Re:
Custom Jutsu Submission 
We're back in business people :izuna:
Submissions starting on the 01/09/2012 ending on the 01/15/2012


We're back in business people :izuna:
Submissions starting on the 01/09/2012 ending on the 01/15/2012
Resubmitting :RESUBMITTING ALL IN QUOTE :
Removed some of the 'and's and commas and stuff so that it isn't too misleading >_< I don't wanna trick people with words...
(Doton : Yochizaisan) - Earth Release : Property of the Earth
Type : Offensive / Supplementary
Rank : S
Range : Short - Long
Chakra cost : 40
Damage points : 80
Description : The user will slam both hands, widespreading his earth chakra throughout the entire battlefield, both behind and in front. The moment the user slams his hands onto the ground, he can safely assume that his target(s)' are already within the clutches of his technique. Nothing will happen to them for now though. The purpose of this technique is to prevent the enemy from taking air advantage or escaping by flying into the sky by having several earth hooks burst out of the ground and grapple them the moment they try to jump/fly/other actions that involves going into the air and pull them back down onto the earth, hurting them in the process. As long as the enemy stays on the ground, no harm will be done to them up until the point till the technique wears off.
Note : Can only be used or taught by -Yusuke-
Note : Can only be used three times per battle
Note : This technique lasts for five of the user's turns
Note : Can be released by performing the Snake handseal
Note : No S-rank or above earth techniques can be used while active
Note : The earth hooks will grapple all enemies affected by the technique if they try to even jump
Note : No damage shall be done to the enemy as long as he doesn't take it into the air and stay on land
~Declined do not resubmit~ At first I liked the idea, but then I started thinking about all the possibilities in which this technique could go wrong...What would happen if I simply ran forward at high speed, hence touching the ground every 3-4 seconds (like they do in the anime when they jump from tree to tree). Or what would happen if I fall down a cliff? Too many possibilities and I won't have you enumerate them all in this technique.
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(Bijuu : Sabureoni toutatsu) - Tailed Beast Technique : Sand Demon's Arrival
Type : Offensive / Supplementary
Rank : S
Range : Short - Long
Chakra cost : 40
Damage points : 80
Description : When this technique is in play, sand that can be found around the field starts manifesting the shapes of ghouls made out of sand. This happens due to the presence of the Shukaku's bijuu chakra being exposed to the surrounding. These ghouls will attack anything that is a threat to the user. Despite being made out of sand, these ghouls travel very fast through the air by turning into sand particles and drifting through the air. The number of ghouls determines the size of each and every one of the ghoul. The more ghouls there are, the smaller they are. If a single sand ghoul is summoned, it can be the size of the Shukaku but if there are two, each will be half the size of the Shukaku.
Note : Can only be used twice per battle
Note : Can only be used or taught by -Yusuke-
Note : Can only be used by the Jinchuuriki of the Ichibi
Note : Must be in Incomplete/Complete Form at the least
Note : The sand ghouls cannot perform any techniques
Note : Sand ghouls are unable of performing sand techniques
Note : There can only be a maximum of 2 sand ghouls present on the field
Note : Sand ghouls can only be in play for at least three turns if not destroyed
Note : Sand ghouls can extend out parts of their body just like the chakra arms of bijuus
Note : Able to reform with nearby sand if hit by a physical form of attack or a part of it is destroyed
~Declined~ OP. Summoning sand beings that can dematerialize and rematerialize at will to move faster around the field, and those beings can be as big as a Bijuu? No.[/COLOR]
(Suiton: Mizu Iwa) Water Release: Water Rock(Suiton: Mizu Iwa) Water Release: Water Rock
Type: Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user make some hand seals and then make a palm on the ground which release multiple Water Rock around him up to mid-range.
Notes: These rocks are of various size and each can block up to B-rank attacks. The user after making, send more chakra making the water hardened like a rock. The user can also use this to make a single larger rock but it is limited to short-range but when done a single, it can protect very wide attacks.
- Can only be used once in a battle
- The user cannot use A-rank and higher water tech for next 2 turns
- Must be used on Water Source
~Declined~ First of all, calling them rocks doesn't change the fact that they'll be round projectiles and we already have several jutsu for that. Secondly, you didn't precise the amount of projectiles, which is unacceptable since you could say you fired a thousand B-rank bullets. The more you have, the lower the rank of each water bullet.
