[ARCHIVE] Custom Jutsu Submission - II

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Negative Knight

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Re: Custom Jutsu Submission

(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will focus their doton chakra into the earth below to create a subterranean field of sentient tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril has the same dimensions as the spikes produced in Destructive Rising Rock Pillars but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. In terms of attacking the opponent, the tendrils can be used offensively but cannot be used to inflict damage e.g. they can ensnare an opponent and bind them in place but they cannot deal any physical harm onto them. The real special ability of these tendrils is their capability to act as a medium for the use of certain techniques. Attaching at least one tentacle to the user and one onto the opponent can replace the conventional need for the requirement of direct contact, meaning the user can utilize techniques such as the Added/Light Weight techniques on the opponent from a distance. The effects of the technique are carried along by the tendrils and "deposited" on whoever/whatever happens to be in contact with any of the tendrils. This transmission happens at such a speed that its as if the user is in direct contact with the opponent. This technique's use isn't restricted to Earth Release but can be used upon compatible jutsus of other elements or even on non-elemental abilities like the chakra absorption technique (in this case the stolen chakra is then transmitted along the tendrils and returned to the user). If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. The tendrils like other sentient constructions have a mind of their own and can act independently.

Note: Lasts three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
______________
-Pending- Leaving for Scorps.



 Declined  Sentient tendrils? Scale is too big and its too exploitable.
Removed the main ability of the CJ which was exploitable and replaced it with three lesser abilities.

(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will focus their doton chakra into the earth below to create a subterranean field of sentient tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril is half the size of the spikes produced in Destructive Rising Rock Pillars but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. Regarding attacking the opponent, the tendrils can be used offensively but they can not be used to inflict damage e.g. they can ensnare an opponent and bind them in place but they cannot deal any physical harm onto them. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is partially sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves over the course of three turns by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create.

Mass Enhancement
The special ability of the tendrils in this structure is their capability to freely increase or decrease the weight of anything the touch (up to a scale of factor of ten times their original weight as in the A-Ranked weight alteration techniques). Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.

Enter the Void
The next form grants the tendrils the ability to apply the Hiding in Rock property to anything they touch and maintain contact with. As long as the tendrils maintain some form of contact with what they're touching, they can freely traverse through the earth with whatever it has a hold of. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.

Hellish Temperament
The third and final form grants the tendrils the ability to harden anything they touch (similar to Earth Release: Earth Spear). As with the previous ability, as long as contact is maintained so will these hardening effects. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.

Note: Lasts four turns (unless cancelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Earth techniques whilst this is active
Note: Only one form can be created and so all of the tendrils will possess the same ability

✦ Declined, so your improvement from making it exploitable....was to make it more exploitable? I can see how that train of thought worked "They dont like it because it's too powerful....hmm, I got it! Lemme make it stronger, that always works" ✦

(Doton: Setsunateki Mujuuryoku) – Earth Release: Ephemeral Ethereality
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: N/A (+10 chakra cost to earth-based techniques)
Damage Points: N/A (Reduces damage of affected techniques to zero while they're weightless)
Description: This technique is the daughter technique to Earth Release: Flight Technique and sister technique to Earth Release: Scales of Judgement. After observing the adept use of weight alteration to achieve flight, Kakuzu experimented with the same concept. While he could not replicate the self-induced flight of the Tsuchikages, he succeeded in applying this aerial capability to his earth-based techniques in order to defy gravity (achieving this by taking the mechanism used in Scales of Judgement one step further). The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following three turns. This ability essentially allows earth-based techniques utilized by the user to be created with the ability of levitation and flight by reducing their weight to zero. Consequently, this means the affected technique(s) will lose their capability to inflict damage but this is counteracted by the fact the user can restore a technique's weight at will by clapping his hands together. Through simple hand gestures, the user can govern the flight of his/her earth techniques as long as they're weightless. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

Declined. Template is incorrect. Type goes before rank.
(Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

♠ Approved ♠
I believe this goes in hand in hand with an Earth jutsu and can not be activated for an already created one without this effect, correct?
(Doton: Furaito no Jutsu) - Earth Release: Flight Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (-5 per turn to maintain)
Damage points: N/A
Description: This technique grants the user the ability to fly by lightening his weight severely through the use of Earth Release and using his chakra to move around in the air at high speeds with ease. Onoki showed that its also possible to transfer this technique to others through physical contact with them for an unspecified amount of time.
Note: Can only be used by the first Tsuchikage, Onoki and Mu bios
Quoted the jutsus referred to in my technique since it is a variant of the two (includes the same features).

(Doton: Setsunateki Mujuuryoku) – Earth Release: Ephemeral Ethereality
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: N/A (+10 chakra cost to earth-based techniques)
Damage Points: N/A (Reduces damage of affected techniques to zero while they're weightless)
Description: This technique is based on Earth Release: Flight Technique and is sister technique to Earth Release: Scales of Judgement. After observing the adept use of weight alteration to achieve flight, Kakuzu experimented with the same concept. While he could not replicate the self-induced flight of the Tsuchikages, he succeeded in applying this aerial capability to his earth-based techniques in order to defy gravity (achieving this by taking the mechanism used in Scales of Judgement one step further). The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following three turns. This ability essentially allows earth-based techniques utilized by the user to be created with the ability of levitation and flight by reducing their weight to zero. Consequently, this means the affected technique(s) will lose their capability to inflict damage but this is counteracted by the fact the user can restore a technique's weight at will by clapping his hands together. Through simple hand gestures, the user can govern the movements and flight path of his/her earth techniques as long as they're weightless. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

✦ Declined, removing the weight of something doesn't cause it to levitate, it just makes it lighter. Something that weighs 0 pounds doesnt float, does it? And it is loosely similar to my earth jutsu that levitates the earth itself. ✦

(Fuuton: Yajuu no Sora) – Wind Release: Scourge of the Sky
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: This technique is the brother technique to 'Wind Release: Eye of the Gale'. The user will focus their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid-like/liquid objects, constructs or techniques passing through it will have their raw speed greatly amplified, as the disc of wind both propels them forward with an incredible level of force and provides the construct with a streamlined coating of air. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's speed to the extent, normal speed projectiles will become barely trackable blurs to Non-doijutsu users while faster techniques (already barely trackable to the human eye) will become too fast to be seen at all. Despite this technique's non-offensive nature, the speed boost provides the projectile(s) with an add level of force/momentum, meaning this technique will also boost the damage done by the said technique. A thrown rock will become as forceful as a bullet after traversing through the 'portal', making this technique a very formidable weapon to wield. This technique will only amplify the speed (and by extension the impact of force) of solid, solid-like and liquid constructs e.g. rocks, fireballs, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the speed enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques (unless the imbued technique is also of the Wind nature) e.g. Wind/Earth, Wind/Water or Wind/Fire.

Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses

✦ Declined, colored is too vague to allow and doesn't make much sense either. If something is sent through a tunnel that has, say, a massive powered windmill at the end that generates 50 mph speeds, then things going through it would be sped up to 50 mph at the max. You need a clearly defined max speed. Actually, just a speed that anything going through this will possess because that wording will lead to later issue over what moves how fast. Also, if fire passes through the wind, then it wouldn't be a wind + fire combo, but rather an empowered fire jutsu. ✦
(Fuuton: Yajuu no Sora) – Wind Release: Scourge of the Sky
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: This technique is the brother technique to 'Wind Release: Eye of the Gale'. The user will focus their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid-like/liquid objects, constructs or techniques passing through it will have their raw speed greatly amplified, as the disc of wind both propels them forward with an incredible level of force and provides the construct with a streamlined coating of air. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's speed to the extent it becomes as fast as a shot arrow. Despite this technique's non-offensive nature, the speed boost provides the projectile(s) with an added level of force/momentum, meaning this technique will also boost the damage done by the said technique. A thrown rock will become as forceful as a bullet after traversing through the 'portal', making this technique a very formidable weapon to wield. This technique will only amplify the speed (and by extension the impact of force) of solid, solid-like and liquid constructs e.g. rocks, fireballs, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the speed enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques (unless the imbued technique is of the Wind or Fire natures) e.g. Wind/Earth, Wind/Water. Alternatively, this jutsu can be performed through use of an additional hand-seal directly after another technique has been used so that this jutsu may be used in such quick succession that it, and its predecessor technique occur in more or less the same time frame (Similar to Lightning Release: Wave of Inspiration).

Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses

✦ Declined, objects released through the small vortex wouldn't become dual elemental techniques, the more that I read it. You have a small portal of wind that is spinning and rotated swiftly. When something passes through it, the vortex would push it forward with increased speed, it wouldn't imbue anything with a coating of wind, otherwise the vortex would become weaker with each use as the wind chakra would be decreasing and dwindling down. ✦
 
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Shady Doctor

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Re: Custom Jutsu Submission

fuuton: Sheidīsheru | Wind Release: Shady Shell
Type: Supplementary/Attack
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: n/a (60)
Description:
A known wind specialist, Shady, wanted to put to use the intangible side of wind, liking the sneaky opportunities it could bring. He decided to make use of it as a supplement to his other attacks altogether, making them a bit more dangerous than normal. This jutsu is initiated by manipulating wind chakra around a chosen projectile or jutsu in range that's in motion (a wind sphere, kunai, etc.) Whether it be the user's jutsu (not opponents) or an inanimate object. The wind chakra suddenly coats the jutsu/object creating a shell of wind in the shape of it, about an inch away from actually touching. The wind shell itself is unique, purely taking on intangible properties like the wind blade technique but giving off a noticeable green glitter affect. Once the shell of wind is around said projectile, it remains there in a useless intangible state, until the object is removed (getting knocked away from the coat, stopping said projectile). Once the inside of the shell becomes empty, the wind continues at the speed of the projectile but completely solidifies in order to recreate the projectile in a cutting wind form. For example, when coated onto a kunai that is thrown at an enemy, it would simply look like a glittery kunai. If the opponent attempts to intercept with a kunai of his own, it will simply phase through the intangible wind shell unaltered, knocking the other kunai away as planned. The shell of the kunai would continue at the opponent as if it was the kunai itself, but now solidified into cutting wind instead of its intangible state. When first created and in its intangible state, the wind will phase through physical objects but affected by energy type techniques such as fire, lightning etc. In the case that the opponent is combating the intangible wind with energy based techniques, the wind is treated with A-rank strength according to strengths and weaknesses. So it would play on equal terms with S-rank lightning but only B-rank Fire or other A-rank wind. Once in its physical state, the wind can be combatted by physical and energy based techniques, according to elemental strengths of course.

~ usable 4 times
~ only taught by Shady

✦ Pending, leaving for someone else ✦

Declined. Solidifying air means you need to reach a temperature of around -230°C (or 50K), or you need a ton of pressure. I'm pretty sure this falls under several CE's. You need to reword it, because you're not going to solidify air. It's another thing to actually just make the wind technique itself more pressurized, but never up to such a point that you solidify it.






Chishi Shindou: Chishi Erupti | Fatal impact: Fatal Eruption
Type: Offense
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user channels his chakra throughout his boomerang(s) He will then throw it towards the ground at an angle of any sort. The boomerang(s) will then meld into the ground, as one would when using the leech of all creation technique. Using his connection to the chakra infused into the boomerang the user will manipulate the weapon to travel through the ground and curve back upwards once it's below the opponent, causing the boomerang to propel from the ground and strike the opponent. The same restrictions on sensing the boomerang applies like the leech of all creation technique being used by the user.

~Can only be used thrice a battle
~Must know Fatal Impact

✦ Declined, I wont approve this on the basis that the enemy will not be able to sense it without a doujutsu like the original Leech of all Creation jutsu, just so it is known. It also needs an additional restriction, just 3 times a battle will not do. ✦

Fuuton: Bāsākākikku | Wind Release: Berserker Kick
Type: Attack/Defense
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
This jutsu was crafted from a wind specialist that wanted a quick acting attack that could serve as a defensive mechanism also so he wouldn't be left with many opening when he attacked. He came up with the idea of the "Berserker Kick". By channeling mass amounts of wind chakra into his lower body, the user would swiftly stomp on a surface as he released the wind chakra from his legs in conjunction with the stomp. The wind suddenly bursts out in a 360 degree manner, but the moment it is leaving the legs, the user applies great chakra control in the form of shape manipulation. The wind would instantly be molded into numerous legs identical to the user's but twice the size. The legs of wind rapidly kick in every direction besides upwards, looking like a bunch of white/translucent legs are bicycle kicking everything away from the user. The 360 degree range of the legs create a sort of "barricade" of legs surrounding the user, the barricade being up to the user's hip. This successfully creates a barricade of kicks that will rip through anything within 5m of the user while protecting him from anything that comes in range. The user can fuel chakra into the barricade to sustain the kicks, but can't perform jutsu whilst doing so. Due to the kicks even going below the user into the ground, attacks from below would be defended from also if reasonable. The attack itself leaves a 5m crater around the user because of the destruction it holds with the wind kicks.

• Only Teachable by Shady
• usable 3× with a turn cool down
• No wind Above S-rank in the same turn

Approved. Changed to 3 though, instead of 4.
Parent technique above. ^^




Fuuton: Bāsākā taijutsu | Wind Release: Berserker Taijutsu
Type: Attack/Defense
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
This is the Sister technique to Fuuton: Bāsākākikku | Wind Release: Berserker Kick. Wanting to branch off on the ability to create sudden attacking limbs of wind, Shady embraced the thought and took the technique a bit further. Using the same process as the Beserker kick technique: the user focuses fuuton chakra into a certain limb, be it a leg, arm, head or another limb being used to attack. With the fuuton chakra within the limb, the user performs either freeform taijutsu attacks; headbutts, low kicks, jabs etc. Or a non chakra enhanced canon taijutsu attack such as dynamic entry, or leaf whirlwind. During the motion of the Taijutsu attack, The wind suddenly bursts out in the direction of the attack, but the moment it is leaving the said limb the user applies great chakra control in the form of shape manipulation. The wind would instantly be molded into numerous identical versions of the limb but twice the size. The wind versions of the limb burst out into short range of the user, reaching up to 5m away, keeping the user at a safe distance while they act as the user's limb to do the attack. The numerous wind limbs attack in a "gatling" manner, continously bursting at the target i.e A simple punch can be turned into numerous wind arms delivering dozens of blows in a mere moment's notice. The only limit on using this with already existing taijutsu moves is that it can't be used with chakra enhanced taijutsu unless the user has yin-yang training and can mold both techniques at once, other than that the user is free to combine the attack with his taijutsu attempts to make them more dangerous. It can also be used through freeform weapon usage or combined with non chakra enhanced kenjutsu techniques to make them more unpredictable and dangerous.

• Only Taught by Shady
• usable 3× per battle
• No wind Above S-rank in the same turn

✦ Pending, leaving for someone else since I know the parent technique. ✦

Declined. I find this the basis for a CFS rather than an extension of your original idea. the only resemblance is that you actually use the idea that "somewhat" looks like the parent tech. It would also be remotely useless as you only have 3 "charges" of this technique, while making a CFS out of it could make it way more eligible for actual diverse usage. As of now you're just trying to pump all that in a CJ that you can use as you wish.
 
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Strawberry

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Re: Custom Jutsu Submission

Variant / parent tech
.__.

added note addressing the issue

(Fuuton: Kujo Kawa) l Wind Release: Destruction Shells
Type:Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage:80
Description: The user will form the hare and tiger handseals, channeling their chakra into an area 8 meters above the ground and form 4 shells of fuuton. The shells are each a meter in diameter and are visible through the green hue they give off. Just like an artillery shell, which explodes upon impact with the ground and sends shrapnel flying, these fuuton shells upon impact with the ground or a hard enough object will explode and send wind blades flying up to short range in every direction. Alternatively the user can also make the shells go off mid air without contact via chakra control and if done this way all the shells go off at the same time. If somehow not all of the shells go off at once, the tiny wind blade will collide with the remaining shell(s) and make them go off as well.

Note: Shells can only be made short range from one another
Note: Shells can only follow a fixed path downwards
Note: Can only be used three times a match
Note: Requires two turns of cool down between use
Note: Cannot use S ranked fuuton or above, the same turn and the next.
Note: Can only be taught by Strawberry

♦ Approved, edit a restriction ♦


(Raiton: Kujo Kawa) l Lightning Release: Destruction Shells
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage:80
Description: An elemental variant of the Wind Release: Destruction Shells technique. The user will form the ox and tiger handseals, channeling their chakra into an area atleast 5 meters above the ground and form 4 shells of raiton chakra 5 meters or higher from the ground. The shells are each a meter in diameter and are bright blueish in colour. Just like an artillery shell, which explodes upon impact with the ground , these raiton shells upon impact with the ground or a hard enough object will explode and send a blast of lightning up to short range in every direction. The blast is like many lightning techniques capable of paralysing an opponent for a short duration. Alternatively the user can also make the shells go off mid air without contact via chakra control and if done this way all the shells go off at the same time. If somehow not all of the shells go off at once, the blast of lightning from one shell will collide with the remaining shell(s) and make them go off as well.

Note: Paralysis lasts one turn if successfully hit
Note: Shells can only be made short range from one another
Note: Shells can only follow a fixed path downwards
Note: Can only be used two times a match
Note: Requires two turns of cool down between use
Note: Cannot use S ranked raiton or above the next turn
Note: Can only be taught by Strawberry

✦ Declined, this is basically just a lightning bolt that strikes the ground and explodes..... ✦

(Suiton: Kami Funka) l Water Release: Divine Eruption
Type: Supplementary l Defensive
Rank:Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-20 to user)
Description: The user spikes their chakra to their highest limits and condenses it, simultaneously and channels it into the ground, letting that chakra expand and spread out. The user using nature manipulation transforms forms a massive pool of water underground beneath the opponent, which erupts from underground. The sudden displacement and movement of water causes the battlefield to shake violently throwing anybody standing on the battlefield off their feet. The mass of water that erupts from underground has a radius of 10 meters. As it erupts it also destroys the earth above it Sending debris flying upwards in every direction.The erupting water also leaves a gigantic sink hole 10 meters deep with a 10 meter radius. The erupted water then begins surging into the air, carrying the enemy into the air along with it The target suffers damage from the sudden shock of the water destroying the earth and being hit by the water. As the water is going into the air, the user forms 4 handseals, making the water surround the opponent and form into a compressed water orb encasing them and crushing them before surging down into the sink-hole smashing them into it and forming a water source out of the sink-hole.If the user is unable to form the the second part of the technique where the orb is formed or simply does not want to, the water that went into the air falls back down into the sink hole and forms a water source anyway. The release of such a large amount of chakra causes the user severe pain for a few seconds.

