Custom Jutsu Submission - III

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Gèckö

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(Doton: Kodoku Gōremu) - Earth Style: The Lonely Golem
Type: Attack/Supplementary
Rank: B Rank
Range: Short-Mid
Chakra: 20 (-10 every turn once formed until destroyed or full growth is achieved)
Damage: 40 (+10 every turn until full growth is achieved)
Description: The Lonely Golem is a variation technique one everyone's favorite Earth Jutsu. The user molds Earth chakra within their gut. Like the original technique, the user spews out the mass of earth. However the amount is not nearly the same as the original technique. It also doesn't have the form of a golem just yet. The user simply spews out a dense ball of Earth which is she outside like mud and it rolls in a fashion the user controls. As it rolls it collects debris and builds up more of the user's chakra, making it increase in damage as its mass grows. After one turn the small sphere of earth no bigger than a meter in diameter has grown to 3 meters and now has arms and legs and can walk. But the golem isn't done growing just yet. The more it moves the more it collects and grows. Growing every turn by multiples of 3 meters and 10 damage. While draining 10 chakra from the user. This occurs until the golem reaches s rank parameters. (81 meters 80 damage) The golem acts independently and is now completely solid no longer sticky.
Note: Can only use Earth jutsu while this technique is active
Note: Can only be used twice per battle
Note: 2 turn cool down between usage
Note: Once Golem stops growing it no longer drains chakra
Note: Can only be taught by Gecko

Declined - Make it one rank, one chakra cost and one damage, it will go forewards gathering dust either way. No need for the mount of turns

(Ninpou: Akuma no kyūjō) - Ninja Art: The Devil's Plight
Type: Supplementary
Rank: C Rank
Range: N/A
Chakra: 15
Damage: 30
Description: A rather fundamental ninja art but a lethal one if used correctly. The user removes a single tag and can focus either lightning or fire into the tag at this point. The user can then throw the tag or attach it to another weapon and throw it, however once the tag is in motion. The user performs the boar hand seal activating the seal on the tag turning the tag or weapon and tag into a small fireball or small lightning bolt. A blunt tactic which if an opponent is arrogant works well, as one of great power could knock away a kunai with ease or avoid a tag. Boom using this technique blindsides the opponent with a fireball or lightning bolt.
Note: Can only be taught by Gecko

Declined - can be done with cannon jutsu without the need for tags

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(Katon: Gyokuza o mimasu) - Fire Style: Watch the Throne
Type: Attack/Defense
Rank: A Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user using any weapon preferably a sword focuses super heated katon chakra into said weapon then drives it straight into the ground. The fire chakra leaves the body of the weapon and enters the ground, The user continues to mold chakra but this time into the ground as this happens, the area surrounding the weapon and the user approximately a 3 meter sphere. The ground at this point is hot enough to melt the soles of shoes binding them to the ground or burn the feet if bare foot. The user will then perform a single hand seal causing the latent heat trapped within the ground to emerge in the form of a pulse of fire in the area surrounding. It extends up 10 meters and can both attack and defend.
Note: Can only be used twice per battle
Note: Can only be taught by Gecko


Declined - similar to existing jutsu
 
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Kirikoe

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Vulpine Contract approved

(Kuchiyose no jutsu - Sandasu) Vulpine Summoning - Jolteon
Type:Summoning
Rank: S
Range:Short
Chakra:40
Damage:N/A
Description: Jolteon, one of the more influential summonings in the vulpine kingdom, Jolteon takes the appearance of a normal one tailed vulpine with yellow fur that is constantly sticking up in a spiky manner, it has a white mane that also much like its fur is also constantly spiked, this is due to electricity constantly coursing through jolteons body and makes the fur easily able to pierce skin without taking damage itself if you were to touch or come in contact with it. Jolteons tail is unoticeable due to the back of its further constantly being spiked up behind him masking his tail which is also spiked giving it the appearance of not having one, Jolteon is the size of adult Akamaru and has speed equivilent to a sage ranked taijutsu specialist.

Visual aid.

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Jolteon has a number of abilities unique to him along with the regular sensory abilities that all vulpine have, the first being, that it is able to shoot its fur as lightning cloaked senbons that have the power to easily peirce through dense structures, these lightning cloaked strands of fur are fairly small in size but come in large numbers and give off a yellowish glow due to the lightning coating them, Jolteon is able to choose to do an omnidirectional spray or target in a specific direction and its power is equal to an B rank lightning jutsu, the senbon can travel up to mid range.

The second ability Jolteon possesses is the ability to use all lightning techniques the user knows up to and including S rank that do not require hand-seals however unlike normal lightning jolteons takes a unique colour, purely cosmetic of course, in the senses that all lightning techniques that jolteon uses takes a yellow appearance.


- Can only remain on the field for 4 turns per battle
- Fur senbon can only be used 3 times

Approved - made edits and removed the last it, its too much.
 
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Luther

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Thanks Nk Nk is not here right now, Pervy will check and Nk might try again later.
Raiton:Ritorujaianto: Lightning Style: Little Giant
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user would raise his hand and release large amount of his lightning chakra into the sky to create storm clouds, then a giant lightning bolt would strike the ground from the sky creating a giant crater. However, the lightning bolt instead of becoming lost, once it strikes the ground, forms into a giant goat with 3 horns. The goat has the same size as the great stone golem but instead of standing on all fours, it stands upright albeit still standing on hoofs. Its hand however, are like normal human hands, holding a giant axe on each hand. The goat is able to move around on its own at lightning speed and carries a deadly punch. It is also able to throw the axe towards a target, with each ax having a B-rank strength. Once the axe is thrown, he is able to manifest another axe into his hand to replace the one that was lost. The goat is able to assume a stance where he stands on all fours and charge towards a target with its horns pointed outwards to impale and shock.
-2x per battle
-No S-rank and above lightning the same turn this used
-2 turns in between usage.

Declined - At lightning speed? That needs to be clarified. How long does it last?

Doton:Ryūsa: Earth Style: Quicksand
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user after making a handseal, summons into the battle field, a large amount of quicksand that replaces the immediate earth just like how "swamp of the underworld" is summoned. Depending on how the user wants it, he can make the sand take upto a 100m depth or lower. The quicksand would quickly leave those on top of it with no footing and they would sink and be buried under the sand. With another handseal, the user can summon another pile of quicksand atop the opponent. The second handseal can be chained together with the first so that both summoning happens at the same time or he can delayed the second handseal to come after(time during which he can not perform any other technique) or he may decide not to make the second handseal at all, leaving him with only one successful summoning. The size of the quick sand summoned above the target is the same as the one summoned under.
-Usable 4x per battle
-No doton above S-rank the turn this is used
-One turn inbetween usage.

Declined - been done before
 
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Korra.

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(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to sue them
What they look like
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Declined - i see what you're trying to do, but give them a rank due to how they are used and damage ect, even if it is E rank
 
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-Broly-

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(Hebiato: Mozaikudorīmu) Snake Arts: Mosaic Dream
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A (+20 To Taijustu based techniques)
Description: The user will summon snakes that exhibit abilities of "(Hebi o Kyūshū) Chakra Absorbing Snakes" and "
(Hebi Kage Bushin) Snake Clone Technique" all over his body. The snakes immediately wrap around the users body and limbs as they are summoned, with their scales facing outwards and their underbellies facing the user. As long as the user chooses to actively feed the snakes his chakra, they will absorb it and have their scales infused with his chakra and harden them because of such. Similar to Snake Clone Technique, they will also use the transformation technique to mirror the user's appearance so that the opponent is none the wiser to this technique unless he has a method other than his naked eye to detect this. The reinforced, chakra infused scales, will not only allow the user to use his Taijutsu to combat elemental techniques, but they will also give the user much harder blows which result in a +20 boost to such techniques. When the user decides to stop feeding the snakes chakra, the snakes will fall off of his body, transform back into snakes, and be able to be commanded to freeform attack the enemy if the user wishes. This is useful in close combat for when the user wishes to use the element of suprise and misdirection in order to have snakes attack the opponent whilst he attacks as well.
Note: Similar to Chakra Absorbing Snakes, the user must have fuuinjutsu knowledge
Note: Can be used 3 times per battle
Note: Due to the snakes covering his hands, the user may only make up to 3 handseals for a technique successfully

