Amegakure's Custom Center

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(Suiton: Giga Duriru Kyuukei) - Water Style: Giga Drill Break
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (10 to user)
Description: The user will create an insanely huge drill vortex of water around their arm. After that, the user will launch forward, propelling themselves flying through the air by a powerful jet of water engulfing the user's body. Anything hit directly by this attack is left clear beyond recognition. The user may use this jutsu to propel themselves through the air or they may use it to tunnel down underground before emerging and shredding through the target of the attack. After using this jutsu, the user's arm is left with several bleeding cuts.
-Usable once per battle
-Suiton A-Rank and above may not be used next turn

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(Suiton: dunno gud namu) - Water bending: Don't know a good name
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: User makes big protective barrier thingy with water. User makes however many shadow clones inside. Shadow clones count as shadow clones that are shadow clones.
usable once in a full moon.

(Suiton raiton dunno how collaboration jutsus do) - freestyle: twin dragons f em up technique
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (90 damage users if users face eachother)
Description: two users stand next to each other and punch through the air sending a water dragon and a lightning dragon forward spinning around each other to make boat loads of destruction.
requires use of clones
usable once every five cj cycles

(Ninjutsu: "...") - Ninja Arts: "..."
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: n/a
Damage: n/a
Description: User does nothing.
 
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Nebula

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(Suiton: Giga Duriru Kyuukei) - Water Style: Giga Drill Break
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (10 to user)
Description: The user will create an insanely huge drill vortex of water around their arm. After that, the user will launch forward, propelling themselves flying through the air by a powerful jet of water engulfing the user's body. Anything hit directly by this attack is left clear beyond recognition. The user may use this jutsu to propel themselves through the air or they may use it to tunnel down underground before emerging and shredding through the target of the attack. After using this jutsu, the user's arm is left with several bleeding cuts.
-Usable once per battle
-Suiton A-Rank and above may not be used next turn

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-Declined- Put images in spoilers. This isn't worthy of a Forbidden. This is merely a more powerful version of Zoro's Water Lance. The images were cool though.


(Suiton: Giga Duriru Kyuukei) - Water Style: Giga Drill Break
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (10 to user)
Description: User will create a full body surge of suiton chakra which they then form into a protective cloak of water. Then user will create an insanely huge drill vortex of water around their arm the size of Madara's perfect susanoo. After that, the user will launch forward, propelling themselves flying through the air by a powerful jet of water coming from the drill. Anything hit directly by this attack is left clear beyond recognition. The user may use this jutsu to propel themselves through the air or they may use it to tunnel down underground before emerging and shredding through the target of the attack. After using this jutsu, the user's arm is left with several bleeding cuts.
-Usable once per battle
-Suiton A-Rank and above may not be used next turn

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(Kuroi Getsuga Tenshou) - Black Moon Fang Heaven Piercer
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Similar to the chakra saber technique and usable with either a katana or chakra saber, the user executes a slice through the air to send a large winding arc of energy to fly through a predetermined path. The Strike is done with a flick of the wrist in order to make it fly in a curved path to possibly boomerang and strike the opponent from any angle regardless of the user's position. It is important to note that once the technique is executed it cannot have its predetermined path changed. The technique is also different in appearance compared to the chakra saber in that it appears black with a red aura.
-Is capable of countering ninjutsu of equal rank due to the chakra charge.
-Must have learned samurai sabre.
-May only be used twice per battle.
-May not be used twice in a row.

-Declined- This just seems like a way of getting an S-Rank version of a canon technique. The boomerang bit holds little to no merit in mid to long range battles and short-range it could be OP. Also, most Bleach customs have been done to death.
(Kuroi Getsuga Tenshou) - Black Moon Fang Heaven Piercer
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Similar to the chakra saber technique and usable with either a katana or chakra saber, the user executes a slice through the air to send a large winding arc of energy to fly through a predetermined path. The Strike is done with a flick of the wrist in order to make it fly in a curved path to possibly boomerang and strike the opponent from any angle regardless of the user's position. It is important to note that once the technique is executed it cannot have its predetermined path changed. It must travel to mid range before it can make a complete circle back around. The technique is also different in appearance compared to the chakra saber in that it appears black with a red aura.
-Is capable of countering ninjutsu of equal rank due to the chakra charge.
-Must have learned samurai sabre.
-May only be used twice per battle.
-May not be used twice in a row.

(Suiton: Aimai na mizu sutoraiku) - Water Release: Water Strike Evasion
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user's body quickly sinks down into a puddle of water and then quickly emerges quietly from another puddle of water from behind the opponent. The user suddenly lunges forward at the opponent while forming a violent drill vortex of water around their arm which they stab forward into the opponent's body.
-Usable thrice per battle.
-Requires pre-existing puddles of water.
-Declined- So basically you have Space/Time in rainy conditions? And to top it off you're an Ame ninja where its already and always raining? DNR.
(Suiton: Aimai na mizu sutoraiku) - Water Release: Water Strike Evasion
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user quickly sinks down into a puddle of water similar to the Water Release Hidden Amongst Water Technique. They turn their body into water and travel through the ground before quickly emerging from another puddle of water from behind the opponent. The user suddenly lunges forward at the opponent while forming a violent drill vortex of water around their arm which they stab forward into the opponent's body.
-Usable thrice per battle.
-Requires pre-existing puddles of water.
 