(Suiton: Kage Mizu Bakudan) Water Release: Shadow Water Bomb
Type: Offense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description:User creates a ball of water in which his shadow chakra are molded. When the ball is released, and it is launched towards the enemy, the enemy takes some damage but if launched towards the shadow, the ball can summon the shadow chakra and control the target. The user can launch it multiple time. Tactic is that the user can launch it to the body whilst he launch more at the shadow.
Notes
- The shadow possession occur if succeed
- Can launch multiple balls
- No A rank or higher water and shadow tech in next 2 turns
- Can only be used thrice in battle.
~Declined~ Same as above: how many? In fact, for this technique, just make it one water ball. The only reason I'm considering accepting this one is because it's actually different from any water projectile that was ever submitted. Keep the core of this technique (your Shadow chakra hidden in the sphere) and just make it a simply attack toward your opponent.
(Tsuin Boukyaku) The Twin OblivionYou must be registered for see images
Boukyaku (The Oblivion)
Rank:S
Type:weapon
Chakra cost:0/40
Damage:40
Description:It is a sword said to be forged long ago by the student of the very man who made the seven swordsman of the mist's swords, on the day that his teacher died he forged this sword in blinded rage and sorrow.It is said that this sword has many dormant abilities.The swords blade is about 4 and a half feet long and its hilt is roughly a foot long(including the guard and the pommel) the width of the blade is roughly 10 inches and a shallow groove runs along the middle of the flat of the blade on both sides.The sword was forged from a special alloy mined in the depths of a dormant volcano this alloy allows the user's fire chakra to be poured into the sword.The sword can also be repaired by pouring normal chakra into the sword which counts as a move,the sword also has
~All nature chakra's can be used with the sword however the sword prefers fire chakra
~The sword can only be infused with one nature chakra at a time
~The sword is not indestructible but is slightly stronger than your average sword due to its size and denseity
~It takes one turn for the sword to finish repairing
~While fire chakra is channeled into the sword the sword gains extra abilities giving the user:
~+5 to all kenjustu and fire justu
~Sword can only be infused with a nature chakra for five turns afterwards the sword requires a two turn cooldown before it can be infused again
~No water justu above B rank can be used while holding this sword.
~Can only be wielded by white flash and people he deems worthy
~Approved~
Resubmitting too out the Earth is usesless part, and added the "makes it impractical for techniques that require mud....." and an additional note located in bold.Resubmitting - I pretty much I took out the unnoticable part and added what Zen Suggested, as well as instead of making it last for three turns, changing it to the usage of 2 Earth and 2 Ice techniques.
(Hyouton: Garasubari no Kuroi Kōri no Shin'nyū ) Ice Release: Glazed Black Ice Intrusion
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (+30 per turn)
Damage: +20 damage to jutsu
Description: The user creates black ice that surrounds all the user's earth techniques and ice (that aren't already black), giving it a stronger resistance to lightning (takes Lightning of the same rank as to cancel out the technique instead of one rank lower). The Glazed Black Ice isnt unnoticable, but it can be seen with a keen eye. The way it catches people of guard is in their carelessness.
Note: Can only be used 2x per battle
Note: User must wait 3 turns for each use
Note: User cannot use Ice or Earth above A Rank
Note: Can only be used with 2 Earth techniques and 2 Ice Techniques.
Note: User cannot use Black Ice Techniques until the user has completed 2 Earth techniques and 2 Ice techniques.
~Approved~
New
Hyouton: Sunōbōdo (Ice Release: Snowboard)
Type: Supplementary/Defense
Rank: B
Range: Short
Chakra: 25
Damage: 0
Description: User concentrates Hyouton chakra into his feet and forms a snowboard made of ice that connects from one sole to the other. The user concentrates non elemental chakra into his feet and the snowboard to stay on top of any area and speeds across a surface. The users speed increases significantly to that of Rock Lee without weights. The user shifts his feet to change directions to avoid attacks. The user must stay in constant movement. If ever the user would come to a complete or abrupt stop, the Snowboard will break.
Note: Only usable on Ice/Snow/Water/Mud/Swamps/Air (Air boarding)
~Declined~ Akira once made a very similar technique.
