genjutsu is a little heart breaking. You want to get away with an S-rank paralysis genjutsu with virtually no drawbacks. The affects are pitiful. If it wasn't evident already, DNR
 
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Edward

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Re: Custom Jutsu Submission

Sorry for this long post... It just looks long, but they're all just resubmissions, don't worry <_<

Fuinjutsu: Jagānōto - Sealing Art: Juggernaut
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This is a special fuinjutsu that is marked on the user as unstoppable. The seal activates whenever the user's mobility is hindered by any jutsu that contains chakra. This could be techniques that stops the user's movement or weigh him down or those that decreases his speed and agility etc. The seal activates immediately creating a pair of barrier inside and outside the user. The barrier seals away the chakra causing the inhibition only if it is inhibiting the user's movement in any way. The inner barrier is there so when the hindrance is not something located outside the body of the user but inside. The internal barrier also seals any foreign chakra that might be causing it from the inside.
-The barrier would be active as long as the technique causing the inhibition is active and would only end when it has completely sealed the source of the hindrance.
-4x per battle
-No fuin above A-rank the turn after this is used.

‡ Declined ‡ Again, clashes with Hex Breaker lol.

Ototon: Sairento Nageki - Sound Release: Silent Lamentation
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The is akin to advanced phenomenon where a very high frequency ultrasonic sound wave/pulse/vibration could cause a rip in space time continuum. However, this is not used to affect space and time but rather something close to it. The user would focus his sound chakra into his vocal cord and yell out a sound that supersedes the loudest noise that can ever be made, thus no sound can be heard on a human's audible range. On a third person view, it looks as if the user is giving off a large yawn. However, the user would be releasing a very high frequency ultrasonic sound wave that does not affect anyone or anything directly. This however would immediately(since its high frequency) rip/shatter any fuin barrier present on the terrain. Fuinjutsu not being only technique as a result of space time ninjutsu thus every other active technique that uses or is as a result of space time ninjutsu present on the terrain would be undone. A double edged sword as this also affects the user's techniques should he have them active on the field of play.
-Works on fuin seals only when they are active and working. Would not work on seal that are not in use yet.
-3x per battle
-The user can sustain the yelling to sustain the jutsu though he won't be able to mold any other chakra while doing so. Even at that, he can only sustain the yelling for 3 turns.
-2 turns in between usage
-No S-rank sound in the same turn.

‡ Declined ‡ Not sure what the coloured means, so clarify that. I hope it has nothing to do with summons. Also, the general gist I get from this technique is that it destroys active barriers and not seals themselves. If this destroys seals, whether active or dormant, I won't allow this as Venom already has a technique like this.
Resubmissions:

Fuinjutsu: Jagānōto - Sealing Art: Juggernaut
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This is a special fuinjutsu that is marked on the user as unstoppable. The seal activates whenever the user's mobility is hindered by any jutsu that contains chakra. This could be techniques that stops the user's movement like a gelatinous water or wind that is made dense to hinder the user's speed either to stop him or slow him down or weigh him down like the super added weight jutsu or something that brings the same affect or those that decreases his speed and agility etc. The seal activates immediately creating a barrier around the user, closely embracing that it can not be differentiated from the user's skin. The barrier seals away the chakra of the technque causing the inhibition only if it is inhibiting the user's movement in any way. Another barrier is created around the chakra network of the user at the same time as the previous barrier, so that they are a pair. When the cause of the hindrance to the user's movement is not something located outside the body of the user but inside. The internal barrier also seals any foreign chakra that might be causing it from the inside.
-The barrier would be active as long as the technique causing the inhibition is active and would only end when it has completely sealed the source of the hindrance.
-4x per battle
-No fuin above A-rank the turn after this is used.


 Declined  Chakra network of the user? Yeah.... No. Make it simple or don't make it at all.


Ototon: Sairento Nageki - Sound Release: Silent Lamentation
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The is akin to advanced phenomenon where a very high frequency ultrasonic sound wave/pulse/vibration could cause a rip in space time continuum. However, this is not used to affect space and time but rather something close to it. The user would focus his sound chakra into his vocal cord and yell out a sound that supersedes the loudest noise that can ever be made, thus no sound can be heard on a human's audible range. On a third person view, it looks as if the user is giving off a large yawn. However, the user would be releasing a very high frequency ultrasonic sound wave that does not affect anyone or anything directly. This however would immediately(since its high frequency) rip/shatter any fuin barrier present on the terrain. Fuinjutsu not being only technique as a result of space time ninjutsu thus every other active technique that uses or is as a result of space time ninjutsu present on the terrain would be undone. This is applicable to techniques, weapons that are linked to or brought to existence via a seal or summoning. The only exception is animal summoning that are already on the field of play because they have their own mind and will to overpower the technique's compulsion. This means if an animal summoning is already in the field of play before the jutsu is used, they are not affected. However, no animal summons can be summoned to the field while the jutsu is active.
-Works on fuin barriers, techniques and not sealing scripts/marks themselves.
-3x per battle
-The user can sustain the yelling to sustain the jutsu though he won't be able to mold any other chakra while doing so. Even at that, he can only sustain the yelling for 3 turns.
-2 turns in between usage
-No S-rank sound in the same turn.

Declined - dnr, you can't shatter a barrier unless you match it's frequence and power. Not just a large shout.

. There was no comments given on the last submission, so i'm using the CJ check before that as a basis for this resubmission. Here's the link to the last last check [ ]

"‡ Declined ‡ I don't like how this has two phases. Also, the effects are too powerful. No paralyzing genjutsu above A-Rank." U_U

AND SO. I took out the first phase, and also lessened the power of the effects by taking out the first phase completely, while also decreasing the rank of the illusion. I also lightened up the restrictions, seeing as they seem to be too hefty for an A-rank illusion. :/ I also took out "unimaginable" from "great and unimaginable pain" if that helps. LOL.

(Genjutsu: Rakutentekina kasō) - Illusionary Arts: Sanguine Cremation
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will inject a large amount of their chakra into the chakra system of the target, giving them an ability to cast an illusion to the opponent. The illusion itself is triggeredby the target. Once the target manipulates fire chakra within their body, like using fire release techniques and elements including fire chakra, their fire chakra would react with the already-placed chakra in their chakra system. The illusion will interact with the targets fire chakra because the chakra inserted in the target is instructing the brain to heat up, and the target will tell his/her brain to make his chakra heat up, and friction, the basis of elemental transformation. This will cause the genjutsu and brain to work together in creating a stronger and extreme illusion of heat, greatly escalating the effects of the illusion, as the foreign chakra clouds and disrupts the brain, greatly increasing the effects of the illusion. Within a second, the blood would be so hot that it would burn their skin. The illusion continues when the boiling blood would, similar to any liquid, create bubbles that would pop from the inside of their skin, causing great pain. The sudden emergence of a burning pain would be disruptive, especially in molding chakra which requires a fair amount of concentration. Furthermore, the sudden torturous pain along with the burnt nerves will prevent the target from communicating with their nerves, otherwise known as paralysis. Of course, this is the illusion itself. In reality, the enemy will be paralyzed for one turn and unable to move from the extreme fragility of their skin and sudden pain they experience within the illusion.
Notes & Restrictions:
Note: Can only be used 3x per battle
Note: Can only be taught by EdwardSama
Note: No A-rank or higher Genjutsu in the same, and no S-rank Genjutsu in the next turn
Note: Lasts 3 turns, and if fire chakra is not molded within these three turns, the illusion will simply fade away and the target takes no mental damage

✦Declined, not a big fan of dormant illusions tbh. No A rank Gens the same and next turn was right, dunno why you changed it to S rank. And either 3 uses with each lasting 2 turns, or tqo uses with each lasting 3 turns. You choose.✦
Also Resubmitting:
I went ahead and chose two uses lasting three turns.

(Genjutsu: Rakutentekina kasō) - Illusionary Arts: Sanguine Cremation
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will inject a large amount of their chakra into the chakra system of the target, giving them an ability to cast an illusion to the opponent. The illusion itself is triggered by the target. Once the target manipulates fire chakra within their body, like using fire release techniques and elements including fire chakra, their fire chakra would react with the already-placed chakra in their chakra system. The illusion will interact with the targets fire chakra because the chakra inserted in the target is instructing the brain to heat up, and the target will tell his/her brain to make his chakra heat up, and friction, the basis of elemental transformation. This will cause the genjutsu and brain to work together in creating a stronger and extreme illusion of heat, greatly escalating the effects of the illusion, as the foreign chakra clouds and disrupts the brain, greatly increasing the effects of the illusion. Within a second, the blood would be so hot that it would burn their skin. The illusion continues when the boiling blood would, similar to any liquid, create bubbles that would pop from the inside of their skin, causing great pain. The sudden emergence of a burning pain would be disruptive, especially in molding chakra which requires a fair amount of concentration. Furthermore, the sudden torturous pain along with the burnt nerves will prevent the target from communicating with their nerves, otherwise known as paralysis. Of course, this is the illusion itself. In reality, the enemy will be paralyzed for one turn and unable to move from the extreme fragility of their skin and sudden pain they experience within the illusion.
Notes & Restrictions:
Note: Can only be used 2x per battle
Note: Can only be taught by EdwardSama
Note: No A-rank or higher Genjutsu in the same, and no A-rank Genjutsu in the next turn
Note: Lasts 3 turns, and if fire chakra is not molded within these three turns, the illusion will simply fade away and the target takes no mental damage


Declined - i don't like dormant gen. And you don't actually induce the gen yourself. it needs handseals or a movement or flash of light ect.

(Genjutsu: Zetsubō no rensa) - Illusion Arts: Chains of Despair
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This technique is a simple illusion, however, it is induced through unorthodox means. Genjutsu is traditionally induced by disturbing the normal flow of chakra. This technique in particular does so by creating an Aura of chakra that is invisible to the naked eye ( visible to chakra sensors, Dojutsu, or any abilities that are similar to it ). The aura is made completely of the users' chakra and is the medium for chakra disruption. The chakra that makes up the dome is "coded" with a certain illusion; once an enemy has crossed the aura of chakra, the action of passing through it, or touching it, is how the chakra enters the enemy's body and disrupts their regular flow of chakra. The illusion "Coded" into the aura of chakra is quite simple and more or less used against an enemy that is capable of moving at faster speeds. The enemy will be made to believe that chains with Kanji seals instantly appears around them (instantly meaning once they've crossed the 'aura', the illusion would commence). The Chains are intricately wrapped around the enemy's entire body, and is also created increases the weight of the enemy, to the point where they are immobilized and unable to move. The heavy chains wrapped around the entire body will effectively halt their movements. This is all an illusion, however. In reality, the enemy is standing still from where the illusion was induced, vulnerable to attacks.
Notes ^ Restrictions:
Note: Can only be taught by EdwardSama and used 4x per battle.
Note: The technique, or aura remains for three turns. If a target does not cross it or makes contact with it, the illusion will not occur and the chakra will just fade away.
Note: The dome/"aura" of chakra reaches up to mid-range.