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Monk of Destruction Arts - Quincy Jutsu

Type: kyūjutsu

Background: There are three types of martial arts invaluable to samurai. The first two can be referred to as kenjutsu and taijutsu however the most important would be kyujutsu which is the art of archery. In a world where it's hard to compete with our over powered ninja friends it is necessary that the samurai adapt with more modern techniques. Similar to the way the samurai saber technique functions, this is based as an advanced form of kyujutsu.

Description on the Abilities and Inner Workings of the Style: All Quincy possess a special Quincy Cross worn hanging from their wrist. Standard equipment for any Quincy, the Quincy Cross acts as the focus for a Quincy bow. The Cross need not necessarily be in a cross shape, as it can also be a pentacle. A samurai will channel their chakra through the Quincy Cross which greatly aids them in shaping their chakra so that they can create a bow in their hand like how a samurai saber allows the samurai to create weapons that go beyond the normal shape of a katana. Using their Quincy bow they are able to fire chakra arrows. A Quincy bow can be manifested on a very high level to appear as physical as a normal bow or it can simply appear as blue chakra. A Quincy bow does not necessarily have to be shaped like a bow. For a few examples it can be shaped like a sword to fire arrows from the tip or fire when swung or it can also be shaped like a gun to fire arrows shaped like bullets. Quincy also have the ability to create spirit armor to protect themselves and augment other abilities. A Quincy has the ability to create weapons with the Quincy Cross freeform to be used for kenjutsu. They can even use iaido techniques by pulling swords out from their hands as if from an invisible saya.

Example Techniques:

(Quincy Jutsu: Heilig Pfeil) - Monk of Destruction Arts: Holy Arrow
Type: Offensive
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: User creates a bow with their Quincy Cross which they then use to fire a chakra arrow. The strength of the arrow can vary between users, as when used at full power it can create deep cavities in the ground and vaporize foes. Traditionalist Quincy utilize this technique to create bows and arrows as their primary method of attack. The more modern Quincy developed the ability to form a variety of weapons, but they can still fire Heilig Pfeil via these weapons of varying strength, dependent on the user. It can even be fired simply just from the user's fingertip. It is possible for Quincy to customize their Heilig Pfeil (and the bow that creates and fires them) into unique shapes to suit their own tastes.
-This technique is of equal strength to that of similar ranked elemental jutsu

Additional effects and Restrictions: Samurai duh!
 
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(Suiton: Aimai na mizu sutoraiku) - Water Release: Water Strike Evasion
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user quickly sinks down into a puddle of water similar to the Water Release Hidden Amongst Water Technique. They turn their body into water and travel through the ground before quickly emerging from another puddle of water from behind the opponent. The user suddenly lunges forward at the opponent while forming a violent drill vortex of water around their arm which they stab forward into the opponent's body.
-Usable thrice per battle.
-Requires pre-existing puddles of water.
DNR means Do Not Resubmit, meaning you can't attempt to resubmit this jutsu...
 

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(Katon: Goka Ryu Bofusetsu) Fire Release: Great Dragon Blizzard
Type: Offensive
Ranks: S
Range: Mid ~ Long
Chakra Cost: 40
Damage: 80
Description: After performing the hanseals: Bird > Snake > Monkey > Horse > Dog the user molds his katon chakra and fires this jutsu straight at the enemy. Unlike the karyu Endan this fire dragon doesn't need the fire chakra sticked to the users mouth. The difference with Katon: Gōryūka no Jutsu and this jutsu is that, the Katon: Gōryūka no Jutsu only takes the shape of the dragons head while this jutsu not only creates the head but also the entire body with legs. Its rather more like suiryudan and its also a guided jutsu! The user can control the infused chakra in the fire dragon from a long range. As soon as the dragon gets close to any opponent the user can trigger the fire dragon to turn into a maelstrom of fire! More like a tornado of fire.
Note: Can't be used on short range cos it will inflict serious damage to the user as well. [From 15 meters and onwards]

- Can only be taught by Nagatō
- Can only be used twice per battle
- Cannot be used in succession





(Suiton: Mizu Suzume no kogeki) Water Release: Water Sparrow Attack
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After the user claps his hand, the water starts to gather from any water source behind the user. As chakra is infused with the water, the water start to take the shape of sparrow birds. On user's will the sparrows forms a flock and goes to attack the opponent in high speed.
Note: Needs a water source nearby or must be standing on a lake/pond/sea or ocean!

