[ARCHIVE] Custom Jutsu Submission - II

Status
Not open for further replies.

Drackos

Legendary
Joined
May 28, 2014
Messages
13,832
Kin
5,496💸
Kumi
97,804💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Yūkan'na no Nageki) – Lamentation of the Intrepid
Type: Weapon
Rank: S
Range: N/A
Chakra: -5 per turn
Damage: N/A (+10 to Ameton techniques produced by the bow)
Description: The Lamentation of the Intrepid (勇敢なの嘆き) is a weapon forged during times of old and lost during the numerous Shinobi World Wars. Rediscovered by Alexander during his travels to Iwagakure the Lamentation of the Intrepid is an artifact roughly the same size and shape as a small coin composed of the purest iron and forged by a smith of legendary status. The Lamentation itself however draws its powers from its natural affinity toward water and rain. The Lamentation naturally seeks chakra from its wielder causing it to passively drain 5 chakra from him or her per turn.

The artifact’s most basic ability allows the user to release their suiton chakra into the atmosphere and cause a light rain to begin to fall. The unique quality of this rain however is that there are no clouds present in it. Simply the basic technique will cause a sort of cloudless rain phenomenon. The rain that falls, however, does not possess the same sensory qualities that Rain Tiger at Will does and simply will fall as normal rain water with no special qualities. The rain will last for five (5) turns before needing to reactivated at the cost of a move. This counts as a D-Rank technique.

The artifact’s second basic ability is that, through the use of a source of rain, can gather rain drops falling and form an exoskeleton of a bow around the artifact. The bow produced is roughly as tall as the user and has semi-straight arms tapering off into points, with the handle being far less thick than the remainder of the bow. The bow created from the rain water is infused with the user’s chakra and becomes effectively solid upon creation. As such it can be used to launch regular arrows. Creating the bow from the artifact can be done passively. Reverting the artifact from its bow exoskeleton to coin can be done passively as well. In its bow form the Lamentation is capable of producing small-scale Ameton techniques from it as well such as Hidden Rain Slash, Rain Spear, and their variants.

The advanced ability of the Lamentation of the Intrepid is that it is capable of condensing rain droplets within the user’s vicinity to create a hollow hardened sphere of rain water which will extend outwards from the user up to short-range. The sphere of rain water however is not static in its creation and movement. Similar to Vortex Storm Technique the rain water that creates the sphere will spin extremely rapidly acting as both a defense and offense to anyone who come into contact with it. This counts as an A-Rank technique and can only be used twice per battle. It can only be used once every two turns. The sphere can be sustained at the cost of 10 additional chakra per turn during which the user can utilize the sphere to produce additional rain techniques. The user must remain stationary during the sphere’s creation and sustainment.

Note: The wielder of the Lamentation of the Intrepid must have mastered Ameton as well as have a biography capable of utilizing Ameton.
Note: The artifact itself is indestructible. However the bow created from rain water can be dispersed temporarily within elemental weaknesses and strengths of Ameton.
Note: Each of the abilities mentioned can only be used at the cost of a move, unless otherwise mentioned.
Note: Can only be wielded by Drackos and those who are instructed.




-Declined- The more I read, the more I couldn't shake the feeling that this isn't a CW but rather simply a set of techniques rolled into one. The second ability is the only real one which resembles the abilities of custom weapons but the other two don't fit at all.

(Doton/Katon: Uma no Kōshin) – Earth/Fire Release: Procession of the Horse
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: Through weaving a set of three hand seals (Ram → Snake → Tiger) the user manipulates their earth based chakra to open up a portal, similar to the one from “Earth Release: Sticky Earth Drop” and “Earth Release: Dropping Lid”, in the sky. From this portal an earthen horse construct will fall from the sky down to the surface of the earth. The horse produced by this portal is quite immense in its size being 10 meters from head to tail and roughly 7 meters tall. The horse however, is not entirely solid. The horse itself has quite a thick earthen body offering substantial protection within elemental weaknesses and strengths. However, packed tightly within the horse is a highly volatile and flammable ash that is identical to the ash produced by “Fire Release: Ash Pile Burning”. As previously mentioned the horse will drop from the sky and, should the user desire, can take control of the horse’s movements by maintaining the Tiger hand seal. Should the user desire to control its movements it will drain the user of 10 chakra per turn while also limiting the user to being only able to perform Earth and Fire based techniques. The horse will move as fast as an average ninja while being controlled and manipulated by the user. The horse itself possesses two abilities that it is capable of performing while being maintained by the user. The first of its basic abilities is to spew from its mouth highly packed blasts of the highly volatile and flammable ash. The ash, being extremely heated, is easily capable of producing very painful burns should it make contact with an enemy. Additionally, should the user desire, they can click their teeth to ignite and detonate a blast of ash. This is equivalent to a B-Rank ability, costs a move, and has a mid-range reach from the horse. The second ability of the horse is that it can release a haze of explosive ash from its entire body into the air surrounding mid-range of the horse. Entering the ash haze will cause 2nd degree burns on the victim and suck the oxygen out of the air making it incredibly difficult to breathe and subsequently move about the longer the victim remains within the ash. This counts as a B-Rank technique, counts as a move, and has a mid-range reach around the horse. Should the user not desire to maintain the horse they can simply ignite the ash within the horse with the use of the Snake hand seal ad clicking their teeth causing a deadly explosion surrounding the horse which reaches 15 meters away from its body.
Note: Can only be used twice per battle.
Note: No Fire/Earth Release techniques A-Rank or higher in the same and next turn of creation.
Note: Cannot be used in consecutive turns.
Note: Will remain on the battlefield for three turns until it will disperse.
Note: While maintaining the horse through the Tiger hand seal the user is limited to Earth and Fire related techniques.
Note: Procession of the Horse requires two of the user’s three jutsu per turn.
Note: Can only be taught by Drackos

-Declined- You'd need Yin-Yang for this to be viable. Instead make it so you create the horse with flammable mud inside its body. The first ability would still work (instead it spews mud rather than ash) but remove the second ability altogether. This isn't a summon and so you can't stack abilities on top of each other. Of course make this solely Earth rather than Earth/Fire.
I changed most of it and removed the third ability. I reworked the first ability to fit the weapon a bit better I think so instead of just rolling abilities like you originally said I think it works a bit better.

(Yūkan-na no Nageki) – Lamentation of the Intrepid
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: The Lamentation of the Intrepid (勇敢なの嘆き) is a weapon forged during times of old and lost during the numerous Shinobi World Wars. Rediscovered by Alexander during his travels to Iwagakure the Lamentation of the Intrepid is an artifact roughly the same size and shape as a small coin composed of the purest iron and forged by a smith of legendary status. The Lamentation itself however draws its powers from its natural affinity toward water and rain. The Lamentation naturally seeks chakra from its wielder causing it to passively drain 10 chakra from him or her per turn. This natural hunger for the user’s chakra fuels the Lamentation’s first basic ability. The Lamentation can create rain from the sky above using the user’s chakra, which is constantly fed to the Lamentation to maintain this rain. However, this rain is unique in the aspect that it is in fact a cloudless rain. This is done by using the chakra drawn from the user which is released by the Lamentation to manipulate moisture in the air to cause this cloudless rain phenomenon. The rain that falls however does not possess the same sensory qualities as Rain Tiger at Will and simply falls as normal rain water. The second ability of the Lamentation of the Intrepid is that, through the source of rain that it naturally produces with the user’s chakra, can gather rain drops falling and form an exoskeleton of a bow around the artifact. The bow produced is roughly as tall as the user and has semi-straight arms tapering off into points, with the handle being far less thick than the remainder of the bow. The bow created from the rain water is infused with the user’s chakra and becomes effectively solid upon creation. As such it can be used to launch regular arrows. Should the user not be in possession of regular arrows the Lamentation is capable of using a rain source to create arrows composed of rain. However, these simply are freeform creations and possess no ranked power. They simply are solid in characteristics and can move as fast as normal arrows. Creating the bow from the artifact can be done passively. Reverting the artifact from its bow exoskeleton to coin can be done passively as well. In its bow form the Lamentation is capable of producing small-scale Ameton techniques from it as well such as Hidden Rain Slash, Rain Spear, and their variants as long as they don't exceed the size of the bow.
Note: The wielder of the Lamentation of the Intrepid must have mastered Ameton as well as have a biography capable of utilizing Ameton.
Note: The artifact itself is indestructible. However the bow created from rain water can be dispersed/destroyed. The bow itself is unranked and so its susceptible to being destroyed via any means
Note: Can only be wielded by Drackos and those who are taught this weapon
Note: Initial activation of the "Cloudless Rain" is not passive, counts towards the user's three jutsu per turn and takes the timeframe of a single technique
Note: This weapon is not sentient and cannot perform techniques on its own. Both abilities are initiated by the user using the weapon as a medium to do so.