Hyouton: Eikyū Tōdo-Sō (Ice Release: PermaFrost)
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The user forms 4 handseals and sends a vast amount of their Hyouton chakra into the earth under the opponent. The earth under the opponent begins to frost over with white freckles of snow material. The snow material itself has a temperature of below freezing (0 °C or 32 °F). This snow material renders the earth under the opponent completely useless, as earth would be incapable of clumping together and becoming solid enough to form weapons, pillars or other solid structures. The snow material will also travel up any material that is touching it.
*If the opponent stays standing in that spot for more than two turns, they will receive frostbite in their feet resulting in pain and decreased speed of One Rank (Sage – Kage, Kage – Sannin, etc).
*If the opponents bare skin (hands, arms, face, legs, etc) touches the ground while PermaFrost is activated will get frostbite. Their hands will become frostbitten in their next turn, resulting in pain and decreased handseal speed due to shakiness (1 handseal will take the time of 3, 2 will take the time of 4, etc).
Note: PermaFrost lasts for 3 turns.
Note: Can only be done once every 4 turns.
~Declined~ Saying the earth is useless because it's clumped up is just nonsense. The properties of the earth will change, but in no way will it be useless. It may make it impractical for techniques that require mud, since the earth would mix the water initially.
Summoning Technique: (souseiki harinezumi) Phaze
Rank- S
Range-Long
Chakra Cost-40
Chakra Damage-80
Description- The user cuts his palm till blood drips. Once that he then does 5 hand seals and palms the ground. Once the user palms the ground Phaze (My summon) Appears in mid air above me circling me. Phaze Speaclizes in S rank Earth But The earth jutsus that Require Handseals have to be done by the user in order for the summon to do it. And can Travel at the speed of 70mph. And Rush Straight into the oppenent with its Beak Causing major damage.This summon is the same size as Sauske Hawk. so easy rideable. This summon can also talkk, so just incase a situation happen.
-Only can stay for 4 turns
-User Cant Use any earth jutsus while summon is active
-Can use Once
-All techniques used by Phaze count toward the user's 3 moves
-The summon can only use up to S-rank earth techniques
-Can only be Taught by Ten-Zero
~Approved~ Added a few restrictions.
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(hayai youshiki: hayai irixyu) Swift Style :Swift Illusion
Type:Attack
Rank: S
Range: Short
Chakra Cost: 40
Chakra Damage:80
Description: The user does 2 hand seals. Right after that he Runs foward to the oppenent real fast and due to moving real fast about 4 Illlusions of the user shows up by his/her side. though they can not take physical damage. Due to the user moving real fast the Oppenent feels as if its getting attack by multiple people
-Can use 3times
-Can only use 2 swift techs when this is in play
-Only Taught by Teno
~Pending~ All swift release are on hold.
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Rai Bow
Type: Attack
Range:Long
Rank:S
Chakra Cost:40
Chakra Damage:80
Description: This bow holds 25 arrows. And can be held on the user back. This Bow was a Lost Ninja Weapon and Only Certain people understand its full purpose. The Bows once shot off can Increase in Size. OR Decrease In Size. And Can Follow you around. for 7secs. It normally goes about 65mph. It Can be Reduce as Small as a Needle Which it can go about 80Mph But does little Damage. And As big as a Rock Staff and goes about 35 Mph and Does alot more Damage.
-Only be Taught By Teno
-Can use 2 Arrows a turn
-Must have started in Ninjutsu to use this weapon due to your chakra changes the size of the arrows
Edit any and everything that can be edited. or take out anything you see fit
~Declined~ Don't mention speed since it's impossible to gauge most speeds in the narutoverse. Also, take out the part where it follows you for 7 second. The rest seemed fined.
(Sesshomaru) SesshomaruThese two things are things that these bugs can do in real life...and according to you our summoning can do things that they can do in real life, also these summonings are 30+ft tall so they would be stronger then a 8 gates release anyway, wouldn't it?You must be registered for see links
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(Sesshomaru) Sesshomaru
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Damage points: 80 (from hissing)
Description: User summons Sesshomaru, King Shinobu’s head adviser. Sesshomaru is one of the few beetles of Mt. Gen that stands in a humanoid from. He stands 30ft tall with a horn extending another 10ft from his head. Sesshomaru also has an 8ft spike that rises from each shoulder, and a heavily armored exoskeleton that protects him from normal weapons and A-rank and below techniques of any nature (only 2). Sesshomaru has the nature affinities of lightning and wind it up to S-rank. He also is the 2nd strongest beetle of Mt. Gen able to lift 850 times his body weight. Sesshomaru has a special ability to release a loud hissing soundYou must be registered for see linksin a specific direction, that is deafening and debilitating to anyone/anything in its path (up to mid-range). Upon hearing this, the opponent(s) muscles become weak and fall to the ground unable to move for a short time (1 turn).