‡ Both Pending ‡ Leaving for Wesobi.

Declined. This is a fuuinjutsu/genjutsu hybrid tech and you know it well enough. Unless you change the name and show me proof of you knowing fuuin, I won't approve this.
Also Resubmitting: Changed the name and added some things (added more things to the illusion itself; I felt that simple chains were too generic). Also, Fuin training link: [ ]
(Fuuinjutsu/Genjutsu: Zetsubō no rensa) - Sealing Illusionary Arts: Chains of Despair
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This technique is a simple illusion, however, it is induced through unorthodox means. Genjutsu is traditionally induced by disturbing the normal flow of chakra. This technique in particular does so by creating an Aura of chakra that is invisible to the naked eye ( visible to chakra sensors, Dojutsu, or any abilities that are similar to it ). The aura is made completely of the users' chakra and is the medium for chakra disruption. The chakra that makes up the dome is "coded" with a certain illusion; once an enemy has crossed the aura of chakra, the action of passing through it, or touching it, is how the chakra enters the enemy's body and disrupts their regular flow of chakra. The illusion "Coded" into the aura of chakra is quite simple and more or less used against an enemy that is capable of moving at faster speeds. The enemy will be made to believe that chains with Kanji seals instantly appears around them (instantly meaning once they've crossed the 'aura', the illusion would commence). The Chains are intricately wrapped around the enemy's entire body, and is also created increases the weight of the enemy, to the point where they are immobilized and unable to move. Once they are wrapped around in the illusion, a coffin will suddenly appear in front and behind the target. It will close, trapping the enemy completely. The heavy chains wrapped around the entire body as well as the coffin will effectively halt their movements. This is all an illusion, however. In reality, the enemy is standing still from where the illusion was induced, vulnerable to attacks.
Notes ^ Restrictions:
Note: Can only be taught by EdwardSama and used 4x per battle.
Note: The technique, or aura remains for three turns. If a target does not cross it or makes contact with it, the illusion will not occur and the chakra will just fade away.
Note: The dome/"aura" of chakra reaches up to mid-range. It is not visible to the naked eye, unlike concentrated chakra like the Rasengan, however, it can easily be sensed by sensory, or other chakra-sensing abilities.
Note: Even though this is a combination of Fuuinjutsu and Genjutsu, it does not take up two time frame move spaces because they are not performed separately; rather, the fuuinjutsu acts as a medium for the genjutsu.


 Declined  DNR. =_="
 
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Akasha

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Re: Custom Jutsu Submission

(Genjutsu: Shirasagi no han'i) - Illusionary Arts: Egret's Purview
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: Egret's Purview is a dormant type of genjutsu whose activation precedes a motion of sorts made by the one who is placed under it. Once the person under the illusion starts to extend/flex/adduct/move in any way their parts of the body (fingers, wrists, legs, arms etc.), the part which was in motion would completely turn into paper which infinitetly and rapidly stretches as long as they are sending forth signals for the motion to be made. If the illusion has not been broken but they change the signals they are sending for motion e.g from leg to arm, the said arm would also go through the changes. This will be followed as long as the genjutsu has not been broken. The genjutsu will stay domant for three turns before automatically having its effects disabled.

Note: Can only be used thrice per battle
Note: Can only be Taught by Akasha



✦ I'm not really a big fan of dormant genjutsu, but this one is very similar to the canon Sharingan Genjutsu Demonic Eye Illusion: Burning Paper Body ✦
(Genjutsu: Shirasagi no han'i) - Illusionary Arts: Egret's Purview
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: Egret's Purview is a dormant type of genjutsu whose activation precedes a motion of sorts made by the one who is placed under it. The genjutsu affects only the neurons sent by the brain through the spinal cord which have effects on the muscles and movement of the same. Essentially, person who is under the illusion will have parts of the body through which muscle-movement neuron transmits turn into paper which incessantly extends forwards. Once under the illusion if they try to make movement of sorts with their body (extending, flexing, abducting and similar), parts of the body through which the neuron in questions moves will fluently transmute into never ending coil of paper which progressively enlarges as long as the signals to the brains are shipped. If the illusion has not been broken but they change the signals they are sending for motion E.G.; from leg to arm, the said arm would also go through the changes, without the part of the body who was initially converted changing back to its original form. Unlike the sharingan technique which completely turns body into that of paper as well as causes the burning effect, this technique only affects parts of the body through which the muscle moving neurons are moving.

Note: Can only be used thrice per battle
Note: Can only be Taught by Akasha

Declined - you actually don't have a method of binding them in the genjutsu, like handseals and such.

(Gaurazoku no keido) - Longitude of Gaura
Type: Offensive / Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 (to activate, 5 per each turn to keep active)
Damage: N/A
Description: Longitude of Gaura is a technique used in combination with others of Paper Ninjutsu to increase their area of effect in closest proximity to them. Essentially, releasing more chakra into paper sheets causing each to be coated in a layer of non-tangible chakra reaching one meter in radius around its core (that being a paper sheet). The created non-tangible layer of chakra would be slightly tilted rather than taking a completely firm structure and will move with movement of paper sheet. In addition it would be quite sharp on the edges and hence be able to pierce (the power of it would be equivalent to the cutting power needed to create bone-deep scrapes) if it were to come in contact with something else. This technique is used to both increase the potency of paper techniques when they encounter other techniques in a clash as well as increase the potency of users close quarter capabilities. Although fundamental ability of this technique would be one to coat other techniques, it can also be used to coat each paper in paper ninjutsu users' body with the that layer of chakra which would essentially make it easier for them to make damage upon their target, due to reduction in distance. The layer of chakra would not be visible to others unless they are in possession of sort of a sensory. This technique can be activated in two ways; either to be activated so to envelop papers from which users body is crafted in these chakra equilaterals which will last as long as user keeps on sacrificing 5 chakra points per turn or to directly use this technique with another, increasing its potency. However if they were to envelop another technique by this one, it would cancel out their envelopment. In addition if this technique has not been destroyed, user can sacrifice 10 chakra points to cause the chakra to blast out in a unfocused manner and bursting once in contact with an entity. The direction would solely depend on the user and the ranked power would be proportionate to that of the technique with which it was used in combination with, however having w&s of basic ninjutsu. In case it wasn't used in combination with another technique but was just enveloping user before the release took place, the rank would be of B ranked technique.

Note: Can only be used twice per battle
Note: Enveloping of another technique can never happen in consequent turns
Note: The enveloping of another technique happens in corresponding time-frame to the technique with which it is used, as it is commenced by it
Note: Must have paper biography to use this technique
Note: Can only be Taught by Akasha

Declined - there is just too much you can do with this making paper jutsu way too powerful due to the rank of it itself.

Contract approval;
The only biography which would be capable of summoning Eirene;

(Kuchiyose No Jutsu: Airīni) ∾ Viverrinus ∾ Summoning: Eirene
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Eirene is a personal summoning of Yoanna and a medium sized Viverrinus with congenital absence of pigment in the skin and fur, making it pearl white with cobalt hued eyes. Eirene is quite different than any other summoning and is also a summon which can only be summoned by Yoanna within battle due to her abilities. Each strand of hair is enveloped in paper sheets with an explosive tag here and there which is not something perceptible due to natural absence of pigmentation. In addition, she will be capable of changing the angle at which the paper sheets are enveloping her fur, which will help her out in case of coming in close quarters against something. Being capable of making cuts if something was to hit her. Eirene will once summoned have three globes of paper (carnage, harmony and enlightenment) swirl around her in up to the end of short range radius. To a certain degree they will be self-sustaining, being capable of reacting on their own to protect allies of Eirene as well as her. Albeit, if needed they will be capable of being controlled. Each globe would be B ranked and each wields specific set of abilities.

Dai gyakusatsu - Carnage;
Carnage is one of the globes circling around Eirene as well as her allies. It is a globe composed completely out of explosive tags and one which only purpose is to be used when defending against something. It will either react on its own or will be sent forth to defend upon Eirene's will. Carnage can not be used to make direct offense, however due to its nature once clashing with an object of sorts it would explode creating an explosion which will be directed in course of her choosing. The explosion will reach short range radius.

Hāmonī - Harmony;
Harmony is another globe which is circling around Eirene and which actually when needed can transform its shape depending on Eirene's needs. The shape can vary, solely depending on her imagination. However change of shape will require from user to sacrifice 10 chakra points. The Harmony will be capable of reaching mid range from position Eirene when used for offensive purposes.

Satori - Enlightenment;
Satory or Enlightenment will allow Eirene to notice shifts made in the battlefield within short range radius around it. It doesn't have any offensive nor defensive purposes but rather to merge its owner with the surrounding. It will however cost each turn 5 chakra points.

Note: Eirene can only be summoned by Yoanna
Note: She can only be summoned once per battle
Note: She will last for four turns
Note: She will be capable of performing other paper ninjutsu related techniques
Note: Only Harmony is a globe which can be used for offensive purposes, and making use of it in offensive sense will require user to waste one slot out of three possible capable of being made per turn.​

Approved

Pending, will come back for these
 
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Houdinii

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Re: Custom Jutsu Submission

~Added more and reworded for more clarity

(Ninpo: Kire-site ijou)- Ninja Art: Chop and change
Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A(+20 to 2nd jutsu)
Description:
This is a unique technique initiated by forming an additional two hand seals during the performance of another jutsu. This creates a cloud of semi-transparent chakra around the user that serves no direct offensive or defensive purpose, while due to the insubstantial nature of the cloud of chakra it cannot interact with or negatively effect the opponent or their techniques, and vice versa. This techniques singular function is to draw out a single trait of the initial technique that the user wishes to utilise and to then copy this trait into the cloud of chakra, in which it will be held in an inactive state until it is used(Meaning that although the cloud can draw out a trait, it does not exhibit the trait itself, it simply ‘holds’ it.).