Note: Can only be taught by Strawberry
Note: Can only be used twice in a battle
Note: Requires 6 turns of cooldown before reuse
Note: counts as two moves that turn if the orb is formed

Declined. I don't feel like the restrictions are even remotely on par with the powers. Forbidden ranks are generally 1 time usage due to the chakra amount they drain, as well as doing physical damage stated in the notes as well (not only in the damage) as damage in points is too abstract and is used mostly as a measurement for jutsus colliding, not actual damage. Next to that, I really don't see how your edits into it made it a lot more different than the issues MU had with it in the first place. How I read it now, you actually made it stronger as you shifted the opponent his position as well due to the force of the jutsu.
(Suiton: Kami Funka) l Water Release: Divine Eruption
Type: Supplementary l Defensive
Rank:Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-30 to user)
Description: The user spikes their chakra to their highest limits and condenses it, simultaneously and channels it into the ground, letting that chakra expand and spread out. The user using nature manipulation transforms forms a massive pool of water underground beneath the opponent, which erupts from underground. The sudden displacement and movement of water causes the battlefield to shake violently throwing anybody standing on the battlefield off their feet. The mass of water that erupts from underground has a radius of 10 meters. As it erupts it also destroys the earth above it Sending debris flying upwards in every direction.The erupting water also leaves a gigantic sink hole 10 meters deep with a 10 meter radius. The erupted water then begins surging into the air, carrying the enemy into the air along with it The target suffers damage from the sudden shock of the water destroying the earth and being hit by the water. As the water is going into the air, the user forms 4 handseals, creating 2 orbs of water from the rising water, measuring 3 meters in radius. One orb formed around the opponent and the other orb formed a few meters away. The orbs then proceed to come together in a quick and violent manner, crashing into one another. The crashing orbs capable of inflicting great damage to the victim. The orbs when crashed revert back to simple water falling back down. The water that had initially risen up also falls back down, going into the sinkhole forming a water source The release of such a large amount of chakra causes the user severe pain for a few seconds.

Note: Can only be taught by Strawberry
Note: Can only be used once in a battle
Note: No S rank or higher water jutsu can be used in the same turn or in the next turn
Note: counts as two moves that turn if the orb is formed
Note: The release of such a large amount of chakra puts a great strain on the user, putting him under sever pain for a few seconds

✦ Declined, God no. ✦



(Genjutsu:Ki Jin Shoukyaku) l Illusionary Arts: Tree Man's Redemption
Type: Supplementary l Illusion
Rank:S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will start by forming 3 handseals, channeling their chakra into the opponents chakra network placing them in a genjutsu. Within the genjutsu the opponent begins to grow a large wart from each of their feet. These warts begin from inside the feet and rip out from the opponents feet and foot-wear, where they are first seen by victim, causing pain. the warts grow rapidly in length and begin to look more like roots and have a thickness similar to an average rope. The rope/root like warts now quickly wrap the victim from the feet upwards to their head constricting them, making it impossible for a victim to move, the warts however dont completely cover the mouth, nose and the eyes are not covered at all. The warts dont constrict tight enough to cause any pain to the victim, or to stop blood flow and hinder breathing to any significant degree. In reality the victim is left standing still in the same position as when genjutsu was cast, paralysed and unable to move. If the genjutsu is not broken by the second turn the wart like ropes begin to grow branches in the abdominal area that grow in ward into the victims body. They slowly rip apart flesh and grow into the intestinal tract area, within the intestinal tract the branches of warts further branch off almost countless in number, causing immense pain to victim and in reality putting a huge mental strain upon them. If the jutsu is still not released during this second turn then the final and most deadly phase of genjutsu will kick in. The countless wart branches within the intestinal tract, now grow rapidly and spread all through body, legs and head, cutting through all vital organs before erupting from all over the body, including the eyes, ears heart area, brain, groin legs etc. At this point the victim in the genjutsu feels the pain of every organ being ravaged, topped off by the shot to the brain. In reality the mental strain is too great for the victim to bear and he loses consciousness for the rest of the battle. This genjutsu can also be placed over upto 3 targets. The genjutsu is unique in that it has the ability to be cast on an opponent that is underground, merged with an object or behind an obstacle. This process works by kneading a larger amount of chakra than most genjutsus, and channelling it through the object or ground and into the target. However the drawback is that the user must know where the target is by some means and the target must be mid range from the user aswell. Also It will not work if there is chakra greater than or equal to A rank in the object the target is merged with, hiding behind or if the ground has A rank or higher chakra in it

Note: Can only be taught by Strawberry
Note: Must have completed Genjutsu to use
Note: No genjutsu in the same turn or the next turn
Note: Usable once a battle

Declined. While you can say what happens in a genjutsu, you can not say what happens outside of the genjutsu as that isn't incorporated in what genjutsus are. Remove the paralyzed outside of the genjutsu at the very least for it to be approvable in the first place.
(Genjutsu:Ki Jin Shoukyaku) l Illusionary Arts: Tree Man's Redemption
Type: Supplementary l Illusion
Rank:S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will start by forming 3 handseals, channeling their chakra into the opponents chakra network placing them in a genjutsu. Within the genjutsu the opponent begins to grow a large wart from each of their feet. These warts begin from inside the feet and rip out from the opponents feet and foot-wear, where they are first seen by victim, causing pain. the warts grow rapidly in length and begin to look more like roots and have a thickness similar to an average rope. The rope/root like warts now quickly wrap the victim from the feet upwards to their head constricting them, making it impossible for a victim to move, the warts however dont completely cover the mouth, nose and the eyes are not covered at all. The warts dont constrict tight enough to cause any pain to the victim, or to stop blood flow and hinder breathing to any significant degree. Inside the illusion the victim is paralysed and unable to move. If the genjutsu is not broken by the second turn the wart like ropes begin to grow branches in the abdominal area that grow in ward into the victims body. They slowly rip apart flesh and grow into the intestinal tract area, within the intestinal tract the branches of warts further branch off almost countless in number, causing immense pain to victim and in reality putting a huge mental strain upon them. If the jutsu is still not released during this second turn then the final and most deadly phase of genjutsu will kick in. The countless wart branches within the intestinal tract, now grow rapidly and spread all through body, legs and head, cutting through all vital organs before erupting from all over the body, including the eyes, ears heart area, brain, groin legs etc. At this point the victim in the genjutsu feels the pain of every organ being ravaged, topped off by the shot to the brain. In reality the mental strain is too great for the victim to bear and he loses consciousness for the rest of the battle.

Note: Can only be taught by Strawberry
Note: Must have completed Genjutsu to use
Note: No genjutsu in the same turn or the next turn
Note: Usable twice a battle

✦ Pending, leaving for someone else ✦

Approved
 
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Kirikoe

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Re: Custom Jutsu Submission

(Fuuton: Tentai-fū no yari o kaitensaseru) Wind Release: Rotating celestial wind spear
Type: Offensive
Rank: A-Rank
Range: Short - Long (When thrown)
Chakra: 30
Damage: 60
Desciption: The user after performing a single handseal concentrates his wind chakra just above the palm of his hand, making his wind rotate violently and condensing it the user creates a very long and solid spear above his palm about 7 feet long and 4 inches thick, the spear would take shape starting from the middle and would proceed to extend rotating outwards as it forms until finally completing the spear, the spiraling of the wind will get thinner and thinner as it reaches both ends of the spear eventually crafting both ends into a sharp rotating points. The creation of the spear is quite a fast process, and once complete, extends up to short range when utilizing it as a weapon.

The spear itself would be very much like a drill due to its rotational current, thus greatly increasing its speed and piercing abilities. Once thrown, the spear gives off a devastating cutting wind aura when it lands, which tears up anything around it within a meter. The aura is equal to a B-rank wind jutsu.

- Can be used a total of 2 times
- No S rank wind techs or above the next turn
- User has to wait 2 turns between each use

♠ Approved ♠
I made edits.
Resubmitting
Making some changes to avoid misunderstandings and to build on the edits adachi made.

(Fuuton: Tentai-fū no yari o kaitensaseru) Wind Release: Rotating celestial wind spear
Type: Offensive
Rank: A-Rank
Range: Short - Long (When thrown)
Chakra: 30
Damage: 60
Desciption: The user after performing a single handseal concentrates his wind chakra just above the palm of his hand, making his wind rotate violently and condensing it the user creates a very long and solid spear above his palm about 7 feet long and 4 inches thick, the spear would take shape starting from the middle and would proceed to extend rotating outwards as it forms until finally completing the spear, the spiralling of the wind will get thinner and thinner as it reaches both ends of the spear eventually crafting both ends into a sharp rotating points. The creation of the spear is quite a fast process, and once complete, extends up to short range when utilizing it as a weapon.

While the spear is still in the user's hands being used as a weapon, the user contains the wind and condenses it, allowing for extended use making it so when the spear comes into contact with anything that the explosion that would normally be caused does not go off

The spear itself would be very much like a drill due to its rotational current, thus greatly increasing its speed and piercing abilities. Once thrown, the spear gives off a devastating cutting wind aura when it lands, which tears up anything around it within a meter. The aura is equal to a B-rank wind jutsu.

- Spear lasts 3 turns unless thrown
- Can be used a total of 3 times
- No S rank wind techs or above the next turn
- User has to wait 2 turns between each use
- Can only be taught by Kirikoe

declined: so basically it does not go off when used in short range, and it can not be used to cause an explosion? Or can you still cause an explosion if you wish to do so, and in turn would that hurt you as well? The part is unclear, and the bold is very unclear in the way it's written. Please re-read it to properly formulate the sentence and add my checkings with it.




Resubmitting

(Ea yūbokumin no sutaffu) Staff Of The Air nomads
Type: Weapon
Rank: A-Rank
Range: Short
Chakra: 30 (to activate the glider) (+5 per turn to sustain glide)
Damage: N/A
Description: A hand crafted staff created by the air nomads of old, the staff itself is made from a special type of wood that is sturdy as it is and also mixes incredibly well with chakra making it incredibly solid and dense when the user inserts his chakra into it to the point that a sharp blade infused with wind chakra or lightning chakra can not cut through it, the staff itself is crafted to match the user's specifically and is thus unique to the user and cannot be wielded by anyone else, it is just a little bigger than Kirikoe himself coming to 5,10" in height.

Within this staff lies a few secrets, being that it also doubles as a glider, its ability when activated is to control the natural air currents in the air around it which allows the user to sustain the gliding in the air for a more prolonged time due to the air currents being manipulated around the glider.

The glider can be used to maneuver/stop the user if being thrown through the air to take control of himself and can use evasive manuevers in order to dodge incoming jutsu within reason. (Large wide scaled techniques would obviously be harder to dodge and those that cannot be detected cannot be evaded) however dodging an incoming jutsu in this way counts as one of the user's 3 jutsu and a jutsu can only be dodged in this way a total of 3 times per battle

The staff/glider can be used to perform wind techniques which requires a fan however must have the glider at one end open to do so, so that it resembles a fan. The staff can be used to perform normal wind techniques as well which do not require hand signs and have the wind technique come from the staff itself, such as Kaze no yaiba could be performed from the staff rather than the users fingers

Note - User can still perform jutsu whiles gliding however must still have his hands free for jutsu which require handseals
Note - User can only remain in the air for 3 turns and must wait 2 turns before taking flight again
Note - User can only take flight twice per battle
Note - User can only dodge during flight a maximum of 3 times per battle

Declined: 3 turns and 3 time per battle? + in those 3 turns you can use it as much as you want to avoid jutsus? You can basically avoid 9 jutsus while gliding. It's too much. Restrict it further.
Resubmitting

(Ea yūbokumin no sutaffu) Staff Of The Air nomads
Type: Weapon
Rank: A-Rank
Range: Short
Chakra: (+5 per turn to sustain glide)
Damage: N/A
Description: A hand crafted staff created by the air nomads of old, the staff itself is made from a special type of wood that is very sturdy and mixes incredibly well with chakra making it incredibly solid and dense when the user inserts his chakra into it to the point that a sharp blade infused with wind chakra or lightning chakra can not cut through, the staff itself is crafted to match the user's specifically and is thus unique to the user and cannot be wielded by anyone else, it is just a little bigger than Kirikoe himself coming to 5,10" in height.

Within this staff lies a few secrets, being that it also doubles as a glider, its ability when activated is to control the natural air currents in the air around it which allows the user to sustain the gliding in the air for a more prolonged time due to the air currents being manipulated around the glider.

While using the glider mechanism, the user is capable of feats similar to Temari's ''Kaze Raidā no Jutsu'', this would allow maneuvering mid-flight and even a fullstop if need be. Making use of this ability's dodging capabilities would essentially cost a move towards the user's 3 moves. It counts as a C-ranked technique, and costs 5+ to sustain prolonged flight per turn, however doesn't restrict the user from using other abilities meanwhile. Of course, wanting to dodge another projectile(s) or incoming technique(s), the user would have to re-use the technique(Doesn't cost chakra if already in sustained gliding.). Evasion can only be done three times per battle, while normal flight is limitless, that is, untill the use runs dry of chakra or the staff is made defect.
While it's fast on it's own accord, not all techniques are dogdeable, such as a hurricane dragging in air currents, such would logical, pull the glider as well. Is unevasive as well on that accord, unless avoided allowing the object question to clash against something else. While all this is cool a dandy, a rule of thumb would be that Uchiha primary fire technique, the ''Gōkakyū no Jutsu'' would be dodgeable at mid-range(e.g also long-range.), while in short-range should be at it's initial stages(Before forming the sphere fully.), otherwise no.


The glider mechanism can be used as a replacement for a fan, for certain wind techniques that requires such weapon. The staff can be used to perform normal wind techniques as well which do not require hand signs and have the wind technique come from the staff itself, such as Baki's ''Kaze no Yaiba'' could be performed from the staff rather than the users fingers ect.

Note - User can still perform jutsu whiles gliding however must still have his hands free for jutsu which require handseals
Note - User can only take flight twice per battle
Note - User can only dodge during flight a maximum of 3 times per battle

Declined. Checked it over with MU as I found the bolded part you added very confusing after the hurricane part (which made sense). Can you rewrite it somewhat (the fireball part) as to make it clearer, because non-native speakers could have issues with it. Also: what object in question are you talking about? We were confused about that.




(Fuuton - Bāningu-fū ) Wind Release - Burning winds
Type:Offensive
Rank:S rank
Range:Short - Mid
Chakra:40
Damage:80
Description: The user focuses his wind chakra into the tips of his middle finger and thumb channelling a small but fast current of wind out of them, After which he brings both his middle finger and thumb together allowing the wind between them to collide and grind together causing friction and restriction allowing the wind to charge gaining power and speed and generating heat at the same time, the user then quickly snaps his fingers forcing the previously restricted wind to run under along and out of the tip of the users thumb sending an incredibly fast but precise bullet of hot burning wind no larger than a 2 pence coin shooting out from his thumb towards the opponent at the speed of a bullet

Due to the size of the attack, though fast and powerful unless aimed towards major organs it is unlikely to kill however will leave second degree burns and can easily pierce as well as possibly cripple the opponent

Note - No wind techniques S rank or above the next turn
Note - Can only be used twice per battle
Note - Can only be taught by Kirikoe

DNR. Similar techniques exist.
 
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Mellow

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Re: Custom Jutsu Submission

Wind Style: Collision Course ( Fuuton:Shōtotsu Kōsu)
Type: Offensive
Rank: B
Range:Mid-Long
Chakra:20
Damage:40
Description:After the user chains together 4 handseals, they would release their chakra into the air and control two currents of wind with both hands. The condesned wind chakra would crush the opponent , causing them to be broken and suffer from internal bleeding. This jutsu may also be used in conjunction with fire and earth.

Declined. Similar techs exist.

(Suiton: Piasu Mizu) Water Release: Piercing Water
Type:Offensive
Rank:S
Range:Mid
Chakra:40
Damage:80
Description:This technique is used on a target that is wet. Regardless of how much water is on the target or location, the user, if aware of the water on the target, inserts his chakra into it while it is on the target's body. He will then use his chakra to have every drop of water forcefully press against the user's body until it breaks through the skin, with the chakra reinforcing the water drops' sturdiness and form. This effectively makes each drop of water like the tip of a needle that pierces into the opponent's body, a potentially fatal technique.
~Can only be used once per battle~
~Must have mastered Suiton ~

Declined, DNR. You can just use this in any rainy country as first move. Nope, lol.

(Doton: Tanteburu)
Type:Supplementary
Rank:B
Range:Short-Long
Chakra:20
Damage:N/A
Description:The user will channel chakra into the earth below the feet of the target. By performing the Boar handseal, the user will have the ground directly beneath the targrt's feet rotate 90°, 180° or 360°. This in effect turns the target's body in the number of degrees specified. The technique is done rapidly, but not so much as to knock the target off balance or send wind rushing past their ears. It can be used on oneself, an enemy, or a target.

Declined. Improper name in template.
 
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Robot Boy

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Re: Custom Jutsu Submission

~Resubmitting these as regular cj

( Joushou Kashou Hoi-ru ) – Ascending Burn Wheel
Type:offensive
Rank:B
Range:short-mid
Chakra:20
Damage:40
Description: A hammer technique where the user, focuses his lightning chakra into the hammers head and the end of the grip. The user then twirls, and throws it at the target as its twirling, creating a wheel with small blades/spear heads similar to the ascending earth technique's second application. The target is then engulfed by a vertical column of electricity, upon impact. The technique also has numbing properties, numbing the targets body for one turn.

Restrictions:
-Can only be taught by fang
-Can be used up to four times
-must have a hammer

ascending earth:

Declined. Where are the spikes formed/created? On the "tire" of the wheel, or sideways (this horizontally)?? This is unclear.
~Resubmitting~

( Joushou Kashou Hoi-ru ) – Ascending Burn Wheel
Type: offensive
Rank: B
Range: short-mid
Chakra:20
Damage:40
Description: A hammer technique where the user, focuses his lightning chakra into the hammers head and the end of the grip. The user then twirls, and throws it at the target as its twirling, creating a wheel with small blades/spear heads similar to the ascending earth technique's second application, on the ‘tire’ of the wheel. The target is then engulfed by a vertical column of electricity, upon impact. The technique also has numbing properties, numbing the targets body for one turn.

Restrictions:
-Can only be taught by fang
-Can be used up to four times
-must have a hammer

Approved

~New submission~

(Katon: Doraibu) – Fire Release: Drive
Type:offensive
Rank:D
Range:short-mid
Chakra:10
Damage:20
Description: Is a smaller and weaker version of the raging drive technique. The user creates two vertical column of fire that raise in front of him, on his left and right. The user then manipulates the column and creates an orb of fire that rises above the user and target and then turns into lances of fire from the orb, diving into the target.
Restrictions:
-Can only be taught by fang.

raging drive:

Approved

( Kibishii Kaen Shikon) –Severe Blaze Fang
Type:Offensive
Rank:A
Range:short
Chakra:30
Damage:60
Description: The user and his ninken while in the two headed-wolf transformation or the three headed wolf, will follow the same concept when performing the tail fang technique except they will form a tsuga and focus fire chakra to form a drill-like spear. They then create an extra two tail fangs to knock the target into the air and thrust the other tail fang into them, burning and piercing through the victim. If the target(s) is already in the air, the user can plow all three into them.

-Can be used up to three times per battle
-Requires a ninken and a clone if the user goes for the three headed wolf
-Must use the four legged technique beforehand
-Can only be used in one of the wolf transformations
-The user must wait a turn before using it again

Pending: leaving for another mod.

tail fang:

✦ Approved ✦
 
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Naruto.