‡ Approved ‡ Much better but I made some edits nonetheless. I wasn't going to turn you into a walking, talking Amegakure so your the first ability has to be manually activated but can be passively maintained. You never stated the rank of the bow so I edited your note about how it can be destroyed. No way was I going to allow a passive damage boost to your ameton techniques made from the bow. Btw, that last note means you can't perform a technique during the same timeframe as your cloudless rain's initiation.




(Doton: Uma no Kōshin) – Earth Release: Procession of the Horse
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: 80
Description: Through weaving a set of three hand seals (Ram → Snake → Tiger) the user manipulates their earth based chakra to open up a portal, similar to the one from “Earth Release: Sticky Earth Drop” and “Earth Release: Dropping Lid”, in the sky. From this portal an earthen horse construct will fall from the sky down to the surface of the earth. The horse produced by this portal is quite immense in its size being 10 meters from head to tail and roughly 7 meters tall. The horse however, is not entirely solid. The horse itself has quite a thick earthen body offering substantial protection within elemental weaknesses and strengths. However, packed tightly within the horse is a highly volatile and flammable mud. As previously mentioned the horse will drop from the sky and, should the user desire, can take control of the horse’s movements by maintaining the Tiger hand seal. Should the user desire to control its movements it will drain the user of 10 chakra per turn while also limiting the user to being only able to perform Earth Release techniques. The horse will move as fast as an average Kage Ranked ninja while being controlled and manipulated by the user. The horse itself possesses one ability that it is capable of performing while being maintained by the user. From its mouth the horse is capable of spewing flammable mud from its mouth. The mud is extremely flammable and as such should it encounter a fire or fire based technique it will ignite producing an explosion. This is equivalent to a B-Rank ability, costs a move, and has a mid-range reach from the horse. Should the user not desire to maintain the horse they can simply ignite the mud within the horse through the application of a fire technique causing a deadly explosion surrounding the horse which reaches 15 meters away from its body.
Note: Can only be used twice per battle.
Note: No Earth techniques A-Rank or higher in the same and next turn of creation.
Note: Cannot be used in consecutive turns.
Note: Will remain on the battlefield for three turns until it will disperse.
Note: While maintaining the horse through the Tiger hand seal the user is limited to Earth/Fire and Earth based techniques.
Note: Can only be taught by Drackos

‡ Declined ‡ Started editing but I realized there was too much that needs changing. Controlling the horse would mean you're restricted to Earth only, not Earth and Fire because its convenient. When you say average ninja, supplement it with a rank. This should only restrict your Earth, not your Fire. The flammable mud will ignite, not explode. Also, an explosion which extends to 15 meters around the horse's body? Not even close to reasonable. The horse is already seven meters tall and ten meters wide, so why should I allow something like this to generate an explosion which encompasses long-range? This last bit just for future reference if you make any ash-related jutsu which explode. I won't allow this technique to be explosive.

(Ninjutsu: Yōso Asshuku no Jutsu) – Ninja Art: Element Compression Technique
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A (+10)
Description: The Element Compression Technique is an advanced application of shape manipulation ninjutsu based upon the different states of Fire and Lightning techniques. This technique utilizes a substantial reserve of the user’s chakra and applies it to either a Lightning or Fire, or similar advanced nature, to enhance and alter its basic properties. Many techniques of Fire and Lightning Releases take a solid property through basic shape manipulation. The Element Compression Technique applies this concept by altering the basic properties of a recently released Fire or Lightning projectile. The user applies a quick additional hand-seal directly after a fire, lightning, or related element so that the technique may be used in incredibly quick succession allowing it to be used within the same time frame. The result of the application of this infusion of surplus chakra and shape manipulation will cause the projectile on which it was applied to become effectively solid and compressed giving it physical capabilities to punch through obstacles in their path. Additionally, because of the excess chakra infused in the technique to apply such advanced shape manipulation the technique will gain in strength enhancing its basic properties further.
Note: Can only be used three times per battle.
Note: Cannot be used on consecutive turns.
Note: No basic Ninjutsu techniques above S-Rank for the remainder of the turn.
Note: Cannot be used on sustainable techniques, such as flamethrowers or streams of lightning.
Note: Cannot be used on techniques which already possess physical capabilities and solidity.
Note: Can only be taught by Drackos

‡ Declined ‡ I'll approve this when you get a Forbidden Rank Ninjutsu so that restriction actually means something :|. Also I love how its only for the remainder of the turn. Even if it extended to the next turn or even two turns, this would still be equally meaningless.

On a serious note, stop using such filler-ish restrictions. As for the technique itself, you will need to split this into two techniques. One for fire and one for lightning. Also, I recommend you make this activation techniques rather than one time usages which occur right after a technique has been used. This would enable it to be used upon streams, waves, whatever. The solidity such things would develop would be akin to waves of water or mud, so they would be capable of clashing/blocking other intangible jutsu.
 
Last edited by a moderator:

Detective L

Active member
Legendary
Joined
Jan 10, 2013
Messages
19,342
Kin
2,224💸
Kumi
3,141💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Genjutsu: Sutaggu) | Illusionary Arts: The Stag
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user starts off by forming three hand seals, which induces the opponent in a Genjutsu. Within the Genjutsu, the opponent sees themselves constricted to a tree with a rope in a sitting position. The rope is tied around the opponent's waist and the tree, and is connected to a large stag that walks in the opposite direction. The further the stag walks, the more the opponent's breath is constricted. The end result is the stag causing the rope to rip through the skin of the opponent, cutting them and causing them to die in a horrendous manner. In reality, however, the opponent is merely immobilized at the belief that he is tied.

Note:

-Can only be taught by Detective L
-Can only be used twice per battle

(Genjutsu: Kyōsei okonaeru•) | Illusionary Arts: Forced Asphyxiation
Type: Supplementary
Rank: S rank
Range: Short - Mid range
Chakra: 40
Damage: N/A (80 due to mental stress)
Description: The Illusion starts off by forming a three hand seals, and inducing it upon the opponent. The Genjutsu starts off with the opponent suddenly constricted to a chair, and his face is covered in a dark cloth. An eerie sounding voice speaks, confusing the opponent. It's as if the opponent has been taken hostage by a strange enemy. The voice that speaks, wanders around, making the opponent wonder where the voice is coming from, this voice can be used creatively by the user in order to make it fitting for the situation at hand. This all happens simultaneously (the voice, face covered in cloth and constricted to chair). Then suddenly, a large amount of water is released onto the opponent's covered face. A technique used in interrogation, Water boarding. The opponent would feel as if he is drowning, his body constricted to the chair and the voice continuously mocking him. This immobilizes the opponent's body in reality. Should he be trapped in the illusion for more than a turn, the opponent suffers damage due to mental stress of them believing that they are drowning.

Note:

-Can only be taught by Detective L
-Can only be used twice per battle
-No Genjutsu A rank and above in the next turn

Re-submitting. Made some changes, and bolded. Made the method of release clearer.

‡ Both Declined ‡ These feel like different ways of accomplishing the effects of existing Genjutsu. Weirdly enough the first one is like Scorps' Demonic Hug and the other one is like his Fountain Illusion. Also, no S-Rank paralyzing genjutsu.

(Katon: Fenikkusu no hai) | Fire Style: Ash of the Phoenix
Type: Offensive | Supplementary
Rank: B
Range: Mid - Long (Explosion is short-ranged)
Chakra: 20
Damage: N/A (40 damage if made to explode)
Description: By performing three hand seals, the user manipulate his Fire based chakra to create a large amount of ash, spread out through the air around the opponent up to mid range around them. With further manipulation, the user can cause the ash to gather on the opponent, in a specific spot or overall. This ash would then cause a small burn on it's own but the damage is negligible and so it mostly acts as a distraction, but with a single hand seal, the ash can be caused to explode, where it would then cause a localized explosion. When the ash is still spread it out, it doesn't pose a large danger to the opponent and would only cause minor coughing due to it being fine ash, though if the opponent were to use a Fire based justu, the ash would ignite and cause severe burns. The ash is extremely fine, but it can be seen with the naked eye.

Notes:

-Can only be used three times per fight
-Can only be taught by Detective L.