This ‘drawing out’ process weakens the initial jutsu slightly(-10 damage points) and the cloud will change colour to indicate it is active and will display a colour based on the element of the technique it was used upon(eg. Red for fire, blue for water, etc) After drawing out a trait it can be used by the caster to alter a second jutsu that the user creates, imbuing it with the active cloud of chakra after forming an additional hand seal during the second jutsu’s performance. This fundamentally changes the second jutsu’s attributes by adding the copied trait and ends this technique. This would essentially transfer the held trait to the new jutsu while reinforcing it overall.(eg. Using this jutsu on the Dragon Flame Release Song Technique would allow the user to copy the heat from the fire or even the almost solid nature of the flames and imbue them into a following technique, etc.)

Note:
~Cannot use Ninjutsu techniques above S rank for 1 turn
~Lasts for 3 turns if not used, after which it will disperse harmlessly
~Can only be taught by xHoudinii

‡ Declined ‡ Clashes with Joker's Burglary.
~Resubmitting with Jokers permission as his burglary technique focuses upon enemy techniques while mine solely focuses upon the users techniques, slight rewording of restriction



(Ninpo: Kire-site ijou)- Ninja Art: Chop and change
Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A(+20 to 2nd jutsu)
Description:
This is a unique technique initiated by forming an additional two hand seals during the performance of another jutsu. This creates a cloud of semi-transparent chakra around the user that serves no direct offensive or defensive purpose, while due to the insubstantial nature of the cloud of chakra it cannot interact with or negatively effect the opponent or their techniques, and vice versa. This techniques singular function is to draw out a single trait of the initial technique that the user wishes to utilise, unique or not and to then copy this trait into the cloud of chakra, in which it will be held in an inactive state until it is used(Meaning that although the cloud can draw out a trait, it does not exhibit the trait itself, it simply ‘holds’ it.)

This ‘drawing out’ process weakens the initial jutsu slightly(falls by one rank or -20 damage) and the cloud will change colour to indicate it is active and will display a colour based on the element of the technique it was used upon(eg. Red for fire, blue for water, etc) After drawing out a trait it can be used by the caster to alter a second jutsu that the user creates, imbuing it with the active cloud of chakra after forming an additional hand seal during the second jutsu’s performance. This fundamentally changes the second jutsu’s attributes by adding the copied trait and ends this technique. This would essentially transfer the held trait to the new jutsu while reinforcing it overall.(eg. Using this jutsu on the Dragon Flame Release Song Technique would allow the user to copy the heat from the fire or even the almost solid nature of the flames and imbue them into a following technique, etc.)

Note:
~Cannot use basic Ninjutsu techniques S-Rank or above in the user's next turn
~Can only be applied to one technique per usage and can only be used 3 times
~Lasts for 3 turns if not used, after which it will disperse harmlessly
~Can only be taught by Houdinii

‡ Approved ‡

Updating, making it a bit clearer

(Doton: Koudo Hotei)-Earth Release: Earthen Replenishment
Type:Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will perform the Snake>Ram hand seals and focus their Doton chakra into a pre-existing Doton technique and replenish the earth into it. Eliminating any damage that the technique had previously encountered and restoring it completely as if it was new.

Note:
~Can only replenish jutsu if it is not completely destroyed, this technique will not work if the earth justu was reduced to nothing or spread into very small pieces.
~Can only be used 3 times.
~Can only replenish jutsus S-Rank and below.
~Can only be taught by xHoudinii

‡ Approved ‡ Felt a bit under-powered so I raised the rank of techniques it can replenish.
~Updating

(Doton: Koudo Hotei)-Earth Release: Earthen Replenishment
Type:Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (+10 per turn)
Damage: N/A
Description: The user will perform the Snake>Ram hand seals and focus their Doton chakra into a pre-existing Doton technique and replenish the earth into it. Eliminating any damage that the technique had previously encountered and restoring it completely as if it was new. Any technique reformed by this one is passively maintained on the field by this jutsu following its restoration with a small and constant stream of chakra.

Note:
~Can only replenish jutsu if it is not completely destroyed, this technique will not work if the earth justu was reduced to nothing or spread into very small pieces.
~Can only be used 3 times.
~Can only replenish jutsus S-Rank and below.
~Can only be taught by xHoudinii

‡ Approved ‡

~New Submission

(Suiton: Saishuu Moyoushi)- Water Release: Final Gathering
Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 30 (+10 per turn)
Damage Points: N/A
Description:
This is a useful jutsu that focuses upon altering the nature of mist based techniques. The jutsu is started by forming two hand seals, creating its own mist similar to the Hidden Mist technique or altering an existing mist that is present on the field with the additional hand seals during its creation. The sole function of this technique revolves around the water droplets that comprise the mist itself. This alters the mists nature by linking each individual water droplet to its neighbour with a very tiny string of sticky and stretchy water while bolstering its form overall. This creates a network of linked droplets that not only connect to the mist but also stick to the ground itself underneath the mist.

Due to the network of sticky water and the mists natural intangible nature it makes it extremely difficult to disperse mist altered by this technique as although it may spread out temporarily the sticky water will come into effect and retract, pulling the water droplets back to their position and effectively reforming the mist. Due to the presence of the strings of sticky water throughout the mist it would make it quite difficult for enemies to move through it as the sticky water would hamper and slow them due to its viscous and adhesive nature, such that enemies moving through the mist would find their speed halved while the user would be able to pass through the mist unaffected.

The sticky water continuously draws upon the users chakra passively to maintain the bonds and strength of the network, and due to the chakra coursing through the entirety of the mist it has the same chakra signal as the user. As an unwanted side effect of this process the presence of mist altered by this technique on the field prevents any portals or openings from being formed within its range due to the pure saturation of the users chakra throughout.(eg. The opening for the canon technique Sticky Earth Drop would fail to form)


Note:
~Can only be used 4 times
~Cannot use Suiton techniques above S rank for 1 turn
~Can only be taught by Houdinii

‡ Declined ‡ Bolded doesn't make sense. I get what you were trying to do though.
 
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-Broly-

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Re: Custom Jutsu Submission

(Fuuinjutsu/Doton: Unmei no kuratchi) Sealing Arts/Earth Style: Clutches of Doom
Type:Supplementary
Rank:B
Range:Short
Chakra:20
Damage:N/A
Description: The user may passively form a seal on himself that only reacts when the user is about to be physically hit, be it by a physical elemental attack or a Taijutsu or Kenjutsu technique or any other attack that may move him. When this occurs, a barrier that is coated with an extremely dense amount of earth chakra, similar to that of "Earth Release: Super Added Weight Rock Technique" will instantly be released. This barrier will represent adding hundreds of times the weight of the user and all the objects on his person, however it won't actually be doing this due to it simply being that the barrier that is formed tightly around the user's skin is the one carrying all the weight. What this does is basically make it impossible to move the user from his current position due to the intense amount of weight he has "gained" from the barrier. This does not, however, negate any damage or effects of anything that hits the user, it simply prevents any attack from being able to move him. This seal is controlled by the users will. This can last for either a mere moment, of the entire duration of an attack if it consists of multiple hits. Due to this simply being a barrier, the user maintains his full range of motion while using this, but again, maintains any damage the attack may have caused.
-Seals may also be put on bio/before battle
-One turn cool down between uses
-Can be used 4 times per battle

Declined - a B rank seal that does what an S rank does for you? Also a barrier is energy, it can't have a mass of weight. DNR


(Fuuinjutsu/Fuuton: Jūryoku no rengō) Sealing Arts/Wind Style: Gravity's Union
Type:Supplementary
Rank: B
Range:Short
Chakra:20
Damage:N/A (+20 to attack If used in certain situations)
Description: The creator found that when using some of the many taijutsu or kenjutsu that leaves the user airborne, the opponent would often simply move out of the way. This would create a huge disadvantage to the CQC purist due to the fact that they couldnt do much about this outside of using ninjutsu. Thus, this technique was created. This technique comes in the form of seals found all over the user's body that contain wind chakra. At any time, whilst using a taijutsu, kenjutsu, or another close combat, physical striking technique (like rasengan or chidori), the user may activate any of the seals which are filled with wind chakra, to release the wind chakra from his body and move his body/limbs whilst he is in mid attack in order to give chase to a moving opponent. While this may not be the most useful while on the ground, when using techniques that leave the user in the air, such as Dynamic Entry, this technique can steer the user straight to his target, even if they attempt to move. This technique can follow an opponent anywhere up to short range if the user uses it in mid air. On the ground, this can't do things such as move the user to the side whilst standing still, but it can move the user's limbs faster for attacks or let the user attack from strange angles given logic of body movement. While using any taijutsu or kenjutsu technique, or a ninjutsu technique that requires no further chakra input (such as rasengan) the user can use technique as an active boost to increase his momentum and give said attack +20 damage due to this. This seal may be passively created and activated and is controlled by the user's chakra input into said seals.
-Lasts 3 turns once activated
-Can be used twice
-After technique ends it requires a 2 turn cooldown
-Can be placed on the users bio

Declined - Aside from this using seals it's an exact copy of an older jutsu. DNR



(Fuuinjustu: U~iringu mā) Sealing Arts: The Willing Well
Type:Supplementary/Defensive
Rank: A
Range: Short
Chakra:30
Damage:N/A
Description: The user, while in contact with an object of no or lesser strength than this, the user will have himself merge with that object, similar to "Leech All Creation". However, where this technique is different from this technique, is that the user is using the power of fuuinjutsu to actually seal himself into this object via a very small sealing symbol (smaller than an ant), possible due to the fact that seals can seal anything of any size or mass regardless of the size of the seal. This is useful for things such as spying, as the user can seal himself into an unsuspecting person's sword or clothes whilst maintaining his consciousness. The fact that the user is sealing himself into this object means that the user can stay sealed into the object even if part of it is destroyed, or damaged due to the fact that he remains within the sealing symbol. This means that if the user sealed himself into part of the earth, even if the earth is hit directly, he may still emerge from a piece of rubble from the damaged earth. Unlike the Leech All Creation technique though, the user may only move within short range of the place he sealed himself within. If a technique of stronger rank infuses the object he is in then this will force the user out prematurely. It also should be noted that if the opponent completely destroys the area the user sealed himself into, this will destroy the user as well.

Declined - Sealing yourself into something to copy a cannon technique? How would you ever get out?
 