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Re: Custom Jutsu Submission

Katon: Kamino Hikari - Fire Release: The Light Of The Gods
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user will gather a large amount of Fire chakra and will weave a single handseal(Ram), channeling his Fire chakra to the ground in front of the opponent. As this is done, a blinding light of fire shaped like a pillar emerges in front of the opponent, blinding him thus. Then, the user will weave the Dog → Hare handseals as the flame pillar, bursts into a massive blast of fire which travels outwards and forwards in a 120 degree manner having the capability of destroying everything in it's path and leaving a gigantic crater behind, which can be used to damage boss summons and take down entire forests within seconds. The specialty of the blast is that is that fire blast has explosive properties.

Notes:
- Can be used twice per battle with a two turn cooldown
- No S-Rank or above Fire jutsus in the same turn.
- The user needs to focus on his chakra to fuel the explosion.
- Can only be taught by Frozen Rain.

Declined. Power wise (description) this seems too much, especially for only these restrictions you add to it. The second part is also very generic, even for a custom. You have canon techs that can do that.
Katon: Kamino Hikari - Fire Release: The Light Of The Gods
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather a large amount of Fire chakra and will weave a single handseal(Ram), channeling his Fire chakra to the ground. As this is done, a blinding white pillar of fire emerges from the ground, blinding the opponent thus. Then, the user will weave the Dog → Hare handseals as the flame pillar, bursts into very tiny and bright fire embers(5) which have a certain solidity property to them and travel with great speed. They travel outwards and forwards in a 120 degree manner having the capability of exploding everything they touch which forms a large explosion(S-Ranked and upto mid range) if they explode all at once and can be used to particularly kill boss summons. The user with a mental command can control if he wants to detonate a single ember/some of them/or all of them at once. Each singular explosion is C-Ranked and can be used to blow up a limb or a specific body part and the C-Ranked explosion is short ranged.

Notes:
- Can be used twice per battle with a two turn cooldown
- No A-Rank or above Fire jutsus in the same turn.
- If the user causes all of the embers to explode at once, he will be caught if he's in short range of the explosion, meaning the user has to stay atleast at mid-range to not be caught by the collective explosion.
- The embers are very minute and bright, and appear as tiny "bullets" of light, albeit still visible by the naked eye.

- The user needs to focus on his chakra to fuel the explosion.
- Can only be taught by Naruto.

Approved. Do note that the mini embers are visible and bright, meaning they are very visible due to the lightness difference with the normal light

Updating:

(Katon: Haino Kumono Shi) - Fire Release: Ash Cloud Death
Type: Offensive
Rank: A
Range: Short-Long(Short range of the opponent)
Chakra Cost: 30
Damage Points: 60
Description: A variant of Asuma's Ash Pile Burning. Following the same procedure as that technique, the user weaves a single handseal and converts the smoke of his cigarette into superheated ash and spews it out in the form of a circular cloud which surrounds the opponent, being 4 meters in width and 2 meters in height. Even the slightest contact with the ash can burn the opponent severely, inflicting 3rd degree burns. The specialty of the ash is that once it comes in contact with any medium, it forms a violent explosion, upto mid-range at a 360 degree radius. Similar to it's canon counterpart, the ash cloud stays in the atmosphere for one turn. After forming the cloud, the user makes a hand gesture, after which it reforms into a thousand needle like structures which pierce the opponent, although the primary use of the ash needles are to inflict major burns on almost every point of the body with pinpoint precision.
Notes:
- Can be used thrice per battle.
- The user needs to know Ash Pile Burning to perform this.
- Needs a two turn cooldown between usages.
- No A rank or above Fire techniques the next turn.
- Can only be taught by Frozen Rain.

Declined. Explain medium. Do you mean a solid? Does water count? Air is seen as a medium to move sound through, so is air one as well? Be clear.
Removed the needles part completely.

(Katon: Haino Kumono Shi) - Fire Release: Ash Cloud Death
Type: Offensive
Rank: A
Range: Short-Long(Short range of the opponent)
Chakra Cost: 30
Damage Points: 60
Description: A variant of Asuma's Ash Pile Burning. Following the same procedure as that technique, the user weaves a single handseal and converts the smoke of his cigarette into superheated ash and spews it out in the form of a circular cloud which surrounds the opponent, being 4 meters in width and 2 meters in height. Even the slightest contact with the ash can burn the opponent severely, inflicting 3rd degree burns. The specialty of the ash is that once it comes in contact with any medium, it forms a violent explosion, upto mid-range at a 360 degree radius. The user can mentally trigger the explosion or just let the ash stay in the atmosphere. The medium would be air, ground and any solid.
Notes:
- Can be used thrice per battle.
- The user needs to know Ash Pile Burning to perform this.
- Needs a two turn cooldown between usages.
- No A rank or above Fire techniques the next turn.
- Can only be taught by Naruto.

Appproved. Deleted the foreign chakra as a medium, because this doesn't make sense.

New Submission:

Hi No Kassaino Kougeki - Fire Crashing Assault
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60
Description: A Taijutsu technique for evasion and countering. The user, when attacked, will act as if he's taking the impact of the opponent's attack. However, at precisely the last moment, the user will step aside and rotate very quickly, and charge a medium amount of Fire chakra in his right leg. Once he completes his spin, he will outstretch his right leg and raise it in the air, bringing it down with force, and strike the opponent's head. The force of the kick is strong enough to shatter upto C-Ranked Earth defences. Also, the sudden burst and release of the gathered chakra forms a "shockwave" of sorts in appearance, which would cause fire to be released as a wide burst(5m), which would turn the opponent into ashes upon contact. If the user wants, he can target any body part he wants.
Note: Can be used twice per battle.
Note: Can be only taught by Naruto.
Note: No Taijutsu above A-Rank for the next turn.

The rotation and the kick look somewhat like this:

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leaving for another mod.

✦ Declined, for one this is very OPed. "would turn the opponent into ashes upon contact" is a clear no. And the basis of this is waiting until an attack is about to land, and reversing it. This is exists as part of NB Tai I believe and a few Taijutsu CJ as well ✦
 
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Re: Custom Jutsu Submission

Doton: Keiri | Earth Release: Executioner
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user sends his earth chakra into the ground beneath his opponent and raises his dominant arm with the palm facing up creating a cage like construct around the opponent with the only possible way to escape being up. The cage is two meters in height and each side is only a meter wide making it extremely difficult to move freely because unlike a regular cage each of the four pillars that hold it together are connected to eachother by one meter long blades with a small socket in the pillar where the tips are. Every pillar contains a total of ten blades, each being roughly 5 centimeters in width at the back end meaning there's roughly a space of 15 centimeters between each blade and when looking directly at one of the four sides the tips of the blades would be pointed towards the right. They are however not identically placed on each side so that the blades can freely pass eachother when the user executes the true purpose of this technique. Upon creating the cage the user, by a flick of his wrist rotates his wrist in a 90 degree angle so that their thumb would now be facing upward and upon executing that simple movement all four pillars rotate inward at a 90 degree angle, chopping through the opponent with the blades.
Note: Can only be taught by Yukihira.
Note: No Doton above A-Rank in the same turn or the next.
Note: Can only be used twice per battle.

Declined. Increase the size somewhat to give it a little more counterplay. Half a meter perhaps? rest is fine.
Resubmitting;

Doton: Keiri | Earth Release: Executioner
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user sends his earth chakra into the ground beneath his opponent and raises his dominant arm with the palm facing up creating a cage like construct around the opponent with the only possible way to escape being up. The cage is two meters in height and each side is one and a half meter wide and unlike a regular cage each of the four pillars that hold it together are connected to eachother by 1.5 meter long blades with a small socket in the pillar where the tips are. Every pillar contains a total of ten blades, each being roughly 5 centimeters in width at the back end meaning there's roughly a space of 15 centimeters between each blade and when looking directly at one of the four sides the tips of the blades would be pointed towards the right. They are however not identically placed on each side so that the blades can freely pass eachother when the user executes the true purpose of this technique. Upon creating the cage the user, by a flick of his wrist rotates his wrist in a 90 degree angle so that their thumb would now be facing upward and upon executing that simple movement all four pillars rotate inward at a 90 degree angle, chopping through the opponent with the blades.
Note: Can only be taught by Tybone.
Note: No Doton above A-Rank in the same turn or the next.
Note: Can only be used twice per battle.

AApproved



Genjutsu: Kuro Mizu | Illusion Technique: Dark Water
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: A genjutsu which, once the user has cast it lays dormant inside the target's chakra system until the user initiates a water technique which creates it's own water source. The water technique will appear to be of a pitch black color, however due to the water's transparency this results in the water appearing invisible to the naked eye thus the target will be unable to see it unless they have a dojutsu or a sensory ability. The illusion only changes the water's color, any other characteristics of the water still remain. The genjutsu has been derived from the Rain Release skill 'Dark Rain Technique' which turns raindrops black, making them invisible but in this case it's purely illusionary and only makes the first water technique used after casting the illusion pitch black.
Note: Can only be taught by Tybone.
Note: Dojutsu users and sensors will still be able to see/sense the water.
Note: The genjutsu remains dormant until a water technique is used by the user.
Note: Only applies to water techniques that materialize their own water.
Note: No Genjutsu in the next turn.
Note: Can only be used twice per battle.

Ehm, approved. This doesn't make a lot of sense though. The user will still use chakra to create the technique, thus having a connection to it and and be able to send it at you. I don't really get what you're going at, but just wanted to point it out.

Suiton: Suiryūken | Water Release: Water Dragon's Blade
Type: Offensive
Rank: S
Range: Short-mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user expels a stream of water onto a sword, manipulating the water to coat the blade in a thin layer of water. The water, although being a liquid appears to have a solid state much like Sword of Draining, giving the water cutting properties although in it's initial state it isn't much better than the blade it covers. The catch is that by maintaining their chakra within the coating the user is able to draw the moisture from the air surrounding it onto the blade increasing it's mass to shape the coating in various ways, what shape the user chooses is upto their own imagination but the coating remains a sharp blade-like construct and cannot be changed into a blunt weapon, though shaping the coating in for example spikes surrounding the blade is possible. The maximum extent of manipulation that can be executed upon the coating is extending it, much like an extension of the original blade upto a mid-ranged distance. However, to maintain the coating the user has to continously fuel the water with their chakra while at the same time shaping it also comes with a cost. If the user so chooses he can, by either slashing their sword across release the coating into the form several sharp small blades of water or a single larger crescent of water or instead by thrusting the tip forward once release it in the form of a sharp spear of water. Doing so however would result in the coating being removed from the blade and the crescent(s)/bullet(s) can only reach upto a mid-range distance.
Note: Can only use water techniques while maintaining the coating.
Note: Manipulating the coating or firing it towards a target after the turn it was created counts towards one of the user's three moves per turn.
Note: Cannot use water above A-Rank in the turn after the coating is dispersed.
Note: Can only be taught by Tybone.
Note: Can only be used twice per battle.

Declined. DNR. Generic/has been done before.
 
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Deviation

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Re: Custom Jutsu Submission

(Kenjutsu: Mirā no Hachiman) - Sword Technique: God of War's Mirror
Type: Defensive/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 (-15 to user if Sannin Rank & below)
Description: As the user is approached by a basic elemental technique (Earth, Wind, Water, Lightning, or Fire) of A-Rank or below, while in short range, unsheathes his sword to perform an upwards slash. Using a precise amount of chakra, the user releases the chakra channeled to the blade at the right time in a short range burst of red chakra, outward against the incoming technique, neutralizing it head on. It takes considerable skill to time it right as an inexperienced user (Sannin rank & below) will end up harming himself. The technique isn't meant to take on massive, sustained techniques but just direct techniques. A-Rank techniques can be neutralized only in short range whilst B-Rank and below techniques can be broken through and proceed to mid range as raw chakra in a linear motion. However, the user must be aware that this technique requires the user to be stationary and can't defend against techniques that travel below the user or from above himself.
Note: Can only defend/counter against the basic five elements
Note: Sannin rank and below receive a 15 damage penalty per use
Note: Can only be used 3x per battle
Note: Can only be taught by Deviation

Declined. DNR. Already exists, and I'm pretty sure that there is a canon tech that does it as well.






(Ahiru Kuchiyose no Jutsu: Ekkusu kiri) Duck Summoning Technique: X-Strike
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Having Naffy the Duck summoned to the field, both the user and Naffy draw their swords and channel chakra to them at the same time. Both the user and Naffy dash forward quickly towards their target, making sure to cross paths with each other, leaving behind a red trail of red colored chakra. The target is the switchpoint where they make their attack as one ends up on the right and the other on the left and both behind the target. As they land their strike on their target, they release the chakra from their swords resulting in a small explosion. They sheath their swords shortly after ending the technique.
Note: Must have Naffy summoned on the field
Note: Must have signed the Duck Contract
Note: Can only be used 3 times per battle

Declined. He can only use up to B-rank techs that the user knows. This means that this technique doesn't account to that, even if you look at it as 2 entities using a B-rank tech and combining them into A-rank. I'm just not going to allow it as it's easily bypasses restrictions made.


Example:


(Suiton: Mizunami Kiri) - Water Release: Water Wave Strike
Type: Attack/Defense
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Using a water source as a basis, the user slashes his sword at it, releasing several large, crescent chakra waves. The chakra waves then break through the water source, and take on the properties of water waves, growing in size the farther the opponent is from the user. The waves however travel in a linear motion, aren't able to break through very dense water, and can't be controlled once breaking through the water source.
Note: Requires a water source
Note: Must be taught by Deviation
Note: Can only be used on existing water source.
Note: The water that is sent at the opponent itself has no rank, as there is no chakra infused directly into the water.

Approved: added 2 notes. If don't agree with them, let me know and I'll decline instead.
 
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Kooljay

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Re: Custom Jutsu Submission

Summoning Animal: Mantis
Scroll Owner: Kooljay
Other Users who have signed contract: N/a
Summoning Boss if existing: None yet
Other Summoning Animals tied to contract: N/a
Description and Background: Mantises are predatory insects that can be found worldwide in temperate and tropical habitats. They are commonly dubbed "Praying Mantises" because of the prayer like stance their fore limbs, aka raptorial limbs, are in. On their fore limbs are hooks that they use to grab hold of pray when they swiftly grab a hold of it. They have compound vision and their eyes are comprised of around 10,000 ommatidia. Mantises are one of the only kind of insect that has stereo-vision; it can look with two eyes at the same spot making it possible to judge distances very accurately. Hidden on the thorax of most adult mantises are a set of wings. On their head they have to antennae and they have the unique ability to turn their head in a similar fashion to human. No other insect have shown this ability. Mantises have evolved to have the ability to hear the high pitch sounds that bats make as bats are natural predators to mantises. More specifically, they can hear the echolocation of bats.

In the Narutoverse, mantises can be found in every forest. Their size range from small insects to giants. They also tend to favor fuuton style techniques through the use of their wings. Mantis summons tend to be prideful in that they want their signers to be just as powerful to summon them. They are known to eat heads of potential signers they perceive to be weak.

Mantis Tat
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(Kuchiyose no Jutsu: Jaiantomantisu) Summoning Technique: Giant Mantis
Type: Summon
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/a
Description: After performing the necessary handseals, the user can clam his hand on the ground and summon a Giant Mantis. The Giant Mantis's size can range from 4 feet in height to 10 feet in height. It has the regular anatomy of a mantis and it scales accordingly. The mantis's strong raptorial limbs are capable of grabbing a hold of targets in shorts range and crushing them with B rank strength. On its thorax are wings capable of creating gusts of wind that can push the opponent back short range with C-Rank power. It can fly only mid range from its current location and carry one person in its grip. Due to its exoskeleton it can take hits from C rank jutsus and remain undamaged.
Note: Can only be summoned twice.
Note: User must by signed to Mantis Contract
Note: All abilities count as a move
Note: Can only be taught by Kooljay
Note: Lasts for 4 turns

(Kuchiyose no Jutsu: Kamakirigurippu) Summoning Technique: Mantis Grip
Type: Offensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: After performing the necessary handseals, the user will slam his hand either on the chest or back of his opponent. A Giant Mantis will then be summoned with the target in its grip. The thorns on the Mantis's forearms sink into the targets flesh and make getting out of the grapple a hard feat.
Note: User must know Summoning Technique: Giant Mantis
Note: This jutsu counts as summoning the Giant Mantis and all of its restrictions apply
Note: User must by signed to Mantis Contract
Note: Can only be taught by Kooljay

✦ Declined, Contract already exists. Search both threads next time. ✦

 
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Re: Custom Jutsu Submission

(Onidarumaokoze Kuchiyose: Krizalid ) Stonefish Boss Summoning: Krizalid

Type: Summon
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: Krizalid is the boss summon of the Stonefish contract and is hailed as the most powerful of all stonefish warriors. He is a majestic looking, dark brown stonefish with traces of grey outlined all over his body. He has crimson red striking eyes and is the largest amongst all Stonefishes. Krizalid has a length of 10 meters with both a height and width of 5 meters. He has a total of 10 singular dorsal fins upon his back which he is capable of manipulating to attack the opponent as well as extend it to wrap around a target's body etc. His entire body is clad with immense and powerful stone that is enhanced with his own chakra, allowing for Krizalid to be completely immune to B Rank and below attacks. Along with the stone covering his body, Krizalid also has the unique stonefish venom covering his entire body as well as his dorsal fins. Along with his kin's natural abilities, Krizalid is also famous for his mastery of the water element, being capable of performing all water techniques that does not require hand seals.

Stonefish Venom: The main cause of stonefish venom when injected into humans or animals are irreversible depolarization of muscle cells and microscopically observable muscle and nerve damage. Observed neuromuscular toxicity of stonefish venom is a consequence of the venom's dose-dependent. Low counts of venom (2.5–10ml) would merely weaken tissue and muscle performance etc, but retains the fact that it wouldn't be fatal. When injected with a low count of venom, the target would only feel minor effects of the venom, such as; Numbness in certain parts of the limbs or the entire body or become paralyzed, depending on the dosage injected. High counts of stonefish venom (100–300ml) however, would significantly cause depolarization of muscle cells. When injected with a high dosage of stonefish venom, it would more than likely be fatal to all living beings including animals and humans. As soon as the target would be injected with the high dose of venom, he would become immediately paralyzed and die after a single turn if the venom is not removed or otherwise destroyed.

Dorsal Fins: Krizalid's dorsal fins (Ten in total) unlike any other stonefish's, is capable of being extended and reaching a distance of 10 meters from Krizalid's body. Each dorsal fin is significantly soaked in stonefish venom and is capable of immediately paralyzing the target should he/she merely touch a dorsal fin with one of their hands. The main origin of the stonefish venom is the dorsal fins, where it has pores of sorts constantly releasing the stonefish venom. However, this can be controlled by Krizalid's chakra. A regular whipping attack of the dorsal fins has the power of a regular B Ranked attack and can be used multiple times per battle. A binding attack with the dorsal fins equals that of an A Rank attack and can only be used 3 times per battle. Each attack with the dorsal fins carries the venomous power of the Stonefish venom.