- Can only be taught by Nagato
- Can only be used four times per battle
- Cannot be used in succession
- Can only be used by a member of Amegakure no Sato
 
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Gomu Ningen no Michi - Way of the Rubber Human
Type: Sennintaijutsu
Background: Many fighting styles revolve around being flexible and fluid the greatest example being Snake Kung Fu. This style is an interpretation of that mentality to strike outwardly like a snake being fluid and flexible ever changing and adapting. It's based on Jūgo and his ability to increase the elastic properties of his body to the point of being able to pick up and retrieve allies who are vast distances away with an elastic snapping quality. This style revolves around applying that elasticity to a more combat oriented style allowing Jūgo to extend his close range power outward into mid and even long range.
Description on the Abilities and Inner Workings of the Style: This style allows Jūgo's body to take on similar properties to something like a rubber band, requiring him to use excessive motion to "throw" an attack allowing him to put more force into it then would be possible with a normal human body. It also makes him almost entirely immune to freeform blunt attacks, including hand-to-hand combat, kunai, sword strikes, and the like but only works when a jutsu from the style is actively being used.

The user's ability to stretch and twist like rubber to extreme lengths not only makes them immune to injuries that originate from such, but it also allows them moves that can give them a great advantage in or out of battle. Stretching also allows the user to drastically increase the range of what would otherwise be considered a powerful close-range attack, turning it into a devastating mid-range or long-range attack. A stretched limb can also be used to store potential energy like a stretched spring, increasing the velocity by stretching the limb back resulting in increased power when the attack is ultimately thrown.

Jūgo when using attacks sourced from this style is able to control how and when his body retracts and is able to control the momentum created from it. An example of this is Jūgo being mid air and punching upward a great distance and then using the momentum to in essence "pull" himself upward higher instead of continuing to fall downward towards the ground.

The style enables all parts of the Jūgo's body to behave like rubber, including organs and even bones. This is due to his ability to augment every facet of his body structure. Ultimately this can even be added onto his other bodily changes such as toughening his skin creating spikes or weapons or even creating chakra based cannons from his body.

Example Techniques:

(Gomu Ningen no Michi: Nigiru Kyojin) - Way of the Rubber Human: Grasping Giant
Rank: B
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: One of the most basic of the techniques of the style Jūgo changes the elasticity of his arms or legs while attacking allowing him to extend a blow much farther then it could ever hope to naturally go. This could be used to augment taijutsu increasing the range of a technique while also increasing or augmenting the damage it deals. Due to Jūgo extending his limbs, the farther he does so the more danger he puts himself in. It may take only a few moments to extend and retract a limb but those few moments are moments in which Jūgo is left in an awkward position where his limbs are stretched far away from his body.
This can also be used to create and control momentum when in mid air. It can also be used to grab onto things such as allies opponents or objects to pull them to Jūgo or have Jūgo pull himself to them by controlling the way his body retracts.

Additional effects and Restrictions:
 

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Village Custom Jutsu ideas

(Genjutsu: Nagato no Hōyō) - Illusion Technique: Nagato's Embrace
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user performs two hand seals trapping the opponent in a genjutsu. Inside the genjutsu nothing ascetically changes the entire world remains the same but when the user waves their hands to the person under the genjutsu it feels as though the opponent is controlling gravity. This technique can be used to increase, decrease or manipulate the feeling of gravity making the opponent feel as though gravity is pushing down upon them with an immense force or it would let them float away on a whim.
The feeling of gravity can be increased to the point of pinning the opponent to ground as their mind makes the crushing feeling real. This is enough to cause mental damage due to the feeling of force pushing down upon their body. However if the user causes the opponent to feel something like the sensation of floating away they will do so in the genjutsu but not in reality as that would be impossible. However as stated the user can force the opponent to the ground by placing a massive feeling of gravitational force upon them as this is possible.
Notes:
- Usable only three times per battle
- Usable only by Ninja from Amegakure
- Usable once every two turns.

Village Custom Contract ideas

Summoning Animal: Gerridae; Water Striders
Scroll Owner: Amegakure no Sato
Other Users who have signed contract: Members of Amegakure no Sato
Summoning Boss if existing: None
Other Summoning Animals tied to contract: None
Description: Gerridae, or Water Striders, are anatomically built to transfer their weight to be able to run on top of the water's surface. As a result, one could likely find Water Striders present in any pond, river, or lake. A special breed was nurtured and selectively bred for both size, strength and endurance by Amegakure no Sato during the Third Shinobi War to intercept and deliver messages as well as for combat purposes.

They started out as small insects which eventually were bred into much larger and more robust insects. They now take refuge along the coast of the Great Lake that Amegakure no Sato is situated upon.

Water Striders were bred to have a mouth-part evolved for piercing, slashing and stabbing along with vacuum precision and the ability to inhale and exhale focused and precise bursts of air or liquid. Water Striders distinguish themselves from most other insects by having the unique ability to walk on water. Water Striders are physically characterised by having hydrofuge hairpiles, retractable preapical claws, and elongated legs and body. Hydrofuge hairpiles are small, hydrophobic microhairs. These are tiny hairs with more than one thousand microhairs per mm. The entire body is covered by these hairpiles, providing the water strider resistance to bursts of water, splashes, rain, moisture and some water jutsu. These hairs repel the water, preventing the Water Strider from being weighed down or pulled under a source of water. Water Striders are able to walk on top of water due to a combination of several factors. Water Striders use the high surface tension of water and long, hydrophobic legs to help them stay above water. Water molecules are polar and this causes them to attract to each other. The attractive nature results in the formation of a film-like layer at the top of water. This top layer has gravity acting downward in addition to the water molecules below pulling down the upper molecules. This combination creates a touch surface tension. Depending on their size and if small enough they can even use things such as rain drops to move throughout a battlefield.