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Erzo

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Re: Custom Jutsu Submission

(Fūton: Korosu Raibu ) — Wind Release: To Live
Type: Defensive/Supplementary
Rank: B-rank
Range: Short
Chakra: 20
Damage: N/A
Description: A jutsu taught and used by those proficient in the Wind element, To Live is a technique which is almost always used defensively, allowing the user to survive in situations which may have otherwise been fatal. It works by the user sending Wind chakra to all parts of his body, connecting the Wind to that of a recently used jutsu (or one that is being sustained). This results in the user's body being able to move and react to speeds equal to that of the jutsu used as a base for this one, and would last for as long as that jutsu lasts. This means it'd last a single turn if used on something such as Pressure Damage, allowing the user to travel around the battlefield at the same pace, whereas if used on S-ranked Air Current Wild Dance, it'd last 3 turns but would not do much to increase the user's speed. Upon use, the user's body is coated with a thin layer of chakra to allow less friction, but would not do much as an armour as the user can still be damage just as normal. ~ Can only be taught by Erzo. Usable five times per battle, however, once used the user must wait a turn regardless of whether it was deactivated through the users will, or through other means.


Declined - the purple makes this way too OP, stuf like wind blade moves so fast that i just can't allow this. Plus i'm not sure even how this works, do you just gain the speed of a wind jutus? If that's correct it's not possible in this way.
 
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BusinessManTeno

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Re: Custom Jutsu Submission

(Shakuton: Niban Kinjutsu moushiire Ra) Scorch Style: Second Forbidden Offer Of Ra
Type: Defensive | Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-50 to user)
Description: This technique is the second technique developed by Asch the bloody of the hidden sand. The user will draw blood on both of their hands , following right after creating a small scorch orb that will float in front of the user. The user will then clap his hands together with the scorch orb in the middle, using their blood as the sacrifice for the technique. The scorch orb will disperse into heat waves around the user while causing the users body to have a orangish red hue to it. This is to protect the user from the full brunt of this attack. The purpose of this technique is to make the ultimate defense, offensive. Anybody who comes within short range of the user, the heat wave will manifest into an extremely intense miniature sun, scorching them simply due to the heat waves. This does not evaporate the water in their body because it does not directly touch the opponent but it causes the opponents water and blood to boil at an intense tempature causing vigorous pain while at the same time scorching the opponents flesh with ease. This is a very extreme technique, as it can backfire and comes with a cost. Once this technique activates, due to the user being coated in large amounts of scorch chakra, their water and blood wont boil but their flesh will be burnt to the 2nd degree.

Note: Can only use once
Note: This technique ends once somebody activates it within short range
Note: Stays dormant/Last for 4 turns before the technique runs out
Note: Cant use any elemental jutsus besides fire and wind while active
Note: The heatwave surrounding the user from this technique follows the strength and weakness guide of scorch
Note: Once this technique activate, the user takes double damage whenever a technique lands being extremely painful
Note: Cant use any scorch technique above S rank in the same turn as this

Declined - i'm not a fan of dormant jutsu envermind one that makes you a mini sun. The concept in itself of scorch defense is fine though.

(Ensui Katatsumuri Kuchiyose: Otomeza) Cone Snail Summoning: Virgo
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Virgo is considered the most beautiful and one of the strongest cone snails of them all. She is considered the mother of them all thus making her one of the 2 boss summon. She stands roughly stands 7 feet High, and 7 feet long (The shell is included in the size), only wide enough to carry two person on her shell. Her regular body is gray though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a deep water blue color with white streaks all down her shell with the virgo symbol (♍) on the side of her shell. She has a very soothing voice said to be as calm as the ocean, allowing her to speak fluent english. The shell takes the shape of a cone and is very sturdy, giving her immunity to B rank and below elemental techniques and up to A rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that came from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a kunai. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Only up to mid range and equally as fast as a normal shinobi but still easily trackable) and great strength Being S rank in strength The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste towards the opponents body system causing the opponents body to become fatigued. This will not allow the opponent to mold chakra above A rank (S-Rank and Forbidden), and Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart). Virgo can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense.Virgo being the mother of all cone snails is one of the 4 cone snails that has access to unique abilities far surpassing others. She is able to create 2 physical copies of her harpoon from the middle of her tongue (Not the harpoon part of the tongue but the extended part) These physical copies arent like clones as they do not disperse but are weaker in strength and size, being an inch smaller, dealing B rank damage.

Note: Last for 4 turns
Note: Every action done by this snail counts as a move (Excluding its defense), such as striking with the harpoon, and creating harpoon clones.
Note: The poison stays in the opponent body for 3 turns
Note: Can only be summoned once per battle

‡ Approved ‡

Updating: Took out the cloning bit and added sensing to her and added a definite speed to the harpoon attack

(Ensui Katatsumuri Kuchiyose: Otomeza) Cone Snail Summoning: Virgo
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Virgo is considered the most beautiful and one of the strongest cone snails of them all. She is considered the mother of them all thus making her one of the 2 boss summon. She stands roughly stands 7 feet High, and 7 feet long (The shell is included in the size), only wide enough to carry two person on her shell. Her regular body is gray though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a deep water blue color with white streaks all down her shell with the virgo symbol (♍) on the side of her shell. She has a very soothing voice said to be as calm as the ocean, allowing her to speak fluent english. The shell takes the shape of a cone and is very sturdy, giving her immunity to B rank and below elemental techniques and up to A rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that came from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a kunai. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Only up to mid range and equally as fast as the summoner (the speed depends on the rank of the caster) but still easily trackable) and great strength Being S rank in strength The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste towards the opponents body system causing the opponents body to become fatigued. This will not allow the opponent to mold chakra above A rank (S-Rank and Forbidden), and Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart). Virgo can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense.Virgo being the mother of all cone snails is one of the 4 cone snails that has access to unique abilities far surpassing others. She is an extreme sensor. Rivaling that of the elite uzumaki clansmen, able to sense the type of chakra being molded, the emotions of others. She is able to share her thoughts with anybody by simply touching them or having contact with them.


Note: Last for 4 turns
Note: Every action done by this snail counts as a move (Excluding its defense), such as striking with the harpoon.
Note: Even though the sensing is passive, the moment virgo is summoned the sensing takes up a move slot but does not effect time frame
Note: The poison stays in the opponent body for 3 turns
Note: Can only be summoned once per battle

Declined - i'm not a fan of summons being sensors unless its in a unique way to the contract itself. Plus you took it way too far sensing the emotions and such xd


(Namekuji Kuchiyose: Nozarashi) Slug Summoning: Nozarashi

Type:Summon
Rank: A
Range: Short
Chakra: 30
Damage: N/a (+10 to kenjutsu due to acidic properties)
Description: Nozarashi is one of the more unique slugs belonging to the slug family. Being the only one currently known to be able to transform into a weapon. Originally the slug is white with skull patterns all over, but due to the connection between this summon and the user, if the users will is evil, the slug will turn black. This slug does not do combat in its initial form, so it is only used as a weapon. Noarashi normal body isnt coated in the normal slime, but acid which aids in combat when he transform into a weapon. Nozarashi is really unique due to the fact that he has two forms. One form which does not respond to any other will besides those with an blood lust. The first form upon summoning, Nozarashi takes on the form of a great axe/war cleaver hybrid with a long, cloth-wrapped handle and a tassel attached to the top which can cut through a human with ease. The second form once the opponent enters a state of blood lust, nozarashi will quickly transform. His blade becomes an altered version of its originali state, with a shorter, more jagged blade resembling a rough cleaver. Due to nozarashi body being coated in acid, the weapon would be coated in acid, giving it an acidic effect. The user can summon Nozarashi in the slug state by doing the initial summon ritual or summon him in the weapon state by drawing blood and clapping their hand, while right after extending their dominant hand causing the weapon to appear in their dominant hand.

Note: This summon can be used twice with a 3 turn cool down
Note: The summon last for 4 turns before dispersed
Note: No other slug summon can be present on the battle field at the time
Note: The freeform-damage from nozarashi in the blood lust state, is equal to D rank
Note: The range of the original nazarashi state extends up to 4 meters

Declined - link the contract so i can see the acid part of it. Also summons can only be summoned once not three times. You can have ti once, and last 6 turns in it's ax state.

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(Namekuji Kuchiyose: Nozarashi) Slug Summoning: Nozarashi

Type:Summon
Rank: A
Range: Short
Chakra: 30
Damage: N/a (+10 to kenjutsu due to acidic properties)
Description: Nozarashi is one of the more unique slugs belonging to the slug family. Being the only one currently known to be able to transform into a weapon. Originally the slug is white with skull patterns all over, but due to the connection between this summon and the user, if the users will is evil, the slug will turn black. This slug does not do combat in its initial form slug form), so it is only used as a weapon. Nozarashi normal body isnt coated in the normal slime, but acid similar to Sendo, the alpha male slug which aids in combat when she transform into a weapon. Nozarashi is really unique due to the fact that she has two forms. One form which does not respond to any other will besides those with an blood lust. The first form upon summoning, Nozarashi takes on the form of a great axe/war cleaver hybrid with a long, cloth-wrapped handle and a tassel attached to the top which can cut through a human with ease. The second form once the opponent enters a state of blood lust, nozarashi will quickly transform. His blade becomes an altered version of its originali state, with a shorter, more jagged blade resembling a rough cleaver. Due to nozarashi body being coated in acid, the weapon would be coated in acid, giving it an acidic effect (not the handle). The user can summon Nozarashi in the slug state by doing the initial summon ritual or summon him in the weapon state by drawing blood and clapping their hand, while right after extending their dominant hand causing the weapon to appear in their dominant hand.

Note: This summon can be used once
Note: The summon last for 6 turns before dispersed
Note: No other slug summon can be present on the battle field at the time
Note: The freeform-damage from nozarashi in the blood lust state, is equal to D rank
Note: The range of the original nazarashi state extends up to 4 meters
Note: Due to its heavy property, one must have finished taijutsu training (excluding eig etc)

Approved
 
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Chihaya

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Re: Custom Jutsu Submission

(Futon: Yaseinoyobigoe) - Wind Release: Call of the Wild
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user will make three handseals and focus their Wind based chakra, followed by a loud whistle. This allows the user to shape one of three animals out of Wind.

The Leopard Assault:

The offensive based animal that can be formed. The Leopard will be the size of an average person, tangible in its entity. The Leopard has the speed of a Kage ranked user, and is able to attack with its sharp claws and heavy tangible body. The Leopard is A rank, and can remain on the field for up to three turns. With a single hand seal, the Leopard can explode into a tornado that pulls the opponent towards it and causes cuts. This causes 60 damage.