Stone Clad Armor: The passive chakra enhanced stone armor covering Krizalid's body allows complete immunity from B Rank and below attacks. The armor is also covered in the stonefish venom due to it constantly being released from the dorsal fins.

Note: Can only be summoned once per battle.
Note: Remains Active for 4 turns once summoned before automatically dispersing.




Declined: I'm not going to allow something that paralyzes instantly, and lets you die after a round. Even if you got approved in your contract that the poison in lethal, it's not going to be lethal like that in our rp. It would take at least several turns for the poison to fully paralyze someone, to offer counter play at the least.

Next to that, you're stacking up way too many things all together just for one summon. I get that he's the boss, but honestly it looks like you're just trying to loophole around to get as much stacked onto it if you can. You'll have to make choices though. You can't have immunity to B-rank, and use B-rank as many times as you wish per battle, and 3 A-rank per battle. Then, an instantaneous lethal poison, which can be inserted directly into the opponent as well as being added to every water source, while the summon can use any water technique that doesn't require hand seals? That while you can manipulate almost any water source into a suiton technique as you have the "materials" for it. Nah, not gonna happen. You'll have to make choices.


(Chishi Shindou: Yūgaina nenshō) - Fatal Impact: Detrimental Combustion

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user holds two boomerang's, one within each hand and focuses a vast amount of fire chakra within both of them. He then launches both towards the target one after the other in which ever direction or angle the user chooses. However, the boomerangs have to be thrown back to back, so that the second boomerang follows within the trajectory of the first. Once within striking distance, the user performs a single hand seal and causes the first boomerang to explode in a maelstrom of extremely hot, scorching flames. Simultaneously to the first's detonation, the user manipulates the second boomerang to drop to the ground where it would then detonate as well. However, the second explosion happens differently, instead of a regular explosion of flames as the first boomerang, the second explodes in a singular horizontal beam of flames that scatters across the ground and targets the feet of the opponent. The first explosion is used as a distraction that would more than likely attract the targets attention. Fooling him into countering the first explosion of flames whilst the second moves to burn the feet completely as well as roast the flesh of the lower legs.

Note: The first explosion covers a diameter of short range all around the boomerang itself, meaning the explosion would harm everything within short range of the boomerang. The second explosion scatters forward across the ground covering a radius of mid range before the boomerang.
Note:Can only be used twice per battle.
Note:No fatal impact techniques may be used in the users following turn.





✦ Declined, you need to resubmit with a link to your training as well ✦
~ Re-submitting ~

(Onidarumaokoze Kuchiyose: Krizalid ) Stonefish Boss Summoning: Krizalid

Type: Summon
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: Krizalid is the boss summon of the Stonefish contract and is hailed as the most powerful of all stonefish warriors. He is a majestic looking, dark brown stonefish with traces of grey outlined all over his body. He has crimson red striking eyes and is the largest amongst all Stonefishes. Krizalid has a length of 10 meters with both a height and width of 5 meters. He has a total of 10 singular dorsal fins upon his back which he is capable of manipulating to attack the opponent as well as extend it to wrap around a target's body etc. His entire body is clad with immense and powerful stone. This does not give him immunity from attacks though. Krizalid also has the unique stonefish venom covering his entire body as well as his dorsal fins.

Stonefish Venom: The main cause of stonefish venom when injected into humans or animals are irreversible depolarization of muscle cells and microscopically observable muscle and nerve damage. Observed neuromuscular toxicity of stonefish venom is a consequence of the venom's dose-dependent. Low counts of venom (2.5–10ml) would merely weaken tissue and muscle performance etc, but retains the fact that it wouldn't be fatal. When injected with a low count of venom, the target would only feel minor effects of the venom, such as; Numbness in certain parts of the limbs or the entire body or become paralyzed, depending on the dosage injected. High counts of stonefish venom (100–300ml) however, would significantly cause depolarization of muscle cells. When injected with a high dosage of stonefish venom, it would more than likely be fatal to all living beings including animals and humans. As soon as the target would be injected with the high dose of venom, he would start feeling a change within his body as it heightens towards paralyzation, after a maximum of two turns, the target would become completely paralyzed and another two turns thereafter the target would die if the venom is not removed or otherwise destroyed.

Dorsal Fins: Krizalid's dorsal fins (Ten in total) unlike any other stonefish's, is capable of being extended and reaching a distance of 10 meters from Krizalid's body. Each dorsal fin is significantly soaked in stonefish venom and is capable of paralyzing the target should he/she merely touch a dorsal fin with one of their hands. The main origin of the stonefish venom is the dorsal fins, where it has pores of sorts constantly releasing the stonefish venom. However, this can be controlled by Krizalid's chakra. A regular whipping attack of the dorsal fins has the power of a regular B Ranked attack and can be used three times per battle. A binding attack with the dorsal fins equals that of an A Rank attack and can only be used two times per battle. Each attack with the dorsal fins carries the venomous power of the Stonefish venom.

Stone Clad Armor: The armor is covered in the stonefish venom due to it constantly being released from the dorsal fins.

Note: Can only be summoned once per battle.
Note: Remains Active for 4 turns once summoned before automatically dispersing.



Approved (immunity taken out)

(Chishi Shindou: Yūgaina nenshō) - Fatal Impact: Detrimental Combustion

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user holds two boomerang's, one within each hand and focuses a vast amount of fire chakra within both of them. He then launches both towards the target one after the other in which ever direction or angle the user chooses. However, the boomerangs have to be thrown back to back, so that the second boomerang follows within the trajectory of the first. Once within striking distance, the user performs a single hand seal and causes the first boomerang to explode in a maelstrom of extremely hot, scorching flames. Simultaneously to the first's detonation, the user manipulates the second boomerang to drop to the ground where it would then detonate as well. However, the second explosion happens differently, instead of a regular explosion of flames as the first boomerang, the second explodes in a singular horizontal beam of flames that scatters across the ground and targets the feet of the opponent. The first explosion is used as a distraction that would more than likely attract the targets attention. Fooling him into countering the first explosion of flames whilst the second moves to burn the feet completely as well as roast the flesh of the lower legs.

Note: The first explosion covers a diameter of short range all around the boomerang itself, meaning the explosion would harm everything within short range of the boomerang. The second explosion scatters forward across the ground covering a radius of mid range before the boomerang.
Note:Can only be used twice per battle.
Note:No fire techniques in the same and following turn.

✦ Declined, mid range beam is a hell no. And this is confusing and doesnt make sense in parts. It's not going to create a beam of flames that "scatters". If it creates a beam of flames, the beam will be stationary and wont spread at all. Also, the two restrictions are not enough ✦







~ New submission ~

(Nijigasumi) - Rainbow Mist

Type: Weapon
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description:Rainbow Mist is an average katana with a simple rectangular hand-guard with a circle around the blade and two inward curved lines stretching to each corner the long way, with a greyish-blue hilt.

(Shikai: Saigyoku Nijigasumi) - First Release: Swallowing Orb of Rainbow Mist
- The user pulses his chakra through Nijigasumi and causes a multitude of twinkling lights to appear across the battlefield. The lights then form together around an opponent, creating a huge sphere of compressed and shaped chakra which engulfs everything within a five meter radius. Anyone within that radius will potentially get caught in it. Immediately following that, the sphere collapses in on itself, using the compressed chakra to crush everything within it. This ability holds the same power of a shaped chakra blast with an A Rank strength. The user himself is not immune to its affects and has to not be within the five meter radius of the sphere when it forms and collapses. Thus this ability can only be used within Mid-Long range of the opponent and thrice per battle.

(Bankai: Kōka Hirameke Nijigasumi) - Final Release: Shine Brightly, Rainbow Mist

- The user causes a bright light to emanate from Nijigasumi, creating a large area of light around opponents which would disrupt their visual perceptions for but a fleeting moment. The light released from Nijigasumi reigns over a dimension of mid range all around himself and his opponent, thus creating this alternate dimension of light. The ability is to use this light to alter another's perceptions, allowing the user to make his opponent see what he wants him to see. This ability holds the same strength of an S-Rank illusion since the user is capable of making the opponent see just about anything within said dimension. Although all affects of the illusion would be felt by the opponent, he would not suffer any damage from it in reality and once the illusion is released, the dimension disperses and everything returns to normal. To use this ability, the user has to be within a Short-Mid ranged distance from the target and maintain contact with his blade. Should the user lose contact with Nijigasumi, the dimension would immediately disperse. This ability can only be used once per battle and lasts for two turns.

- Each move counts as one of the users three per turn.
- When the Bankai has been used, the user may no longer make use of the swords special abilities, albeit, the user may still use the sword as a regularly.
- For each turn the Bankai remains active a sum of 15 chakra is consumed from the user's chakra.
- Can only be wielded by Yashiro.

Dropping Current CW which was approved here:

Declined. First technique has been attempted (and approved) more than once, and the second technique is a blatant rip off of a CJ scorps has, and doesn't even require any kind of hand seals, or eye contact. Also: the restrictions are useless. "Not being able to use the special abilities of the sword? Which special abilities? Lol. The only special thing is the shikai, which would be overkill in combo with the bankai and wouldn't make sense, even in a Bleach RP as the Bankai is an improved version of the shikai and thus they don't use it.
 
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ZandaT

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Re: Custom Jutsu Submission

(Fūinjutsu: Mizu no omo-sa) Sealing Arts: Water Weight
Type: Supplementary
Rank: A
Range: Short/Mid.
Chakra Cost: 30(-25 to opponent per turn)
Damage Points: N/A
Description: Mizu no omo-sa is a fūin seal consisting of kanji that takes on the formation of a small square that uses water as a medium to trap their targets. It can be triggered after placing the seal on the opponent, in conjunction with a water technique released by the user, or by placing it on top of a water source of a certain size. When placed on a target and triggered, a small water source will burst forth from the seal as it simultaneously engulfs the opponent in water that forms into the shape of a square with the opponent in its midst. The process of engulfing the opponent within the water is swift, and upon forming the water greatly increases in density, preventing the target's movement as the seal drains away their chakra. This seal can also be used in conjunction with a water jutsu created by the user, triggered with an additional 2 hand seals, forcing the water technique to capture the target once they are within the water jutsu's midst creating a square whose relative size depends on the amount of water used. In this case, once the water forms into a square a larger version of the seal appears on one of its sides as its effects are triggered. With this application multiple targets can be affected by this fūinjutsu as long as they are within the waters midst once it forms into a square. The seal can also be created and placed on top of a liquid source with no disturbing movement, like currents within it. For example, a user made or already existing water source with the target in its midst, the user can then place this seal creating the square kanji on its surface activating its effects as long as the entire source doesn't exceed a 5m volume. The seal gradually weakens with time hence why once placed it only lasts for a limited time, and targets trapped are unable to mold the needed amount of chakra for S rank and above techniques.
NOTES
►Can be used 3x per battle
►When used in conjunction with a water tech. this jutsu counts as one of the users 3 jutsu per turn
►The water jutsu used must produce enough water to fully engulf the target(s)
►Seal lasts for 3 turns, with a 1 turn cooldown after the technique stops
►Can only be taught by ZandaT

Declined. I'm tempted to DNR this because of the fact a few things. First of all, your restrictions make no sense. Ok, you can use it three times per battle, that's not a big deal since every jutsu basically has that restriction on A-rank and above. Second: It counts as a turn of the 3 jutsus you can use? Really? You put THAT as a description? Of course it costs a turn, it's a bloody technique. Third: the water must be enough to fully engulf the target. Obviously, since that is basically the core of your technique. Seal lasts for 3 turn, does that mean the seal itself or when it is activated, it lasts 3 turns? Very vague. Apart from that, Nope, you're not going to block people their chakra as it makes no sense. You use your seal for a different purpose, it's not like all of a sudden it's a hybrid seal that can drain your opponent's chakra, or restrict their abilities. It doesn't make sense and it's OP. Other than that: Volume is measured in cubic meter, not meter.




(Fuuton: Taifū no me) Wind Style: Eye of the Storm
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Taifū no me is a simple technique that revolves around the user manipulating a small area of the air of around them by focusing on a single point. The user uses their wind chakra to cause a swift build up of air currents that forms a mini 4 inch horizontal tornado that starts out as thick as a needle at its front, and expands in width as you move towards the back,resembling a mini tornado. What makes this technique dangerous is the properties and destruction this horizontal projectile caries. The user creating this technique by focusing on an area within the air, the forming of the projectile is rather quick taking less than a few seconds to form before it shoots forwards at a swift pace that is quite similar to the pace of an extending chidori spear. Upon contact the horizontal mini tornado drills into the target, reaching a depth of 4 inches affecting a 2 inch diameter, delivering numerous rapid slashes within the diameter of penetration before the concentrated air currents releases their bond separating in various directions causing even more damage as the tornado explodes outwards as a cluster of sharp air currents that expands 2m from the epicenter of the technique. The jutsu will drill into its targets, ripping up the skin, underlying tissue, muscle, etc., before amplifying the damage done upon the jutsu by exploding. Multiple mini tornadoes can be released back to back, adding up to a total of 6 tornadoes all amounting to A rank, and like most wind techniques they are intangible and translucent with a slight greenish hue making them very hard to catch with normal eyes. This is an assassin type technique due to the fact that the signs of this jutsu is very easy to miss and it travels at a swift speed. When this technique travels it makes a whistling sound that can only be heard within 2m of their target, and the technique needs to be made at least 4m away from the target in order to allow the jutsu to build enough rotation speed in order for its effects to take place.
NOTES
►Can be used 4x per battle
Jutsu has a 1 turn cooldown
►Must be created at least 4m or more away from target
►Can only be taught by ZandaT

Declined: the way you change it in is that you basically make it stronger. You change the radius in which it can be heard, and the way you described the first part is a mess. Why not just say it's a horizontal tornado, instead of giving it a long explanation that will just confuse people more than help them understand it? Also why are you changed measurement system in the middle of your technique? You use inches first, then meters. For the most part this jutsu is ok, you just need to clean it up and format it properly.
(Fuuton: Taifū no me) Wind Style: Eye of the Storm
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Taifū no me is a simple technique that revolves around the user manipulating a small area of the air of around them by focusing on a single point. The user uses their wind chakra to cause a swift build up of air currents that forms a mini 4 inch horizontal tornado. What makes this technique dangerous is the properties and destruction this horizontal projectile caries. The user creating this technique by focusing on an area within the air, the forming of the projectile is rather quick taking less than a few seconds to form before it shoots forwards at a swift pace that is quite similar to the pace of an extending chidori spear. Upon contact the horizontal mini tornado drills into the target, reaching a depth of 4 inches affecting a 2 inch diameter, delivering numerous rapid slashes within the diameter of penetration before the concentrated air currents releases their bond separating in various directions causing even more damage as the tornado explodes outwards as a cluster of sharp air currents that expands 6 and a half feet (2m) from the epicenter of the technique. The jutsu will drill into its target, ripping up the skin, underlying tissue, muscle, etc., before amplifying the damage done upon the jutsu by exploding. Multiple mini tornadoes can be created back to back, adding up to a total of 6 tornadoes all amounting to A rank, but their exploding diameter is reduced to 1.6 feet (0.5m) field. Like most wind techniques Eye of the Storm tornadoes are intangible and translucent with a slight greenish hue making them very hard to catch with normal eyes. This is considered an assassin type technique due to the fact that the signs of this jutsu is very easy to miss and it travels at a swift speed. When this technique travels it makes a whistling sound that can only be heard within 13 feet (4m) of their target, and the technique needs to be made at least 16.4 feet (5m) away from the target in order to allow the jutsu to build enough rotation speed in order for its effects to take place.
NOTES
►Can be used 4x per battle
►Jutsu has a 1 turn cooldown
►Can only be taught by ZandaT

approved. Take note that while it is an assassin tech, it's still visible due to the green hue, and audible due to the sound (up to a
certain point, sound users can hear it naturally due to the Also realize it's not unavoidable nor undefensible due to the speed
Props on the decent rewriting, and good job using both measurement systems.


(Fūinjutsu: Mizu no omo-sa) Sealing Arts: Water Weight
Type:
Supplementary
Rank: A
Range: Short/Mid.
Chakra Cost: 30(-25 to opponent per turn)
Damage Points: N/A
Description: Mizu no omo-sa is a fūin seal consisting of kanji that takes on the formation of a small square that uses water as a medium to trap their targets. It can be triggered after placing the seal on the opponent, in conjunction with a water technique released by the user, or by placing it on top of a water source of a certain size. When placed on a target and triggered, a small water source will burst forth from the seal as it simultaneously engulfs the opponent in water that forms into the shape of a square with the opponent in its midst. The process of engulfing the opponent within the water is swift, and upon forming the water greatly increases in density, preventing the target's movement as the seal drains away their chakra. This seal can also be used in conjunction with a water jutsu created by the user, triggered with an additional 2 hand seals, forcing the water technique to capture the target once they are within the water jutsu's midst creating a square whose relative size depends on the amount of water used. In this case, once the water forms into a square a larger version of the seal appears on one of its sides as its effects are triggered. With this application multiple targets can be affected by this fūinjutsu as long as they are within the waters midst once it forms into a square. The seal can also be created and placed on top of a liquid source with no disturbing movement, like currents within it. For example, a user made or already existing water source with the target in its midst, the user can then place this seal creating the square kanji on its surface activating its effects as long as the entire source is within short range. The seal gradually weakens with time hence why once activated it only lasts for 3 turns before disappearing and changing the water under effect back to its regular state. In the case of the water released from the seal, upon disappearing the water breaks formation and runs onto the battlefield.
NOTES
►Can be used 3x per battle
2 turn cooldown after seal deactivation
No fuuin in the next turn upon deactivation
►Can only be taught by ZandaT

Declined, albeit better. A few remarks. When used in conjunction with a technique created by the user, it starts taking its effect once the water forms into a square. I don't know a lot of jutsu, let alone water jutsus that have the form of a square. Does that mean: A) the initial effect of the used water jutsu does not occur and you simply use its power to create a square of water? B) the initial effect takes place and afterwards the water takes on a square form? You need to take these kind of things into account with fuuin techniques, as you state a specific event has to occur before you can perform the fuuin. Also: It's hard to visualize. It also won't happen to a water technique with a user in its midst as these are never stationary or have no disturbing movement. Think logically, you'll automatically need to have it in motion to force the user to react. Even if you use water gushing imprisonment, the user breathing or slightly moving in any way will cause it to be in motion. Just food for though.
 
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Korra.

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Re: Custom Jutsu Submission

(Kemono no Kage no Gyakushū) – Shadow Strikes from the Beast
Type: Offensive/Defensive
Rank: A

Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will channel chakra into two swords and will start swinging them in multiple directions releasing purple waves of chakra in an omni directional waves. The waves of chakra can block ninja tools and break through B rank and below earth ninjutsu.
Note: Can only be taught by Korra.
Note: Usable 4 times a match
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Declined. DNR. Too generic, has been done before..