✦ Pending, leaving for someone else ✦


-Declined- Was about to approve this (hence why you'll see some edits) but I feel like the method of release/creation isn't clear. Sorry you had to wait so long on this.
(Katon: Fenikkusu no hai) | Fire Style: Ash of the Phoenix
Type: Offensive | Supplementary
Rank: B
Range: Mid - Long (Explosion is short-ranged)
Chakra: 20
Damage: N/A (40 damage if made to explode)
Description: By performing three hand seals, the user manipulate his Fire based chakra and sends it into the ground before him in the form of ash. Through precise chakra control, the user will cause it to erupt in the form of ash from beneath the opponent, or anywhere in short range around him. The ash erupts like a geyser, upwards, allowing the ash to spread out up to mid range around the opponent. The eruption happens quite fast, and doesn't produce a large amount of noise. With further manipulation, the user can cause the ash to gather on the opponent, in a specific spot or overall. This ash would then cause a small burn on it's own but the damage is negligible and so it mostly acts as a distraction, but with a single hand seal, the ash can be caused to explode, where it would then cause a localized explosion. When the ash is still spread it out, it doesn't pose a large danger to the opponent and would only cause minor coughing due to it being fine ash, though if the opponent were to use a Fire based justu, the ash would ignite and cause severe burns. The ash is extremely fine, but it can be seen with the naked eye.

Notes:

-Can only be used three times per fight
-Can only be taught by Detective L

‡ Declined ‡ This is now just a generic geyser of ash.
 
Last edited by a moderator:

Scarecrow.

Active member
Legendary
Joined
Feb 21, 2013
Messages
10,411
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Doton: Kumo no Mure) Earth Release: Swarm of Spiders
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: First, the user creates earth chakra in his body and spews a great mass of mud onto the ground. Using his chakra to manipulate the mud, the user will then shape the mud into a large amount of mud spiders that quickly harden into rock, with pointed legs and thick, razor-sharp fangs. Each spider is around half the size of an average adult human. The spiders spread out to cover a wide area and follow the target, spitting heavy webs of sticky mud to hold them down and immobilise them, before tearing them apart using their fangs and piercing them with their legs. The spiders can focus on more than one target.
Note: Can only be used thrice per battle
Note: The amount of spiders that can be created with a usage of this jutsu is 3-10
Note: The user needs to continuously focus on the technique for the spiders to do anything
Note: Can only be taught by Scarecrow.

Declined: too many spiders, too many usages (you could summon 30 spiders over three moves basically). Also, range is too high. max mid.

(Futon: Seiten) Wind Release: Clear Skies
Type: Supplementary
Rank: B
Range: Long
Chakra: 20 (-10 per turn)
Damage: N/A
Description: The user begins by creating a dense orb of wind chakra high in the sky by gathering a large amount of wind from the air, which is done with great speed. Then, after performing a handseal, all of the wind packed into the orb will spread out in all directions, clearing any clouds from the sky. This is useful for combatting techniques that rely on clouds, such as lightning strikes and rain jutsu. The user can also keep the orb stationary in the air and wait until it is needed before activating it, but he will need to use chakra to maintain the technique.
Note: Can only be used four times per battle
Note: The user can keep the orb in the sky for as long as he wants as long as he pays the chakra cost
Note: Can only be taught by Scarecrow.

Declined: you seem to not understand the usage of chakra very well. If you use a technique like this one and the one you submitted before that requires you to keep on funneling chakra into it (unlike for example, a fuuinjutsu technique) you will not be able to perform other techniques. So I suggest you edit those parts out a bit, as I don't want to do it for you and possibly change the core of what you expected from the technique.

(Meiton: Kurai no Gōremu) Dark Release: Dark Golem
Type: Offensive
Rank: A
Range: Short
Chakra: 30 (-20 per turn)
Damage: 60
Description: After absorbing chakra, the user will clap their hands together, using the Dark Release marks on their hand. The user then creates a large blue sphere and it forms into a golem of light blue chakra to aid them in battle. The golem can inflict damage with physical attacks, such as puching, kicking and biting. It can also fire blasts of light blue chakra from its hands. When an attack is headed towards the golem, it can open its mouth to reveal a small sphere of darkness, like the one in Dark Release: Ultimate Inhaling Maw, that siphons any enemy technique within short range towards itself, absorbing it.
Note: Can only be used by Dark Release users
Note: Can only be used thrice per battle
Note: Stays active for three turns
Note: The chakra blasts can only be used three times per battle and costs a move
Note: The absorbtion ability can only be used twice per battle and costs a move
Note: The absorbtion ability is as strong as Dark Release: Inhaling Maw
Note: The user can use other jutsu while the golem is active
Note: After using, the user has to wait at least two turns before using again
Note: Can only be taught by Scarecrow.

Declined: state the rank of the blasts and up to which rank and what you can absorb. I know you refer to the canon jutsu, but put it in your jutsu as well as to avoid any confusion or argument.


(Doton: Kumo no Mure) Earth Release: Swarm of Spiders
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: First, the user creates earth chakra in his body and spews a great mass of mud onto the ground. Using his chakra to manipulate the mud, the user will then shape the mud into a large amount of mud spiders that quickly harden into rock, with pointed legs and thick, razor-sharp fangs. Each spider is around half the size of an average adult human. The spiders spread out to cover a wide area and follow the target, spitting heavy webs of sticky mud to hold them down and immobilise them, before tearing them apart using their fangs and piercing them with their legs. The spiders can focus on more than one target.
Note: Can only be used twice per battle
Note: The amount of spiders that can be created with a usage of this jutsu is 3-6
Note: Can only be taught by Scarecrow.

-Declined- This infringes on one of Venom's techniques.

(Futon: Seiten) Wind Release: Clear Skies
Type: Supplementary
Rank: B
Range: Long
Chakra: 20
Damage: N/A
Description: The user begins by creating a dense orb of wind chakra high in the sky by gathering a large amount of wind from the air, which is done with great speed. Then, after performing a handseal, all of the wind packed into the orb will spread out in all directions, clearing any clouds from the sky. This is useful for combatting techniques that rely on clouds, such as lightning strikes and rain jutsu.
Note: Can only be used four times per battle
Note: Can only be taught by Scarecrow.

‡ Declined ‡ This is just a wind version of the Stop Rain technique and I believe Erzo already has this? I recall seeing him use something similar.

(Meiton: Kurai no Gōremu) Dark Release: Dark Golem
Type: Offensive
Rank: A
Range: Short
Chakra: 30 (-20 per turn)
Damage: 60
Description: After absorbing chakra, the user will clap their hands together, using the Dark Release marks on their hand. The user then creates a large blue sphere and it forms into a golem of light blue chakra to aid them in battle. The golem can inflict damage with physical attacks, such as punching, kicking and biting. It can also fire A-rank blasts of light blue chakra from its hands. When an attack is headed towards the golem, it can open its mouth to reveal a small sphere of darkness, like the one in Dark Release: Ultimate Inhaling Maw, that siphons any enemy technique within short range towards itself, absorbing it.
Note: Can only be used by Dark Release users
Note: Can only be used thrice per battle
Note: Stays active for three turns
Note: The chakra blasts can only be used three times per battle and costs a move
Note: The absorbtion ability can only be used twice per battle and costs a move
Note: The absorbtion ability can absorb up to A-Rank Wind, Fire and Lightning techniques, S-Rank raw chakra or C-Rank Water, and has no effect on Earth techniques
Note: The user can use other jutsu while the golem is active
Note: After using, the user has to wait at least two turns before using again
Note: Can only be taught by Scarecrow.

-Declined- I've seen this attempted before.
 
Last edited by a moderator:

Venom

Active member
Legendary
Joined
Jun 16, 2012
Messages
17,037
Kin
2,911💸
Kumi
3,679💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission



(Ototon: Hekis o za Ame) - Sound Release: Tears in the Rain
Type: Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user channels his sound chakra into his hand (either one) and quickly snap his finders to send a high frequency & high pitch sound wave out in a omnidirectional manner. Should the sound wave connect with his opponent's weapon (Basically anything solid; kunais, chains, shuriken that has direct contact with the victim(s) ) the vibrations will resonate through the weapon for 2 turns and if contact is maintain with the weapons, the vibration will pass along through to the opponent's weapon and then his body causing temporary muscle paralysis for two turns due to the sonic vibrations being released. Muscle paralysis can easily be avoided if the opponent loses contact with the said weapon(s) for a short time interval of when the weapon(s) starts to vibrate. This sound jutsu works similar to the canon sound jutsu; 'The voice of Midas' in which the opponent suffers a muscle paralysis after hearing the sound. This jutsu can only be used twice per fight with a one turn interval. No S rank and above sound jutsu the turn this jutsu is successfully used and the next.

approved.
-Pending- Leaving for another mod.

(Raiton: Shinsei Za Ikazuchi Tentei) - Rebirth of the Thunder God
Type: Supplementary
Rank: S
Range: Self
Chakra: 40 (+15 to maintain | +10 to other Raiton Techniques)
Damage: N/A (+20 to Raiton Techniques.)
Description: This technique is the essence of a true Lightning master. The user sustains a Lightning enhancement mode of sorts for a amount of turns. By doing this, whenever the user performs a lightning base technique, he will add +10 more chakra towards it to increase the damage, size and power of his Lightning techniques. The additional +10 Chakra would make the user's Lightning technique vibrate at a faster rate which equals to the technique being much more stronger, hence the additional damage. The main reason of this technique is to basically increase the rank of the user’s Lightning technique so that his lower rank techniques are able to play on terms with stronger rank techniques. This jutsu gives no sort of physical appearance or increase of speed to the user.