Declined

(Fuuinjutsu/Hebiato: Kurimuzon'arō) Sealing/Snake Arts: Crimson Arrow
Type: Supplementary
Rank: A
Range:Short-Long
Chakra: 30
Damage: N/A (-20 to techniques clashing with Snake Arts)
Description: After studying the effects "Chakra Absorbing Snakes", the creator found an intricate understanding of their ability to sap chakra from an opponent. He then created a seal that simply mimicked this effect, but on the outside. Whenever a Snake jutsu is formed or a Snake is summoned, the user may create a seal on them that is basically the inverse ability of Chakra Absorbing Snakes. This seal grants the snakes the ability to absorb enemy chakra that is outside of the opponent's , so that when an enemy technique clashes with them, the seal absorbs 20 Damage Points from said technique. This seal is one time use only, and when used on jutsus that summon multiple snakes (such as Multiple Snake Hands) the seal only works for the whole of the snakes, never an individual snake. As this technique is simply creating a seal, it can be used in the same timeframe as any snake summon or snake ninjutsu, but costs a move.
Note: Can be used 3 times per battle
Note: Each seal only works on 1 technique

Declined
(Hebiato: Mozaikudorīmu) Snake Arts: Mosaic Dream
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A (+20 To Taijustu based techniques)
Description: The user will summon snakes that exhibit abilities of "(Hebi o Kyūshū) Chakra Absorbing Snakes" and "
(Hebi Kage Bushin) Snake Clone Technique" all over his body. The snakes immediately wrap around the users body and limbs as they are summoned, with their scales facing outwards and their underbellies facing the user. As long as the user chooses to actively feed the snakes his chakra, they will absorb it and have their scales infused with his chakra and harden them because of such. Similar to Snake Clone Technique, they will also use the transformation technique to mirror the user's appearance so that the opponent is none the wiser to this technique unless he has a method other than his naked eye to detect this. The reinforced, chakra infused scales, will not only allow the user to use his Taijutsu to combat elemental techniques, but they will also give the user much harder blows which result in a +20 boost to such techniques. When the user decides to stop feeding the snakes chakra, the snakes will fall off of his body, transform back into snakes, and be able to be commanded to freeform attack the enemy if the user wishes. This is useful in close combat for when the user wishes to use the element of suprise and misdirection in order to have snakes attack the opponent whilst he attacks as well.
Note: Similar to Chakra Absorbing Snakes, the user must have fuuinjutsu knowledge
Note: Can be used 3 times per battle
Note: Due to the snakes covering his hands, the user may only make up to 3 handseals for a technique successfully

Declined

No turn limit as the snakes are A rank and can just last as long as they want? +20 is too much. No turn limit overall. So infinite boost to tai with an armor too. Sure...

(Fuuinjutsu/Hebiato: Kurimuzon'arō) Sealing/Snake Arts: Crimson Arrow
Type: Supplementary
Rank: A
Range:Short-Long
Chakra: 30
Damage: N/A (-20 to techniques clashing with Snake Arts)
Description: After studying the effects "Chakra Absorbing Snakes", the creator found an intricate understanding of their ability to sap chakra from an opponent. He then created a seal that simply mimicked this effect, but on the outside. Whenever a Snake jutsu is formed or a Snake is summoned, the user may create a seal on them that is basically the inverse ability of Chakra Absorbing Snakes. This seal grants the snakes the ability to absorb enemy chakra that is outside of the opponent's , so that when an enemy technique clashes with them, the seal absorbs 20 Damage Points from said technique. This seal is one time use only, and when used on jutsus that summon multiple snakes (such as Multiple Snake Hands) the seal only works for the whole of the snakes, never an individual snake. As this technique is simply creating a seal, it can be used in the same timeframe as any snake summon or snake ninjutsu, but costs a move.
Note: Can be used 3 times per battle
Note: Each seal only works on 1 technique

Declined
There are enough seals that absorb chakra that can be placed, this is no different, DNR.
 
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-Haku Yuki-

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Update Original approved here:



Hyouton shimo hitonomi gekido ) Ice Release: Frost Bite Rage
Type:Supplementary
Rank:S
Range:Self
Chakra Points:50(-10 per turn to keep active)
Damage Points:N/A +1 rank to ice jutsu
Description: The user will release a large amount of water and wind chakra around him gathering all the moisture in the air of a 10 meter radios and cover himself in it. This will look like the user skin tone is becoming lighter til it becomes pure Bluish-white, which in turn raises his/her defense due to be covered in ice(Basically able to block shurikens and kunais without special properties). In this form all Ice techs released from the user are 1 rank stronger and when he touches something, it causes a minor case of frost bite, making taijutsu more effective. The user can not be harmed by fire of B rank or below as the ice around him would keep him cold and not injured.
Notes:
-Can only be used thrice
-Last 4 turns
-No more ice Jutsus above A rank for 2 turns after jutsu ends
-can only use ice jutsu Water jutsu, wind jutsu and taijutsu while in this mode
-User will suffer a -10 to their health after the jutsu deactivates


Approved - made edits
Fixed mistake in description which listed the damage as different then what the damage section stated, also increased how long it lasts by a turn and uped the fire resistance to just B rank, also made it one more use then normal

New

(Hyouton/Futon: Tsumetai Kaze)-Ice style/Wind style: Icy Wind
Type: Supplementary/Defensive
Rank: S
Range:Short-Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: A jutsu that combines the users own cold chakra into the air, which is then spread out through the users own wind style chakra. The user Will focus his chakra inside his body lowering his chakra temperature as low as -45°C. The users training with he ice style he would hardly notice the difference, meaning the jutsu won't affect the user the same way it affects the enemy, however there are drawbacks to the user for using this jutsu. The user will send this chakra outwards by releasing a stream of wind from his entire body. This wind has the same chakra as the user, and is connected to him allowing him to sense whatever the wind touches. This cold wind will cause the enemy to shiver making hand seals harder to preform and make it harder to create jutsu as the enemies chakra begins to slow down due to the cold temperature, this depowers fire jutsu by -20 and regular jutsu by -15, speed also decreases for those not used to the cold by an entire rank. As the wind goes further out the coldness weakens meaning the coldest spot is the epicenter, or the user in this case, due to this any wind or water jutsu that reach short range, excluding jutsu that start in short range will freeze, this is because as a jutsu travels from long range or mid range to short range it constantly gets colder and reaching the coldest spot after having traveled through mid or even long range will be to much for the water or wind, the same way works for water and wind jutsu that go from short range into long range, they will freeze upon reaching long range.
Note: Can only be used 3 times
Note: lasts 4 turns
Note: No fire jutsu may be used by the user while active
Note: 2 turn cool down after jutsu ends
Note: No ice jutsu in the same turn or the turn after jutsu ends.

Declined - dnr


Updating


(Hyouton: Koori Koukai)-Ice Release: Ice reform
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This jutsu is a sister jutsu to Ice release: freeze up, and is used only after the user has been shattered either by alittle bit like losing an arm or alot like being completely turned into little pieces of ice. The user will focus his chakra into one piece of the Ice which will become the center piece or the brain the chakra spread will out from the center piece like a spider web one string of chakra attached to each piece of ice. Then using his chakra he'll pull the pieces back together and using the spider web like chakra will repair cracks reforming the jutsu to how it was before breaking. The user can also reform from having been melted, the process is similar in that the user will spread his chakra amongst his body and pull it back together but in order to fully reform he'll also refreeze himself using his Wind chakra. Unless the moisture is vapourised

Note: Can only be used three times per battle
Note: The user can use this for a single limb or their entire body,meaning if you lose an arm last turn and the next turn you shatter completely this jutsu will bring everything back together.