Summoning Animal: Siamese Fighting Fish
Scroll Owner: Amegakure no Sato
Other Users who have signed contract: Members of Amegakure no Sato
Summoning Boss if existing: None
Other Summoning Animals tied to contract: None
Description: The Siamese fighting fish, also sometimes colloquially known as the betta (Betta splendens), is a species in the gourami family which is popular as an aquarium fish. They are sometimes called biting fish. They tend to be rather aggressive but the shinobi of Amegakure no Sato have found a way to tame and use the creatures to both protect their lands and fight for them. They travel in large schools in the waters between Amegakure and the outlying Landmarks. They lack any natural predators usually fighting amongst themselves for space. Even the reinforced metal bridges of Amegakure sometimes fall prey to viscous attacks by these Fighting Fish that will attack anything they see as a threat.

Little Fighting Fish are the smallest and usually are anywhere from 6.5 cm (2.6 in) to 3 m (118.11 in) in length. Although some are known for their brilliant colors and large, flowing fins, the natural coloration is a dull green, browns, and gray, and the fins of wild specimens are relatively short in comparison to the tamed variation. Besides the smallest variation there are three other variation found in and around Amegakure no Sato which are all summonable by any Amegakure shinobi who wishes to have the contract. These are more docile and less aggressive then the other three. This variation does not have the horns of their more aggressive counterparts.

Moderately Sized Fighting Fish are large black fish notorious for their ferocity these are usually the size of Garuda the Hawk Sasuke is able to summon. They have sharp and long horns which are growths of bone that protrude from their skull to aid in fighting over territory. They also have large sharp fangs a lot like Piranha they usually a crazed look in their red and yellow eyes preying on anything. These are harder than the small variation to control.


Boss Class Fighting Fish are much deadlier than Little Fighting Fish or Moderately Sized Fighting fish, though are still a good bit smaller than the wild ones found around Amegakure. There are only a few of these as it is extremely hard to tame. Each one has a tattoo on their left temple; with a number. They are roughly double the size of the Moderately Sized Fighting Fish being ten to twelve meters in length. They have sharp and long horns which are growths of bone that protrude from their skull to aid in fighting over territory.

Wild Fighting Fish can rival large summons like Gamabunta and Manda in size but are incredibly unstable and can be very hard to control and summon taking a massive chakra toll on the summoner. This variation can cause varying degrees of destruction to environments by plowing their massive heads into objects. They've been known to tear down entire metal bridges in fits of rage. They have sharp and long horns which are growths of bone that protrude from their skull to aid in fighting over territory.


I like the second contract idea better. Though eh I'm not going to use it most likely.
 
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(Raiton:kyougaku heki) Lightning Release: Shock Tear
Type: Off/Def/Sup
Rank: B-S
Range: Short
Chakra: 20-40
Damage: 40-80
Description: Often used in hand to hand combat, when the user grabs/palms they'll send a burst of electrical chakra from their hand(s) or body, that'll rapidly pass through the enemy from the inside out, tearing their ligaments and tendents rendering that part of the body useless, in most cases. Has been know to work on objects as well when used properly.

-B variant when successfully used, renders the opponents body part useless for their next turn (can be used through any of the users body parts)

-S variant when successfully used, renders the opponents body part useless for remainder of battle. (Can be used once every 3 turns and can only be used up to 3 times, the user must be touching the opponent with at least one hand for the justsu to be effective) 2nd and 3rd usage takes 2 of the users 3 moves.

-This jutsu can be used to nullify incoming weapons as it touches the users skin to from reframe from being damaged .

-Only Teachable by


(Ninjutsu: XanaX) Ninja Arts: XanaX
Type: Supp
Rank: S
Range:
Chakra: 40
Damage:
Description: The user focus large amounts of chakra throughout their entire body while making the charka rapidly flow causing the users body to become temperarily numb, abling the users body to tolerate imense pain and continue to move/fight without flinching.

-Jutsu last 5 turns once active

-Can only be used 2x's per battle

-Once jutsu deactivates, the user will feel any damage they were hit with while jutsu was active and cause them to lose 1 out their 3 moves for 3 turns (Only able to use 2 moves for 3 turns)

-Only teachable by

________________________________________________________________

VILLAGE Custom Idea below

(Genjutsu: Sho-ro Yami) Illusionary Arts: Tears of Darkness/Crying Darkness
Type: Supp
Rank: S
Range: Short-Med
Chakra: 40
Damage:
Description: The user releasing chakra into the sky, meshing with the already pouring rain, causes a slight shift in wind causing the rain to go more towards the oppenent(s), as pellets of rain bounce off the skin/body of the opponent(s), the world around them slowly starts to become engulfed in darkness, similar to clouds blocking out the light of the moon at night. Potentially hindering most opponents vision completely, only hearing the sounds of the rain.