Notes:
-Only works on S ranks and below.
-Increases all the user's Raiton techniques by 1 Rank in terms of Damage and Chakra cost.
-Lasts for 4 turns.
-Can only be used twice with a turn interval.
-After the 4 turns of this technique, user cannot use any F rank techniques (period) for 2 turns or A rank and above Lightning techniques the turn after this jutsu ends due to the strain of additional chakra the user uses for his Raiton techniques.

-Declined- So you took Kirabi's jutsu, ripped Souji's concept, slapped on the name of Gobi's technique, changed "Earth" to "Lightning" and expect this to get approved?

(Hyouton: Glacies Ashiba) - Ice Release: Glacius' Footing
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+15 per turn to keep active)
Damage: N/A (+10 to Ice techniques erupting from the sheet of ice due to the extra coating of ice.)
Description: A simple technique in premise, the user will channel his Hyouton chakra to both create an ice sheet that spreads out radially from them, while also freezing the ground itself after releasing their Hyouton chakra into the ground under and around them; the result is a very slick sheet of ice forming over the terrain, no matter if its land or water, which stretches to extreme distances. What's unique about this sheet of ice is how slippery it is. Due to the low friction compared to the normal ground, anyone, friend or foe, moving on the ice sheet will violently accelerate. The faster someone is, the worse this acceleration becomes; likewise, the low friction makes it very hard to actually control where one wants to go; in an essence, a person becomes unable to run/walk properly on the ice due to it's slipperiness. This would cause anyone on the ice to fall once any movements occur. The sheet of ice is constantly generated as long as the user keeps fueling it, and encompasses an area with a 25 meter radius around the user. Unfortunately due to the user already fueling chakra to keep it sustain, he/she will succumb to the same negative effects if they decided to move on the slippery ice normally like the opponent.

Notes:
-Can only be used twice.
-Last 4 turns unless destroyed by a wide scale jutsu from the ground or towards the ice.
-User must wait two turns before using again.





Pending. Due to the fact that you need to keep fueling means you won't be able to use other jutsus + you won't be able to create any jutsus from it. VM me if you're okay with that and i'll add is as a note to your... notes. lol.
 
Last edited by a moderator:

Wakizashi

Active member
Legendary
Joined
Jan 7, 2012
Messages
17,647
Kin
124💸
Kumi
87💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(basaka tsume)-berserker claw
Type: offensive
Rank: B-A
Range: Short
Chakra:20-30
Damage:40-60
Description: using chakra flow and shape manipulation, the user focuses chakra to his 3-6 swords and release a barage of strikes in the six cardinal swinging directions, vertical, lateral, and diagonal before launching himself forward before thrusting the 3-6 swords for the final strike in the form of a focus melee attack.

✦ Declined, for one, why is it multi ranked? And the description is a bit unclear, from how you're explaining it, i dont think Samurai will be able to use these or the latter ones, due to the shape manipulation part. ✦

(Kussaku tsume)- Drilling Claw
Type: Offensive
Rank: A
Range: Short-Mid
Chakra:30
Damage: 60
Description: After using chakra flow and shape manipulation, the user will release the chakra focused in his 3-6 claws in the form 3, 10 meter tall jets that rips through the ground toward the opponent. this technique can also be released in two 5 meter tall, consecutive, waves.
note: must have 6 blades(3 in each hand) to release in 2 waves

✦ Declined, im a bit confused in the middle of this. In what form 3? Do you mean "in the form of 3 10 meter tall" ? That'd make sense but it still needs a usage limit and some form of restriction. ✦

(Doragonkurō arekuruu)-Raging Dragon Claw
Type: Offensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description:After utilizing their chakra flow and shape manipulation, the swings their 3 sword in one hand laterally releasing 3 arcs of chakra in unison that expands up to 10 meters in width and height, allowing the user to attack in a radial fashion that takes out multiple opponents at once or combat against large ninjutsu.

✦ Declined, restrictions are clearly lacking. ✦

(basaka tsume)-berserker claw
Type: offensive
Rank: A
Range: Short
Chakra:30
Damage: 60
Description: using chakra flow and sharpening both edges of the sword with the shape manipulation, the user focuses chakra to his 6 swords and release a barage of strikes in the six cardinal swinging directions, vertical, lateral, and diagonal before launching himself forward before thrusting the 6 swords for the final strike in the form of a focus consecutive melee attack.



(Kussaku tsume)- Drilling Claw
Type: Offensive
Rank: A
Range: Short-Mid
Chakra:30
Damage: 60
Description: After using chakra flow and shape manipulation, the user will release all the chakra that is focused in the 6 claws in two waves of three 5 meter tall jet of that rips thru the ground as it travels to the opponent, or 1 wave of six jets.
note: must have 6 blades



(Doragonkurō arekuruu)-Raging Dragon Claw
Type: Offensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description:After utilizing their chakra flow and shape manipulation, the swings their 3 sword in one hand laterally releasing 3 arcs of chakra in unison that expands up to 10 meters in width and height, allowing the user to attack in a radial fashion that takes out multiple opponents at once or combat against large ninjutsu.
-can't perform S-rank techniques from 3 turns

✦All Declined, where are the bolded changes? ✦
 
Last edited by a moderator:

Souji

Active member
Legendary
Joined
Jul 13, 2012
Messages
12,750
Kin
4💸
Kumi
3💴
Trait Points
0⚔️
Re: ±±Custom Jutsu Submission±±

(Kugutsu: Izanagi-no-Okami) Puppet Arts: Izanagi-no-Okami
Type: Supplementary/Weapon (Puppet)
Rank: A-rank
Range: N/A
Chakra: 30 (-10 chakra per turn to keep active)
Damage: N/A
Description:
Yu Narukami, while training in the standard shinobi arts, wanted to create something that would distinguish himself. After watching a puppet show in Suna, he was struck with inspiration. Taking it upon himself to understand the Art of Puppetry, Yu spent his time doing research and under the mentorship of a travelling puppeteer.
While his initial experiments and projects were fruitful, Yu wanted something that would better suit his desired style of fighting. Plus, he didn't want his puppet to just be another run-of-the-mill piece, either. He then remembered something from his training, in which his senseis would give him a piece of chakra paper to channel his elemental affinities through. It was at that moment, where Yu was struck with inspiration. Paper was made of wood... and wood could be used to make puppets.
And thus, after months of hard work and trials, his magnum opus was complete, affectionately named after the Japanese God, Izanagi-no-Okami.
You must be registered for see images
Izanagi-no-Okami is like any standard puppet, but because of its unique composition (being the same material used to make chakra paper), it holds very distinct properties. By channeling his own elemental chakra through the chakra strings, Yu is able to imbue his puppet with certain interchangeable "elemental modes", and enhance his own ninjutsu. The link they share as puppet and puppeteer strengthens, and Yu finally has a reflection of his own work; his Persona.
"Fire Mode"
- In this mode, Izanagi-no-Okami and the user gain the strength of fire. This means that fire ninjutsu used in conjunction with the puppet will increase in strength, more specifically, +10 damage. This also allows the user to take less damage from any opponent's fire ninjutsu, more specifically, -10 damage. However, as a tradeoff, the user will take +20 damage from any water ninjutsu, its natural weakness.
"Water Mode"
- Casted water ninjutsu with the puppet does +10 damage; and the user takes -10 damage from water ninjutsu. Earth jutsus from the opponent do +20 damage to the user.
"Earth Mode"
- Casted Earth Jutsu with the puppet does +10 damage; and the user takes -10 damage from Earth ninjutsu. Lightning jutsu from the opponent does +20 damage to the user.
"Lightning Mode"
- Casted Lightning Jutsu with the puppet does +10 damage; and the user takes -10 damage from Lightning ninjutsu. Wind jutsu from the opponent does +20 damage to the user.
"Wind Mode"
- Casted Wind Jutsu with the puppet does double damage; and the user takes -10 damage from Wind ninjutsu. Fire jutsu from the opponent does +20 damage to the user.
The puppet also has a basic spear with a circular hilt/guard that can be used for basic attacks such as swings and slashes
Notes:
- Bio character mentioned in description=
- Can only be taught by Ausar
- Only ONE "mode" can be active at a time; switching "modes" uses up a move.
- Being in a certain "mode" restricts the user to using only that element until he switches "modes", or if he deactivates a "mode". So, if he is in "Water Mode", he can only use Water ninjutsu. However, non-elemental nin, tai, and gen are still usable.
- The Puppet is A-rank, so therefore, only elemental jutsu of ranks up to A can apply the damage modifier. However, strength and weakness relationships are unaffected; only damage levels. This means, that S-rank and above elemental jutsus cannot use this damage modifier. For example, if the user used an S-rank Lightning in "Lightning Mode", the damage is unchanged.
- Range: Only jutsu with short/mid ranges can apply a damage modifier. So, for example, if the user uses an A ranked jutsu with a long range, even if it fits the criteria for rank, it cannot apply the damage modifier because of its range.
- Defensive: Izanagi-no-Okami will only defend against jutsu up to A-rank. This means that any S-rank jutsu and above will be unaffected by resistance changes. So, for example, if the user were in "Fire Mode", he could only defend up to A-rank fire ninjutsu from an opponent. If the opponent uses an S-rank fire jutsu or above, the damage resistance is not applied.
- Weaknesses: If the opponent uses a Jutsu that is strong against the current mode, It will do +20 damage to the user of the puppet, regardless of rank.
- Resistances: If the opponent uses a jutsu that is weak against the current mode, standard elemental relationships apply; no changes.
- This puppet DOES NOT defend against Tai, Gen, non-elemental Nin, KG, CE, or anything outside the Basic 5. They all do their standard damage and effects.