Approved - made edits

Added a bit about reforming from having melted
 
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Sonnelion

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(Ninjutsu: Futsuno Hogo) Ninja Art: Buddha's Protection
Type: Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/a [+80 if touched]
Description: The user will focus chakra all around their body forming a coating of sorts, this is visible to the naked eye, before clapping their hands together while having the chakra expand to form a near perfect dome, the feet are unguarded unless airborne, around the user in the form of the head of Buddha. This will provide protection from enemy attacks by hardening using chakra manipulation to the utmost degree nearing Rasengan levels.
Note/Restrictions:
- Can only be taught by Sonnelion
- Can only be used 3 times with 1 turn breaks
- No S-ranked ninjutsu in the same or following turn
- Must have mastered Ninjutsu to use
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Declined - similar to existing jutsu

(Doton: Tobiishi) Earth Release: Stepping Stones
Type: Supplementary
Rank: D
Range: Short - Mid
Chakra: 10
Damage: N/a [+20 if opponent steps on it]
Description: The user will focus a small amount of doton chakra into their foot before stomping their onto the ground to send said chakra into the ground causing several, 10, relatively small chunks of earth to rise at varying/desired heights and stay floating for a short period of time. Thus allowing the user to jump from one to the other to dodge incoming enemy techniques. These chunks of earth are no bigger than a foot in diameter and thus can only be used as a source for doton techniques C-rank and below. Should the opponent step on one it will turn into a spike nearly instantly stabbing them in the foot permanently affecting their speed naturally.
Notes/Restrictions:
- Can only be taught by Sonnelion
- Requires 1 turn breaks between use
- Crumbles after user steps on and leaves it's surface
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Declined - been done before
 
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Resubmitting:

-Changed it and explained it a bit better.

(Sumakku-te) – Smack Hands
Type:Weapon
Rank:S
Range:Short
Chakra:n/a
Damage: n/a
Description: Smack Hands appears as a pair of orange gauntlets which are fitted over the hands (or where they used to be) and serve as a pair of prosthetic limbs/replacements to those who can no longer make use of their hand/arm in battle or have lost them. One extends up to and around the forearm while the other extends up to and around the upper arm. The weapon can aid the user’s taijutsu, fighting style, and freeform attacks, specifically with moves that involve the hands. The weapon is strong enough to break simple weapons such as kunai, shuriken, tanto etc. The smack hand has the ability to lift or break through ‘solid’ techniques or heavy objects such as earth, ice, steel etc up to and including B-rank. When breaking through solid techniques or aiding their own hand-based attack , the hand (s) (including if the hands are cloaked in a chakra nature) spin(s) similarly to a high-powered drill and is called Combat Drill. The hand reacts to the user’s chakra when they are in a different state, for example if the user is an Inuzuka and is in one of the wolf transformations, the gauntlets will expand and change shape in order fit onto their owner’s paws/claws, being enveloped in a cloud of smoke before emerging in its altered state. With Smack hands, the user gains access to its strongest attack, Power fists, where with the help of the smack hands, the user will focus his/her chakra into the hand to produce spikes on the knuckles before making a fist. The user will then focus even more chakra before either charging at the target to slam the hand into the target’s mid-section or simply fire them off from a distance (Long-Range and the hand itself isn’t fired.). In the case of getting into short-range, once the user makes direct contact, the user releases the chakra in the shape and form of the hand, and fires it off as a projectile, carrying the target back and blowing them up. The hand is as big as a human’s torso. When performing steel techniques, the affect when using the hands, is that the steel technique in question gains the same color and properties as the hands, as proof of its influence. The weapon was forged from an unnamed material which made the weapon highly durable, preventing it from being broken, crushed, burned, frozen, cut through or melted when coming into contact with A-ranked techniques. If for some reason the hand is lost, the user can have the weapon create a new set of hands (as long as the user has chakra to spend and some of the weapon remains) in place of the old ones. This counts as a move, useable by only steel users, and consumes 15chakra from the user.

-The hand’s ability to destroy solid techniques(Combat Drill), counts as an A-rank move (30 chakra, 60 damage) and can only be used four times per battle
-The user can only fire up to three fists from Power Fists, counts as a move, can only be used twice per battle and will cost 40 chakra.
-After using Power Fists, the user must wait one turn before using it again.
-The size and shape change counts as a jutsu and costs 10chakra and can be used three times per battle
-The hand return to normal size when the user’s mode, transformation technique, body-altering technique etc., ends

Dropping:

Approved
 
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-Best-

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Technique submitted here:
~Revamped the technique.
~Made the techniques as separate paragraphs as requested by the checker during the previous check.

FTG Ultimate | Hiraishin Kyūkyoku
Type: Defensive | Supplementary | Offensive
Rank: S rank
Range: Short - Mid | Long
Chakra: 40 ( - 10 per turn to maintain the 'Room' | - 30 for each 'Shambles' usage)
Damage: N/A
Description:

It's a technique based on the concept which Minato showcased during the final battle. When there is a Direct chakra link between an object and either an FTG seal or Minato himself, Minato will be able to teleport that object to any FTG tagged location or perform an FTG related task with that object. This is a dual technique, The user amasses a large amount of chakra to any FTG seal he is physically in contact with and creates a ball of chakra around it with a short range radius (Mid range in diameter).

This chakra is connected to the FTG seal via millions of minuscule chakra threads within the ball. This part of creating the chakra ball around the FTG seal is called as 'Room.' The visual of the initial part of the technique mentioned above resembles like the Lightning release - Plasma ball technique. This is the first part of the technique.

When this chakra ball comes in contact with any object and since the ball will be able to establish a chakra link between the object and the FTG seal, Minato will be able to teleport the object to another tagged location or exchange the object and another tagged object or teleport another FTG tagged entity to the object's location. This is because of the chakra link between the FTG seal and the object with acts as a chakra connection between them. This second part where FTG related techniques are performed with the object en capsuled within the room is called 'Shambles.' The shambles ability is not restricted to one object at a time. For example, say if a bunch of kunai from shuriken kage bunshin are all en capsuled within the room, the above mentioned three FTG related moves can be made to all the shurikens at the same time.

Once activated, the ball can be maintained for a maximum of 4 turns by feeding it with 10 chakra points per turn. Initially, right after creation, there is no time lag in performing the second part, i.e., Both the 'Room' and 'Shambles' can be used in the same time-frame during the very first usage of 'Shambles', but the consecutive usage of 'Shambles' follows Time-frame rule.
The size and shape of the ball can be passively manipulated by the user according to his needs but not exceeding the short range radius. This technique can be used on any object the FTG seal is placed on even if it is the user's body but there needs to be a direct physical contact with the FTG tagged object before using the technique so that the user will be able to infuse sufficient amount of chakra.

Restrictions:

- 'Room' ability can be used twice per battle to create the chakra ball.
- Must have a two turn gap before using it again.
- Consumes two jutsu space for the initial usage and every consecutive 'Shambles' usage after that takes up one space.
- Once created, the ball is active for a maximum of 4 turns if the user feeds it with 10 chakra points per turn.
- Shambles ability can be used only once per turn, i.e.; It can't be used more than once in the same turn even if the jutsu limit and time frame permits.
- No Ninjutsu above S rank while the ball is active.
- No Ninjutsu and FTG related techniques above A-rank for 2 turns after the usage of the technique.
- Can only be taught by -Best-

Leaving for LOK or Nk

Declined - This is far beyond the limits of FTG.
 
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( Burakku Doragon no Gōon hiji ) - Black Dragon's Roaring Elbow
Type: Attack/Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: After studying NB Taijutsu ones knowledge of using chakra with taijutsu is close to it's apex. This strike was honed and refined by incorporating the same principles. The user strikes toward the opponent in close range and shifts his foot slightly forwards turning his body in that same direction spinning themselves 360 degrees, continuing this motion quickly to add tremendous momentum to the final blow. As they do this, the user taps into the most basic of whichever elemental release which can be used to aid in taijutsu strikes, and coats his arm from the elbow down in either elemental chakra or raw chakra following similar principles as Five Animal Five Element Fist, however instead of using each of the 5 basic elemental releases in the attack one after the other, the user applies only the one nature they wish for the purpose of this one brutal blow. Raising their arm and elbow up as they release the chakra, they complete the spin to smash elbow/forearm first into the target, as the circle motion of the attack is completed driving the blow forwards by pushing off their back foot, using this with centrifugal motion to aid in powering the elbow strike. This delivers not only the blunt force trauma from the blow but also different effects from whichever chakra nature was used. If Fire is used burns will occur blistering the skin, if Water is used along with the blow it will leave water covering the area struck, if Earth is used the blow could cause the area to collapse in upon being struck, if Lightning is used the opponent will experience a shocking electrical explosion, if Wind is used they will experience slicing winds and the blow will send them flying back 10 meters, and if Raw chakra is used it will cause the blow to be blunt and traumatic similar to Earth's just not quite on the same scale. This is a devastating blow if performed properly and landed square, and could easily render someone unconscious or worse from the blunt force combined with the elemental nature imbued with the strike.