Korra bio has Snakes/SSM

(Hebiātsu: Sunēku no Fukushū) - Snake Arts: Snake's Revenge
Type: Offensive
Rank: S
Range: Short
Chakra: 40 ( -15 per turn to the opponent)
Damage: 80
Description: The user will first off summon three tiny snake (that are 1 inch in length) and have them attach to their hand. Once the user makes contact with the opponent the user will have the snakes burrow into the opponent's skin. Once in the snakes will start feeding off the opponent's chakra growing in size till they get to the size of large anaconda (8.8 m) and burst out from the opponent. The snakes while feeding off the chakra take time to grow and will have be feeding for at least 3 turns before the come bursting out. The opponent could destroy the snakes using a strong enough full body surge like Chidori Nagashi to kill the snakes.
Note: Usable 2 times a battle
Note: Must know snakes
Note: Cannot use any snake ninjutsu while this is being used
Note: Must be taught by Korra.

Declined. Restrictions do not balance out the power of it. Make useful restrictions.

(Hebiātsu: Mede~yūsa no Gifuto) - Snake Arts: Medusa's Gift
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will summon 4 snakes from their sleeves that go after the opponent. These are special snakes since when they bite down onto the opponent they forcibly inject senchakra into the opponent slowly turning them into stone. Right away the spot they bite on turn into stone with each turn have the process of turning into the stone progresses. By the time 1 turn pass where the snakes bite onto completely turnings into stone while after 2 turns the process spreads more until they are a stone statue completely.
Note: Usable 3 times a match
Note: Must know snakes and Snake Sage Mode
Note: Cannot use snake jutsu while they snakes are out
Note: Must be taught by Korra.

Declined. While I like the idea, balance it out more somewhat more (give it more turns before full effect and such) as this is pretty hard to counter once it has been set in place. Also, not up to mid range, unless the snakes shoot from the user's arm or such.
Resubmitting

(Hebiātsu: Sunēku no Fukushū) - Snake Arts: Snake's Revenge
Type: Offensive
Rank: S
Range: Short
Chakra: 40 ( -15 per turn to the opponent)
Damage: 80
Description: The user will first off summon three tiny snake (that are 1 inch in length) and have them attach to their hand. Once the user makes contact with the opponent the user will have the snakes burrow into the opponent's skin. Once in the snakes will start feeding off the opponent's chakra growing in size till they get to the size of large anaconda (8.8 m) and burst out from the opponent. The snakes while feeding off the chakra take time to grow and will have be feeding for at least 3 turns before the come bursting out. The opponent could destroy the snakes using a strong enough full body surge like Chidori Nagashi to kill the snakes.
Note: Usable 2 times a battle
Note: Must know snakes
Note: Cannot use any snake ninjutsu or any snake summonings while this is being used
Note: While this jutsu is being used the user can only use two jutsus a turn since they have to focus on having the snakes drain the chakra.
Note: Cant use any snake ninjutsu for the 2 turns after this finishes.
Note: Must be taught by Korra.

Approved


(Hebiātsu: Mede~yūsa no Gifuto) - Snake Arts: Medusa's Gift
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will summon 4 snakes from their sleeves and have them shoot out and go after the opponent. These are special snakes since when they bite down onto the opponent they forcibly inject senchakra into the opponent slowly turning them into stone. Right away the spot they bite on turn into stone with each turn have the process of turning into the stone progresses. By the time 1 turn pass where the snakes bite onto the place has no physical changes and only has the chakra injected into the opponent . After 2 turns the area that was bitten completely turns into stone. While after 3 turns the process starts to spreads more turning more areas into stone. After 4 turns and not being countered the opponent turns into complete stone.
Note: Usable 2 times a match
Note: Must know snakes and Snake Sage Mode
Note: Cannot use snake jutsu while they snakes are out
Note: Must be taught by Korra.
Note: must know Snake Sage Mode to use this

Approved added note, changed to 2 times per match. If you're not ok with the changes, let me know and I'll declined it instead.
 
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Re: Custom Jutsu Submission


† Bekuta Kobura: Buraku Mamba - Vector Cobra: Black Mamba †
Type: Sup/Off
Rank: B
Range: Short-Mid
Chakra: 20(-5 p/turn)
Damage: 40
Description: The user releases at will, vectors in any area of their body to form a particular weapon or an object of sort. The user can release say up to 4 vectors at once from his hand and as soon as they are released, they weave/merge themselves into a weapon, for example, a huge blade(7m max) long and can use it to attack and defend. There are plethora of weapons and tools that can be made, though one at a time. Examples: Sword, Scythe, Axe, umbrella, fan, staff, spear, etc, depending on the user's imagination. However, the vectors are still connected to the users hands unless shed. The user can instead of morphing the vectors into offensive weapons, morph them into more supplementary tools. Example is the user can release vectors from his back and weave them into a pair of wings which would apparently aid him to gain flight as the vectors are connected to the user's body unless shed. Another example is the user can release vectors from his legs and morph them into a makeshift surfboard so that he is able to move along water surface or perhaps ride strong wave of water current.
The contructs however are able to revert back to their coily form at will. This allows to move around solid object/obstacles. Example is when the vectors, in sword form, clashes with an object, the user may make the sword to form back into slithery vectors and quickly wrap around the object, binding it or traping it or perhaps to disarm the opponent from their weapon.
The vectors due to them being a result of advance Fuin+Chakra manipulation, plays neutral in terms of elemental strenghts and weaknesses. If the user wants, he may infuse a particular element into the weapon/tool to gain special elemental affects of the element in question.
NOTE: The user can make two different weapon on his two hands with each having a B-rank power. However this counts as two moves
NOTE: The user can't use A-rank and above Fuinjutsu while this jutsu is in play.
NOTE: The vectors would continue to linger until the user calls them back, though the user would continue to sacrifice some of his chakra while they are in play.


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✦ Declined, for one, this isn't Advanced Fuuinjutsu. Advanced Fuuins would be S and Forbidden ranked, so your claim of it besting same rank ninjutsu isn't valid. Furthermore, if it were, your inclusion of Elemental chakra would then mean that these B ranks when channeled with elemental chakra would be stronger than average elemental jutsu, which creates an almost paradoxical output. In addition to this, your restriction about using A rank and above Fuuin isnt really valid either as it is barely a significant restriction as most of the A+ rank Fuuins are very situational and the fact that you cant create S and up ranked Fuuins, so the restriction would be even more useless practically. This also has no usage limit ✦

Sei-Doton/Katon: Haijin - Holy Earth/Fire Art: Ashes to Ashes, Dust to Dust
Type: Offense
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user makes 2 handseals and opens a portal anywhere around the target and downpours a massive amount of thick dust that covers a large area, then the user focuses his fire chakra into every molecules of the dust particles making every single grain of dust extremely heated up to the point that they turn grey. The result is a cloud of hot grey dust which burns through the skin of anyone trapped within. Alternatively the user may just make one handseal and focus his fire chakra into existing dust to heat them up and inturn, give them corrosive properties.
NOTE: Usable 3x per battle
NOTE: No fire and earth above S-rank next turn
NOTE: Two turn rest inbetween usage.

Declined. I don't really get why this is "holy earth", or why it is called that way? Just call it normal earth, as I'm pretty sure this isn't a CFS (if it were, you'd have to link it) nor a CE.
Removed the "HOLY" part.


Doton/Katon: Haijin - Earth/Fire Style: Ashes to Ashes, Dust to Dust
Type: Offense
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user makes 2 handseals and opens a portal anywhere around the target and downpours a massive amount of thick dust that covers a large area, then the user focuses his fire chakra into every molecules of the dust particles making every single grain of dust extremely heated up to the point that they turn grey. The result is a cloud of hot grey dust which burns through the skin of anyone trapped within. Alternatively the user may just make one handseal and focus his fire chakra into existing dust to heat them up and inturn, give them corrosive properties.
NOTE: Usable 3x per battle
NOTE: No fire and earth above S-rank next turn
NOTE: Two turn rest inbetween usage.

Declined, DNR. Portals are hardly original anymore, especially not when used in this fashion. It's basically an upgraded version of the Asuma tech, but through a portal. Nope.

Genjutsu: Upsu! - Illusionary Arts: Oops!
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 0
Description: An opposite of a genjutsu that removes gravity. This increases it albeit one or two things involved. At the snap of one's finger, the genjutsu is cast. This works on an opponent that is suspended in air maybe through a flight technique, wings, etc. Considering the type of flight mechanism, if its a kind of wings, the target who is in the illusion suddenly sees his wing tear/break and thus he would start falling due to him unable to sustain his flight. Perhaps what gives the target flight is a technique that uses raw chakra/energy like Mu's flight jutsu which is ofcos an earth release technique. The illusion makes it seem the target suddenly lost control of his energy controlled flight technique. This may be due to many reasons as the user sees fit. Using the earth release flight jutsu for example, the target may suddenly see himself struck by a sudden lightning bolt that shuts down his earth chakra since it is only reasonable that lightning is stronger than earth and it can be used to nullify earth chakra. Once the target looses control of that particular flight technique, he is unable to recast the technique so far he is in the illusion as the situation by which he looses the flight in the first place would continue to re-occur until he actually breaks from the illusion. If the flight technique used is a wing, the pair of wings break and when it is recasted, they break again until the target is actually out of the illusion. This genjutsu also ofcourse may be used if an opponent is temporarily airborne maybe due to a high jump or through the usage of a suplementary jutsu to sustain a guided and premature flight/glide like using the wind stream jutsu. The genjutsu make it seem that gravity has just richocheted high and the victim has been forcefully succumbed to fall due to immense gravity. In real life, the victim is still there though mere hovering on a spot or perhap continues to glide in the direction he was moving. However he may actually fall in real life though at a normal rate, if his flight technique needed focus to sustain.
NOTE: Usable 3x per battle
NOTE: One turn rest inbetween usage
NOTE: No genjutsu above S-rank next turn

Declined. This is very vague. "The user sees something or feels something that causes him to loose flight". It being so vague makes the description very long and unclear. Just put in two things: if wings, opponent feels wings breaking. If another tech, the user feels a lot of pressure which causes him to go down. This pretty much sums up the ways of being airborne and covers every ground. The last part however is very logical, which makes me wonder why you missed up the middle part of your description a bit. I like the concept, but you just need to clear up the description a lot.
Genjutsu: Upsu! - Illusionary Arts: Oops!
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 0
Description: An opposite of a genjutsu that removes gravity. This increases it albeit one or two things involved. after 2 handseals, the genjutsu is cast. This works on an opponent that is suspended in air maybe through a flight technique, wings, etc. Considering the type of flight mechanism, if its a kind of wings, the target who is in the illusion suddenly sees his wing tear/break and thus he would start falling due to him unable to sustain his flight. Perhaps what gives the target flight is a technique that uses raw chakra/energy like Mu's flight jutsu, the target would immediately feel a massive continous amount of pressure succumbing him to a strong gravity pull and thus would begin to fall. If the flight technique used is a wing, the pair of wings break and when it is recasted, they break again until the target is actually out of the illusion. This genjutsu also ofcourse may be used if an opponent is temporarily airborne maybe due to a high jump or through the usage of a suplementary jutsu to sustain a guided and premature flight/glide like using the wind stream jutsu. The genjutsu make it seem that gravity has just richocheted high and the victim has been forcefully succumbed to fall due to immense gravity. In real life, the victim is still there though mere hovering on a spot or perhap continues to glide in the direction he was moving. However he may actually fall in real life though at a normal rate, if his flight technique needed focus to sustain.
NOTE: Usable 3x per battle
NOTE: One turn rest inbetween usage
NOTE: No genjutsu above A-rank next turn

Approved
 
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Re: ±±Custom Jutsu Submission±±

(Hagane Hie no Ikkō) – Chilling Steel of the Militant Buddhist
Rank: B-Rank
Type: Defensive
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: This technique is a general execution of the hard style, martial art exercise known as the ‘Iron Shirt’. It is not so much a technique as it is the product of other exercises and years of training. The execution of Hagane Hie no Ikkō simply requires the user to find his central equilibrium using Zhang Zhuang and then aligning his breath, movement and chakra circulation. These actions, combined with the user’s general physique and resistance to damage, can lessen the damage taken by an attack by 20 damage points.
-Can only be used by a Taijutsu Master.
-Can only be taught by Zero Kelvin.


 Declined  ZK we cannot approve a technique that you can apply to all your bios and which will render you unaffected by anything D-Rank and lower all damage to you by one rank... It has to have a limited use as per what you're explaining, if I hit you more than once, it becomes less efficient. Muscles can be made strong but even a strong muscle will eventually be damaged if repeatedly hit. So you need to limit it in that regard. Also, this will be something you'll need to use every time you want to have said defense and it will only work for physical impacts (earth, water, wind ok...lightning, fire, lava, etc no).



(Fūinjutsu: Shikkoku Ya no Ryūseiza) – Sealing Technique: Jet Black Arrow of the Draco Constellation
Rank: A-Rank
Type: Supplementary
Range: Short/Mid
Chakra cost: 30
Damage points: N/A
Description: Through an infusion of chakra the user will mark a limb with an intricate Seal that remains visible regardless of its status. The seal functions as the focal point of the Black Arrow and only activates when two energy-based techniques of C-Rank and above collide and are about to cancel each other out. The techniques in question must contain a reasonable amount of energy. When the two techniques clash; thin and black arrows will protrude from the Seal and appear at the point of collision almost instantly. The arrows function as sponges, absorbing all remaining chakra with a foreign chakra signature and storing it in ‘glyphs’ that will appear on the user’s body, while storing all absorbed chakra with the user’s chakra signature in smaller sub-Seals that surround said glyphs. If the user is about to be hit by an energy-based technique; the arrows have a secondary property in draining the technique of a part of its energy just before it connects, resulting in a -20 damage reduction that can save the user's life in a critical situation. This ability is activated by the Seal recognising chakra with a foreign signature coming within five meters of the user. The Seal activates automatically and drains a small amount of chakra from the user to support its approach, but the same amount of chakra is given back when the arrows return to form glyphs and sub-Seals, since the Seal is a closed circuit. The ranks of the techniques absorbed decide how much chakra the Black Arrow can gather. C-Ranked techniques leave five points worth of chakra to be harvested, B-Ranked leave ten and so on.
-The Seal remains active until deactivated.
-The user only needs to spend thirty chakra points when creating the original Seal, not when it activates.
-After using an ability pertaining to this technique one must wait one turn before using the same ability once again.
-Can only be taught by Zero Kelvin.


 Declined  This collides with existing techniques ZK. Also, its a bit streched and the concept isn't working for me. The things you want to achieve have been made/tried but whats mainly getting me to decline this is how you explain this is all happening. Its not making sense and is, in my eyes, farfetched. Then when we take into consideration what you want to do with it... hum...



(Ryūgūnotsukai ♦ Gōnomono) – Messengers of the Dragon Palace ♦ Atticus the Brave
Type: Summoning
Rank: S-Rank
Range: Short
Chakra cost: 40
Damage points: N/A
Description: The Ryūgūnotsukai are snakes whom have used the Shadow Mirror Body Change Method (Kage Kagami Shiten No Hou) to permanently alter their appearance, assuming a different, more regal form. The group, commonly referred to as Naga, believe they have evolved to become ‘dragons’ in their own right.
Atticus the Brave is a 5 meter tall Myrmidon with 6 arms and a great mane of soft, fin-like spines that run along the length of his back. As one of the oldest Nagas alive Atticus is considered one of the most important and influential Myrmidons in Naga society and his council is valued even by Naginis older than himself. Atticus’ scales are a vibrant cyan in color, his features are sharp and his body is bulging with muscles. Specializing in the defense of Naginis Atticus carries an enormous, plain tower shield that requires the use of all his arms to carry properly. The shield can withstand 140 points of damage and Atticus himself can withstand 120 points of damage before he will attempt to flee and 130 before he dies.
-Atticus can be summoned 2 times per battle, but can only remain on the field for a total of 5 turns.

Of the Messengers:
The Naga is a reptilian creature with 2-6 limbs and a humanoid torso merging into a serpent hind section. Myrmidons and Naginis, males and females respectively, are somewhat aquatic in nature, with a large set of lungs in what would be the equivalent of the human chest and a larger, secondary lung posterior to the intestines. The species also has two large hearts – the primary one in the chest and the secondary one posterior to the intestines – that keep their blood oxygen-rich, allowing them to use their hind section to slither across land at high speed and maneuver perfectly in water. With their thick, smooth scales and large, partially-webbed hands to boot; the Naga are fast at land and even faster at sea.
The Ryūgūnotsukai appear to be part humanoid and part serpent. Their physical appearance varies greatly from Naga to Naga and some have bizarre mutations. The powers and effects of the Shadow Mirror Body Change Method are unpredictable and the mutations manifest in different ways. Many of these mutations are cosmetic in nature; soft spines running down their backs, or, unique to males; thick tendrils coming out of their chin in resemblance of facial hair. Some mutations, however, are more extensive and a number even appear suitable for combat. In this way; the Naga have ‘evolved an array of genetic variations and defenses.
Generally, Naga only marginally resemble the snakes they once were. Their reptilian features are warped and twisted. They are powerfully built and the heads of the Myrmidons are reminiscent of dragons. The group averages in a height of 20 feet (6.1 meters), but a minority has shown the ability to reach heights of up to 40 feet (12.2 meters). Both males and females store very little fat in their bodies, having two stomachs, two livers and a very high rate of metabolism.
Due to only having existed in nature for some twenty years Naga prefer to settle in environments where they can integrate into the food chain with little to no fuss. This means that humans are very unlikely to find a tribe anywhere near their dwellings. Coupled with their aquatic nature, Naga habitats are usually found in humid, thickly jungled or forested areas with large bodies of water nearby.
Naga society is dominated by Naginis. Myrmidons – stronger (able to lift 3 times their body weight) and tougher than Naginis and capable of withstanding a great deal of bodily injury – act as frontline soldiers and guards. They are strong melee combatants and willingly come to grips with the enemy. They are also seen as expendable compared to fertile females, whose standing in society correlates with how many eggs they lay. Female Naga are also physically unsuitable for hard labor, their bodies designed with flexibility and guile in mind instead of brute force. They are tall and slender, with fine scales covering their angular features.
Despite technically still being a part of the Snake Contract, the Ryūgūnotsukai share little kinship with Manda’s faction of reptiles. Their coming into existence through a complex technique only fuels the Naga’s arrogance and has led them to become beasts of pride; they consider snakes and other reptiles inferior and often compare themselves to Dragons and Wyverns in terms of strength and power. Through the few years of human contact they’ve had with what would later become their summoners; the Naga have developed a sophisticated written and spoken language of their own, which they, in return for texts and lessons on human linguistics, teach humans they deem worthy.
In practical terms: a Ninja whom has signed the Snake Contract can, through many trials and hardships, establish a connection with the Naga Tribes. With such a bond, the Ninja can learn to summon Naga to their aid. Due to their aquatic nature, Naga, as a variation of the ‘Food Cart Destroyer’ technique, can be summoned in large bodies of water.

(I've made the summoning a snake that transforms. I'll make each Naga individually. The 'General Info' thing is just me not wanting to waste 2000 words. The make-it-a-transformation-thing was suggested by Scorps and Cali to avoid a loophole-issue.)