 Approved  Hum...a bit...iffy but ok. Good work on the writing though.​
- adjusting some things

Izanagi-no-Okami
Type: Puppet
Rank: A-rank
Range: N/A
Chakra: 30 (-10 chakra per turn to keep active)
Damage: N/A
Description:Yu Narukami, while training in the standard shinobi arts, wanted to create something that would distinguish himself. After watching a puppet show in Suna, he was struck with inspiration. Taking it upon himself to understand the Art of Puppetry, Yu spent his time doing research and under the mentorship of a travelling puppeteer.
While his initial experiments and projects were fruitful, Yu wanted something that would better suit his desired style of fighting. Plus, he didn't want his puppet to just be another run-of-the-mill piece, either. He then remembered something from his training, in which his senseis would give him a piece of chakra paper to channel his elemental affinities through. It was at that moment, where Yu was struck with inspiration. Paper was made of wood... and wood could be used to make puppets.
And thus, after months of hard work and trials, his magnum opus was complete, affectionately named after the Japanese God, Izanagi-no-Okami.
You must be registered for see images
Izanagi-no-Okami is like any standard puppet, but because of its unique composition (being the same material used to make chakra paper), it holds very distinct properties. By channeling his own elemental chakra through the chakra strings, Yu was able to imbue his puppet with certain interchangeable "elemental modes", and enhance his own ninjutsu. The link they share as puppet and puppeteer strengthens, and Yu finally has a reflection of his own work; his Persona.
"Fire Mode"
- In this mode, Izanagi-no-Okami and the user gain the strength of fire. This means that fire ninjutsu used in conjunction with the puppet will increase in strength, more specifically, +10 damage. This also grants the user immunity to any Fire technique B-rank and below However, as a tradeoff, the user will take +20 damage from any water ninjutsu, its natural weakness.
"Water Mode"
- Casted water ninjutsu with the puppet does +10 damage; immunity to B-rank and below Water. Earth jutsus from the opponent do +20 damage to the user.
"Earth Mode"
- Casted Earth Jutsu with the puppet does +10 damage; immunity to B-rank and below Earth. Lightning jutsu from the opponent does +20 damage to the user.
"Lightning Mode"
- Casted Lightning Jutsu with the puppet does +10 damage; immunity to B-rank and below Lightning. Wind jutsu from the opponent does +20 damage to the user.
"Wind Mode"
- Casted Wind Jutsu with the puppet does double damage; immunity to B-rank and below Wind. Fire jutsu from the opponent does +20 damage to the user.
The puppet also has a basic spear with a circular hilt/guard that can be used for basic attacks such as swings and slashes (B-rank strength attacks).
Notes:
- Can only be taught by Souji
- Only ONE "mode" can be active at a time; switching "modes" uses up a move. Switching between modes is near instantaneous; the time it takes for the puppeteer to channel his elemental chakra through the puppet
- Being in a certain "mode" restricts the user to using only that element until he switches "modes", or if he deactivates a "mode". So, if he is in "Water Mode", he can only use Water. However, non-elemental nin, tai, and gen are still usable.
- The Puppet is A-rank, so therefore, only elemental jutsu of ranks up to and including A can apply the damage modifier. However, strength and weakness relationships are unaffected; only damage levels
- Range: Only jutsu with short/mid ranges can apply a damage modifier. So, for example, if the user uses an A ranked jutsu with a long range, even if it fits the criteria for rank, it cannot apply the damage modifier because of its range
- Defensive: Anything stronger than Izanagi-no-Okami's defenses will be unaffected; for example, in "Fire Mode", A-rank Fire jutsus and above will still do standard damage and effects to the user
- Weaknesses: If the opponent uses a Jutsu that is strong against the current mode, It will do +20 damage to the user of the puppet, regardless of rank
- Resistances: If the opponent uses a jutsu that is weak against the current mode, standard elemental relationships apply; no changes
- This puppet DOES NOT defend against Tai, Gen, non-elemental Nin, KG, CE, or anything outside the Basic 5. They all do their standard damage and effects

‡ Update Approved ‡ This is iffy. I personally wouldn't have approved this had it not been for one thing. This puppet already somehow affects the damage you take, so immunity to low-ranking techniques isn't a stretch. I let the instant interchangeability through to make this viable in battle. Also, in future make one post if your techniques haven't been checked yet. Something worth noting is generally updates aren't allowed if their sole purpose is to strengthen a technique. I only allowed these changes since this was severely under-powered.
 
Last edited by a moderator:
  • Like
Reactions: Awkward Linguist

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,543
Kin
1,664💸
Kumi
11,569💴
Trait Points
50⚔️
Re: Custom Jutsu Submission

(Raiton:Injekushon Shotto)Lightning Release: Injection Shot
Type:Offensive/Suplementary
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user will first channel a large amount of Raiton chakra into his sword or similar bladed weapon(such as a knife or large kunai, senbon and shuriken are too small). He will then stab the opponent as he normally would with the blade, and release the highly condensed mass of Raiton into the opponent's body. The mass of Raiton, being chakra, will bond to the opponent's chakra network, using the principle used for bonding one's own chakra to another's chakra system to perform Genjutsu. Despite the potency of the lightning, releasing it into the opponent's body will do no damage initially aside from the pain of being stabbed. The lightning will remain dormant for the next three turns before fading away. However, should the opponent try to perform a technique S-rank or above, the alteration of his chakra flow will disturb the mass of lightning, causing it to ¨detonate¨ internally. This releases a massive electrical shock throughout the inside of the opponent's body, damaging them internally and causing paralysis for one turn.
~Can only be used once per battle. Once the lightning is released into an opponent, the technique cannot be used against for the rest of the match~
~No A-ranked or above Lightning for three turns after released into the opponent's body~
~If the technique does not detonate within three turns, it harmlessly dissipates~

‡ Declined ‡ Stopped reading when I got the the end of the third sentence. Elemental Genjutsu isn't allowed without the proper training.
 
Last edited by a moderator:

Kooljay

Veteran
Joined
Mar 17, 2014
Messages
4,625
Kin
3,532💸
Kumi
7,534💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

Raiton: Doragonikkukurō (Lightning Release: Dragonic Claw)
Type: Attack
Rank: B Rank
Range: Mid
Chakra: 20
Damage: 40
Description: After performing two handseals, the user gather raiton chakra in their one of their hands and even larger amount behind themselves. The large amount of raiton chakra takes the form of a rather large dragon claw. The raiton chakra in the user's hand allows them to remotely control the raiton dragon hand with extreme precision and dexterity. The user can then swing their hand, jab, etc toward their opponent and the dragon claw behind them will copy their movements. Upon hitting its target, the jutsu will disperse into an electric explosion.

Picture of Jutsu
You must be registered for see images

Note: This jutsu lasts until it either hits something or one turn.
Note: While this jutsu is being performed, the user cannot perform any other jutsu
Note: The claw can only be created within short range and behind the user.
Note: This jutsu can only be used once every two turns.

‡ Declined ‡ I feel like you made this simply because I said "linking this to your movements is a nice touch" to Erzo. Aside from that, its just a simple technique.
 