~Notes~
- Must have trained in basic NB Taijutsu to use
- Usable 2x per battle
- Must be taught by -Vegeta
Done like this

Declined - Its just so easily done with existing jutsu or motions or freeform or cjs which i can use or own myself. spin - elbow - elemental chakra.... whats unique about it apart from it's suddenly S rank?

( Hebi Kuchiyose - Raditz) Snake Summoning - Raditz
Type: Attack/Defense/Supplemental
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: By wiping blood on their snake tattoo and molding chakra, the user can summon Raditz to the field. Raditz is a snake that lives in muddy, murky environments near Ryūchi Cave and thrives in it being able to move swiftly thru-out it. He is 40 meters long and 3 1/2 meters diameter with black and brown scales and has a wide enough head to support several people. He is relatively older than most snake summons, however he doesn't seem like it as his speed is that of a Sage Ranked Tai specialist. Living in this muddy murky swampland he studied for years to master Earth release, becoming able to use all jutsu up to S ranks without the need for seals and can use Snake Ninjutsu as well. His years of studying Earth release in his natural environment has led him to gain some special abilities, he created his own techniques for using muddy environments in his attacks by coating his scales in a specially molded earth chakra. Instead of sinking in a watery/swampy or muddy environment as seen when Manda was assaulted, he is able to move about freely as if swimming with ease and doesn't sink. He is able to be summoned above ground as well as underground, and if he is summoned under a normal earthen environment, upon summoning him the area vertically underground that he is summoned in will be converted to mud upon his summoning, allowing him to emerge from below ground. His other technique is that once per turn, he can use muddy sources of earth S rank and below for a source of attack/defense creating spikes/pillars/walls and basic constructs similar to the basic earth release from them. Using his chakra control he is able to either keep the constructs mud allowing them to engulf an opponent or harden them at will. This ability costs a move slot and can only be done 3x.

~Notes~
- Must be taught by -Vegeta
- Stays on the field for 5 turns or until dispersed
- In the turn summoned, no Snake Ninjutsu above A rank after Raditz is summoned
- Cannot be on the field if Manda is present

Declined - the last ability clashes with mud release c.e. It should only be lasting 4 turns. You might want to say he is immune to like B ranks and below. And to top it off, when he's summoned if it turns the area to mud the summon should cost 2 moves as basically you're summoning and using swamp of the underworld reealy.
 
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Alternative

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(Renshu Ningyo) - Training Puppet
Type: -
Rank: D
Range: -
Chakra Cost: - (+10 to summon)
Damage Points: -
Description: A basic wooden puppet, used mostly for training purposes. It has the look of a standard human with no extra limbs or other attachments. The puppet is simplistic in design, and thus can only use basic puppetry techniques and Taijutsu. Because of the generic structure and design, it's an easy creation and the user can have as many of these on their person as they wish.

Note: Can only be used by puppet users.


Approved - added a note.
 
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Professor Sarutobi

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Originals with links below.
Suiton: Chika Enkai no Jutsu)- Water Release: Underground Ocean
Rank: S
Type: Offensive/Supplementary
Range: Short-long
Chakra cost:40
Damage points: 30(damage a geyser would inflict if hit by one)
Description: The user forms the snake hand seal and holds it while stomping on the ground twice releasing water chakra into the ground across the battlefield. For the next 3 turns the ground one foot below the surface begins turning into water, breaking down all the earth resulting in a muddy ocean a foot under the surface. After the end of the 3rd turn the pressure of the huge amount of water will crack the ground and result in several geysers at all ranges which begin flooding the field. If the surface is opened before the 3rd turn by an earth technique that creates holes (hiding like a mole for example) the user of it will be thrown back above ground by a geyser. The water can only be used as a water source for other water jutsu by the user because it is filled with his chakra.
-Once per battle.
-Takes 3 turns to fill underground and erupt up.
-Can only use 2 jutsu the turn this begins
-Only taught by Professor Sarutobi.
-No water techniques the same and next turn.
-Dojutsu and sensory ninjas can see/feel the water beneath the surface.

Approved:

Suiton: Kyousei Mizu Kataino Jutsu)- Water Release: Great Water Leg Technique
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: (+10 to physical attacks done with legs)
Description: By putting the Hydration Technique into practical use, the muscles in the user's legs are temporarily enlarged and strengthened. Moisture is gathered from the whole body and compressed into the both legs. However, because it is essential to properly control the moisture balance inside the body, this technique's degree of difficulty is very high.This jutsu gives the user slightly enhanced speed the user is also then capable of crushing both rock walls (c rank and below) and making large dents in steel doors with a single kick.
Note: Must use Hydration Technique before hand and be a member of the Hozuki Clan.
Can only be used 3 times per battle
Lasts 3 turns.
While in use the user can't use elements other than Water.
While in use the user's arms are weaker then normal, preventing Arm based taijutsu.

Approved:

Ninpo: yajuu Ishiki ) Ninja Art: Senses of The Beast
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: User sends chakra to his 5 senses to increase them substantially increasing his hearing,touch,smell,sight and taste,allowing them to detect incoming attacks more quickly (sight,hearing,touch) and track his opponent's movements even in dense surroundings like a jungle or mist.(sight,hearing,smell)
-Once per battle
-Only taught by Professor Sarutobi
-Lasts for 3 turns or until canceled.
Approved:


(Suiton: Chika Enkai no Jutsu)- Water Release: Underground Ocean
Rank: S
Type: Offensive/Supplementary
Range: Short-long
Chakra cost:40
Damage points: 30(damage a geyser would inflict if hit by one)
Description: The user forms the snake hand seal and holds it while stomping on the ground twice releasing water chakra into the ground across the battlefield. For the next 2 turns the ground one foot below the surface begins turning into water, breaking down all the earth resulting in a muddy ocean a foot under the surface. After the end of the 2nd turn the pressure of the huge amount of water will crack the ground and result in several geysers at all ranges which begin flooding the field. If the surface is opened before the 2nd turn by an earth technique that creates holes (hiding like a mole for example) the user of it will be thrown back above ground by a geyser. The water can only be used as a water source for other water jutsu by the user because it is filled with his chakra.
-Once per battle.
-Takes 2 turns to fill underground and erupt up.
-Only taught by Professor Sarutobi.
-No water techniques above A rank the same and next turn.
-Dojutsu and sensory ninjas can see/feel the water beneath the surface.

‡ Update Approved ‡

(Suiton: Kyousei Mizu Kataino Jutsu)- Water Release: Great Water Leg Technique
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: (+20 to physical attacks done with legs)
Description: By putting the Hydration Technique into practical use, the muscles in the user's legs are temporarily enlarged and strengthened. Moisture is gathered from the whole body and compressed into the both legs. However, because it is essential to properly control the moisture balance inside the body, this technique's degree of difficulty is very high.This jutsu gives the user slightly enhanced speed the user is also then capable of crushing both rock walls (c rank and below) and making large dents in steel doors with a single kick.
Can only be used 3 times per battle
Lasts 3 turns.
While in use the user can't use elements other than Water.
While in use the user's arms are weaker then normal, preventing Arm based taijutsu.
Increases user's running speed by x1.5 their normal speed

‡ Update Approved ‡

(Ninpo: yajuu Ishiki ) Ninja Art: Senses of The Beast
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: User sends chakra to his 5 senses to increase them substantially increasing his hearing,touch,smell,sight and taste,allowing them to detect incoming attacks more quickly (sight,hearing,touch) and track his opponent's movements even in dense surroundings like a jungle or mist.(sight,hearing,smell)
-Once per battle
-Only taught by Professor Sarutobi
-Lasts until canceled.
Increases user's reaction speed x2

‡ Pending ‡ Can't check this as I have the technique.

Declined - needs a turn limit
Ninpo: yajuu Ishiki ) Ninja Art: Senses of The Beast
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: User sends chakra to his 5 senses to increase them substantially increasing his hearing,touch,smell,sight and taste,allowing them to detect incoming attacks more quickly (sight,hearing,touch) and track his opponent's movements even in dense surroundings like a jungle or mist.(sight,hearing,smell)
-Once per battle
-Only taught by Professor Sarutobi
-Lasts for 5 turns or until canceled.
Increases user's reaction speed x1.5


Approved - made edits

PS. didn't realise i could use this jutsu, nor have i used it in a battle in years and from now on i wont be able to use it.
 