-Can only be used by the Ninja of Amegakure

-If used outside of Ame, conditions must already be raining

-Usable once every 3 turns
 
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(Genjutsu: ) - Illusion Technique:
Type: Offensive/Supplementary
Rank: C
Range: Short - Mid
Chakra: 15
Damage: 30
Description: The user sets in motion a very quick genjutsu in which the user forces a quick stinging almost sharp pain in either a single nerve ending or multiple nerve endings in the body. Your muscles are composed of fibers, tissues, and nerves. When a nerve is stimulated or damaged, it may cause your muscle fibers to twitch involuntarily. What this does is trick the brain into believing that a severe trauma has overtaken the nerve which causes an involuntary muscle spasm which can be slight to mild. It could cause just a finger or an eyelid to twitch however if preformed precisely and purposefully it could cause an entire limb to momentarily spasm and twitch.

._. not sure what I was trying to do with this
 

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(Shakuton: Y'Shaarj no essensu) - Scorch Release: Essence of Y'Shaarj
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40 (+40 when used with kenjutsu)
Description: The user imbues the Three Step-Sword with shakuton chakra and while using kenjutsu or attacking freeform they release small amounts of scorch with each slash. Coating the blade with scorch gives it the ability to create dense crescent waves of scorch and augment any sword strike with scorch. These cut not through sharpness but through sheer heat melting flesh on contact and can cut through elements following the strengths and weaknesses of the element itself. This allows the user to augment kenjutsu and freeform sword strikes with several burst like waves making fighting with scorch release more versatile. Not only do the scorch flames burn on contact they remove any moisture from anything they touch with the same proficiency any other scorch tech has causing localized dehydration and desiccation.
These waves of scorch can travel up to mid range from the sword and only three waves can be created with each use of the technique. However the essence can be held on the sword for two turns allowing the user to augment kenjutsu without releasing the scorch flames through waves when doing so the sword radiates a glow.
Notes:
Can be used four times per battle
The 40 damage points augments kenjutsu when used in combination
 
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Monk of Destruction Arts - Quincy Jutsu

Type: kyūjutsu

Background: There are three types of martial arts invaluable to samurai. The first two can be referred to as kenjutsu and taijutsu however the most important would be kyujutsu which is the art of archery. In a world where it's hard to compete with our over powered ninja friends it is necessary that the samurai adapt with more modern techniques. Similar to the way the samurai saber technique functions, this is based as an advanced form of kyujutsu.

Description on the Abilities and Inner Workings of the Style: All Quincy possess a special Quincy Cross worn hanging from their wrist. Standard equipment for any Quincy, the Quincy Cross acts as the focus for a Quincy bow. The Cross need not necessarily be in a cross shape, as it can also be a pentacle. A samurai will channel their chakra through the Quincy Cross which greatly aids them in shaping their chakra so that they can create a bow in their hand like how a samurai saber allows the samurai to create weapons that go beyond the normal shape of a katana. Using their Quincy bow they are able to fire chakra arrows. A Quincy bow can be manifested on a very high level to appear as physically solid as a normal bow or it can simply appear as blue chakra. A Quincy bow does not necessarily have to be shaped like a bow. For a few examples it can be shaped like a sword to fire arrows from the tip or fire when swung or it can also be shaped like a gun to fire arrows shaped like bullets. A Quincy has the ability to create weapons with the Quincy Cross freeform to be used for kenjutsu. They can even use iaido techniques by pulling swords out from their hands as if from an invisible saya.

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Example Techniques:

(Quincy Jutsu: Heilig Pfeil) - Monk of Destruction Arts: Holy Arrow
Type: Offensive
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: User creates a bow with their Quincy Cross which they then use to fire a chakra arrow. The strength of the arrow can vary between users, as when used at full power it can create deep cavities in the ground and vaporize foes. Traditionalist Quincy utilize this technique to create bows and arrows as their primary method of attack. The more modern Quincy developed the ability to form a variety of weapons, but they can still fire Heilig Pfeil via these weapons of varying strength, dependent on the user. It can even be fired simply just from the user's fingertip. It is possible for Quincy to customize their Heilig Pfeil (and the bow that creates and fires them) into unique shapes to suit their own tastes.
-This technique is of equal strength to that of similar ranked elemental jutsu

Additional effects and Restrictions: Must be samurai.

Due to their proficiency in hitting ranged targets they possess tracking speed equal to the two tomoe sharingan.
 

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Name - name

Type: Kenjutsu

Background: This fighting style was devised to be used by people who aren't normally bristling with weaponry so that they may defend themselves. The style was created by the gym Grand Master Brock who perfected the style during his encounters fending off the shinobi members of team rocket.

Description on the Abilities and Inner Workings of the Style: Because of the shape of the frying pan, most of the style's techniques involve reflecting incoming projectiles back at the opponent. Some techniques involve simply deflecting attacks while conserving chakra. Other techniques involve not only reflecting, but increasing the power and velocity of the returned attacks. When reflecting attacks, techniques are made either to reflect them similar to their original form, or to convert them into a powerful blast similar to the uchiha return technique. Even though the style is based on defense, it can be used offensively to inflict crushing blunt damage. The fighting style is meant to frustrate the enemy before finishing them while they are overwhelmed and tired or impatient. It can also be used to outlast an opponent who may be exhausting their own chakra supply.