Last edited by a moderator:

XZA

Active member
Legendary
Joined
Oct 26, 2011
Messages
12,999
Kin
309💸
Kumi
21💴
Trait Points
20⚔️
Awards
Re: ±±Custom Jutsu Submission±±

(Kyoka Suigetsu)- Mirrow Flower, Water Moon
Type: Weapon
Rank: S Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description:
It resembles a normal katana. The only decoration is the tsuba, which is a hexagon. The two sides parallel to the blade are long, whereas the four sides above and below the blade are shortened, making it into almost a diamond or prism-like shape. It has a green handle. The name Kyōka Suigetsu hints at its illusionary properties; the moon reflected in water and a flower in a mirror are things that can be seen, but not held. It is a Chinese saying for seeing and desiring something that is a dream that cannot be easily grasped in hand, teaching people about temptations. Kyoka Suigetsu has the ability to detect foreign chakra and foreign chakra systems, which allow it to place an opponent in a Genjutsu equivalent to A-Rank. The user can make the target experience false events being played out by the user, however these are very simple events, such as the user dashing towards the opponent, however in reality they haven't changed positions. It will only change minor things, such as the user's position being changed while the Genjutsu mask their movements so the user can strike with impunity. Of course, these illusions are completely simple, so simple in fact that any Genjutsu Master might be able to see slight differences in the illusions compared to the real thing. Kyoka Suigetsu herself places her opponents in these Genjutsu's, however on the master's command. Kyoka suigetsu is not sentient, or rather has a mind of its own, it has a spiritual connection with the user, which then the user can control/communicate with Kyoka Suigetsu. The user must first preform 3 hand-seals for the Genjutsu, however which is one of the main weaknesses. Another property of Kyoka Suigetsu is its blades Sharpness, having no rival and cutting power. It is sharp without the need of chakra, being able to cut through steel effortlessly. This sharpness gives it a edge against other Kenjutsu users, giving the user a rather small boost to Kenjutsu techniques(+10). Kyoka Suigetsu can only be wielded by Sosuke Aizen. Aizen's chakra flow is connected to Kyoka Suigetsu, whatever tries touching the blade with it that isn't Aizen is placed in a illusion where they experience committing seepuku, stabbing themselves in the heart and dying, but in reality no stabbing was done, and the person looses consciousness.

Note: Genjutsu ability Can only be used Thrice.
Note: Genjutsu Last Two turns unless broken out of.
Note: Unable to use A-rank and above Genjutsu for two turns.
Note: The illusions are relatively simple, such as changing their position, the user CANNOT make complex illusions such as the user launching a F-Rank fire Blast at the target.
Note: The Genjutsu is able to Reach up to Mid-Range from the user.
Note: Can only be used Aízen.



X-Declined-X Freeform False surrounding will most likely be declined. There are numerous ways in which you can make this more useful.

(Hoho)- Agility
Rank: D
Type: Supplementary
Range: Short
Chakra Cost: 10(5* to maintain)
Damage Points: N/A
Description:
Unlike the tree climbing and water walking abilities which lets you walk on water and most surfaces, this lets you keep your balance on anything, even on things such as air. The user create small chakra disk beneath their feet, which gives them a good, strong foothold as the chakra. This is used mainly to maintain balance or gain/re-gain it, For example, if someone were to use Earth release: Antilion, they can use this technique to maintain them balance, however they would still be sucked in towards the middle of the pit, or earth release world shaking but the ground would still shake. Last a maximum of 5 turns.

X-Declined-X PM me, explain the walking on air part (its similar to previously approved techniques)

(Kyoka Suigetsu)- Mirrow Flower, Water Moon
Type: Weapon
Rank: A Rank
Range: N/A
Chakra: N/A(15* To Maintain Image)
Damage: N/A
Description:
It resembles a normal katana. The only decoration is the tsuba, which is a hexagon. The two sides parallel to the blade are long, whereas the four sides above and below the blade are shortened, making it into almost a diamond or prism-like shape. It has a green handle. The name Kyōka Suigetsu hints at its illusionary properties; the moon reflected in water and a flower in a mirror are things that can be seen, but not held. It is a Chinese saying for seeing and desiring something that is a dream that cannot be easily grasped in hand, teaching people about temptations. Thus, the name gave to it's main power and ability. Kyoka suigetsu, is sentient, in the sense that it understands Sosuke's Aizen's will and does his bidding. It does not speak or talk, it simply has a strong empathetic connection with it's master.
The main and somewhat only ability of the blade, is to cause illusions, however external. By channeling wind chakra, into the blade, the blade changes the temperature in area surrounding Aizen and another area on the field. The extreme difference in temperature causes major light refraction, allowing Aizen to disappear and create an illusionary copy of herself. The temperature differences don't cause any harm to the opponent or user, and only serve as a means to project an visual illusion.
The False Image of Aizen is controlled via chakra, so it can move, run, fly as it can but can't do damage as it is only serve as a distraction. The image of Aizen can't be any bigger or smaller than the original version of Aizen and the image can only be created within a 15 meter radius of Aizen. The user can change the color of the image, make it's hair green or its teeth red, however with careful usage, one can create a fake corpse to deceive the enemies.
Similar to regular shadow clone, coming into contact with the image will cause it to disperse as the light will unrefract and go back to it's original state, which will also reveal the user.

Note: Can only be used Thrice a battle
Note: Image last's 2 turns and cost a move usage
Note: For all intensive purposes, the Image is C-Rank, hence Chakra usage
Note: Can only be used by Sosuke Aizen

You must be registered for see images

✦ Declined, the genjutsu part cant be approved. To create elemental genjutsu, special training is needed or the ability to use Y/Y. Cant approve it like that ✦

(Genjutsu: Tekishutsu)- Illusion Technique: Extirpation
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40
Description:
The user will perform two hand-seals and place the opponent in an Genjutsu onto the intended target. The user makes the opponent experience an "apocalypse" of sorts. The target experiences an abyss of sorts opening in the sky 50 meters, rather a hole to hell itself that returns all that enters its realm to the nothingness from which it originated. The wind pressure creates a vacuum that takes all things with form, the land, the atmosphere, the user and the sky into the whirling void. With the target experiencing this, should he be crushed in the void the target would take mental damage. No Genjutsu in the same turn and it lasts 2 turns Max.

‡ Pending ‡ Leaving for LoK

✦ Approved ✦
 
Last edited by a moderator:

Yasopp

Active member
Elite
Joined
May 15, 2013
Messages
5,577
Kin
11💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

Scorch Release: Melt
Type: Offensive
Rank: S-Rank
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user will create a series of scorching hot spheres and physically attach each sphere together, reminiscent to a bead necklace. In each end, the user will form a snake's head and its tail, also made from Scorch. Using only arm movements, the snake-like creature will quickly approach the opponent, wrapping its body around its victim and leaving a small space for the head. Because of the scorching hot heat the sphere's have, the opponent's body will easily be deprived from the water it essentially needs. The final strike is when the snake bites the opponent's head, with a potential to crush the skull.
Notes:
Can only be used twice per battle
If the snake manages to wrap itself around the opponent for two turns, the opponent will lose essential water needed and can only perform 2 moves for the rest of the battle
Can not use any other Scorch Moves for 2 turns

‡ Declined ‡ Using only arm movements? Also, this lacks the proper template.
 
Last edited by a moderator:

Xicer

Active member
Elite
Joined
Jul 17, 2012
Messages
8,756
Kin
601💸
Kumi
6💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Suiton: Nechinechi-Ame) Water Style: Sticky Rain
Type: Supplementary
Rank: C
Range: Mid-Long
Chakra: 15
Damage: N/A
Description: This technique is a variant of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field. The user forms the Ram → Tiger → Dragon → Hare hand seals to channel his suiton chakra into rain clouds already present above. He uses his chakra to convert the rain drops into drops of the thick sticky substance from the parent technique. Because they would capture themselves in the rain, it can only be done at least mid range away from the user. This would cover the ground in this substance, along with allowing it to accumulate on it's target. The weight of the substance would quickly accumulate on all in the area, weighing them down significantly.

Note: Can only be done with preexisting rain, either from another technique or natural
Note: Cannot be used in conjunction with (Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique, as the shape manipulation of the rain would disrupt the sensing chakra.
Note: Can only be taught by Xicer



(Raiton: Tekidan) Lightning Style: Grenade
Type: Attack
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user activates a time release seal on a scroll, and tosses it into their opponents location. After a moment, the seal activates releasing a torrent of lightning bolts in all directions. The lightning bolts would come from an electric orb that would hold the scroll in the center, measuring about a meter in diameter.

Note: Being hit by a lightning bolt would result in numbness to the hit area, and a minor burn. Making direct contact with the lightning orb would result in a shock powerful enough to stop the person's heart.
Note: Can only only be used twice per battle
Note: Can only be taught by Xicer



(Doton: Tsuchi-Nami) Earth Style: Earth Wave
Type: Attack/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This user forms the ram hand seal to concentrate a massive amount of doton chakra. He then slams one palm on the ground to both infuse it with his chakra and cause a shock wave to ripple throughout the ground. This would cause the earth in the users immediate area to sink dramatically, causing a ring of earth to raise all around the user and expand outward in all directions. The best way to describe how the motion would look is to compare it to a drop of water falling into a still body of water. The earth wave would travel in the same manner. Since earth does not naturally form into this shape from being solid, the earth would crumble to loosen, making the wave travel faster than normal earth techniques. Once the wave comes into contact with an obstacle, it buries the object (structure, technique, or person) in enough earth to bury all but the most large of summons.