- Can only be summoned once per battle
- Only last 4 turns
- Hissing can only be used 2 times per battle
- Paralysis only last 1 turn
-The user can be caught in the hissing (if applicable)
- Must sign the Rhinoceros Beetle contract
- Must have signed the Rhinoceros Beetle contract for 2 months
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~Declined~ I've discussed this with other staff members and if you can't use sound techniques (if you weren't train in them), then obviously your summon shouldn't be allowed to. Because of it's special nature, it would be like allowing people to have summons that can use KG that they don't possess.
(Kingu Shinobu) King Shinobu(Kabutomushibosu: Kingu Shinobu)The Rhinoceros Beetle Boss: King Shinobu
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Damage points: N/A
Description: The user summons the King of Mt. Gen. Lord Shinobu is one of only five beetles of Mt. Gen that stands in a humanoid from. King Shinobu stands 40ft tall, with a horn extending another 10ft from his head. Shinobu hands are tipped with claws, and he has wings extending from his back for flight. Being king, Shinobu is the strongest of all the Mt. Gen beetle. He has the nature affinitie of wind using it up to S-rank. His special ability is to summon 2 of his followers (at once) to aid him in battle and reverse summon the user (within the battlefield only).
- Can only be summoned once per battle
- Only last 4 turns
- Can only summon 2 followers once per battle(counts as one of the user 3 moves per turn)
- Can only reverse summon once per battle
- Can’t summon any other summoning after Shinobu is dispelled
- Must sign the Rhinoceros Beetle contract
- Must have signed the Rhinoceros Beetle contract for 3 months
You must be registered for see images
~Declined~ The reverse-summoning is actually an independent custom so you can't include it in your technique (it was already created).
This isn't a jutsu/submission, just a small bit of background on Frostbite Fist.
Frostbite Fist
Frostbite Fist is a unique taijutsu style developed by shinobi who were able to manipulate and create ice. The fighting style revolves around using punches in order to emit waves of cold into a target's body. The waves of cold cause differing stages of frostbite. Although the majority of the style is based on offensive punching there is a small number of defensive moves in the style.
(Tōshō no Ken: Furosutonippu)-Frostbite Fist: Frostnip
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description: The user will gather and focus ice chakra into their fists and strike at a target. As they make contact with the target, the user will push an amount of ice chakra into the target's body in the form of a cold 'wave.' This wave of chakra rapidly freezes the tissues of the surface skin in the area that the punched. The result of the skin being frozen is initially itching and considerable pain, however, after a full turn of feeling pain, the afflicted area will go numb, which can make using this body part to fight difficult. After four turns of numbness, the skin and tissues thaw, allowing the body part to function normally once more.
Note: A maximum of three punches can be performed per time this jutsu is used.
Note: Punching the same location multiple times will yield no additional affect.
Note: Can only be used by Ice Style Users.
Approved
(Tōshō no Ken: Furosuto no Sunappu) Frostbite Fist: Frost Snap
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will gather and focus ice chakra into their fists and strike at a target. Upon striking the target, the user will release the ice chakra in the form of a cold 'wave.' This wave is more powerful than the one used in Frostbite Fist: Frostnip. As a result, of this, in the area that was struck by the punch, the tissues of the surface skin will be frozen, and some deeper tissues will also be frozen. As a result, there will be greater pain than there was in Frostnip. In addition to this pain, the skin in frozen and hardens. After a full turn of dealing with this pain, the location will become numb, making usage of the body part difficult. Two turns after this jutsu was used, the skin hit will form painful black blisters, although, the target will be unable to feel the pain until the numbness wears off. After four turns of numbness, the skin will thaw, and the target will be inflicted with pain due to the blisters.
Note: A maximum of two punches can be used per time this jutsu is used.'
Note: Punching the same location multiple times will yield no additional affects.
Note: Can only be used by Ice Style Users.
Note: Can only be used three times
Approved