Example Techniques:

(Name: name) - Name: name
Type:
Rank:
Range:
Chakra:
Damage:
Description:

Additional effects and Restrictions: Practitioners are more ninja than the average shinobi.
 

Howard

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(Shakuton: Y'Shaarj no essensu) - Scorch Release: Essence of Y'Shaarj
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40 (+40 when used with kenjutsu)
Description: The user imbues the Three Step-Sword with shakuton chakra and while using kenjutsu or attacking freeform they release small amounts of scorch with each slash. Coating the blade with scorch gives it the ability to create dense crescent waves of scorch and augment any sword strike with scorch. These cut not through sharpness but through sheer heat melting flesh on contact and can cut through elements following the strengths and weaknesses of the element itself. This allows the user to augment kenjutsu and freeform sword strikes with several burst like waves making fighting with scorch release more versatile. Not only do the scorch flames burn on contact they remove any moisture from anything they touch with the same proficiency any other scorch tech has causing localized dehydration and desiccation.
These waves of scorch can travel up to mid range from the sword and only three waves can be created with each use of the technique. However the essence can be held on the sword for two turns allowing the user to augment kenjutsu without releasing the scorch flames through waves when doing so the sword radiates a glow.
Notes:
Can be used four times per battle
The 40 damage points augments kenjutsu when used in combination
(Shakuton: Y'Shaarj no essensu) - Scorch Release: Essence of Y'Shaarj
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40 (+40 when used with kenjutsu)
Description: The user imbues any bladed weapon with shakuton chakra and while using kenjutsu or attacking freeform they release small amounts of scorch with each slash. Coating the blade of a weapon with scorch gives it the ability to create dense crescent waves of scorch and augment any sword strike with scorch. These cut not through sharpness but through sheer heat melting flesh on contact and can cut through elements following the strengths and weaknesses of the element itself. This allows the user to augment kenjutsu and freeform sword strikes with several (x3 per use) burst like waves making fighting with scorch release more versatile. Not only do the scorch flames burn on contact they remove any moisture from anything they touch with the same proficiency any other scorch tech has causing localized dehydration and desiccation. If used with weapons such as kunai or shuriken it allows the user to control and change their direction while they're mid air.
These waves of scorch can travel up to mid range from the weapon and only three waves can be created with each use of the technique. However the essence can be held on the sword for two turns allowing the user to augment kenjutsu without releasing the scorch flames through waves when doing so the sword radiates a glow. The waves of scorch flames can be so intense that they can melt metal weapons, set most paper on fire including B rank and below paper ninjutsu, and light clothes on fire causing a moderate distraction.
Notes:
Can be used four times per battle
Can control a max of three projectile weapons
The 40 damage points augments kenjutsu when used in combination

____________________

(Kuchiyose: Atomos'ku) Summoning: Atomsk
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A (60 for any strike while in Bass Guitar form)
Description: Atomsk is easily the largest Kite summoning rivaling the size of Gamahiro in his natural form but lacks the responsibility needed to be a true leader hence why it's not the boss summon. Most summons have the ability to use an element however the only true ninjutsu based ability Atomsk has is the ability to change his size, and shape. While not under the effects of a transformation Atomsk is a massive red kite with a huge wingspan seemingly disproportionate to his body size. He has a nose ring that is present in all of his transformations changing size and shape along with him. In his later forms it allows him to pinpoint his summoner and even return to them if need be.
The first transformation he can undergo is exchanging his massive size for a much smaller and more battle oriented physique. He goes from being roughly the size of Gamahiro to about eight feet tall. He retains his wings but gains smaller more refined claws that have the ability to function as a means of hand to hand combat putting him on par with the greatest taijutsu specialists. He is able to use any taijutsu attack the user knows including any special taijusu ability the user knows excluding things like Eight Gates or weights.
The last transformation Atomsk can undergo is the ability to take the form of a Bass Guitar a 1961 Gibson EB-0. This allows Atomsk to function as a weapon, a rather powerful weapon at that with the ability to knock away a single S rank attack (empowered, or boosted S ranks as well) or several attacks which together are comparable in strength to S rank damage I.E 2 A ranks, 4 B ranks etc once enough damage is taken Atomsk simply poofs away. Atomsk in this form can also be used as a weapon to cause direct damage to the opponent by using the Bass Guitar as you would a sword. If dropped or thrown Atomsk can return to the user, this can even be used to attack the opponent by tossing or throwing Atomsk then having him return to his summoner.
Notes:
Can only be summoned once
Remains on the field for four turns
Transforming doesn't count towards the move limit but can only be done once per turn
Atomsk can be summoned in whatever form the user wishes by changing the hand seal used to summon him

Natural form [ ]
Taijutsu form [ ]