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McRazor

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Shīhōsu Geijutsu: Doragonpuropera | Seahorse Arts: Dragon Propeler
Type: Supplementary
Rank: B rank
Range: Short to Long
Chakra: 20
Damage: N/A
Description: Dragon Propeler is a movement technique that allows the, usually stagnant seahorses to move quickly, when needed, and to cover certain distances. Since the seahorses are so stagnant they had to develop a special ability that allows them to move quickly when in danger. To execute the technique, the seahorse will start by rapidly contracting and expanding its curled tail in order to create a wild, but controlled, vortex behind itself. This will allow the seahorse to launch itself a short distance in any direction desired, as long as there is a water source to propel itself, along. This works perfectly when executed within its own water source in order to move a short range distance, but if the seahorse happens to require a medium distance movement without an adequate water source, then it can perform another variation. Along the vortex, the seahorse will expel water from its snout, exactly in front of itself, which will allow it to use the expelled water to further the control of the vortex and to propel itself medium range distances. It will, sort of, ride the wave of the expelled water. The seahorse can, likewise, propel itself even to long range distances, but only when in a big enough water source. To simplify, medium distances can be achieved even without a large water source by creating its own from its snout, while long distances can only be achieved with a big enough water source. The speed at which they can move using this technique, is double the speed of a Kage ranked ninja.
Note: Can only be used 3 times per battle
Note: Must sign the Seahorse contract

Declined - there is a cannon jutsu to proppel you through water which they can use anyway. No need for this. Even if it does allow you do do it on the water. With some contracts having speed boosts in them i'm reluctant to allow speed boosting jutsu.

Shīhōsu Kuchiyose no Jutsu: Kesshi-tai | Seahorse Summoning Technique: Suicide Squad
Type: Supplementary
Rank: B rank
Range: Short to Mid
Chakra: 20
Damage: 40
Description: Suicide Squad is a technique that allows the user to summon a large amount of newborn seahorses directly from their gulf. As they are summoned, they locate their target on the battlefield, and using the principle behind the Dragon Propeler technique, they launch themselves at the target with the aim to distract and damage the opponent with their tails. The principle of the technique is to overpower the opponent by number instead of strength. The newborn seahorses are just a few inches in size, but when launched at the opponent with their tails straight and aimed to sting, they can do some serious damage, especially when in a large number. This Dragon Propeler is the only ability these newborn seahorses can perform, and as such it doesn't count towards the users count, but instead counts as the summoning technique itself. Because of this, the newborn seahorses dont have access to any of the other seahorse arts. Because they're newborns, they also dont have the ability to perform the Dragon Propeler at its maximum potential, thus why they can only launch themselves up to mid range distances.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Can stay on the field only 1 turn

Declined - you mention the above declined jutsu so with that being declined it means this has to be.
 
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Xicer

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(Fuuton: Shuuren Funsha Rosen) Wind Style: Convergence Jet Line
Type: Supplementary, Defensive
Rank: A
Range: Short-Long (Entrance made at short range with long range reach)
Chakra: 30
Damage: N/A
Description: The user forms two handseals to manipulate their wind chakra around a large scale attack of their opponents. This could be but is not limited to waves of water, blasts of wind, large fireballs, avalanches of sand, and similar sized jutsu. Manipulating wind chakra on both sides, the user compresses the opposing technique to something of more narrow size. Once the technique is compressed, a jet line stream of air is created on the convergence point, shooting around the top of the technique. At the point that the technique comes into contact with the user, they can then use this stream to propel themselves up and over the technique, avoiding it entirely.

Note: Can only be used on A-Rank and below technique
Note: Requires one turn cool down between uses
Note: Must be taught by Xicer

Declined - I don't see this working on fire, but it would work on solids and liquids. So just rework that bit.
 
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Venom

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[Ototon: Runllo Sten] - Sound Release: Rolling Stone
Type: Supplementary | Defensive
Rank: A
Chakra: 30
Damage: N/A
Description: Using the concept of "( Ototon: Midasu no koe ) Sound Release: The voice of Midas" in terms of a hindering sound wave that targets an opponent's muscle, the user of this technique will channel his sound chakra into a sort of noise or sound or simply create their own (whistle, speech, clapping of the hands etc). The sound from this technique once heard by any and every opponent will suddenly feel a vibration coursing through their body, the muscles to be exact. This part of the technique is harmless and purely cosmetic. This technique will take effect when an opponent(s) attempts to use taijutsu (unranked taijutsu including freeform etc included). Their muscles will instantly cease up (not internal organs, simply the ones such as biceps, triceps etc. Any muscles required for the taijutsu action to be perform) preventing them from performing. By this occuring, the said limb(s) will be frozen in place for a turn. This technique doesn't do damage or harm to the opponent and doesn't work on the user's allies/partners in case of a group battle.

Notes:
Can only be used twice per fight with a 1 turn cool down period
No S rank and above sound jutsu the next turn
Can only be taught by Venom

‡ Declined ‡ Not a idea but I have two problems with this. What's the reasoning for the effect being delayed and initiated by Taijutsu? Two, dormant techniques can be OP depending on how their used.

[Ototon: Runllo Sten] - Sound Release: Rolling Stone
Type: Supplementary | Defensive
Rank: A
Chakra: 30
Damage: N/A
Description: Using the concept of "( Ototon: Midasu no koe ) Sound Release: The voice of Midas" in terms of a hindering sound wave that targets an opponent's muscle, the user of this technique will channel his sound chakra into a sort of noise or sound or simply create their own (whistle, speech, clapping of the hands etc). The sound from this technique once heard by any and every opponent will suddenly feel a vibration coursing through their body, the muscles to be exact. This part of the technique is harmless and purely cosmetic. This technique will take effect when an opponent(s) attempts to use taijutsu (unranked taijutsu including freeform etc included). Their muscles will instantly cease up (not internal organs, simply the ones such as biceps, triceps etc. Any muscles required for the taijutsu action to be perform) preventing them from performing. By this occuring, the said limb(s) will be frozen in place for a turn. This technique doesn't do damage or harm to the opponent and doesn't work on the user's allies/partners in case of a group battle. The reason for the delay of the technique is due to the sound waves attacking and attaching to the body muscles through the vibration. Upon the user intitiating a taijutsu action, triggered by the brain waves sending information and commands through the body, the dormant sound waves vibrate at a much faster pace. This faster vibrating part is when the technique take its toll. This technique can also be activated passively by the user (only if it has been placed before hand) by the snap of a finger when the user himself witnesses the Taijutsu action. Lasts for one turn, and begins at the onset of a taijutsu movement, paralyzing the offending limb(s) for a single turn. For instance, if the opponent tries to do a straight punch, the arm would be paralyzed.

Notes:
Can only be used twice per fight with a 1 turn cool down period
No S rank and above sound jutsu the next turn
Can only be taught by Venom

♪ Approved, cool jutsu. ♪

[Ninjutsu: Tren Herep] - Ninja Art: True Heir
Type: Defence | Supplementary
Rank: C-S Rank
Range: Short (Mid if channel through a medium)
Chakra: 15-40 (+10)
Damage: N/A
Description:True Heir is a special Ninjutsu that mimics the defensive properties of , but on a larger scale. The user is capable of infusing chakra into a given defence to enhance it. True Heir will allow the certain defence to work double time, basically enhancing it x2. Techniques or anything which protect against C ranks (30 dmg) will now be able to defend against more more damage, B ranks (Two C ranks = One B rank). True Heir consumes the same amount of chakra as the defence it is being used upon, hence the multi-rank of it and a initial chakra cost of 10. To enhance a A rank defence, the user will use the A rank version of this which is 30 chakra and the 10 chakra for initial use. True Heir also only last the same amount of turn(s) as the defence its being used on. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently. True Heir not only works on elements but it can be used on other forms of defences. An example of this may be a barrier. The infused chakra will spread through the barrier to enhance it's durability. Unfortunately this grand technique comes with a major drawback. The user must manually infused the chakra into the defence through physical contact or channeling it through a medium.