Note: Can only be used once per battle
Note: No A-Rank or above earth techniques for 3 turns following this technique
Note: Two jutsu limit on the turn immediately following the turn this technique was used.
Note: Can only be taught by Xicer

‡ All Declined, Do Not Resubmit ‡ The first one is a canon rain technique, the second is too generic and the last one is Gats' Planet Dispatch. Also, just a note. Since the sticky rain would be imbued with your chakra, you would be unaffected by it so you wouldn't have to make it "mid-range away from you". This doesn't mean you automatically become immune to all of your own techniques, just certain things like the stickiness of water or even the corrosive nature of acid rain. Not too sure on the latter but that's my understanding of it.
 
Last edited by a moderator:

Edward

Active member
Legendary
Joined
May 31, 2013
Messages
12,820
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Suiton: Hydragyrum boryūmu) - Water Release: Volumen Hydragyrum
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short (Created in short, Long range reach)
Chakra: 30 (-20 Chakra per turn)
Damage: N/A (+60 if used Offensively)
Description: The user will perform a series of three hand seals ( Ram - Horse - Tiger ) and send water-based chakra in an area around them within short-range. He will materialize sticky water, similar to the water found in (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field, and shape into the . The water differs from most waters, where it has a shiny luster and acts as a mirror rather than being completely blue, or translucent. The blob of water is quite useful and has two main abilities. The first is a sensory based ability that is unique to it only. By releasing a multitude of whip-like structures from the main blob, similar to (Suiton: Suiryūben) - Water Style: Water Dragon Whip, it can extend its body through the whips and cover a wide area ( up to Long range ). These multitude of whips have sensory receptors that allow it to sense water bodies, including humans which are made up of about 60-65% of water. The blob's whips when all the whips are released, along with the sensory's range ( about a three meter radius per whip ) is enough to allow the blob to sense the entire battlefield. However, the psuedo-sensory is no where near perfect because it is only able to sense things above ground, or anything that is not obstructed. For instance, if the enemy is enclosed in a dome of earth, where he is completely enclosed from the outside, then the water sensories would not work because the earth covering the target from all sides would prevent it from connecting with the other side of the wall. Once the blob has sensed the target, he will face towards that direction and begin rolling towards it, which is basically a way to guide the owner to the targeted area. The first ability works particularly well in terrains such as Forests or Caves. Secondly, the blob, if within three meters of the user, acts as a near-instantaneous defense against a wide array of attacks. It is a sentient being that can grow in side, up to twice the size of the user and immediately cover the user (transparent from the inside) in a sphere of its own body (Shape is changeable to an extent; it could be a wall, block, cube, vortex-like shape, etc). The water body would be able to defend against a multitude of attacks by using its body, and more specifically, the sticky aspects of its composition. If a physical and tangible based attack, such as earth or earth based elements, is sent out by the target, that attack would stick into the blob's body and slowly slip down. If an energy based is released, like Fire, or Lightning, it would simply act as a normal Water Defense. A secondary ability sacrifices the blob itself. Through a single hand seal, it can burst out and reshape itself into large spikes that is sent out to the opponent through hand motions in an attempt to impale them.
Notes&Restricitons:
Note #1 The blob can only be created three times and lasts in the battlefield for up to three turns.
Note #2 The blob itself is a sentient being that can act on its own accord. It simply feeds from the users' chakra per turn to allow it to maintain the blob. Because of the constant donation of chakra, if it is not completely destroyed within one turn, then the blob would regenerate off of the users' chakra.
Note #3 The blob itself is relatively slow and moves at the user's walking speed.
Note #4 Can only be taught by EdwardSama

Declined. Second part is ok, sensory part makes no sense and is a no go.



(Ototon: Banshī no sensō Kurai) - Sound Release: Banshee's War Cry
Type: Offensive | Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: 30
Description: The user sends Ototon chakra on an explosive object to coat it, and infuse it with sound chakra, whether it be an actual technique, a flash bomb, an explosive tag, etc. The object gains a distinct sound that is inaudible by human ears by coating it with high frequencies, low energy sound waves. Once it explodes, the sound created by the explosion along with the sound chakra, is drastically multiplied by several decibels, which of course, increases its effects to the human ears. The effects of the explosion to a human depends on the distance between the source of explosion, and the target. If the target is within short-range of the explosion, he/she will suffer from hearing loss(2turns), bleeding from the ears lasting(2turns), and pain from headaches that resulted from exposure to such a high and powerful sound(1turn), which only lasts momentarily. If one is within mid-range, they will suffer from slight disorientation and momentary deafness(2turns). If in long-range, it would just act as if it were a normal explosive tag being heard from short-range. To counteract the possibility of the technique to backfire, the user can channel sound chakra to his ears and alter the decibels/volume he/she is able to percieve for the moment the technique is to explode, thus keeping one from suffering the usual side effects.
Notes & Restrcitions:
Note: Can only be used six times, however, it cannot be used consecutively.
Note: Can only be taught by EdwardSama

Declined. So, where to begin. The fact that it is inaudible makes it stupidly hard to defend against. If you're going to make it actually harm the opponent physically. I'm not allowing them unless it's for disorientational purposes or supplementary purposes only. Also: I'm unsure if you know this or anyone has ever touched this, but multiplication of sound levels doesn't work like normal math does. I don't have my course on me atm but i'll try to VM it to you later. It's not lineair like in regular math. Also: I'm unsure how increasing the sound unit on a pitch you can't hear will play out. For now, this is ok if you change it to a hearable frequency, but I'm pretty sure this exists already in that case.
Resubmitting. Btw, there was a video in the quote but it didn't let me post two videos, so, yeah. u_u I also took out the sensory part and just expanded more on the second ability ;p

(Suiton: Hydragyrum boryūmu) - Water Release: Volumen Hydragyrum
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short (Created in short, Mid range reach)
Chakra: 30 (-10 Chakra per turn)
Damage: N/A (60 if used Offensively)
Description: The user will perform a series of three hand seals ( Ram - Horse - Tiger ) and send water-based chakra in an area around them within short-range. He will materialize sticky water, similar to the water found in (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field, and shape into the . The water created in this technique differs from most water, where it has a shiny luster and acts as a mirror rather than being completely blue or translucent. The blob of water is quite useful and has two main abilities. Firstly, the blob, if within three meters of the user, acts as a near-instantaneous defense against a wide array of attacks. It is a sentient being that can grow in size, up to twice the size of the user and immediately cover the user (transparent from the inside) in a sphere of its own body (Shape is changeable to an extent; it could be a wall, block, cube, vortex-like shape, etc). The water body would be able to defend against a multitude of attacks by using its body, and more specifically, the sticky aspects of its composition. If a physical and tangible based attack, such as earth or earth based elements, is sent out by the target, that attack would stick into the blob's body and cling to it. If an energy based is released, like Fire, or Lightning, it would simply act as a normal Water Defense. A secondary ability sacrifices the blob itself. Through a single hand seal, a multitude of tentacles can burst forth from the main body of the blob up to mid-range. It is capable of grabbing a hold of enemies around the battlefield, and either pierce them, or grasp them and pull them into the main body. If the enemy is successfully trapped within the main body, the sticky-like composition of water would make it difficult to even move. The user can choose to keep the enemy within the body as a form of torture, or use chakra to increase the density of the water, which would easily crush a normal human.
Notes&Restricitons:
Note #1 The blob can only be created three times and lasts in the battlefield for up to three turns.
Note #2 The blob itself is a sentient being that can act on its own accord. It simply feeds from the users' chakra per turn to allow it to maintain the blob. Because of the constant donation of chakra, if it is not completely destroyed within one turn, then the blob would regenerate off of the users' chakra.
Note #3 The blob itself is relatively slow and moves at the user's walking speed.
Note #4 Can only be taught by EdwardSama
Note #5 The second ability is the only offensive component of this technique. The initial activation despite being near-instant is purely defensive in usage.

[video=youtube;l8NC5nne0j0]https://www.youtube.com/watch?v=l8NC5nne0j0[/video]
Video of the blob in action U_U

‡ Approved ‡ Reduced the range of the second ability. Reduced the chakra cost per turn. Fixed parts of the wording. Nice technique.
 