(Genjutsu: Roy) - Illusionary Arts: Roy
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: Roy is the name of a very advanced and intricate genjutsu in which when placed into it the opponent awakes abruptly from what seems to be a nightmare. In the genjutsu the opponent is met with an illusion where a person comes in immediately comforting them as if they were a child. At this point the opponent will notice that they are indeed a child and the person comforting them is their mother. The mother figure will take the next few moments convincing the opponent that it was all just a very bad dream and they're okay now that they're safe. If the opponent tries to think about it they'll be able to access a series of false memories of their childhood as Roy.
The illusion will then continue onward as the person is forced to live out the life of a child named Roy, this pollutes the opponent's mind with a series of false memories that slowly begin to replace their real memories leaving them in a very elaborate and convincing false life. Depending on the time spent in the genjutsu the opponent can live out an entire lifetime as someone else. In the genjutsu they have a rather surprising amount of control over the course of actions able to do and become anything they want within reason just like they would be able to in a natural life. I.E they can only become something real and not anything that would break real world physics like a superhero. Every single second spent in the genjutsu creates ten years worth of events polluting the opponent's mind with an incredible amount of false memories eventually in the genjutsu after growing up from a child to an adult the opponent becomes sick with an incurable disease spending the latter half of their false life sick and dying. Eventually in the genjutsu they will die naturally. This doesn't actually kill the opponent but only frees them from the genjutsu world.
After dying in the genjutsu they are released from the genjutsu but even after being released from the genjutsu just like any other genjutsu they are able to remember vividly everything that happened. Even if they immediately break the genjutsu after it's placed they will have spent at least several seconds in the genjutsu and would have accumulated decades of false memories that flood their mind making it hard to think and react even after breaking the genjutsu. It makes determining what is real and false much harder because like actual memories these stay around where long term memories are stored.
Note:
Can only be used twice per battle, and the genjutsu lasts until broken or the opponent's false self dies
Genjutsu can be activated with two hand seals, direct eye contact, or a single seal in short range
Dying in the genjutsu is a natural way to release it and the opponent can even kill themselves in the genjutsu to break it but in doing so they take an immense amount of pain shattering their mind momentarily due to the mental stress and pain.

(Genjutsu: Sayōnara Moonmen) - Illusionary Arts: Goodbye Moonmen
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: After performing a single hand seal the user places the opponent into a genjutsu in which they see a visible gas appearing around their head. After this the entire world becomes extremely trippy everything begins to warp and twist as if the opponent had been subjected to a very strong hallucinogen.
Colors and objects begin to fade and slowly the real world is replaced by a series of events that you'd expect to see on an extremely bad acid trip. Colors slowly flash brightly, time seems irrelevant as visions of objects and colors move and twist. The opponent begins to rise and they're taken on a trip through space, where they see planets and stars along with other celestial bodies all the time they're seeing colors.
Note:
Can be used three times per battle
Can effect a max of three opponents
Effects can last three turns if not broken
 
Last edited:

Korra.

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Bio with Snake SM

(Hebi Senpo: Sukēru Bakudan) - Snake Sage Arts: Scale Bomb
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user does the snake sign and starts gathering their senchakra into their hands. In their hands the user creates a ball of snake scales that is filled inside with snake acid/venom infused with senchakra. The user will than grow it to the size of Chō Ōdama Rasengan. The user will than either throw it or slam it against the opponent. When the opponent gets hits with it the scale first burst out and cut the opponent all over the body. The acid/venom will that hit the opponent burning their skin and getting into their cuts. The venom will than get into the opponents body through the cuts and start to cause paralysis to the opponent after being expose to it for 2 turns. If the user has a snake summoning out the user can be on top of the snake's head and channel his chakra into the snake and have the snake create the ball and release it from its mouth.
Note: Usable 2 times a battle
Note: Must know Snake Sage Mode
Note: Cant use any other SM jutsus the same turn as this

‡ Declined ‡ Poor wording and no to the usage of using this through summons.
Need to reword this also Ima post some snake ninjutsu cj ideas I had but might not submit. If you have the snake contract you are able to submit these ideas on the condition you teach me which ever one you submitted and it gets approved xd you can also edittied them slightly to be better if you want ^^

(???) - ???
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short (Self)
Chakra: 30
Damage: N/A (+10 to Taijutsu)
Description: The user channel their chakra either throughout their entire body or to a specific part. The user will than have their skin turn into the texture of hard snake scales. The user's skin will be harder and able to with stand up to B rank Taijutsu and C rank and below elemental jutsus. The users taijutsu gets a +10 to damage as their skin is harder and can cause more damage.
 

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(Senninka: Nigiru Kyojin) - Sage Transformation: Grasping Giant
Rank: B
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40 (+40 when used with taijutsu)
Description: A pretty basic technique Jūgo simply changes the elasticity of his arms or legs while attacking allowing him to extend a blow much farther then it could ever hope to naturally go. This could be used to augment taijutsu increasing the range of a technique while also increasing or augmenting the damage it deals. To do this Jūgo must put excess muscle and force into the attack using snapping and stretching motions to gain the extra momentum to extend his reach and power. Due to Jūgo extending his limbs over long distances he puts himself in an awkward position the farther he does so the more danger he puts himself in. It may take only a few moments to extend and retract a limb but those few moments are moments in which Jūgo is left in an awkward position where his limbs are stretched far away from his body. These could be adjusted in whipping motions to continue attacking to offset this slight disadvantage.
This can also be used to create and control momentum when in mid air by controlling the way his arms or legs retract. It can also be used to grab onto things such as allies opponents or objects to pull them to Jūgo or have Jūgo pull himself to them by controlling the way his limbs retracts.
Notes:
Can be used four times per battle