Notes:
May only be used 3 times per match (up to A rank)
S rank usage may only be used twice per match
Cannot be used on the same technique twice. Unless the said technique is being reused
A one turn cool down period is required between each usage
Can only be taught by Venom

Declined - DNR
 
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Littlefinger.

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Suiton: Kyōfu [Water Technique: Trepidation]
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: This technique is based off the behaviour of water when it is subjected to the hydrophobic or water-fearing effect. In a nutshell, this effect occurs when nonpolar substances (e.g wood, earth, leaves, metals, etc) repel water from themselves, making the water molecules cohere and in effect, cause the water droplets to roll off their surfaces without wetting them. After observing this phenomenon, Littlefinger. devised a means to subject all water techniques to this effect for a period of time. Using this technique, one infuses all their water techniques with more chakra, allowing them to strengthen the cohesive bonds between their molecules. This thus makes their water techniques much more durable. Under the effects of this technique, water techniques assume a more solid property albeit still liquid. Usually, when a football sized blast of water hits a wall, it disperses. However, when this technique is active, instead of dispersing, the water ball will bounce off the wall like a jelly. When active, this technique increases the strength of the user's water techniques by +1 rank, negating water's weakness to earth and other earth based elements (e.g. Wood) and allowing them to play on the same level. All water techniques affected by this technique become heavier and exert more crushing force when they hit the target. Instead of just bursting on contact and wetting the target, the water will push the target as it hits them, crushing them with its weight.
• Activation of this technique is passive and does not count towards the users three jutsu limit.
• Each activation lasts four turns.
• Can only be used three times per battle.
• Can only be taught by Littlefinger.
Picture:
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Declined - DNR

Fuuton: O Kaishi Te Kurushisu [Wind Release: Via Crucis]
Type: Attack | Defence
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: 80 (+20 to Wind techniques)
Description: The user first generates a great amount of their wind chakra within their body, and then releases it at once from every part of their body into the air short range around them. This will create a sudden 360° outburst of multiple incorporeal wind blades roughly the size of razor blades around the user. These tiny wind blades possess the transluscent properties of wind release, meaning that to the ordinary eyes, they will be near invisible, but still detectable due to how they distort the air currents around the user as they “dance” around him. If one is hit by Via Crucis, their body will be greatly mutilated in a manner similar to being cut by multiple razor blades at the same time. The blades created are sentient in nature, being capable of moving on their own accord to either attack or defend the user up to long range. However, they must first be created short range around the user. While this technique is active, the user will be capable of performing other techniques without any hindrance. Any and all Wind techniques used while Via Crucis is active assume the properties akin to it—they are pervaded by these razor shaped wind blades, and gain +20 damage. Fire and Water techniques used from the users body or from within short range gain +1 rank boost as well. However, while it is active, the user sacrifices their ability to use any and all Lightning techniques. Via Crucis protects the user from all Lightning attacks up to Forbidden rank; Water, Earth and other Wind techniques up to S-rank, and Fire up to A-rank. If this technique defends against an attack and prevails, it will repair/regenerate itself with the user's chakra and regain its full strength.
• Via Crucis repairing itself is a passive ability, meaning that the user can perform other techniques while the repair is going on. It takes one turn to complete.
• Via Crucis can be activated twice per battle, and lasts four turns each time. There must be a minimum of two turns cool down time between each usage.
• No Lightning techniques can be used while this technique is active.
• When it is deactivated, the user will be unable to use Wind above S-rank for two turns.
• Can only be taught by Littlefinger.

Declined - DNR - similar to existing jutsu. And sentient wind that you would have to maintain extreme chakra control to keep active? Plus it's OP

Genjutsu: Tegaki no Kabe; Feiku Baibu [Illusionary Arts: Handwriting on the Wall; Faux Vibes]
Type: Attack
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 (due to the stress it puts on the target's mind)
Description: Faux Vibes is an illusionary technique that affects all the five fundamental senses in a person simultaneously. These senses are Auditory (Hearing), Vision (Sight), Olfactory (Smell), Gustatory (Taste), and Tactile (Touch). Naturally, the operation of these senses are integrated into the nervous system as a coherent process which allows one's mind to perceive the world around them meaningfully. However, when the operations of these senses are inadequately processed, the mind suffers from Sensory Processing Disorder (SPD). SPD is characterized by an inability on the part of the individual to organize or process the sensations coming from their body and the environment, and is manifested by difficulties in their performance in one or more main areas of life. Faux Vibes is an illusionary technique that mimics SPD. It is triggered by making two hand seals or by simply making eye contact with the target. Once this happens, the user disturbs the target's chakra flow with theirs, taking control of their fundamental senses and altering them. This can be done in two ways:

Gluttony (Sensory Overload): With this aspect of Faux Vibes, the user tricks the target's mind by altering all their senses into experiencing over-stimulation from the environment at the same time. The sense of touch (skin) of the target who is under the influence of this illusion becomes excessively stimulated and sensitive, hence it is easily influenced by the things that surround them. The target will find their clothes itchy and difficult/irritating to wear; simply being near elements such as fire for instance, will make the individual to sweat profusely; touching the cold metal of ninja tools, or feeling the wind against their skin will make them to shiver. Also, their sense of smell becomes so sensitive that they are able to sniff out the odour of something as little as an earthworm burrowing deep in the ground, or a bird flying high in the air, or a fruit ripening on a tree. Their sense of taste is over-stimulated as well, as they become able to taste even the meals they had weeks ago in their saliva; when the open their mouth, they taste the moisture or dryness in the air around them. Their hearing is over-stimulated and they hear the sounds of random noise and voices both around them and far-off all at once. Their eyesight becomes so sharp that they see the various spectrums of light in the air; they see faces of random people; they even see all the way into space, the sun, stars and galaxies. However, since this is an illusion and not an ability that they possess, all these enhanced sensory processes the individual is experiencing will not make them stronger, but will distract and overload their mind. Sensory overload makes concentration extremely difficult as executing techniques and focusing one's thoughts on the battle at hand becomes an arduous task.

Hunger (Sensory Deprivation): This aspect of Faux Vibes is the direct opposite of Gluttony. Here, the user tricks the target's mind by altering all their senses into experiencing under-stimulation from the environment. Their sense of touch becomes numb as they no longer feel any stimulation from their surrounding. Their tongue becomes unable to taste anything as they lose all senstivity in it. Their sense of sight becomes unable to register the stimulus from their environment, putting them in a state of blindness. They lose their ability to scent any odour as their sense of smell is removed. They also lose their hearing ability. In this illusion, all of the target's senses are cut off from the environment. This state of total sensory deprivation in which they lose all stimulation from the environment will make the target become extremely anxious and depressed. Since their mind cannot receive any information about their environment from the senses, they experience hallucinations and have bizarre thoughts.
• The user cannot make the target experience sensory overload and sensory deprivation at the same time. Only one aspect of Faux Vibes can be used at any given time.
• This illusion can only be used three times per battle.
• Can only be taught by Littlefinger.

Declined - Op and similar to existing jutsu
 
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Baldy

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(Doton: Mōretsuna burēdosāji)- Earth Release: Breakneck Bladesurge
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: With a single hand seal, the user creates two vertical portals 1 meter away from the opponent on either side of him. From each portal, a large earthen hand would emerge; the hand would wrap itself around the opponent’s body from either side, with the hand large enough to cover the opponent’s entire body, leaving only the head exposed. This would serve to thoroughly immobilise the opponent, with the grip tight enough to prevent any movement within as well as cause a certain level of discomfort and pain (though not enough to cause serious injury). At the same time, up to four additional portals may be created around the opponent (all portals form at the same time), all similarly 1 meter away from the opponent. These portals may be created above, underneath, or around the opponent, depending on the user’s wishes. From each of these portals, a barrage of earthen spears will be released. The endless flurry of earthen blades would impale your body and head from every angle depending on the portal’s positioning, as you are held in place by the earthen arms.