 Declined  Lets tackel this by parts.
I'm ok with the transformation they did on themselves, ok. But no summon can be summoned more than once and no summon can stay on the field more than 4 turns if it has abilities. AS for the defense, saying it can defend 140 damage is not enough nor that he can take virtually 2 A-Ranks and still be in the field. You need to explain exactly what the shield can defend and how. Also, you can't forget that shields can only defend stuff of a given size. When using a shield to defend, size is of the outmost importance. Still, his defense needs some sort of limitation. What else can he do? And the usage of the shield is freeform? No move cost? As for the general info, incorporate it in the beginning of the description, then in the end part explain each summon as you submit them. But substitute the word Species. Its not a species. Its just a group of snakes that use a given form through a transformation technique. I know its a detail but you know why I'm mentioning it.
Resubmitting an old technique:

(Hagane Hie no Ikkō) – Chilling Steel of the Militant Buddhist
Type: Defensive
Rank: B-Rank
Range: Short
Chakra cost: N/A (-10)
Damage points: N/A
Description: This technique is a general execution of the hard style martial arts exercise known as the ‘Iron Shirt.’ The execution of Hagane Hie no Ikkō requires the user to find his central equilibrium using Zhang Zhuang and then aligning his breath, movement and chakra circulation. These actions, combined with the user’s general physique and resistance to damage, can lessen the damage taken by the physical elements of an attack by 40 damage points the first time the user utilizes this technique. The second time this technique is used its effect will be reduced to 30 points and by the third use the effect will be only 20 points. Using Hie no Ikkō more than thrice is possible, but the user must invigorate his muscles with chakra and can only replicate the effect of the third use, that is to say a 20 point reduction in damage.
-Can only be used by a Taijutsu Master.
-Can only be taught by Zero Kelvin.


 Declined  Same problems I pointed last time still apply. And you even made it stronger. One more go.



(Ichimonji) – Straight Line
Type: Defensive/Supplementary
Rank: A-Rank
Range: Short/Mid
Chakra: N/A
Damage: N/A
Description: This technique is used to minimize the damage inflicted upon its user by some large-scale attacks. The user, faced with an incoming technique of great size, will utilize the significant speed and dexterity he possesses as a Taijutsu Master to jump, roll, or otherwise pass through the incoming technique as quickly as possible while exposing his body to as little of the technique as possible so as to avoid injury. Though this technique is of no help against concentrated techniques it can reduce the damage inflicted upon the user by up to -50 points for an S-ranked technique, -40 points for an A-ranked technique, -30 points for a B-ranked technique and -20 points for a C-ranked technique. Because of the extreme nature of Forbidden-ranked techniques and the smaller size of D-ranked techniques Ichimonji has no effect on either. Furthermore, the technique can only be used effectively against techniques that cover a wide area and consist of an element that can be passed through, and each use of the technique will decrease its ability to reduce damage by 5 as the user becomes progressively more damaged.
-Utilizing Ichimonji on liquid-based attacks will halve the damage reduction.
-Can only be used by a Taijutsu Master.
-Can only be taught by Zero Kelvin.


Leaving for other mods.


 Declined  DNR. Collides with countless existing things.
 
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Daemon

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Re: Custom Jutsu Submission

Partial Samehada Infusion Technique - Fuzen Samehada Senjigusuri no Jutsu
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-10 per turn)
Damage Points: N/A
Description: Branching from the (Samehada Fuka Yuukai no Jutsu) - Samehada Shark Fusion Technique, Kisame uses this technique on a smaller scale . By partially infusing with Samehada(i.e. covering only a limb or appendage of his body) Kisame is able to achieve higher levels of strength for a short period of time. When partially infused with Samehada, Kisame gets a +10 boost in strength. Some of the traits of the full Shark Fusion technique carry over albeit in a lesser form. Each time the opponent makes physical contact with the part of the body Samehada is fused into, a mere 75 chakra points will be drained from them. Due to this being a partial infusion, a water source is not needed. However, Kisame has full access to Samehada's techniques while partially transformed just like in his full transformation. Another downside to the transformation is swimming speed does not double(even if Samehada fuses with Kisame's lower half).Samehada can only stay partially fused with Kisame for two turns before having to be ejected. The partial transformation is usually done in the spur of the moment, hence Samehada and Kisame do not have time to completely sync their chakra like the full transformation. Because their chakra is not completely synced, the fusion only lasts the duration of the full transformation.
Note: Can be used 3 times per battle; two turn cool down between usages
Note: Must have a Kisame bio
Note: Each use lasts 2 turns.

☼ Declined ☼

+10 boost in strength of what? Physical strength? Taijutsu? All techniques? If this is localized to one limb I would think that boost should also be localized to said limb. Also what does this partially transformed limb look like? I see it as the arm/leg/whatever getting covered in sharkskin teeth like Samehada looks like, which would be cool. Kind of just use your arm for example as if its Samehada. But there's no description of it.




(Same: Tisu ) – Shark: Teeth
Rank: B
Type: Offensive
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: Using his access to the shark contract, Kisame is able to generate the teeth of shark. However, the teeth can only be made short range from him as this jutsu is bound by the rules of summoning techniques. The user generates the teeth by physically summoning them to the field. These teeth are formed in short range of the user and can travel up to long range. If created with 20 chakra and 40 damage, the length of the tooth is equivalent to the width of their torso. The user can shoot as many teeth as he wishes at one time but they must all add up to B rank. These teeth can be used in two ways 1) They can be thrown or shot out at the opponent by shooting these teeth from the body. 2) The teeth can be summoned above the opponent making them crashing down upon him/her.
Note: Can only be used by a shark signer.
Note: Can be used 4 times per battle.

☼ Approved ☼



(ZX Basutā: Moderu ZX: Sāberu ) ZX Buster: Model ZX: Saber
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 45
Damage: 90(-10 to the user)
Description: Model ZX is one of the most powerful forms of ZX Buster. Mainly, it derives from the parent technique Weapon Burst. As described Weapon Burst uses "leaked" chakra from the battlefield to form solid constructs for weaponry or defense. Model ZX takes that to the extreme. Instead of manipulating the leaked chakra in the short and immediate area around the user's body, Model ZX takes control of "leaked" chakra over the scope of the entire terrain. The user attracts leaked chakra from around the terrain into one central location, their dominant hand. Using chakra shape manipulation, the user condenses all the "leaked" chakra into one solid chakra saber. All the leaked chakra compacted into a flat and thin saber is bound to be unstable. ZX Buster's secondary ability takes effect. Forming the Saber is not as taxing on the user since its not all his/her chakra thus lowering the overall chakra cost while still having power behind it. The user quickly stabs Model ZX: Saber into the ground at the same time rapidly releasing the large amounts of leaked chakra into the ground. Once all the chakra is released into the ground the Saber disperses. Suddenly, the ground breaks apart in front of the user ranging to the other side of the battlefield at long range. Thin pillars of chakra spring up from the cracks, cutting in a linear fashion. The pillars of thin and compressed leaked chakra cut through anything in its path. These pillars erupt simultaneously stretching from the length of the battlefield. The pillars erupt in a small time frame(About the time it takes to perform a kick). After the pillars erupt, a vertical crafter is left along the ground.
Note: Can only be used once per battle
Note: No ZX Buster jutsu for the next 2 turns
Note: Must have mastery of ZX Buster

✦ Declined, Keotsu created the style, meaning if you are submitting customs for it, you need to post 1) the link to the style being approved, 2) the link to the style being taught to you, and 3) a link to him giving you permission to submit. This is to be done each time a student submits CFSJ, no exceptions ✦
Partial Samehada Infusion Technique - Fuzen Samehada Senjigusuri no Jutsu
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-10 per turn)
Damage Points: N/A
Description: Branching from the (Samehada Fuka Yuukai no Jutsu) - Samehada Shark Fusion Technique, Kisame uses this technique on a smaller scale . By partially infusing with Samehada(i.e. covering only a limb or appendage of his body) Kisame is able to achieve higher levels of strength for a short period of time. When partially infused with Samehada, Kisame gets a +10 boost in Suiton strength. Samehada's added chakra to the Kisame would temporarily boost his Suiton damage. Some of the traits of the full Shark Fusion technique carry over albeit in a lesser form. Each time the opponent makes physical contact with the part of the body Samehada is fused into, a mere 75 chakra points will be drained from them. The localized limb changes in appearance, gaining the same palm blue and rough texture Samehada has. As a result, allowing them to shred off the opponents flesh on contact. Due to this being a partial infusion, a water source is not needed. However, Kisame has full access to Samehada's techniques while partially transformed just like in his full transformation. Another downside to the transformation is swimming speed does not double(even if Samehada fuses with Kisame's lower half).Samehada can only stay partially fused with Kisame for two turns before having to be ejected. The partial transformation is usually done in the spur of the moment, hence Samehada and Kisame do not have time to completely sync their chakra like the full transformation. Because their chakra is not completely synced, the fusion only lasts the duration of the full transformation.
Note: Can be used 3 times per battle; two turn cool down between usages
Note: Must have a Kisame bio
Note: Each use lasts 2 turns.

Pending: looks ok, what happens to samehada itself as its only partly infused? Does it "go" entirely in the limb or is it still useable partly? Samehada can't absorb chakra in the cool down period due to exhaustion. VM me if you're cool with it and your explanation about Samehada.





Suiton: Babiron no kūchū teien - Water Release: Hanging Gardens of Babylon
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30(-10 per turn to sustain)
Damage points: N/A
Description: Hanging Gardens of Babylon is a technique that focuses on altering the component of the user's water jutsu. Suiton has existed in many forms that fall under general style. For example, oil techniques, mist techniques and syrup or sticky techniques. This jutsu focuses on changing the composition of the water jutsu to either of these things at one given time. As a result, each composition change will carry different effects and weaknesses. However despite the change in strengths and weaknesses unique to each form of water, they still follow the basic elemental weakness of water, Earth. Each of these forms are given a specific name to go under: Syrupy composition is given the name Ishtar Gate, Mist composition dawns the name Tower of Babel and Oily composition has the name Ruins of Akkad. The change between each form is instant but still requires a move per turn after the jutsu is activated.

Ishtar Gate: Ishtar Gate gets its name for its defensive properties which are related to syrup techniques. The user focuses chakra into the their water jutsu to change its composition from a free flowing water jutsu into a highly viscous substances that sticks on to most if not all surfaces and as well as onto the opponent trapping then. By turning the water into a highly dense and sticky substance, the jutsu loses its ability to conduct lightning properly which acts as a double edged sword. The user loses the ability to string together lightning and water combos but at the same time is able to stop non-concentrated techniques such as Chidori Nagashi or even in some cases telegram flash. Due to being highly dense and viscous, the water jutsu's speed decreases by half

Ruins of Akkad: By focusing chakra into the water jutsu, the user can change its composition from a fire resistant substance into a highly flammable substance. Oil techniques are mostly offensive and should be moved that way. Ruins of Akkad allows the opponent to put more fire and water combos together because the water jutsu is flammable. Due to the natural nature of oil, it does not mix well with water techniques keeping them separated even if the oil submerged in water. This temporarily takes away the user's ability to form and stack strong water combos together as they won't flow together. Changing the composition from a water jutsu to an oily water jutsu has no affect on its speed.

Tower of Babel: The Tower of Babel allows the user to convert water jutsu into mist techniques by focusing chakra into them and changing its composition and physical state. Due to the water becoming lighter the speed of the jutsu doubles by now is more susceptible to being blown away and dispersed by wind jutsu easily. Tower of Babel is the only style that doesn't combine with other elements well and is best used on its own.

This jutsu lasts 3 turns and can be used three times per battle, each usage has a two turn cool down in between. Only one of these effects can be active at once time to stop being stacked upon. The user of this technique must have mastery over water release.

Declined. How do you make contact with the water (to insert chakra into it, needed to make these changes) when it isn't nearby anymore? I can undestand the usage at nearby, defensive water techniques, but techniques that have been sent off "do their thing" and you really have little control over them unless stated in the technique itself. There's a small line in between focusing chakra in something, somewhere (for example: creating earth techs under the opponent requires contact with the earth, and creating techniques in thin air is different) and altering chakra in a technique somewhere.

Remember: techniques are the result of chakra being used, most of the time they don't retain their chakra, only when they continue to have a special effect or cause something to happen. Even then, you need a way to contact this chakra.
 
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21 Savage

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Re: Custom Jutsu Submission

( Magen : Burakku deai ) - Demonic Illusion : Black Encounter
Type: Offensive, Supplementary
Rank: A - Rank
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description : The user makes a single hand seal placing the opponent / multiple opponents in range in an illusion where everywhere goes completely dark but it does not end there. With the change in environment,the opponent still sees a fragment of reality but would seem strange also the illusion takes away the opponent's Four out of Five senses i.e he is unable to feel, smell, see and hear anything in the illusion but in reality he is left stunned for a turn due to the psycological effect the illusion causes.
- Can only be used / taught by Devilicious


( Magen : Shi no ganb) - Demonic Illusion : Death Wish
Type : Offensive
Rank : B
Range : Short to Mid
Chakra Cost : 20
Damage : (-20 due to uncertainty in the opponent's mind)
Description : Weaving a single handseal, the user would place the opponent in an illusion where everything around him slowly decays to nothingness including himself. He starts to decay also from any desired part stated by the user,he would feel generally weak, pale and exhausted, this would thereby bring relevant strain to the opponent's mind.

Both declined, DNR. Has been done/attempted before. Also: no restrictions, lol.
 
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Summer

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Re: Custom Jutsu Submission

[Shoton Kurohitsugi] Crystal Black coffin
Type:Attack
Rank:A rank
Range:short
Chakra:30
Damage:60
Description: Guren does three handsigns and forms up from the ground around the enemy three chambers of crystals which are three different sizes like Matryoshka dolls (nesting dolls). One chamber surrounds the enemy being just big enough for the enemy to stand in. the second chamber surrounds the first chamber the the third chamber completly surrounds the first two and under ground completly. The chamber start as the first being blue crystal like that of her arm blades Guren uses, and the second being that of her jade type crystal which is slightly a stronger type of crystal for structures. The third and most durable chamber being of pink crystal used in many of Guren's stronger containments and structures. So in ranking the chambers the first can withstand C rank ninjutsu, the second can withstand B rank ninjutsu and the third can only be penetrated by a direct A rank type attack like chidori.
Now once all three chambers have been built the user can place both hands on the ground and slowly sink the chambers into the ground burying them many feet below.


Restrictions

+ can only be used on earth terrains

+ can only be used twice per battle and one per turn.

+ cannot make handsigns while making the chambers descend underground

+ air in the coffin lasts for one turn.

+ cannot use other crystal jutsu's during the same turn.

+doujutsu users can see through all three crystal chambers. While regular ninja can only see through two.

+ can only be taught by Roju.

Declined. Still OP. The user would basically have to use at least 2 techniques to get out of this one, or would have to use an A/S-rank technique of specific element to get out of it. It also makes no sense that one layer is A-rank, another layer is B and another one is C, when the total power of this is A-rank. You also have 0 drawbacks from using this, compared to what you can achieve. Last chance, DNR next time if you don't fix it.





Shield CW approved here.


( Toku Kuuhaku Kadou Mori) Shield Vacuum Vortex Lance
Type: Offensive
Rank: A rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
The user while holding there shield outwards in front of themselves, arm extended channels wind to the front of the shield creating a sucking vortex which pulls objects and enemies towards them. The auction tunnel will only attract objects not attached to the ground and only up to the weight of an enemy. Once in range the user can then reverse the rotation of the vortex and extend the wind outwards from the shield, creating a spiralling lance which pierces the enemy after being pulled close enough. The wind lance will extend up to 10 feet.

Restrictions:
+ must have a shield to use.
+ can only be used 3 times per battle
+ usable once per turn.
+ can only be taught by Rojuro

Approved.



(kuchiyose Meerkat Tifa )Summoning Jutsu Meerkat Tifa
Type:Supplementary
Rank:A rank
Range:Short
Chakra:30
Damage:
Description:
After signing the meerkat contract the user has regained the power to summon Tifa by either swiping blood on there tattoo or regular handsigns method. She is a regular sized meerkat sand colored and 3 feet tall. She is able to cast a genjutsu which is called Hakuna Matata. This particular jutsu makes it so the enemy has no worries and keeps pressing forward in battle without realizing anything has change but more desire to kill and bloodshed. With this the enemy loses there sense of reason and simply keep attacking as they feel invincible hence the quality of no worries. The landscape makes it so they envision a bug infested jungle thick of swamp and vines. The enemy while moving through the jungle will be cutting through vines and branches with either a sword or Kunai, they will have a large amount of bugs flying into there mouths and around there faces as well.


Restrictions:

+ remains on the field for one turn

+can only be summoned once per battle.

+ taught by Roju.

Declined. Genjutsu needs some kind of trigger. Sound, hand seals (by the animal, not you!) eye contact, etc. Also: I get what you're trying to do: but standing in a jungle all of a sudden kind of makes it obvious that it's a genjutsu. Even then, the opponent might just say "I feel so confident that I stab my leg with a kunai to get me out of the genjutsu". Next to that: the genjutsu would be what rank, and what range? Short range and A-rank, same as your animal? Mention this kind of stuff.


(Shoton Senkou Kikku) - Crystal Flash kick
Rank: B
Type: Supplementary
Range: Short-mid
Chakra Cost: 20
Damage: 40
Description:
Guren while in mid air channels Crystal chakra to her left or right leg and swings her leg in the way of a bicycle soccer kick. During the rotation do the kick the user will release the chakra built up and a flash of pink will ignite the sky while also releasing a large scythe of Crystal almost 20 feet in length and width. The scythe of Crystal has tremendous speed and strength from the rotation of the bicycle kick and will move from the opponent's foot towards the opponent.

Restrictions: can only be used four times in battle.
: cannot be used twice in the same turn.
Can only be used by crystal user..
Can only be taught by roju.


Pending: tremendous speed and strength is too vague. "Moves towards the opponent the speed of a kunai", or something like that seems ok. If you're willing to leave that out and take something more comparable, VM me.


(kuchiyose Meerkat Tifa )Summoning Jutsu Meerkat Tifa
Type:Supplementary
Rank:A rank
Range:Short
Chakra:30
Damage:
Description:
After signing the meerkat contract the user has regained the power to summon Tifa by either swiping blood on there tattoo or regular handsigns method. She is a regular sized meerkat sand colored and 3 feet tall. She is able to cast a genjutsu by forming two handsigns which is called Hakuna Matata. This particular jutsu makes it so the enemy has no worries and keeps pressing forward in battle without realizing anything has change but more desire to kill and bloodshed. With this the enemy loses there sense of reason and simply keep attacking as they feel invincible hence the quality of no worries. The landscape makes it so they envision a bug infested forestthick of swamp and vines. The enemy while moving through the jungle will be cutting through vines and branches with either a sword or Kunai, they will have a large amount of bugs flying into there mouths and around there faces as well. the genjutsu can only reach to mid range and is A rank in class.


Restrictions:

+ can only use Genjutsu once

+ remains on the field for one turn

+can only be summoned once per battle.

+ taught by Roju.