A Bear Rampage:

Carrying the size of an average bear, and much slower than the Leopard, the Bear will act as the defense. Tangible as well, but the Bear carries Wind nature around itself that causes constant sickle like Wind protrusions to extend from the Bear making its size and power the perfect entity to protect against Lightning based attacks. Once active, the user will form a single hand seal in order to cause the bear to expand in size, in order to cover a larger area. The Bear is A ranked in power, and can only be called upon once. He is able to withstand up to A rank damage, before dispersing.

A Feast for Crows

Lastly, the user can chose to shape a swarm of Crows out of the wind for supplementary uses. The amount of Crows vary, but they can be used to lift the opponent and even offer pseudo flight through manipulating the crows to carry the user, or utilizing the crows to distract the opponent. The crows are also A rank in strength, and with a single hand seal, the user can cause the crows to combine into a single large Crow.

The animals are luminous/translucent, as they are created out of wind. However, they can be seen by the shine of light and heard because the wind used to form them gives off a specific, distinct, low screech in which the average ear can hear.

Notes:

-Can only be taught by Chihaya
-The user can only chose to form one of the animals during their turn. If they want to create another animal for different purposes, they have to perform the technique again on a different turn.
-Each animal can only be used once in battle (but the chosen animal lasts three turns)
-The user cannot perform an A ranked wind technique or above in the same turn

Declined - similar to existing jutsu
 
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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 demonic creature that is about 7ft in height. 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 along with the two elements that make up dark(fire&lightning). 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 ‡ A little too powerful as it is and I don't like the mode of creation. I tried something similar in the past before, I know how it can be used. You can use this after absorbing a technique and create it from your dark mark within a meter or so of your position. I'll allow everything else if you change this.
(Meiton: Kuroi Rei ) Dark Release: Black Ghost
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (-10 chakra per turn)
Damage: 80
Description: After having absorbed a jutsu before hand through any dark related absorbing jutsu(Inhaling Maw, Draining Touch, Ultimate Inhaling Maw, etc.) the user will place either hand onto the ground and release their dark chakra into it a meter or so from their position. 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 send chakra into the 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 demonic creature that is about 7ft in height. 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 features 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 up to and including S-Rank 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 that's insufficient in destroying it, 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

‡ Approved ‡ Edited.

Updating:

(Meiton: Renga Batto) Dark Release: Brick Bat
Type: Offensive
Rank: A(S)
Range: Short-Long
Chakra: 30(-10 to opponent for each bat)
Damage: 60
Description: The user will begin by gathering up his dark chakra and then release it through one of the marking on their palms in the form of five rounded, softball sized, dark purple bats that each have two long sharp teeth at the top of their mouths. The moment they are formed they fly over to the target or targets and latch themselves onto them by biting down onto multiple areas of the body. As they bite down and latch on they start sucking out the victims chakra(10 chakra points for each bat for a total of 50), which in turn they will start to turn into a light blue color the next turn if the victim does not get rid of them where they will then explode into light blue flames that burn the areas of the body that the bats were latched onto. The flames themselves are so hot that they cause 3rd degree burns to the areas that they cover making those spots completely useless to the victim. If the user has absorbed chakra before hand through any means of any dark jutsu he can use that chakra to form one large bat(half the size of a fully grown adult) made of light blue flames instead of five bats. Like how regular bats release sound waves this larger bat does something similar, but instead of releasing sound waves it is able to release a stronger version of Dark Release: Revival Fist from its mouth once per turn. Unlike the smaller bats this larger one is able to stay on the field for three turns and doesn't latch onto the opponent to drain their chakra. Once the three turns have ended or the bat gets destroyed it will erupt into a sea of intense light blue flames burning everything within short range.
- Can only be taught by Albel
- The A-ranked version(5 bats) can be used up to three times, while the S-ranked version(large bat) can only be used twice with a one turn cool-down
- Having the large bat release the dark shock wave costs one of the users three slots
- No dark jutsus above A-rank the following turn of making the large bat

Declined - pick a single rank and this is too OP. The original is OP as it creates 25 bats that take 5 chakra, thats 125 in a turn. In this update 50 x 10, 500 chakra from one jutsu? No thank you xd

(Meiton: Renga Batto) Dark Release: Brick Bat
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30(-10 to opponent for each bat)
Damage: 60
Description: The user will begin by gathering up his dark chakra and then release it through one of the marking on their palms in the form of five rounded, softball sized, dark purple bats that each have two long sharp teeth at the top of their mouths. The moment they are formed they fly over to the target or targets and latch themselves onto them by biting down onto multiple areas of the body. As they bite down and latch on they start sucking out the victims chakra(10 chakra points for each bat for a total of 50), which in turn they will start to turn into a light blue color the next turn if the victim does not get rid of them where they will then explode into light blue flames that burn the areas of the body that the bats were latched onto. The flames themselves are so hot that they cause 3rd degree burns to the areas that they cover making those spots completely useless to the victim. If the user has absorbed chakra before hand through any means of any dark jutsu he can use that chakra to form one large bat(half the size of a fully grown adult) made of light blue flames instead of five bats. Like how regular bats release sound waves this larger bat does something similar, but instead of releasing sound waves it is able to release a stronger version of Dark Release: Revival Fist from its mouth once per turn. Unlike the smaller bats this larger one is able to stay on the field for three turns and doesn't latch onto the opponent to drain their chakra. Once the three turns have ended or the bat gets destroyed it will erupt into a sea of intense light blue flames burning everything within short range.
- Can only be taught by Albel
- The small bats can only be used three times per battle with a one turn cool-down between each usage. The large bat can only be used twice per battle with a one turn cool-down.
- Having the large bat release the dark shock wave costs one of the users three slots
- No dark jutsus above A-rank the following turn of making the large bat

‡ Approved ‡ Nice technique.

Updating:

(Metion: Doragon Otakebi) Dark Release: Dragon's Roar
Type: Defensive/Offensive
Rank: S-Rank
Range: Short(Defensive), Short-Long(Offensive)
Chakra: 40 (-15 per turn to stay active)
Damage: 80
Description: The user will begin releasing a large amount of dark chakra from the markings on both palms to where it surrounds the user in the form of a self sustaining purple transparent barrier extending the entire short range with the user at the center, that is the shape of a dragon's head. The barrier follows similar principles to Dark Release: Inhaling Maw, but as a much stronger version of it. Following the strength and weaknesses of dark release this barrier can absorb S-ranks jutsus that dark is strong against such as Fire, Lightning, Wind, Raw chakra, Storm, etc. Though it can only absorb B-rank and lower water based jutsu. This barrier can't absorb any Earth based jutsus but is capable of stopping B-rank and lower ones, but at the cost of completely destroying the barrier. When the barrier has absorb a jutsu it will gain a light blue hue to it as with then shoot towards the intended target as a light blue flaming dragon's head. With simple hand gestures the user can control the head as it moves towards its target. Being made of dark chakra and made of light blue flames as well as the force behind it, it is capable of causing deadly 3rd degree burns all over the body as well as sever internal damage such as broken bones and ruptured organs. The user is able to move freely around the battle field as the barrier will follow, keeping the user at the center of it.
- Can only be taught by Albel
- Can only be used twice and must wait two turns after the barrier has vanished before using it again
- The barrier lasts until it has absorbed a jutsu and is released or if it is destroyed. Until either happens it will remain active while draining 15 chakra points each turn from the user
- While active the user may only use A-rank and below Dark jutsus as well as the elements that make up the KG: Fire and Lightning
- As this technique both absorbs the technique and then releases it, takes up two jutsu slots per turn

Declined - stick with the original, you made this one too OP

(Metion: Doragon Otakebi) Dark Release: Dragon's Roar
Type: Defensive/Offensive
Rank: S-Rank
Range: Short(Defensive), Short-Long(Offensive)
Chakra: 40 (-15 per turn to stay active)
Damage: 80
Description: The user will begin releasing a large amount of dark chakra from the markings on both palms to where it surrounds the user in the form of a self sustaining purple transparent barrier extending the half of short range with the user at the center, that is the shape of a dragon's head. The barrier follows similar principles to Dark Release: Inhaling Maw, but as a much stronger version of it. Following the strength and weaknesses of dark release this barrier can absorb S-ranks jutsus that dark is strong against such as Fire, Lightning, Wind, Raw chakra, Storm, etc. Though it can only absorb B-rank and lower water based jutsu. This barrier has no effect on any earth based jutsus at all. When the barrier has absorb a jutsu it will gain a light blue hue to it as with then shoot towards the intended target as a light blue flaming dragon's head. With simple hand gestures the user can control the head as it moves towards its target. Being made of dark chakra and made of light blue flames as well as the force behind it, it is capable of causing deadly 3rd degree burns all over the body as well as sever internal damage such as broken bones and ruptured organs. The user is able to move freely around the battle field as the barrier will follow, keeping the user at the center of it.
- Can only be taught by Albel
- Can only be used twice and must wait two turns after the barrier has vanished before using it again
- The barrier lasts until it has absorbed a jutsu and is released or if it is destroyed. Until either happens it will remain active while draining 15 chakra points each turn from the user
- While active the user may only use S-rank and below Dark jutsus as well as the elements that make up the KG: Fire and Lightning
- As this technique both absorbs the technique and then releases it, takes up two jutsu slots per turn

‡ Approved ‡
 
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Onii Chan

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Re: Custom Jutsu Submission

(Katon/Doton: Takibi) Bonfire
Type: Supplementary
Rank: A
Range: Short
Chakra: 60 (30 + 30 due to the combination of two elements)
Damage: N/A
Description: By performing the following chain of hand seals, Bird, Dragon, and Serpent the user channels chakra into the ground via the feet to form in front of him a sword made of rock then with katon chakra poured in immediately after the bottom bursts into flames forming a perfect bonfire. The warmth of the fire grants the user 20+ chakra recovery every turn as long as they stay within the limitation boundaries around it. The bonfire cannot be destroyed, however in return the user receives more damage from Raiton attacks, 5+ to the base damage.