✦ Approved, edited a bit ✦

(Senninka: ) - Sage Transformation: In the Flesh
Rank: A
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60 (+60 when used with taijutsu)
Description: This technique is based heavily on a similar principle as Seven Heavens Breathing Method as well as the parent technique (Senninka: Nigiru Kyojin) - Sage Transformation: Grasping Giant, however it's done in a much different way. Instead of increasing the rate at which he breaths Jūgo manipulates the elasticity of his blood vessels and arteries as he would when using (Senninka: Nigiru Kyojin) - Sage Transformation: Grasping Giant allowing him to in essence double his heart rate allowing him to increase the flow of blood and in turn his blood pressure. As the blood pressure rises adrenaline and cortisol are released along with more red blood cells which flood the blood stream increasing the oxygen delivery rate to the muscles, and brain. This cuts back the production of lactic acid while also allowing a boost in stamina, strength, reactions, and speed.
It is in simple terms blood doping or boosting the number of red blood cells in the bloodstream which in turn allows for greater delivery of oxygen and nutrients to the body. In Jūgo's case, his organs and blood vessels are forced into a more elastic state allowing them to expand and contract at greater rates without tearing or rupturing in essence allowing him to bypass his natural bodily limits that prevent him from injuring himself when using his full strength.
Essentially Jūgo increases the blood flow by forcing more blood through his blood vessels thus increasing his fighting ability increasing his physical endurance, his strength, his speed and his resilience.
While in this state Jūgo's skin turns a bright red in stark contrast to the usual grey hue when using his Sage Transformation. This is due to the increased blood flow to his body parts and it.
Notes:
Speed, strength and reactions all double, and in this state Jūg has proficient control over his body, just like when he uses (Kansei Senninka) Complete Sage Transformation meaning he's able to control his own bodily transformations to a great degree.
The elastic Nature allows Jūgo the ability to absorb most blunt-force damage via Taijutsu, Suiton and Doton (and other jutsu that cause blunt force trauma) up to A rank he will still take damage but it'll be reduced due to the nature of his body (roughly C rank damage). He is still affected by piercing attacks no matter their rank and is unable to soften the damage and will bleed profusely if cut.
The increased blood flow can only last three turns and can only be used once per battle
 

Korra.

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(Ameton/Raiton: Shibire Ame) Rain/Lightning Release: Numbing Rain
Type: Offensive
Ranks: S
Range: Short - Long
Chakra Cost: 40
Damage: 80
Description: The user will perform the Dog sign and channel their lightning chakra into the clouds. The chakra will than infuse with rain drops causing the rain feel like a weird sensation on the opponent when they get touch by the rain but not by the user since the chakra is their own. As the rain keeps pouring its effects on the opponent get. After 2 turns of unstopped rain the opponent starts to feel like they are getting poked with needles all over their skin. As 3 turns pass by the rain will make the opponent skin start to numb and also a slight electrical shock. After 4 turns go by the rain starts to give off a higher shock to the point where the opponent constantly feels pain as they get hit by the rain. And after 5 turns the rain gives off a shock that paralyzes opponents as long as they are getting hit by the rain.
Note: Usable 3 times a match
Note: Only usable by Amegakure Ninja
Note: Amegakure Ninja are immune to the effects of the rain being its their own chakra.

Was gonna submit for myself but decided to give it to Ame only thing is it would have to be a rain jutsu and so you wold need to know rain
 

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(Ameton/Raiton: Shibire Ame) Rain/Lightning Release: Numbing Rain
Type: Offensive
Ranks: S
Range: Short - Long
Chakra Cost: 40
Damage: 80
Description: The user will perform the Dog sign and channel their lightning chakra into the clouds. The chakra will than infuse with rain drops causing the rain feel like a weird sensation on the opponent when they get touch by the rain but not by the user since the chakra is their own. As the rain keeps pouring its effects on the opponent get. After 2 turns of unstopped rain the opponent starts to feel like they are getting poked with needles all over their skin. As 3 turns pass by the rain will make the opponent skin start to numb and also a slight electrical shock. After 4 turns go by the rain starts to give off a higher shock to the point where the opponent constantly feels pain as they get hit by the rain. And after 5 turns the rain gives off a shock that paralyzes opponents as long as they are getting hit by the rain.
Note: Usable 3 times a match
Note: Only usable by Amegakure Ninja
Note: Amegakure Ninja are immune to the effects of the rain being its their own chakra.

Was gonna submit for myself but decided to give it to Ame only thing is it would have to be a rain jutsu and so you wold need to know rain
That's pretty cool, mayhaps Shinta can submit it as a village cj
 

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It's already been done, and tried numerous times. Kumo has a similar VCJ I believe that just makes lighting drops so that it doesn't need to be rain/lightning. Can try it, but I don't see much hope for it.
 
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