Notes:

-Can only be used 3x per battle
-No Earth techniques above A-rank for the rest of the turn

Declined - similar to existing jutsu

(Doton/Suiton: Shi beru no takuhaibin)- Earth/Water Release: Courier of Cybele
Type: Offensive/Supplementary
Rank: S
Range: Short-Long (Created short-mid)
Chakra: 40
Damage: 80
Description: This technique is initiated with two hand seals. With the first hand seal, the user creates a maximum of four felines made of earth, using the ground as a source. If no earth source is present, the user can expel this technique orally. The felines may be created anywhere within mid-range, outside of a 3 meter radius of the opponent. The number of felines created may vary, though the cumulative strength of the felines would add up to S-rank. Each feline would be roughly half the size of a normal human, regardless of their individual strength. They are mainly composed of earth, though internally they are filled with mud that has properties similar to the Mud Wolves technique. The mud does not in any way compromise the integrity of the felines. Instead, the mud is designed such that upon destruction or partial damage of the felines, the mud would immediately serve to regenerate the felines, hardening quickly to reform any damaged parts, or simply molding itself into an identical feline if the original was to be completely destroyed. This means that the felines, upon being damaged, would simply regenerate back into full strength again and continue their assault, making them particularly difficult to remove. However, this regeneration can only occur once for each feline. The second hand seal coats each feline in a layer of water on the surface. This water would contain properties of the Starch Syrup Capture Field technique as well as the Grudge Rain technique. Its sticky nature means that the water, upon contact with the opponent, would serve to immobilise the opponent within moments as the fluid spreads quickly throughout the body. Furthermore, the chakra-draining properties of the water would also serve to drain 50 chakra from the opponent per turn of contact, making it ideal for trapping and weakening opponents. Also, the chakra-draining water also plays a role during interaction of techniques, serving to drain chakra from opposing techniques interacting with the felines, and in so doing, reducing their damage by 20 and giving it an edge in interactions. This chakra draining only applies to the first technique the felines come into contact with. Of course, for the mud regeneration of the felines, it would only serve to regenerate the earthen portion of the technique, and not the water portion. However, its overall strength would not change, despite it now being single elemental. The felines are sentient entities capable of moving as the user dictates subconsciously without taking up the user’s concentration and leaving the user free to perform other techniques. The felines are free to move according to the user’s wishes to perform a variety of tasks both offensively and defensively, and may move individually or as a pack. They move at the user’s base speed.

Notes:
-Can only be used 2x per battle
-Takes up 2 of the user’s moves in a single turn
-Creatures last for 4 turns maximum
-No Earth or Water techniques above A-rank for the rest of the turn

Declined - it's OP in the way you've put too much into it. You're creating that layer of water on S rank felines, that already have mud in them and can reform. Drain chakra from the opponents an much more. Then them being sentient S rank felines... tone it down alot.


(Doton: Ariyaman no yoroi)- Earth Release: Armor of Aryaman
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40 (-15 per turn to sustain)
Damage: Depends
Description: This is a technique created to bolster one’s close-combat abilities with the earth element. It manifests primarily as a sentient full-body armor but can be made partially only as well. To initiate this technique, the user simply surges chakra throughout his entire body, forcefully extruding copious amounts of rubble from his entire body. The particles of rubble and dirt would encapsulate the user’s entire body, much like a cloak, though not obstructing the user’s sensory organs. Certain parts of the body may be excluded but it would not count as a full-body surge then. The armor’s sentiency enables it to shift and thicken passively as needed in order to accommodate the user in close-combat and defend from potential dangers such as ninja weapons. The armor is self-sustaining and so long as it is not completely destroyed, it replenishes its strength with the user’s chakra. Of course, while the armor is a useful defensive tool, its true strength lies in its offensive capabilities. In close quarters, the abrasive nature of the rubble serves to augment the damage dealt by the user’s limbs, while also serving to fortify and protect the user’s own limbs. Close-combat offensive techniques thus deal an additional 20 damage due to the rubble fortifications while the armor is active. The rubble armor can also be used to launch more ranged attacks (up to long-range), making this armor not just limited to close-combat. This would involve launching waves and projectiles of rubble of any shape. The armor can also be reshaped and condensed in certain areas to form certain extensions, such as swords to aid in close-combat, or merely to fortify the user’s own limbs, or take on the shape of various exoskeletons/animal parts for close combat. Each of these usages count as a single move, and can supplement the user’s close-combat maneuvers. These offensive applications may vary in strength from B to S-rank (restrictions explained later). The armor, by itself is only capable of dealing freeform damage, though undeniably superior to normal, unprotected taijutsu. What makes this armor particularly unique is that the rubble particles tend to adhere very easily to foreign entities. The moment the particles come into contact with foreign entities like the opponent, the particles in the nearby vicinity would all converge and rush to adhere to the entity, and in so doing, weigh it down drastically, slowing down and restricting the movements of the entity. Coming into contact with the armour directly, or being hit by the equivalent of an A-rank attack from the armour would result in the victim’s speed decreasing to a fifth of his original speed, whilst finding gesticulations such as hand seals extremely difficult and slow. This slowing effect scales proportionally to the amount of rubble used, ie. B-rank would slow the victim to two-fifths of his original speed. This slowing effect ultimately grants the user a huge advantage in close-combat, as prolonged exchanges would gradually immobilise the opponent.

Notes:
-Can only be used 2x per battle
-Lasts for 4 turns, though it may be terminated early
-For offensive usages, the A-rank version can only be used 3x per usage of the technique before the armor is prematurely terminated, while the S-rank version can only be used 1x per usage of the technique before premature termination as it would involve the entire armor being used up
-No Earth techniques above A-rank for the rest of the turn
-One turn cooldown before re-use
-If the armor is used offensively as it is created, then it counts as a single move in total, and the offensive usage will not count as an extra move


Declined - it's just too close the the S rank cannon technique to be honest.
 
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Vex

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(Saibansho no Dokeshi) - Jester's court
Type: Supplementary
Rank: E
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Court of the Jester are simply a set of ninja tools which replace the normal set of ninja tools that Shinobi carry. Following the theme of a clown's set of paraphernalia, most of these items would be normal at a child's birthday party, or in a circus. However, the Joker has adapted them to do battle, keeping them in line with his 'clownish' theme.

Instead of kunai, Joker carries dozens of playing cards of thin metallic alloy. The playing cards are capable of clashing with kunai and shuriken and dealing similar levels of damage. Due to being so aerodynamic, the playing cards move at speeds slightly faster than normal. Similar to kunai, some of them are imbued with sealings for explosions, having the same levels of explosive damagae as normal explosive kunai.

An alternative to smoke and flash bombs are the Joker's signature gag teeth. Wind up prank teeth that are able to giggle and walk short distances (up to 15 meters), they can be used to release smoke or other gases that the user possesses (must be approved poisons from Med School). Additionally, they can detonate and release bright flashes of light whenever the user wishes (similar to flash bombs). They are much slower than normal smoke bombs.

On his clown suit, the Joker has a small gag flower. It's capable of squirting alkaline poison similar to the kind found in the Hydra technique. This is able to be used three times a battle, and triggers automatically when an opponent enters short range. It is able to melt through cloth and armor, but it's easily stopped by any D rank or above defenses.

Note: Usable only by Vex


Declined - for the cards you'd need permission from LA as he has cards as his CW. And the last bit should be more of a CW than a replacement of basic tools.

(Sound Release: Gag Gun) - Ototon: Gyagu Ju
Type: Offense
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: Based upon the Hozuki's 'water gun' jutsu, the user forms either one of his hands into the shape of a gun before focusing ototon chakra onto the tip of his index finger. The sound waves are of a destructive low frequency type. By causing them to burst in a way that's angled away from the user's finger tips, they trigger an explosion of air. This results in a powerful but small blast moving towards the opponent, at speeds faster than crossbow bolts. Essentially, they move at thrice the user's current speed. Additionally, the user is able to shoot several shots at once (up to six at a time), each one being E ranked. Although they are low ranked, each is capable of breaking bones on contact. Upon each shot being fired there is a loud 'bang', giving the opponent warning of the incoming attack.

Note: Usable four times per battle
Note: No sound jutsu in the next turn
Note: Usable only by Vex

Pending - sure something like this has done before.
 
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Summer

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Changes bolded.

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


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

Approved

Contract link is in quote.