NOTE: User must stay within short range of the bonfire to generate chakra.
- Can only be taught by Onii Chan.​
- User must have first achieved A-rank in both Katon and Doton.​
Image example:

Declined - resub when you're unbanned ^_^
 
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Method

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Re: Custom Jutsu Submission

Meiton: Kyodaina kyōen| Dark Release: Monsterous Feast
Type: Supplementary | Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+5 each turn)
Damage Points: -
Description: This technique requires the user to have absorbed chakra from an opposing technique with the use of "Inhaling Maw" or Dark Release variants able to absorb chakra. The user manipulates his chakra & releases thousands of minuscule Dark spores that spread across the field reaching Mid range in mere seconds. The spores are imperceptible by regular means, relying on a chakra sensory or doujutsu user to be able to detect the chakra itself. The spores are almost sentient creatures, able to be controlled not only by the user, but by their hunger of chakra. Being drawn toward foreign chakra the spores begin to feed on it, eating away until nothing is left dispelling the opposing technique itself. Due to the large number of spores, they are able to feed through the technique swiftly. The spores are only effective on energy based techniques A Rank or the equivalent of it, Strengths & Weaknesses apply. Unable to feed through such element as Earth, Water or a majority of solid objects & after having absorbed chakra & dispelled the opposing technique, the spores rush back toward the user's marking, able to use the chakra to perform Dark Release techniques. The spores are able to remain on the field for up to two turns without feeding on a chakra source.
- Can be used twice.
- Can absorb only one set of spores each turn
- Taught by Method

‡ Approved ‡

Meiton/Genjutsu: Kiken'na-me | Dark Release/Illusion Arts: Treacherous Eyes
Type: Supplementary | Defensive
Rank: A
Range: Short- Mid
Chakra Cost: 30
Damage Points: -
Description: This technique requires the user to have absorbed chakra from an opposing technique with the use of "Inhaling Maw" or Dark Release variants able to absorb chakra. The user channels not only the dark chakra but mixes it alongside his own. Manipulating both sources of chakra, the user releases a snake like figure through their diamond symbol. The snake's body is made up of pure dark chakra, carrying the user's own chakra within itself. The snake is able to burrow under ground if needed & able to travel up to Mid Range at a casual speed. Once within range of it's target, the snake can either slowly slither in or shoot forward toward the opponent, biting into them & releasing the user's chakra into the their own chakra system, creating the following affects of the illusion. After a brief moment the opponent begins to feel off balance with their vision becoming some what blurry, while vaguely seeing an actual snake slither off back to the user. Intended for the opponent to believe they have been bitten by an actual poisonous snake, though in reality it is the snake composed of chakra. Shortly after the opponent's body begins to feel less operational, unable to move their limbs promptly resulting in poor reflexes & so on. Their vision dramatically declines further, being barely able to see clearly even within short range. At the end of the turn, if still left in the same state, the effects of the bite worsen, leaving the opponent paralysed. In reality they are left placed in the same position.
- Cannot perform Genjutsu within the same or next turn
- Can be used twice
- Taught by Method

‡ Declined ‡ On request.
 
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Sonnelion

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Re: Custom Jutsu Submission

Summoning Animal: Sungazer Lizard
Scroll Owner: Sonnelion
Other Users who have signed contract: N/a
Summoning Boss if existing: Abaddon
Other Summoning Animals tied to contract: Abatu, Abigar, Agares, & Alastor
Description and Background: This type of lizard has either dark gray or black scales with yellow tips and yellow lips. They also have sharp and strong spikes that cover their bodies along with the scales that are capable of blocking free-form attacks all together. Most of the lizards don't get any bigger than 20 feet long and 8 feet wide, with the exception of course being the higher ranking members and the boss. They have sharp eyes capable of keeping up with most ninja's top running speed, up to Sannin rank, and a normal nose that can only smell things a normal ninja could. These lizards live primarily in hot arid places such as the Sunagakure and are a nomadic people who are always on the move to find more food. And as such they never really have a certain area that they can be found. They primarily use the Doton element and Sungazer Arts, but occasionally a few lizards will be born with the Katon element such as the summon boss Abaddon. They can speak English as the older ones who have had more human interaction have taught it to their younger siblings.
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Declined - lizard contract exists

(Raiton: Nozomashii Hakai) Lightning Release: Desired Destruction
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will focus lightning chakra into their dominant hand while performing the following handseals; Tiger, Dragon, Dog, Snake once done they will use said chakra to form several sharp spikes on their on the palm and finger area of their hand that are 6 inches long and 2 centimeters in diameter. Once done they can either strike the opponent directly in any desired area with enough force to pierce through and obstacle in the way before changing half into raw electricity to paralyze and damage, following this with the remaining spikes they will launch directly forward causing the opponent to be launched away from the user into Mid-range while shocking them along the way.
Restrictions/Notes
~Can only be taught by Sonnelion
~The paralysis is only for two seconds unless Lightning is their primary specialty then only one
second.
~Can only be used 5 times with 1 turn cool downs
~No S-rank lightning in the same turn

Approved

(Ninpo: Ansatsushano Shikei Hanketsu) Ninjutsu: Assassin's Death Sentence
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user will focusing chakra into both hands. Once done they will condense the chakra into the shape of a kunia, that is 6 inches long and 1 inch wide, before throwing the "kunia" at the desired target before saying the phrase "assassinate" which will cause the chakra to expand once again into a total of 4 clones composed of said chakra to appear forming a circle around a 3 foot area where they will stab and slash essentially simultaneously with their arms which are blades the target.
Notes/Restrictions
~Can only be taught by Sonnelion
~Can only be used 6 times with 1 turn cool downs
~No ninjutsu in the same turn
~The clones can only attack the target with stabs and slices before disappearing
~The kunia travels slightly faster than the average thrown kunia

Declined - dnr

4:03 ~ 4:06
[video=youtube;eDb83uAu1F4]https://www.youtube.com/watch?v=eDb83uAu1F4[/video]
 
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Joker

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Re: Custom Jutsu Submission

(Fuuinjutsu: Seikatsu Ato Shit) - Sealing Arts: Life After Death
Type: Supplementary/Defense/Offense
Rank: D-A
Range: Short - Long
Chakra Cost: 10-30
Damage Points: N/A
Description: A basic fundamental concept jutsu that relays on placing a seal on various elements. If solid, a specific tag, if energy based, then a barrier will be created. This is a two part technique that acts specifically depending upon the type of technique used: streaming (controlled humanoids, continuous attack, etc) and projectiles (sentient humanoids, launched attacks). For streaming, whenever the opponents technique is either negated/destroyed, or unable to get it off in time specific to time frame in the RP) their will be a trace of mist left behind after the negation of the technique. The process of attaching the seal is performing jutsus from the body through a seal (either on the tongue, or limbs) or slamming their hands on the ground and channeling seal simultaneously with the jutsu. Though this does not work on jutsus that appear in "thin air" for the purpose of this technique, those inherit jutsus can be created from the users body only when in conjunction with this seal. The seal name is "Life" in Kanji form (生). Elements as specific with the seal or barrier will release their by-product, alternative releases. Fire will release a flammable Gas or Ash, Wind an intangible burst of wind (just strong enough to create minor, small cuts) or a burst of wind that can knock someone down (non-lethal), earth will release a sticky solution, flammable, or chakra absorbing mud, and lightning will release a bright flash of electricity that erupts outwards (making sure to not harm the users vision) or purely unfocused electricity outward, similar to Nagashi (numbing pain, and overexposure can lead to paralyzation). The source of these by-products come from the seal/barrier and extra chakra inside. The length of time these by-products stay on the field depends on their composition and elemental nature, example, lightning and fire being energy would only last two turns, same with wind, however, the mud of the earth would last longer, about three turns, until its abilities are rendered useless by chakra exhaustion. These by-products can be manipulated by external techniques however, allowing for quick combination chances, however, the main point of this technique is to continuously allow the user to maintain time frame advance by distracting the opponent with an abundance of effects. They may also be used as a way to render other incoming, "quick" techniques to be at the very least, damaged, by the impact of effects of the by-products. Realize, all of the by-product releases are one rank "down" of the jutsus they were tagged under, so if tagged with a S-Rank, the by-product is A-Rank; if tagged with an A-Rank, the by-product is B-Rank, hence the purpose of their multi-rank.

Note: Can only be taught by Joker. Can only be used four times. Does not work on forbidden techniques. Cannot be used in consecutive turns. This does not associate with water as Noni has a similar technique called "Gorgeous Grand Exit".

Declined - There is a seal similar to this that already works on earth jutsu and the rest isn't possible.


(Fuuinjutsu: Furufirumento) - Sealing Arts: Fulfillment
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: A basic seal where the user releases outward from an organic seal, either placed on their body, or pulled out, that releases a vapor similar to that of Fire/Water/Wind/Earth/Lightning Sealing Method. The mechanics are also similar, as when the user performs technique the vapor acts to seal a jutsu into the vapor and released back into the seal. However, what makes this unique is the chakra of the opponent's technique will be used as fuel to create the user's technique. Thus, the user will not be spending any initial chakra. This method can only be used three times, and can envelop complete techniques up to S-Rank. Alternatively, the user can have the vapor spread around like a mist, to sustain for periods of time (at max three turns, and can only be used twice) which will consistently absorb chakra from the opponent's techniques (by half) to be used as fuel for the user's techniques. Though this lasts longer, it does not envelop complete techniques, but only half their chakra (weakening them) to be used to fuel the user's techniques. This contrast with power-ups, as its purpose is to simply conserve chakra. This jutsu includes anything that uses chakra of any kind, and does not discriminate against elements, as its main purpose does not even revolve around elemental interaction, but purely chakra. This includes EIG chakra, SM energy, Genjutsu, etc. Some of these are to be cautious of course.

Note: Can only be used by Joker. Neither usage alternatives can be used consecutively.

Declined - Working on so much is way to OP and that's beyond fuuin. Also i tried to use that as fuel for my own jutsu years back and it wasn't possible i was allowed to release the same attack back from the seal.


(Fuuinjutsu: Hogo no Honshitsu) - Sealing Arts: The Essence of Protection
Type: Supplementary/Offense/Defense
Rank: S
Range: Short (creation) - Long (travel)
Chakra Cost: 40
Damage Points: N/A
Description: A conceptual jutsu that has the user create four statues with seals covering the bodies of the statues. Each statue represent a common correlation of the mechanics that exist in the ninja world RP. These statues will appear as physical copies of the user, but faceless. And though they are "statues" they do not fall under the same elemental strength and weaknesses as earth, as the stone is nothing more but a medium. These statues will have vapor constantly leaking from themselves, similar to the Fire/Water/Wind/Earth/Lightning Sealing Method. The statues is the statue of "Body", with the Kanji being (体). Any external chakra that is meant to enhance the opponent's physical prowess or abilities that specialize in chakra enhanced body movements will cause the vapor of this statue to immediately envelop the source and effectively "absorb" this source and be used for themselves. This can cause the statue to come to life and mimic the attacks that was used from the opponent, using the absorbed chakra as their source. This allows to defend the user, but more importantly, handicaps the opponent at that moment. This includes EIG, CFS chakra, Hyuuga, etc. Though the exact effects and knowledge won't be the same. Such as if the statue is able to absorb Hyuuga chakra and mimic their movement, this won't mean they know chakra points or circulation similar to them, they will simply be able to perform attacks equivalent in power and in motions that are similar (like finger jabs). The purpose of the other three are to be used as consistent fuel against barrages of attacks that fall under these circumstances. An example could be if the opponent continues to use more chakra enhanced techniques after the first statue absorbs a chakra. This allows for a consistent defense for the user, while maintaining relatively good offensive control. And due to them being creations and with seals manifested with the user, this means they do not attack the user or absorb their enhanced taijutsu, if the user so has it.