Approved. Edited first note considering it remains on the field for one turn, it means the turn in which it is summoned and your old note made no sense as it could be used twice per battle but once per turn >_>

(Shoton Senkou Kikku) - Crystal Flash kick
Type: Supplementary
Rank: B
Range: Short-mid
Chakra Cost: 20
Damage: 40
Description:
Guren while in mid air channels Crystal chakra to her left or right leg and swings her leg in the way of a bicycle soccer kick. During the rotation do the kick the user will release the chakra built up and a flash of pink will ignite the sky while also releasing a large scythe of Crystal almost 10 feet in length and width. The scythe of Crystal has tremendous speed and strength from the rotation of the bicycle kick.

Restrictions: can only be used four times in battle.
: cannot be used twice in the same turn.
Note: speed is of that of a soccer ball being kicked.
Can only be used by crystal user..
Can only be taught by roju.

Approved. A soccer ball can be kicked quite slow as well you know, so specify this properly in your move or it will lead to arguments and errors on your side for not explaining.

(kuchiyose Meerkat ywach )Summoning Jutsu Meerkat Juha
Type:Supplementary
Rank:A rank
Range:Short-mid
Chakra:30
Damage:60
Description:
Juha is one of the most reliable Meerkats there is as he is muscular and fit standing 4 feet tall. Once summoned to the field juha is able to transform (similar to monkey king enma) into a round shield which is able to protrude dense spiky hair on the face of the shield which can extend and retract. Juha while in shield form is able to release a fire vortex tunnel from the face of the shield.. It is covered in fur which has the ability to harden like jiraiya's spiky hair techniques. The shield is able to use the fire tunnel twice per being summoned, and the attack is B rank in nature. Juha's shield mode can deflect fire up to B rank and block Kunai and other misc ninja tools. In this form juha is 4 feet in diamter and the user can tell juha to use spike mode or the fire tunnel it does not require the user to actually release these techniques but the summons knowledge as to when from the user.

Restrictions:

+ cannot use spikes in the same turn as fire.

+ can only use fire vortex twice not in the same turn either.

+ can be summoned once per battle.

+ stays on the field for four turns.

+ taught by Roju.

Approved: small note: summons can only be summoned once if they have special abilities like these and removed reference to kaguya bones. It's a KG, you won't be using anything similar to it. Upped total to 4 turn instead of 3 as that is the maximum.
 
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Re: Custom Jutsu Submission

(Tsumibukai Genjutsu: Burakku Bokkusu)Sinful Illusionary Arts: The Black Box
Type:Supplementary | Offensive
Rank: C-S
Range:Short - Mid
Chakra: 15-40
Damage: N/A
Description: The illustrious and legendary Genjutsu of the Royal Sinners, The Black Box. This is a powerful Genjutsu, acting like a Kai and can also be used as an attack. The kai version is activated when the user is sent into a Genjutsu. The user will channel his chakra into his own brain, placing chakra into the five senses. The senses that were not targeted by the targets Genjutsu will be layered with chakra at the minimum. The others that was targeted however, the chakra will overlay the targets chakra and actually flush the chakra out of the system of the brain, in the Genjutsu itself dark figures with red and yellow and dark devil eyes will come from the ground and begin to drag the target into the ground. After which the user will find himself in a dark room known as the “Black Box” which is actually the dark subconscious of the mind created by the illusion. In the room, there exists a red demon wearing a tuxedo and playing a piano and smiling to the user saying “You owe me one...boy” to which he starts laughing and the illusion ends when the chakra leaving the brain. When used as an attack, the user will use a set of 6 seal and channel his chakra into the brain of the user taking control of the five senses. The user will slam his hands on the ground, making it seem as if he used an earth technique. The earth rises around the target and places them in a new dimension known as the “Black Box”. In the new room the target will find themselves strapped to a black chair and piano music playing. The same red demon will be playing the piano and tells the target “Read for the symphony?” and laughs dark and loud as a dark figure with a shinigami mask on comes towards the target. In reality at this moment the target is unable to move. The masked man the places his hand by the heart of the target and proceeds to rip out the soul of the user , removing the mask and eating the soul, The masked man the laughs and begins eating other parts of the target till there is no more. During this time the target is immobilized in reality.

*Can be used 4 times to release from C rank, 2 for B rank and once for A-rank.
*When used on a target it is B-Ranked in strength and can be used only twice*

Declined. Ok first of, your kai makes no sense, or at least the wording. It is activated when the user is sent into the genjutsu. On which ground do you know that a genjutsu has entered your body? There is no mention of some kind of system detecting it. That means your kai is basically already faulted there, and that part doesn't work. I like the idea behind it, but it's just a lot of description for basically an automated kai that has no ground on being automated. Find a trigger that alerts your body/mind that you are in a genjutsu, and then it would be "approvable". Offensive part is fine.

(Genjutsu: Gyuunyuu no Kajousesshu) Illusionary Arts: Overdose of the Milk
Type:Supplementary
Rank: B -Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
The user will make a set of 3 hand seals, to which the user then channels his chakra into the brain of the target causing a genjutsu to occur. The user will create a fake sense of a sudden spike in blood pressure, by emulating caffeine overdose. This done through a hormone in the body, to which the caffeine blocks the mental signal to the arteries. This genjutsu starts off as a normal on but as time goes by the effects of the genjutu becomes more severe. During the first two turns nothing really happens, creating a false sense of nothing after the handseals are made. After 3 turns has passed the real effects kick in as the first two was used to create a *build up* in blood pressure due to the amounts of caffeine used. The targets body starts shake and limbs become tighter, making it hard to move. There veins start to become visible. The restraint created from the overdose causes them within the genjutsu unable to make hand seals. In reality the target is unharmed, but body is frozen in place.

*Requires 3 turns for effects to activate*
*Can be used two times per battle*

Approved.
 
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Lili-Chwan

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Re: Custom Jutsu Submission

( Genjutsu: Liliana no Akumu ) Illusion Technique: The Sage Night of the Deceit Mare
Rank: S
Type: Supplementary/Offensive
Range: Short
Chakra Cost: 40 (+5 per turn)
Damage Points: 80 (+20 per turn)
Description: Night Mare is a complex and powerful Genjutsu akin the Interrogation Technique, at an higher level. The user is required to place one hand on the opponent's head, and perform 7 handseals with the opposite one ( One-Handed ), placing the opponent in a genjutsu, a nightmare world shared by both the user and the target. The user then incites the world to be perceived as somewhere peaceful and ordinary, and the user's projection as someone hierarchically higher and respected. These are ambiguous alterations, as the user simply guides the target's mind and then, through mental pain, forces it to reshape and complete the illusion with its own memories. As such, while having no access to the target's mind, and remaining in a blank and unaltered nightmare, seeing oneself and the target in their normal shape, the target will see a realistic portrayal of a situation, usually a Sensei or a Kage, in a fitting and calm place, like a bedroom, a beach or a meadow. While some genjutsu create a physical stasis, disconnecting the target's body with it's mind, and thus allowing him/her to carry out the genjutsu without manifesting actual movements, this genjutsu allows it dynamically. The user is thus able to speak through his/her projection, and the depiction of the master, ordering the target to take action. When and if the opponent carries out the order, it is then selectively manifested in reality. The foundation of this technique is achieved by the cost of 40 chakra and the damage of 80. When inside the nightmare world, the target won't recollect the events of the fight, and time will not have meaning (regardless of how long the target is inside the genjutsu, he/she won't take notice of it). The genjutsu can be kept indefinitely, through continuous chakra input ( 5 chakra per turn ), meaning the user has to maintain physical contact with the target (though not necessarily the head anymore). Every turn where the user's projection is active, as it is not necessary to keep it active, it will cost 10 instead, and the opponent will take mental damage ( 20 damage points ). Any physical sensation in reality will transfer to the nightmare world. If the user makes the target travel for hours, then the opponent will feel the fatigue in the nightmare. Since the illusion of the world is unchangeable, the over-layering of physical sensations (Tact) could trigger the opponent's awareness to the genjutsu, as well as lapses between the known form of speech of the master figure and the user of technique, even if accent, tone and facial expressions are masked by the illusion. This glorified trick is thus restricted to the con-skills of the user and cunning of the user.
When the accumulative pain doubles the initial output, it is manifested as a constant headache, which, once again, could trigger the opponent's awareness to the genjutsu. When it triples the initial output, the user is forcefully expelled from the opponent's consciousness, and the genjutsu breaks.
To clarify, the user has no control over the target's memories, merely employing an incomplete illusion which is then, through pain, forcing the target's brain to complete the illusion. Having no control over it, the user is unable to experience what the opponent is experiencing, with the exception of mentally and physically seeing the opponent moving. Thus, the user is clueless as to what the opponent is seeing, both in how the opponent perceives the realm and how the opponent perceives her projection. Likewise, the genjutsu does not force one action, it simply applies selective sleep paralysis, which is to say, walks the line between the Genjutsu that layer the illusion on top of reality, thus the opponent can continue to interact with the world even inside the genjutsu, and the genjutsu that create such an overwhelming illusion that the opponent stands motionless, experiencing everything inside his mind, both usages cannon. It is by suggestion of a higher entity, through which the user speaks, by perceiving the opponent's reactions to suggestion, and then selectively removing the paralysis, that the user is able to give the appearance of controlling the opponent. The loss of memory that the opponent experiences, forgetting the past events, is merely genjutsu fog, or sleep fog, which is a normal response to an overwhelming illusion, not actual memory control, such as that employed by Sharingan Users and other Memory users.

*The user's consciousness is split between reality and genjutsu, allowing the user to fully perceive the world around and still actively manage the illusion. He/She is unable to perform techniques while this genjutsu is active, but can order the target to perform techniques. The user is limited to Taijutsu, as long as physical contact with the target is maintained (same with what the user orders the target to do).*
*Can't be used on people higher ranked than the user, and the same headache that triggers normally, is triggered right away on people the same rank as the user (thus the rejection happens when the accumulative pain doubles).*
*The user is unable to use Genjutsu higher than B rank for 3 turns after the Mare's Night ends.*
*Can only be used once per battle, twice per event, but not simultaneously*
*Requires at least Sage rank, and, obviously Genjutsu Mastery.*
*Can only be taught to 3 people.*
________________
-Leaving for Scorps-



 Declined  Look at the red and look at my last check. You can't do this without making it an eye contact Sharingan Genjutsu as only those can actually condition your target into moving and doing what you want them to do. With normal genjutsu you cannot make the illusion strong enough for that to happen.
Note: I'm actually submitting a completely new jutsu, just adapting the same name. I quoted the last submission just so we're clear on that. In bold are the only things I kept from the first submission xD

( Genkei Genjutsu: Liliana no Akumu ) Protoype Illusion Technique: The Sage Night of the Deceit Mare
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 (+
10 per turn)
Damage Points:
N/A
Description: Night Mare is an incomplete prototype for one of the most powerful non-Doujutsu illusionary technique, conceptualized by the Sage of Deceit herself. To cast the technique, the user must perform 7 handseals. While performing the handseals, the user will start with her/his hands separate, doing symetrical one-handed handseals. To the eyes of the beholder, as the signs succeed, the hands will seemingly join, mid-way through appearing like normal, albeit unorthodox, double-handed handseals, and then appearing once again as one-handed handseals then with reversed symetry, the last handseal shattering the illusion and appearing as a upside-down praying gesture, double handed. This will cast a genjutsu on any number of beings in an area, including animals and independently sentient objects and creations, like living weapons and resurrected creatures, dispersing clone techniques or other near-sentient chakra creations, and transporting any target into an illusionary realm, thicker and more resilient than any ilusion, with a hold on the target's mind almost at the same level as the mythical Izanami, disconnecting the mind from the body, keeping the targets immobile and in a stasis in the physical realm while the mind moves freely. The diference between Izanami and the Night Mare, besides the time-loop, is that the latter his cast simultaneously on any target and the user her/himself.

Once the stage is set, the illusion is relatively simple. The realm is not immutable, and the user is able to chose any type of terrain in the initial casting, creating an exact copy of the original environment or transporting all those trapped inside the Night Mare Realm to another completely diferent biome. The user can change the color and appearance of any substance, such as inverting the colors, darkening all the lights or picking just one color, painting the world alike. All theses alterations to the realm will be completely aesthetical, without altering the rules of physics, something akin a glorified False Surroundings Technique, and prone to alter as the battle moves along. This just sets the intial terrain of the Night Mare Realm. The real complexity of the realm is that, while in this realm, both the user and any target will be able to perform any jutsu they are capable of, Taijutsu, Ninjutsu or Genjutsu, and any variants or specializations. Instead of happening in the physical world, the techniques will modify the realm as if it was real. An Earth technique will break any earthen feature of the realm and throw it towards a target. Any genjutsu used by a target or the user will become real, in terms of the Night Mare Realm, afecting all (even if the focus of the genjutsu is a single person). Likewise, any non-Genjutsu technique in the physical realm, inside the Night Mare Realm will be a Genjutsu. Any restriction applied to genjutsu will be applied to all genjutsu, while any restriction applied to non-genjutsu skills will be meaningless, except if they apply to the technique itself, such as restrictions in the amount of times a technique can be used. Samewise, speciality bonus will only apply if the specialty is Genjutsu, thus Primary Genjutsu masters will reduce the handseals of all techniques to 1 and Secondary Genjutsu masters will increase perform faster techniques than non-specialists.

The only rule in the Night Mare Realm is the rule of Genjutsu Layering. All jutsu are turned to Genjutsu, and Genjutsu does not interact with other Genjutsu the same manner as elemental techniques do. True masters of Genjutsu will be able to utilize the Realm to perform marvellous and intricate counters and attacks, while those ignorant of Genjutsu will be helpless. To faciliate, any genjutsu can be stacked as long as the ranks of the techniques are the same or lower. Any genjutsu of higher rank will wipe all stacked genjutsu of lower ranks. Genjutsu of the same rank, when stacked, will be able to interact and manipulate the previously cast genjutsu, according to who cast the genjutsu last. Genjutsu of lower rank will be unable to manipulate something created by a previous, higher ranked, genjutsu, but will be able to add to the combined ilusion. So, High will Wipe, Same will Manipulate and Lower will Add. The terrain of the Realm is considered to be an E rank Genjutsu, and any freeform action/taijutsu will be ranked the same. The Realm itself is an S rank illusion that acts on a higher level than any jutsu, so the rules can't be bent or manipulated ( So S Ranked jutsu whose purpose is to restrict the usage of genjutsu or anything similar will have that particular function fail ). Jutsu pertaining to the complete disappearance of the user or a target, like Flower Petal Escape, will remove the person from the realm for a maximum of 1 turn, and then allow the user to appear anywhere else. These can only be used 3 times within the Realm. There is a diference, though, between controlling the genjutsu, like willingly dissolving into petals or fading away for the purpose of cloaking oneself, and forcefully being removed, like a jutsu that creates acid, or incenerates someone, or even a jutsu that makes one believe they are being erased by a giant rubber. If these follow through without being blocked, will count as successfully knocking the target's unconscious (and they normally mention so in the jutsu's description)

To break the illusion one requires an exterior source of chakra, such as someone outside the Night Mare using an S ranked Kai on a target, or through S-Rank-Level Pain. Since the target's body is disconnected from the mind, Natural Energy will not be passively gathered, and, as such, can't be used to release the Genjutsu. This is the ultimate type of illusion that reverts the consciousness of a person onto itself, making the person believe they are moving when everything is actually happening in their heads, isolating the target from the physical realm. Because everything is happening inside a shared spiritual realm, inside everyone's minds, Full-Body Chakra Bursts or Kai can't be used by the target to release her/himself. The goal of someone inside the technique is thus to knock unconscious or kill the user of the technique, inside the Night Mare Realm, which will break the technique and knock the user unconscious for 3 turns, 1 less if the is an official Sage related to Genjutsu and 1 less if the user is a primary Genjutsu Master. Likewise, the user's goal is to knock unconcious or kill her/his target inside the Night Mare Realm, knocking them unconcious through the remainder of the technique and 3 turns past it's end, 1 less if the target is an Official Sage and 1 less if the user is a Primary Genjutsu Master. In case of Primary Genjutsu masters, after they are knocked unconcious the first, if there are more people inside the realm with the exception of the user, they can simply be dead/unconcious inside the technique for 3 turns ( thus they can't move for three turns ), afterwards they can respawn anywhere and carry on the battle.

Tl;Dr: I perform 7 handseals and you are inside a genjutsu that changes the terrain to what I want, once. Genjutsu will happen for real in that terrain, and any jutsu will be tagged as Genjutsu, so they also happen for real. This lasts indefinately until either you kill or knock me uncoscious in the illusion, or I do the same to you. You can't release from the illusion in any way, pain, senjutsu, kai, etc, you can only fight me with these new rules, and since all jutsu are genjutsu, you lose your non-genjutsu bio specialty and any restriction only applies if it was originally for genjutsu. If you win the fight, I get unconcious for 3 turns, if I do, you get unconcious for 3 turns. The best genjutsu user wins (though fire is also genjutsu, so the best fire user also wins, or taijutsu user... or whatever). For more details, read the full version.

*This jutsu is incomplete, the complete version of this jutsu will be unlocked (basically ressubmited) if I ever learn Yin Release*
*This jutsu requires the user to spend 10 chakra per turn, and an additional 5 chakra for every extra being caught in the technique.*
*In the turn of casting and in the case of interruption by the user, she/he can only perform 1 other technique, that can't be offensive or attack the target in any way*
*The user is unable to use Genjutsu for 5 turns after the jutsu ends, by defeat or interruption*
*It can only be used 1 per battle or event*
*Can only be used by an Official Sage*
*Can only be taught to 3 people*

Declined. Template is incorrect: Type comes before rank. Not after it.

Link to Surreal Palm Approval:

( Shuru-te: Hariade ⋔ Hokori ) Surreal Palm: Infinite Incisions ⋔ Shattered

Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn active )
Damage Points: 60
Description: Possibilitates the shattering of the chaotic continuum, and weaves its piercing debris onto a wholesome harmony. The form consists of up to 6 physical motions which in turn shatter and pulverize the world around, inside the illusion. Everything breaks down and fragmentates, and the practitioner guides the weaving dust of the shrappnels of reality through the physical motions. Easiest way to comprehend this illusion is to think of the affected objects, which can be anything, including the whole realm of the illusion itself as a crystalized substance that, when immobile, looks exactly as the original ( the ground, a tree, the sky, the user, the target ) but, when affected, shatters and crashes like glass, even if it retains the same colors and textures, which seemingly shiver and sparkle like multiple diamonds. With this crunched reality, the user is able to wrap the target in tight shredding hands, throw clouds of piercing dust and splintered blades of reality, or even continuously shatter and reform one's body and limbs to make one's physical attacks more unpredictable, etc. After the six motions, which can be a combination physical strikes ( hence the damage ) and binding illusionary wraps/throws, the user is free to perform a finisher where the practitioner will place both hands, or even both knees besides the opponent's face and neck and then quickly snap the head around, shattering the neck and spine, disrupting the genjutsu, or simply move on to other attacks, leaving behind a constricted opponent within an illusion.