Kuchiyose Meerkat Raimu Raito - Summoning Meerkat Limelight
Type: summoning
Rank: S rank
Range: Short-mid
Chakra: 40
Damage: 80
Description The user will summon the four quadruplittes known as Kitane, Tōu, Seito, Nauma. These four siblings are all identical in looks and size and have a distinct yellow stripe down their backs. Once summoned these four meerkats will dig under ground and rise up on an equal distance of four corners surrounding the enemy. Once above ground each of the meerkats will simultaneously release a stream of lightning which will join together in the air above the enemy. After one second of the streams joining the center of the streams will direct a huge blast downwards. This blast covers an 10 meter radius inside the dome like streaming lightning. While the streams are active these streams will form a lightning like barrier around the enemies location which will paralyze anything that contacts it. The barrier power is A rank in power while the limelight blast is S rank in power. These four meerkats also have one other trait and that is there scent tracking ability. They are able to decipher and pinpoint people's scents anywhere on the battlefield. Even when they are below ground they are able to fully find any person above ground.
The four meerkats are able to transform as a unit into a long samurai sword. Once in sword form it will have the ability to release a flash of light when swung. This is due to the natural lightning affinity of the four meerkats.

Restrictions:
+Can only be summoned once per battle.
+ Can only use limelight once per battle.
+ Cannot use limelight and then change into the sword to extend the duration of the summon.
+ Barrier stays active for two turns
+ sword form lasts four turns.
+ must have signed meerkat contract to learn

Declined - can't have you copying a cannon jutsu with summons

Dropping Magnhild if approved.
*
Soroi Su To/Super suit
Type:Weapon
Rank: S rank
Range:short
Chakra:40
Damage:80
Description:
This weapon is a suit of spandex which has compression features. It tightens the muscle and skin on the user giving them extra speed and durability due to a unique compression spandex, and Kevlar plating. This compression formed spandex is highly unique because it enhances the muscles in the body. This is achieved through chakra insertion to the suit. The suit will in turn stimulate the muscles throughout the body giving shortband precise boosts of power.This suit is able to boost the users speed +2 to their base speed. While giving a +10 to taijutsu damage.* This is achieved by feeding the suit a minimal amount of chakra to achieve these effects. The Kevlar boosts the taijutsu damage effect due to the 1lb plates that are formed on the chest, arms, and legs of the suit. This form of minimal chakra feeding takes 20 chakra to maintain. The Kevlar plates increase the blocking resistance of taijutsu up to C rank and some blunt trauma.

Specialty Dominious
The last ability of this suit is that it is made with a compression spandex that was specifically designed for each users chakra specialty. These suits were made with individual chakra nature's in mind. By imbedding strong nature into each individual suit. While the user is utilizing their elemental specialty the suits full power activates. This allows the user to discard their second specialty to empower their stronger nature. Allowing the stronger nature to gain +1 rank boost in power. Whenever the user channels the elemental chakra to the suit an elemental coating is formed around the suit as well. This coating affords more protection against taijutsu and other low ranking jutsu. Using this form of the suits abilities will require 30 chakra per turn to feed it.

Traits of the suits.
White=wind
Blue=water
Green=earth
Red=fire
Gold=lightning

Restrictions:
+only one color can be attained by anyone user.
+Cannot use the normal abilities in conjunction with Specialty Dominious
+normal abilities can last for four turns
+Specialty Dominious can last for three turns
+Specialty dominious can only empower the rank of one jutsu per turn.
+Specialty Dominious cannot empower forbidden rank jutsu.
+can only be taught by Juha

Declined - i'm all about being streamlined but spandex making you faster is a new one for me xd
Dropping Magnhild if approved.
*
Soroi Su To/Super suit
Type:Weapon
Rank: S rank
Range:short
Chakra:40
Damage:80
Description:
This weapon is a suit of spandex which has compression features. It tightens the muscle and skin on the user giving them extra speed and durability due to a unique compression spandex, and Kevlar plating. This suit is able to boost the users speed +1 to their base speed. While giving a +10 to taijutsu damage.* This is achieved because of the weight Kevlar which can be dropped off of the suit. The Kevlar plates have a Fuin seal on them which increases the specific gravity of the Kevlar plates.* The Kevlar boosts the taijutsu damage effect due to the weighted plates that are formed on the chest, arms, and legs of the user. To release the seal from the plates being held in place. The user must form the Tiger handsign, this will release the seal and remove the specific gravity from the kevlar. The Kevlar plates increase the blocking resistance of taijutsu up to C rank and some blunt trauma. When released the Kevlar plates will be minimal weight (1lbs)

Specialty Dominious
The last ability of this suit is that it is made with a compression spandex that was specifically designed for each users chakra specialty. These suits were made with individual chakra nature's in mind. By imbedding strong nature into each individual suit. While the user is utilizing their elemental specialty the suits full power activates. This allows the user to discard their second specialty to empower their stronger nature. Allowing the stronger nature to gain +1 rank boost in power. Whenever the user channels the elemental chakra to the suit an elemental coating is formed around the suit as well. This coating will be able to protect the user from having any B rank and below seals being placed onto there body. While also this coating affords more protection against taijutsu and other low ranking jutsu. Using this form of the suits abilities will require 30 chakra per turn to feed it.

Traits of the suits.
White=wind
Blue=water
Green=earth
Red=fire
Gold=lightning


Restrictions:
+only one color can be attained by anyone user.
+Cannot use the normal abilities in conjunction with Specialty Dominious
+normal abilities can last for four turns
+Specialty Dominious can last for three turns
+Specialty dominious can only empower the rank of one jutsu per turn.
+Specialty Dominious cannot empower forbidden rank jutsu.
+can only be taught by Juha

Declined - when you mention gravity and seals i just think auto decline as now you're going onto the paths of pein and combining them with fuuin. Earth release has shown control over weight for speed, look into that.

Now your note below. That was removed from the cannon list as it was severely OP, it was the only S/F rank lightning jutsu for years before Kirin came along ect. Just because it was removed from the cannon list on here doesn't mean it's not a cannon jutsu. Same as if there were a rasegan naruto made but we didn't have it in the list fro one reason or another, it wouldn't mean members could just put that jutsu on a summon. Next time, come to me directly about this issue, your note is breaking the blue rule.


Bolded the changes. Would also like permission to resubmit the summon in the quote as that jutsu is not in the canon list.
 
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Serpent

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(Ototon: Sanda no Jutsu) Sound Release: Thunder Technique
Type: Offensive
Rank: E - S
Range: Short - Long
Chakra Cost: 5 - 40
Damage points: 10 - 80
Description: After a Lightning technique is produced. The user will enhance the sound of the crackling electricity by focusing his chakra and making a single handseal. This will produce a series of shock waves directed upon a target. These shock waves will not only deal physical damage upon hitting a target, but also cause the targets ears (if they have ears) to ring and bleed for a short duration. The power of this technique is dependent on the power of the Lightning technique in which the sound is produced. Likewise, if the lightning technique is to powerful, the sound waves produced are not able to be controlled by this technique. This makes manipulating the sound waves of Forbidden class techniques impossible.
Note:
-Requires a two turn cool down
-Can only use S-ranked variant twice per battle
-After use of S-ranked variant, the user cannot use Sound Release next turn
-Can only be taught by Serpent

Declined - similar to existing jutsu

(Ototon: Sanda Genjutsu) Sound Release: Illusionary Thunder Technique
Type: Offensive
Rank: E - S
Range: Short - Long
Chakra Cost: 5 - 40
Damage points: 10 - 80
Description: After a Lightning technique is produced. The user will enhance the sound of the crackling electricity by focusing his chakra and making a single handseal. This will produce an Illusion upon anyone whom hears it. (Other then the user) In this illusion, the targets would see a strike of lightning be produced from the sky's above. Without time to react the target(s) would find themselves being violently shocked by this strike. This will deal mental damage upon the opponent and can limit their movement for a short time if the Illusion is strong enough. The power of this technique is dependent on the power of the Lightning technique in which the sound is produced. Likewise, if the lightning technique is to powerful, the sound waves produced are not able to be controlled by this technique. This makes manipulating the sound waves of Forbidden class techniques impossible.
Note:
-Requires a two turn cool down
-Illusion of B-rank will limit the targets movement by one(1) rank for one turn
-Illusion of A-rank will limit the targets movement by two(2) ranks for two turns
-Illusion of S-rank will limit the users movement by three(3) ranks for three turns
-Can only use S-ranked variant once per battle
-Can only be taught by Serpent

Declined - been done before, doesn't need that many ranks, S ranks can'tbe used long range, S rank would need drawbacks... ect ect
 
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