Note: Can only be taught by Joker. Can only be used twice. They last indefinitely until used. Cannot be used in consecutive turns. User cannot use taijutsu while this is active.

Declined - This is way to OP.


 Note  You need permission to submit S-Rank seals or Mastery Medical Fuuin. if you're submitting S-Rank seals because you have an Uzumaki bio for more than 3 months, always link the bio.
 
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ZK

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Re: Custom Jutsu Submission

(Ryūgūnotsukai ♦ Inpu) – Messengers of the Dragon Palace ♦ Kalithresh the Keeper of Seals
Type: Summoning
Rank: S-Rank
Range: Short
Chakra cost: 40
Damage points: N/A
Description: The Ryūgūnotsukai are snakes whom have used the Shadow Mirror Body Change Method (Kage Kagami Shiten No Hou) to permanently alter their appearance, assuming a different, more regal form. The group, commonly referred to as Naga, believe they have evolved to become ‘dragons’ in their own right.
The Naga is a reptilian creature with 2-6 limbs and a humanoid torso merging into a serpent hind section. Myrmidons and Naginis, males and females respectively, are somewhat aquatic in nature, with a large set of lungs in what would be the equivalent of the human chest and a larger, secondary lung posterior to the intestines. They also has two large hearts – the primary one in the chest and the secondary one posterior to the intestines – that keep their blood oxygen-rich, allowing them to use their hind section to slither across land at high speed and maneuver perfectly in water. With their thick, smooth scales and large, partially-webbed hands to boot the Naga are fast at land and even faster at sea.
The Ryūgūnotsukai appear to be part humanoid and part serpent. Their physical appearance varies greatly from Naga to Naga and some have bizarre mutations. The powers and effects of the Shadow Mirror Body Change Method are unpredictable and the mutations manifest in different ways. Many of these mutations are cosmetic in nature; soft spines running down their backs, or, unique to males; thick tendrils coming out of their chin in resemblance of facial hair. Some mutations, however, are more extensive and a number even appear suitable for combat. In this way the Naga have ‘evolved’ an array of genetic variations and defenses.
Generally, Naga only marginally resemble the snakes they once were. Their reptilian features are warped and twisted. They are powerfully built and the heads of the Myrmidons are reminiscent of dragons. The group averages at a height of 10 feet (3 meters), but a minority has shown the ability to reach heights of up to 20 feet (6 meters). Both males and females store very little fat in their bodies, having two stomachs, two livers and a very high rate of metabolism.
Due to only having existed in nature for some twenty years Naga prefer to settle in environments where they can integrate into the food chain with little to no fuss. This means that humans are very unlikely to find tribes anywhere near their dwellings. Coupled with their aquatic nature Naga habitats are usually found in humid, thickly jungled or forested areas with large bodies of water nearby.
Naga society is dominated by Naginis. Myrmidons – stronger (able to lift 3 times their body weight) and tougher than Naginis, and capable of withstanding a great deal of bodily injury – act as frontline soldiers and guards. They are strong melee combatants and willingly come to grips with the enemy. They are also seen as expendable compared to fertile females, whose standing in society correlates with how many eggs they lay. Female Naga are also physically unsuitable for hard labor, their bodies designed with flexibility and guile in mind instead of brute force. They are tall and slender, with fine scales covering their angular features.
Despite technically still being a part of the Snake Contract the Ryūgūnotsukai share little kinship with Manda’s faction of reptiles. Their coming into existence through a complex technique only fuels the Naga’s arrogance and has led them to become beasts of pride; they consider snakes and other reptiles inferior and often compare themselves to Dragons in terms of strength and power. Through the few years of human contact they have had with what would later become their summoners the Naga have developed a sophisticated written and spoken language of their own. A language that they, in return for texts and lessons on human linguistics, teach humans they deem worthy.
In practical terms a Ninja whom has signed the Snake Contract can, through many trials and hardships, establish a connection with the Naga Tribes. With such a bond, the Ninja can learn to summon Naga to their aid. Due to their aquatic nature Naga, as a variation of the ‘Food Cart Destroyer’ technique, can be summoned in bodies of water.
Kalithresh is a 3 meters tall Myrmidon with 2 arms, coal black skin, ebony eyes and a large, soft spine fin running down his back. The Keeper possesses a powerful physique and is rarely seen without his signature black trident that he carries with him to battle. Kalithresh is the Keeper of the Book of Seals; a collection of Fūinjutsu jealously guarded by the Naga, and is thus considered their most prominent sealing master.
Of his many abilities the Keeper’s foremost specialty is to identify and destroy sealing techniques of all kinds. Through a permanent affixture of the Dark Ecriture seal he is able to passively detect and identify the purpose of all seals within mid range of his person. Seals of A-rank and below are simple enough that Kalithresh can discern their effects even if they are hidden by some means while S- and Forbidden-ranked seals have to be within his field of vision.
Once identified the Keeper is able to prevent seals from being activated simply by being present on the field. Seals that have already been activated will cease to function, though this will temporarily halt their degradation if they last a certain amount of turns. This effect is attributed to Kalithresh’s intricate knowledge of the fine mechanics of all seals. He is furthermore able to completely destroy seals of A-rank and below, though this costs a move for every seal. He is similarly able to destroy a single seal of S-rank and above every time he is summoned. This also costs a move.
-Can only be summoned once (1) and remains on the field for a maximum of four (4) turns.
-Can only be taught by ZK.

‡ Declined ‡ I don't mind the Ecriture ability. However there needs to be some mechanism to his ability to negate as well as destroy seals. Merely being present won't cut it.
 
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Panthalassa

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Re: Custom Jutsu Submission

( Suiton: Hari ) Water Release: Spicule

Type: Supplementary
Rank: E
Range: Short-Mid
Chakra Cost: 5
Damage Points: N/A
Description: The user quickly concentrates a small amount of water particules near a target skin, which will create a tiny needle that shoots out and slashes the skin, drawing and absorbing a tiny amount of blood. The "damage" is even smaller than that of bitting one's thumb to draw blood for summoning. This bloodied needle will then evaporate and return into the air, creating an invisible mist infused with the target's blood around short-range ( Or mid range if there's a mist formed already ). This exposes the target's blood outside of the body, for example the user's, enabling one to summon their contracted animal within this mist, increasing the range of the technique. If this is used on the target, they can do the same, but the user can't summon animals outside his contract or his blood.

‡ Declined ‡ Not allowing you to summon an animal at mid or long range.
( Suiton: Hari ) Water Release: Spicule

Type: Supplementary
Rank: E
Range: Short-Mid
Chakra Cost: 5
Damage Points: N/A
Description: The user quickly concentrates a small amount of water particles near a target skin, which will create a tiny needle that shoots out and slashes the skin, drawing and absorbing a tiny amount of blood. The "damage" is even smaller than that of biting one's thumb to draw blood for summoning. This bloodied needle will then evaporate and return into the air, creating an invisible mist infused with the target's blood around short-range ( Or mid range if there's a mist formed already ). This exposes the target's blood outside of the body, for example, exposing one's blood for the summoning ritual, in self-usages. When immediately combined with a Summoning technique, this technique does not count as a move towards the three moves per turn restriction, though it will still cost chakra.

Note: Primary Water Specialists, due to the minuscule amount of water required for this technique, will not spend any relevant amount of chakra to perform ( 0 for all intents and purposes ) 4 times per battle.



 Declined  I'm not sure this would work unless you actually describe it more clearly. Drawing blood and having it in the field around you is not enough to make a summoning happen. We have seen that even if they are already injured, a ninja still needs to take his blood and perform the summoning ritual. The blood needs ot be part of the ritual either sprayed in a Tattoo or in ones hand to trigger the summon. The ritual is very defined and has little variations meaning the blood part is more or less universal and unmuttable. Basically, I don't think this works unless I'm missing something.


Given permission to ressubmit:

( Suiton: Nen'eki ) Water Release: Allomone II

Type: Supplementary/Defense
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Allomone II is a technique that permanently keeps a portion of the user chakra in a pre-state of elemental transformation, similar to it's predecessor, which was a failed prototipe. The user will spend 30 chakra over the course of several turns, splitting the total cost evenly in order to keep regenerating the technique, which will allow the user to initiate the nature transformation of chakra into water, prompting a portion of their chakra to assume the characteristics of Water Release, though will not go through with the process. This state of chakra will have only one main property:

It will allow the user to perform Non-Elemental chakra techniques and Water-based chakra techniques ( Excluding elements that require other basic chakra natures ), while preventing the usage of any other element. This comes with the bonus of allowing their Water based techniques to come at 50% less the cost of Water-based techniques. To clarify, Water release will continue water release, and non-elemental will continue non-elemental. The half-process will revert when using raw chakra, and will proceed when using water chakra.

Note: The user must spend 5 chakra every two turns, for a total of 12 turns, potentially, that this technique can be active. If the user is a primary water specialist, the user can use spend chakra only every third turn, for a total of 18 turns.
Note: While active, the user is able to perform any technique as normal, though only five techniques every two turns, but is limited to Non-Elemental Technique and Water Based techniques ( Either Basic Water Release or Advanced Elements that require only Water Chakra ). Primary Water specialists will be able to use 8 techniques every three turns.
Note: Can only be used 4 times per battle, last until broken or until the user wills it.


( Suiton: Surunai ) Water Release: Thanatosis

Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Thanatosis is an entrapment technique that surrounds an opponent in a vessel of condensed water, in a almost crystalline structure, filled with a dense syrup based mist. This mist will create a sort of stasis that will prevent those entrapped from moving, and will slowly drown them over 3 turns, where they will lose consciousness at the second turn. The user is capable of either condensing the water in the air around an opponent, by performing two handseals, or utilizing an existing water source, be it liquid or in mist form, by performing one handseal. The user is capable of creating a crystalline dome/ball to target any target within mid-range, the maximum size being a sphere with a diameter that comprises the distance between arm's reach of the user and the edge of mid-range, though the user is capable of making it smaller.