*The user may divide the 6 motions between multiple turns, spending chakra for each and counting as a move towards the jutsu count. This can't be done indefinately, and, thus, must span, at max, 3 turns.*
*Non-Finisher usages leave the target binded for 2 turns before the genjutsu ends. This does not require extra chakra, it's merely lingering genjutsu*
*Each physical strike disrupts the illusion for a fraction of a second, unless it's after the 6 motions, where any fitting physical strike will disrupt the genjutsu as normal*
*Can only be used 4 times per battle*

✦ Declined, I'm not allowing this to spread over multiple turns. The colored part also implies that you can choose between physical attacks or illusionary attacks, something else that I'm not allowing; the attacks will certainly have to be physical attacks for it to work. Also, if the intent of the illusion is to shatter the environment and inversely anything in the illusion (not including the opponent), then wouldn't the subsequent shattering cause the illusion to end? I dont see how the "tight shredding hands" logically come into play with this illusion, nor the finisher part, which seems to be a 7th strike itself and not part of the 6 attacks described in the jutsu. This needs a cooldown period as well, not allowing consecutive usages. ✦
( Fugu ) Blowfish

Rank: S
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: Fugu is a hollowed wooden stick, made with Chakra Tree wood. It is a personalized weapon, allowing only the user to wield or manipulate it (Even if the opponent has Wood chakra or similar). By charging chakra into the Fugu and blowing through it, the user is able to shoot out Chakra-materialized thread needles, which gain substance with any elemental chakra or other properties. These thread needles are the same size as vaccine needles, thus, to the naked eye, they become hard (yet not impossible) to see when in motion. Upon hitting a target, they serve to infuse their element into the target's body, albeit in a very small area. If the opponent steals the Fugu from it's owner, it will grow spikes, which will attach themselves to the thief. Shuriken Shadow Clone Technique can be used on the Fugu to make it act like a machine gun, multiplying one or all of the charged thread needles inside.

#1: Needle Shooting - The Fugu stick allows the user to insert any small thread needle into it and shoot it out, by blowing through the other end, It is shot at a speed significantly greater than a normal needle thrower, but not as fast as any of the materialized needle shooting abilities the Fugu has, which will cost chakra. This attack is not, by itself fatal but can, when used by Dojutsu users or weapon masters, be used to strike fatal/nearly fatal points that will cause great damage. Shooting normal needles do not count as a jutsu towards the jutsu count. Shooting materialized needles only counts as a jutsu if used in a turn different than the turn of materialization. Regardless of the amount of needles shot, it only counts as 1 move.

#2: Paper Needle Shooting - The user is able to load the Fugu with any paper bomb, and then shoot them. The paper will automatically curl into thread needles. This is considered an E rank technique, costing 5 chakra and dealing 10 damage points of explosive power (in case of a default paper bomb) or otherwise dealing the stated effects of the tag. The user is able to shoot up to 10 paper needles, all costing 5 chakra, in a single usage. Can only be used once every three turns. This is usable with explosive tags, not other paper-inscribed Fuuin techniques..

#3: Needle Cannon Shooting - It is considered an alternative method of shooting any stored needles. The Fugu dilates slightly, shooting simultaneously, or fusing together, all the needles materialized in a single technique, and shoot them out with the full damage points dealt in a single bullet. The cannon needle shoots out with a loud pop, and creates air circles surrounding the needle path, which push anything deviated from it's path and punch the actual target with great power. The substance/element used to create the needles augments the air circles and the punching force. In essence, it's a big cylinder of an element, created by merging all the needles created with that element, stored inside the Fugu. The rank and damage of the default cannon bullet is set at B rank, 5 normal needles (costs 20 chakra, gives 40 damage points), or simply the full rank, chakra cost and damage points of the materialization techniques, specifically #5, A rank 60 damage points, #6 A rank 60 damage points and #7 S rank 80 damage points. It requires all the needles materialized, if any is missing, the cannon can't be shot. With #2, it can only shoot 4 needles at once equivalent to 40 chakra, 80 damage. Can only be used once every 3 turns. Clarification, this is merely an alternative way of shooting stored needles, which are loaded or materialized through the means specified in the description of Fugu. As such, it doesn't allow mix usages, with different elements or needles, and serves simply as a way to deploy the full power of the materialization technique into a single "needle", instead of dividing the power evenly through all the needles separately.

#4: Remote Sharp-Shooting - With one handseal, at any range, the user is able to make the Fugu shoot any stored needles inside it. It will quickly adjust itself and shoot the needles up to short range from the stick against the closest chakra-being (in case the user has no other target's location in mind). It requires a chakra cost of 15, equivalent to a C rank and counts as a move. The same can be done non-chakra costly and without handseals by simply being in direct contact with the Fugu. The needles/mist will be shot in a straight line. Counts as a move, except in the turn of materialization.

#5: Basic Needle Materialization - The user will pour chakra into the Fugu, creating 6 thread needles, of any of the Basic Elements or Simply raw Chakra, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every two turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 5 per Needle). Depending on the substance, the needles will be faster, stronger or sharper, as well as having any special properties that the element entails (Short-Paralysis for Lightning, Burning Wounds for Fire, Mineralization of the Tissues for Earth, Shredding Wounds for Wind and Swelling of the small Canals for Water). Counts as a jutsu towards the jutsu count

#6: Thieving Needle Materialization - The user will pour a sample of any given substance into the Fugu, creating 3 thread needles, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can only be used once every 3 turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 10 per Needle). Any substance can be fed to the Fugu, requiring direct contact with it. After the Fugu memorizes the substance (Opponent's Elements, Natural Occurring Substances, Etc), it will create needles with any special property that substance entails (Quartz from the ground, Venom from an animal, Keratin from an insect, etc). The act of sampling a jutsu it's not equivalent to blocking or hindering the jutsu in any way, thus, it needs to be blocked by any other means. Not only that but the memorization is not permanent and serves only during the battle it's set, or the or the current RP event. Counts as a jutsu towards the jutsu count

#7: Advanced Needle Materialization - The user will pour chakra into the Fugu, creating 4 thread needles, of any of the Advanced Elements the user has or a different substance the user is capable of creating, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every three turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an S rank jutsu (40 chakra cost, 10 per Needle). Regarding Advanced/Custom Elements, the needles will take form using the most basic/main form of the element (Lava will be Molten Rock, not Rubber, etc), and gain any special properties the element entails. For different substances, the user must have created it in the field before hand although it does not require contact with source, like the thieving method. The creation of this method can be done remotely, up to mid range, with one handseal. Counts as a jutsu towards the jutsu count

#8: Alternative Summoning Technique - The user is able to run blood through the fugu stick, and then blow through it. This will create a chakra needle similar in strength and speed to a normal senbon shot through the Fugu, that can be shoot up to long-range. When it contacts with a surface, it will summon an animal of the user's contract on the location. This is an alternative summoning technique, with no chakra cost or damage increase, as such, it requires the user to still post the actual summoning technique, even if it's deployment is different, and that one will still abide to the normal summoning rules. The blood smearing step is obligatory, so, any secondary ability of the Fugu will have to encompass it, such as #4, prior to the loss of physical contact with the Fugu.

#9: Density and Height Manipulation - The user is able to change the density and height of the Fugu stick at will, allowing the user to wield the Fugu like a staff, or for greater accuracy. Smaller changes such as a few cm to 2 meters, or any humanely bearable weight will not require the usage of noticeable chakra through the course of a match. Anything higher/longer (never more than the equivalent of Short-Mid range) or 5 tons will be the equivalent of an A rank, 30 chakra points, counting towards the jutsu count.

#10: Spikes Manifestation - The user is able to consciously induce the Fugu's inherited defense mechanism, creating spikes across the Fugu stick, for added damage. It costs 15 chakra, equivalent to a C rank. This can be done through direct contact or remotely with 1 handseal, up to mid-range and counts as a technique from the technique count. Likewise, it can soothe, passively, the inherit defense mechanism, allowing the user to touch or hit a target with the Fugu without manifesting spikes, for a cleaner and more fluid strike.

#11: Damage Deflection - The fugu stick is an S rank Weapon, with no inherited elemental weaknesses or strengths. It does not conduce lightning, is not affected by corrosion, and retains a normal temperature, thus cannot be affected by S rank attacks. The user is able to spin the stick, creating a shield with the same characteristics, which incorporates a chakra layer that protects the hands of the user. Afterwards, the centrifugal forces of the shield disperse the attack harmlessly, or shift the weight and momentum of the attack to deflect it. It can only protect against 1 A rank per turn, in which case it requires 2 turn cool down to be used again, otherwise simply 1 turn suffices. Counts as a jutsu. This is just in regard of a total shield, in which the user needs to protect the hand weilding the Fugu, otherwise it is done passively, mostly against blunt or sharp attacks, and taijutsu, like a normal, resilient staff, and is restricted by the user's own mastery and strength. An S ranked technique can be blocked once, deflecting half the damage, but neutralizing the Fugu for the remainder of the battle and RP event. When using the shield, the user must be aware of weight and size of the attack, and move accordingly, sometimes, even an A rank attack must be deflected instead of blocked, only to miss the wielder's body slightly

Note: Once shot, be it 1 or a multitude of needles, it will always count as one move, with the exception of #1, or in the initial turn of materialization, as in, the very first turn where the user spends chakra to summon the needles, shooting them right away spend only 1 jutsu, rather than 2. The fugu can only have one type of needles inside it at each time. He can only memorize one substance/advanced element at any given point and will "forget them" once the battle or the current RP event ends.


 Approved 
Updating it:

( Fugu ) Blowfish
Type: Weapon
Rank: S
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: Fugu is a hollowed wooden stick, made with Chakra Tree wood. It is a personalized weapon, allowing only the user to wield or manipulate it (Even if the opponent has Wood chakra or similar). By charging chakra into the Fugu and blowing through it, the user is able to shoot out Chakra-materialized thread needles, which gain substance with any elemental chakra or other properties. These thread needles are the same size as vaccine needles, thus, to the naked eye, they become hard (yet not impossible) to see when in motion. Upon hitting a target, they serve to infuse their element into the target's body, albeit in a very small area. If the opponent steals the Fugu from it's owner, it will grow spikes, which will attach themselves to the thief.

#1: Needle Shooting - The Fugu stick allows the user to insert any small thread needle into it and shoot it out, by blowing through the other end, It is shot at a speed significantly greater than a normal needle thrower, but not as fast as any of the materialized needle shooting abilities the Fugu has, which will cost chakra. This attack is not, by itself fatal but can, when used by Dojutsu users or weapon masters, be used to strike fatal/nearly fatal points that will cause great damage. Shooting normal needles do not count as a jutsu towards the jutsu count. Shooting materialized needles only counts as a jutsu if used in a turn different than the turn of materialization. Regardless of the amount of needles shot, it only counts as 1 move.

#2: Paper Needle Shooting - The user is able to load the Fugu with any paper bomb, and then shoot them. The paper will automatically curl into thread needles. This is considered an E rank technique, costing 5 chakra and dealing 10 damage points of explosive power (in case of a default paper bomb) or otherwise dealing the stated effects of the tag. The user is able to shoot up to 10 paper needles, all costing 5 chakra, in a single usage. Can only be used once every three turns. This is usable with explosive tags, not other paper-inscribed Fuuin techniques..

#3: Needle Cannon Shooting - It is considered an alternative method of shooting any stored needles. The Fugu dilates slightly, shooting simultaneously, or fusing together, all the needles materialized in a single technique, and shoot them out with the full damage points dealt in a single bullet. The cannon needle shoots out with a loud pop, and creates air circles surrounding the needle path, which push anything deviated from it's path and punch the actual target with great power. The substance/element used to create the needles augments the air circles and the punching force. In essence, it's a big cylinder of an element, created by merging all the needles created with that element, stored inside the Fugu. The rank and damage of the default cannon bullet is set at B rank, 5 normal needles (costs 20 chakra, gives 40 damage points), or simply the full rank, chakra cost and damage points of the materialization techniques, specifically #6, A rank 60 damage points, #7 A rank 60 damage points and #8 S rank 80 damage points. It requires all the needles materialized, if any is missing, the cannon can't be shot. With #2, it can only shoot 4 needles at once equivalent to 40 chakra, 80 damage. Can only be used once every 3 turns. Clarification, this is merely an alternative way of shooting stored needles, which are loaded or materialized through the means specified in the description of Fugu. As such, it doesn't allow mix usages, with different elements or needles, and serves simply as a way to deploy the full power of the materialization technique into a single "needle", instead of dividing the power evenly through all the needles separately.

#4: Remote Sharp-Shooting - With one handseal, at any range, the user is able to make the Fugu shoot any stored needles inside it. It will quickly adjust itself and shoot the needles up to short range from the stick against the closest chakra-being (in case the user has no other target's location in mind). It requires a chakra cost of 15, equivalent to a C rank and counts as a move. The same can be done non-chakra costly and without handseals by simply being in direct contact with the Fugu. The needles will be shot in a straight line. Counts as a move, except in the turn of materialization.

#5: Chain-Needle Shooting - Shuriken Shadow Clone Technique can be used on the Fugu to make it act like a machine gun, multiplying one or all of the charged thread needles inside. This can be used with any of the Needle Techniques, with the exception of #3 and #9. This utilizes an alternate handseal, which can be done with a single hand or while holding the stick. It always counts as a single move towards the jutsu count, even if combined with another Shooting or a Materialization technique. It costs 30 chakra. However, multiplying and increasing the number of needles follows the same principle as any multiple projectile elemental technique and not like the original Shuriken Shadow Clone Technique: the original full power of the needles is spread and divided equally across the total number of needles.

#6: Basic Needle Materialization - The user will pour chakra into the Fugu, creating 6 thread needles, of any of the Basic Elements or Simply raw Chakra, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every two turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 5 per Needle). Depending on the substance, the needles will be faster, stronger or sharper, as well as having any special properties that the element entails (Short-Paralysis for Lightning, Burning Wounds for Fire, Mineralization of the Tissues for Earth, Shredding Wounds for Wind and Swelling of the small Canals for Water). Counts as a jutsu towards the jutsu count

#7: Thieving Needle Materialization - The user will pour a sample of any given substance into the Fugu, creating 3 thread needles, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can only be used once every 3 turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 10 per Needle). Any substance can be fed to the Fugu, requiring direct contact with it. After the Fugu memorizes the substance (Opponent's Elements, Natural Occurring Substances, Etc), it will create needles with any special property that substance entails (Quartz from the ground, Venom from an animal, Keratin from an insect, etc). The act of sampling a jutsu it's not equivalent to blocking or hindering the jutsu in any way, thus, it needs to be blocked by any other means. Not only that but the memorization is not permanent and serves only during the battle it's set, or the or the current RP event. Counts as a jutsu towards the jutsu count

#8: Advanced Needle Materialization - The user will pour chakra into the Fugu, creating 4 thread needles, of any of the Advanced Elements the user has or a different substance the user is capable of creating, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every three turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an S rank jutsu (40 chakra cost, 10 per Needle). Regarding Advanced/Custom Elements, the needles will take form using the most basic/main form of the element (Lava will be Molten Rock, not Rubber, etc), and gain any special properties the element entails. For different substances, the user must have created it in the field before hand although it does not require contact with source, like the thieving method. The creation of this method can be done remotely, up to mid range, with one handseal. Counts as a jutsu towards the jutsu count

#9: Alternative Summoning Technique - The user is able to run blood through the fugu stick, and then blow through it. This will create a chakra needle similar in strength and speed to a normal senbon shot through the Fugu, that can be shoot up to long-range. When it contacts with a surface, it will summon an animal of the user's contract on the location. This is an alternative summoning technique, with no chakra cost or damage increase, as such, it requires the user to still post the actual summoning technique, even if it's deployment is different, and that one will still abide to the normal summoning rules. The blood smearing step is obligatory, so, any secondary ability of the Fugu will have to encompass it, such as #4, prior to the loss of physical contact with the Fugu.

#10: Density and Height Manipulation - The user is able to change the density and height of the Fugu stick at will, allowing the user to wield the Fugu like a staff, or for greater accuracy. Smaller changes such as a few cm to 2 meters, or any humanely bearable weight will not require the usage of noticeable chakra through the course of a match. Anything higher/longer (never more than the equivalent of Short-Mid range) or 5 tons will be the equivalent of an A rank, 30 chakra points, counting towards the jutsu count.

#11: Spikes Manifestation - The user is able to consciously induce the Fugu's inherited defense mechanism, creating spikes across the Fugu stick, for added damage. It costs 15 chakra, equivalent to a C rank. This can be done through direct contact or remotely with 1 handseal, up to mid-range and counts as a technique from the technique count. Likewise, it can soothe, passively, the inherit defense mechanism, allowing the user to touch or hit a target with the Fugu without manifesting spikes, for a cleaner and more fluid strike.

#12: Damage Deflection - The fugu stick is an S rank Weapon, with no inherited elemental weaknesses or strengths. It does not conduce lightning, is not affected by corrosion, and retains a normal temperature, thus cannot be affected by S rank attacks. The user is able to spin the stick, creating a shield with the same characteristics, which incorporates a chakra layer that protects the hands of the user. Afterwards, the centrifugal forces of the shield disperse the attack harmlessly, or shift the weight and momentum of the attack to deflect it. It can only protect against 1 A rank per turn, in which case it requires 2 turn cool down to be used again, otherwise simply 1 turn suffices. Counts as a jutsu. This is just in regard of a total shield, in which the user needs to protect the hand weilding the Fugu, otherwise it is done passively, mostly against blunt or sharp attacks, and taijutsu, like a normal, resilient staff, and is restricted by the user's own mastery and strength. An S ranked technique can be blocked once, deflecting half the damage, but neutralizing the Fugu for the remainder of the battle and RP event. When using the shield, the user must be aware of weight and size of the attack, and move accordingly, sometimes, even an A rank attack must be deflected instead of blocked, only to miss the wielder's body slightly

#13: Form Transformation - Transformation Technique can be used on the Fugu to change the physical appearance of the Fugu. This can be purely decorative, changing colors or similar outwards changes, or actually change the stick to other weapons, thus preventing the usage of any Needle based techniques ( #1-9 ), but retaining it's inherent properties and remaining abilities. Any sort of sharp or blunt weapon will only be as strong as a generic version of said weapon, a sword will never be as sharp and balanced as a custom made sword, but will allow the user to perform weapon based techniques with the Fugu, such as Kenjutsu or CFS the user has access to ( Like Whip Arts and the Nine Verses of Shakujo ). This utilizes an alternate handseal, which can be done with a single hand or while holding the stick and counts as 1 move towards the jutsu count. It costs 5 chakra

Note: Once shot, be it 1 or a multitude of needles, it will always count as one move, with the exception of #1, or in the initial turn of materialization, as in, the very first turn where the user spends chakra to summon the needles, shooting them right away spend only 1 jutsu, rather than 2. The fugu can only have one type of needles inside it at each time. He can only memorize one substance/advanced element at any given point and will "forget them" once the battle or the current RP event ends.

Pre check note: Jesus lili, if I wanted to read a book, I'd go to the library, not the CJ submission thread. :p

Pending: leaving for Scorps.



 Approved  This thing gets bigger each time I check it >_> Editted a small thing. Corrected the template
 
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