Note: A rank can only be used 4 times per battle.
Note: Water Specialist can perform this technique with one less handseal than stated.




( Aburame no Jutsu: Hagiri ) Insect Technique: Tesserae

Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will manipulate his insects into producing a swarm that will arrange itself in an unorthodox fashion. As the swarm moves, it will concentrically spin around itself, each fly revolving and spiraling like the multiple bores of a drill, while outwardly flashing their teeth, which will much increase the slicing and shredding capabilities of the swarm. The user will shoot this swarm as a stream or a projectile, which will allow the user to impale or viciously mangle a target, while draining their chakra, before the swarm collapses upon a target to wrap around them. The drill can be as wide as a 2,5 meters diameter, for a more spread out, shredding damage, or as thin as blade for focused, impaling damage.

An Alternative usage of this technique is, instead of spending the full amount of chakra, the user can merely spend 10 chakra, allowing the internal re-arranging of the insects to happen over the course of 3 turns. While this does not give any bonus in damage to any Aburame technique used while Tesserae is active, it does allow the user to manipulate his insects with chakra-costing Kenjutsu techniques, which are basically raw-chakra projections of a slash, allowing more flexibility for the user. To do this, the user will send the necessary chakra and the flies will then recreate the description of the technique. The way it works is that only the cutting edge is recreated, as the swarm will form a makeshift blade to carry on the cuts and slash that pertain to the description, they do not form into a blade that the user wields.

Note: Can only be used 4 times per battle.
Note: Aburame users for more than 6 months can use the alternative usage at 5 chakra instead of 10.


‡ Pending ‡ I'm genuinely afraid to check your techniques because of the names. First time for everything I guess.
( Suiton: Nen'eki ) Water Release: Allomone II

Type: Supplementary/Defense
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Allomone II is a technique that permanently keeps a portion of the user chakra in a pre-state of elemental transformation, similar to it's predecessor, which was a failed prototipe. The user will spend 30 chakra over the course of several turns, splitting the total cost evenly in order to keep regenerating the technique, which will allow the user to initiate the nature transformation of chakra into water, prompting a portion of their chakra to assume the characteristics of Water Release, though will not go through with the process. This state of chakra will have only one main property:

It will allow the user to perform Non-Elemental chakra techniques and Water-based chakra techniques ( Excluding elements that require other basic chakra natures ), while preventing the usage of any other element. This comes with the bonus of allowing their Water based techniques to come at 50% less the cost of Water-based techniques. To clarify, Water release will continue water release, and non-elemental will continue non-elemental. The half-process will revert when using raw chakra, and will proceed when using water chakra.

Note: The user must spend 5 chakra every two turns, for a total of 12 turns, potentially, that this technique can be active. If the user is a primary water specialist, the user can use spend chakra only every third turn, for a total of 18 turns.
Note: While active, the user is able to perform any technique as normal, though only five techniques every two turns, but is limited to Non-Elemental Technique and Water Based techniques ( Either Basic Water Release or Advanced Elements that require only Water Chakra ). Primary Water specialists will be able to use 8 techniques every three turns.
Note: Can only be used 4 times per battle, last until broken or until the user wills it.


 Declined  I don't understand how this can work. Having your chakra "pre charged" wouldn't change the fact that you need a given amount to produce a given effect. That given amount will always be the same, pre charged or not. Pre charging your chakra will only, at best, allow a faster use of a technique and that can't be allowed as it would be prompt to time frame breaking actions in a fight. Beyond that, having your chakra passively pre-charged as water release would prevent you to use Non-Elemental techniques or techniques of other elements. Though, thats a minute aspect of why this custom doesn't work. When you use a technique, elemental just to make the example clearer, your first step is to focus and gather a given amount of your chakra. Then, you shape and manipulate its nature and form to produce the end result. When someone wants to make a technique that is harder, requires more chakra, is lenghty, etc they focus and concentrate on gathering chakra and only then they manipulate its nature and form. Not the other way around. Having your chakra in a permanent water nature state would only make it so you can use water techniques and, you'd need to have already picked a given amount to do the nature change so you'd be limited to techniques that require only that amount. Overall, I feel the concept here doesn't work. As for the original version, to stop chakra absorption you need few things:

-Make your chakra harmfull to absorb (for example, Senjutsu chakra) which only works if the technique they're using to absorb merges that chakra with their own

-Break the absorption technique or any of its conditions

-Close all your Tenketsu to prevent your chakra from escaping your body. This, however, will lead to death and is only applicable to advanced ninjas like Hyuugas and Medical Ninjas.

-With YY mastery, you could develop a technique to allow you full control over your chakra and making it so overbearing you can, if someone tries to absorb it, gain control over their own chakra or mind or spirit. Similar to how Orochimaru subdues a vessel for example.

Other than that, you can't really do anything to your chakra to prevent it from being absorbed. And within the normal canon elements, skills, etc only Senjutsus seems to work to enable this. And Changing it to water I feel wouldn't do anything of the sort.





( Suiton: Surunai ) Water Release: Thanatosis

Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Thanatosis is an entrapment technique that surrounds an opponent in a vessel of condensed water, in a almost crystalline structure, filled with a dense syrup based mist. This mist will create a sort of stasis that will prevent those entrapped from moving, and will slowly drown them over 3 turns, where they will lose consciousness at the second turn. The user is capable of either condensing the water in the air around an opponent, by performing two handseals, or utilizing an existing water source, be it liquid or in mist form, by performing one handseal. The user is capable of creating a crystalline dome/ball to target any target within mid-range, the maximum size being a sphere with a diameter that comprises the distance between arm's reach of the user and the edge of mid-range, though the user is capable of making it smaller.

Note: Can only be used 4 times per battle.
Note: Water Specialist can perform this technique with one less handseal than stated.


 Approved 
 
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Omega

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Re: Custom Jutsu Submission

(Fuinjutsu:Soeki Reido)-Sealing Arts: Plague Zero
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: A sealing technique that works on most stealth tactics and covert tools. This could be smoke bombs, flash bombs, dust or jutsu that is used to mask the environment thus blinding or distracting others albeit supplementary.
The seal is passively applied although it counts as a move. The seal is applied simultaneously with the active masking substance/jutsu and creates a barrier that does not interact with any matter itself; rather, it's application relates to the previously mentioned masking substances. (This is similar to how the barrier erected in the "Barrier Dome Sensing Method, does not effect matter itself.) The seal/barrier binds the existence of the masking substance/jutsu for longer. For example, using this jutsu with a smoke bomb would make the smoke to continue to regenerate even when blown away.
-Cannot be used on mist
-Should this be used on a jutsu that creates the aforementioned phenomenon, the seal lasts till the jutsu is said to last. For example: if a dust is said to last 3 turns then the seal lasts 3 turns.
-Only works on freeform and B-rank and below masking techniques

(Fuinjutsu: Souseiki)-Sealing Arts: Genesis
Type: Supplementary
Rank:A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user creates a barrier that spreads like a high frequency sound wave. The barrier does not interact with any matter what so ever until certain criteria is met. It reacts when a solid or liquid matter/object touches it. The barrier would reduce the weight of objects that fits the criteria stated for it, to the max that the object becomes weightless. On a normal condition, a weightless object would float and would seems as if its on a zero gravity plain. Even an object on motion that has it weight turned to zero would immediately float and assume a state of inertia.
NOTE
-3x per battle
-Last 3 turns
-Works on S-rank and below solid technique
-The weightlessness is as a result of earth chakra like ultra light weight technique, although this is more advanced and powerful than it(1 rank). Thus the weightlessness follows elemental strength and weakness or earth element.
-No S rank fuinjutsu the turn after this is used
-No doton above S-rank after usage


(Fuinjutsu:Kitsunetsuki no Lalu)-Sealing Arts: Possession of Lalu
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A seal on the user's person that activates when a certain criteria is met. The seal is activated passively albeit counting as a move. The seal creates a barrier around the user whenever the user is under the influence of an opposing barrier or jutsu that restrict him from using his chakra on a high level. The barrier acts as a barricade that pumps more chakra into the the user's technique and increases the user's jutsu by a rank. For example, if a barrier or a jutsu compels the user to only A-ranks, and the user wants to use an A-rank jutsu, the user's barrier adds more chakra to the user's A-rank at the point of molding to make it S-rank.
NOTE
-This is active as long as the opposing barrier is active.
-4x per battle
-No fuinjutsu above A-rank the next turn this is used

All declined - link to your fuuin training when submitting.
 
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Re: Custom Jutsu Submission

(Fuuinjutsu: Fantomu ken o hauringu: Caladbolg) - Sealing Technique: Howling Phantom Swords: Caladbolg
Type: Offensive/Defensive/Supplemental
Rank: Forbidden Rank
Range: Short-Mid
Chakra: 50
Damage: 90
Description: One of the unique rare swords of the howling phantom swords. The powerful two handed greatsword known as Caladbolg grants the user a powerful dual elemental combination technique, by channeling chakra in to the greatsword the user will be able to infuse the blade with not only the power of water but also the power of lightning. Upon doing so the user will swing the blade releasing a tremendously powerful dual elemental blast that takes the form of an arcing rainbow of electricity due to the lightning refracting off the water haze released. This blast will cause damage to the body in a similar way to the water sword sending penetrative bursts through the body via the pores and causing great internal damage. With the addition of the lightning the attack will also cause total body paralysis to those who are not specialists in lightning should it not initially prove fatal which is relatively unlikely given it's nature. The slash can have incredibly varied dimensions depending on the swing of the sword that releases it. A thrust will release a narrow beam no larger than 2 meters in diameter difficult to see especially if used from cover, however a large swing will release an arc type blast that can cover an area similar to the majestic fire annihilation in size.


Notes:
-The user must have both howling phantom swords and armigers arsenal active to summon caladbolg-
-Summoning this sword prevents armigers arsenal swords being summoned for five turns-
-Must be mentioned in the users biography-
-The dual elemental slash ability may only be used once-
-This blade is capable of taking Forbidden rank damage before breaking-
-This may only be used once per battle and will prevent the user from using water and lightning elemental attacks for three turns after using the dual elemental slash ability-
-Can only be taught by ReXii-


 Declined  DNR. If you have permission to submit a Forbidden Rank Seal, contact me.
 
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