Last edited by a moderator:

BusinessManTeno

Active member
Supreme
Joined
Jul 27, 2011
Messages
20,808
Kin
2,903💸
Kumi
10,493💴
Trait Points
60⚔️
Awards
Re: Custom Jutsu Submission

(Ameton/Katon:nerukura tsuba) Rain/Fire Style: Hades Spit
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 40 (-10 per turn)
Damage: N/a (20 Each Turn ) (+10 Rain Jutsus)
Description: This is a very interesting but dangerous type of jutsu. Incorporating fire and rain together. The user will do 3 handdseals channeling fire into the rain clouds super-heating the rain drops The user makes sure that he doesnt channel fire chakra into the clouds above him in a 3meter diameter. Making it that if he moves outside the 3 meter mark he too will face the affects of this jutsu. Each rain drops is hot as boiling water, making each time the rain touches the opponent it feels like a a harsh sting. This jutsu specality is that it causes distractions to the opponent while constantly being hit with scalding rain drops. The special thing about this jutsu is that over a period of time it does more damage. If this jutsu isnt stopped before the 3rd turn. The opponent will suffer 3rd degree burns causing severe damage. Each turn the rain hits the opponent the damage from the rain adds 1 rank . Meaning 20 first turn. 40 2nd turn and 60 3rd turn.

Note: Can use twice
Note: 3 turn cool down period
Note: Last 3 turns
Note: Cant use any rain jutsu above A rank with this technique.
Note: All Rain jutsus are superheated into scaled water increasing the damage

✦ Declined, it's been brought to my attention that this would be infringing on Volcanic Water CE, I cant allow this, sorry. ✦
Just changed the whole concept to lightning. Didnt bold cause I took out majority

(Ameton/Raiton:Zeus tsuba) Rain/Lightning Style: Zeus Spit
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 40 (-10 per turn)
Damage: N/a (20 Each Turn ) (+10 Rain Jutsus)
Description: This is a very interesting but dangerous type of jutsu. Incorporating lightning and rain together. The user will do 3 handseals, channeling lightning into the rain clouds giving the rain drops an static effect. The user makes sure that he doesnt channel lightning chakra into the clouds above him in a 3meter diameter. Making it that if he moves outside the 3 meter mark he too will face the affects of this jutsu. Each rain drops carries a spark that stings the opponent like a bee sting increasing damage every turn. This jutsu specialty is that it causes distractions to the opponent while constantly being hit with the spark rain drops. The special thing about this jutsu is that over a period of time it does more damage. If this jutsu isnt stopped before the 3rd turn The opponent will suffer paralysis paralyzing the opponent for one whole turn. Each turn the rain hits the opponent, the damage from the rain adds 1 rank . Meaning 20 first turn. 40 2nd turn and 60 3rd turn.

Note: Can use twice
Note: 3 turn cool down period
Note: Last 3 turns
Note: Cant use any rain jutsu above A rank with this technique.
Note: All Rain jutsus carry a static effect that over time increases in damage

-Declined- Storm techniques already do this. There's a Storm Rain and Noni's Porcella technique.

(Kenjutsu: Hayai Nokogiri) Sword Arts: Graceful Seesaw
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will first channel their chakra into their sword, increasing the cutting potency of the blade, causing it to glow blue. The user will then leap towards the opponent extending the blade while spinning yourself, causing your body to take a seesaw type shape. This technique is said to even cut through solid earth of equal rank and below and cut through the flesh with ease. This technique travels up to 10 meters while being very fast when travel (similar to the release of leg weights)

Note: Can use twice
Note: Cant use back to back
Note: No kenjutsu for two turns afterwards

You must be registered for see images

‡ Declined ‡ Now why did you have to make this as fast as someone with their leg weights dropped? No references to the speed chart. Removed the lightning chakra bit. Also, I feel like this should require two swords.

(Ninjutsu: Kokuou shusseki) Ninja Art: Kings Presence
Type: Supplamentary
Rank: B-S
Range: Short-Long
Chakra:25-40
Damage: N/a
Description: This technique is a technique only exclusive to those who reached kage level, to the point where their chakra is tremendous and can only be used on those who are two ranks and below from the user. This is not to be mistaken for killing intent as it does not paralyze, or use the basics of fear.. The user will simply expel a huge amount of chakra from all over their body that marinates the air. The air around the whole area becomes extremely heavy to the point one person speed is reduced by half, and they would have difficulty breathing making it feel like an earthquake when it really isnt. This technique is normally used for rp purposed, but acts as a full body surge in a rp battle.

Note: B=Short Range|A=Mid Range|S=Long Range
Note: Can only use the S rank version twice, and A rank version twice. B rank has no limits
Note: Can only use this once per two turns

-Declined- So you make your weaker opponent who is already slower than you, who might already have a difficult time tracking you even slower? Halving their speed would mean you're no longer trackable to them.
 
Last edited by a moderator:

Korra.

Sage of Snakes
Supreme
Joined
Apr 25, 2011
Messages
22,836
Kin
2,212💸
Kumi
4,343💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

Korra has Snake M

(Senpo/Magen: Hebi no Garagara) - Sage Arts/Demonic Illusion: Snake's Rattle
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Once the user is in Snake Sage Mode they will use their senchakra and start producing a snake's rattle. The snake rattle noise traps anyone that hears it in a genjutsu. The opponent will feel like a snake is wrapped around them constricting them and keeping them in place in real life. The opponent will see them trapped in an orb full of snakes that are that are coiled around them and biting them down on them with the White Snake Sage outside of the orb. The opponent will than see the White Snake Sage breakt he orb and than bite them in half causing mental stress on them and causing them to pass out in real life.
Note: Must be able to summon snakes/know snake sage mode
Note: Usable 2 times a match
Note: Must be taught by Korra

‡ Declined ‡ Having Sage Mode =/= Having Sound. Sure, Jiraiya has that one technique that allows him to induce a sound-based gen but I'm not keen on allowing this without Sound Release. It isn't even Jiraiya that performs the gen but actually his summons.
 
Last edited by a moderator:

Daemon

Legendary
Joined
Jul 12, 2009
Messages
18,724
Kin
1,754💸
Kumi
72,430💴
Trait Points
25⚔️
Awards
Re: Custom Jutsu Submission

Suiton: Kuishinbō tatchi | Water Release: Gluttonous Touch
Type: Supplementary
Rank: A-rank
Range: Short/Mid
Chakra Cost: 30
Damage Points: N/A (-20)
Description:
As the name hints towards, 'Kuishinbō tatchi' is a jutsu that is initiated either off of coming into contact with the target or doing a series of 3 hand seals to initiate it from a distance. Once the user touches the target, whether it's through his (user's) hand, leg, elbow etc. he'll release a marble sized dark blob of water which will stick to the target. Alternatively the 3 hands seals allow the user to make the blob appear anywhere within 10m of himself to stick onto a target. The blob of water takes on unique properties of water, being very viscous and sticky to the touch, thus seeming like syrup with its dark color and sticky texture. Once placed on the target, the blob of water begins to leech off of the opponent's chakra in order to not only grow in power itself but to weaken the opponent while self sustaining it being active. Due to the blob of water continously leeching chakra from the target, as long as the blob is attached to the target all of his/her jutsu would lose a single rank. So with the blob on a target, all of his/her A-rank techniques would be drained to B-rank, Forbidden ranks to S-rank etc. while the blob itself puts the leeched chakra to use. Upon the blob initially starting to leech the opponent's chakra, it's self preservation kicks in and it becomes difficult to get rid of the blob. When trying to forcefully destroy the blob by cutting, crushing, ripping it etc. it would defend itself. It would suddenly start to divide itself to avoid damage from the attack, so when trying to cut it, it would simply split into two identical versions on the target, though it can be destroyed or removed in other ways within reason. The blob of water isn't limited to being placed onto a human being either. The user can easily place it onto a summon to achieve the same affects, or even another jutsu within reason, i.e. one could use it on a stone golem in order to leech its chakra and weaken it by one single rank as a whole, thus making the blob versatile in what it can weaken.

Needs to be taught by Daemon
Usable 3x
Lasts 3 turns unless destroyed or removed
No water above S-rank while active

‡ Declined ‡ Tried something like this once. So did Shady until he deleted his post and gave this jutsu to you. :)

Dropping old CW

(Faia & Sandā) Pot of Fire and Thunder
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra: 40
Damage: N/A
Description: The Pots of Fire and Thunder are a pair of Twin Gauntlets used by, the Fifth Raikage Kilik Rung. The pair of gauntlets are the shape of two grey ornately decorated large boxing-gloves, or more accurately 'glove-shaped pots.' However, they only slightly resemble pots, the resemblance mostly more evident around the gloves' openings, which look like the mouths of pots. They have metal knuckle plates which have their respective names inscribed on them in black italics.(Right being Fire and the Other being Thunder) Also on these plates is the slight 'human' factor in their design, the same large, doe-shaped eyes. The pair of weapons are sentient and respond well to their user's chakra. Each of these gauntlets are made of a special chakra metal. The gauntlet on the left ignites a flame in response to the user's chakra. When the user's raw chakra is focused into the right gauntlet, the chakra metals begin to react causing friction within its body. The friction ignites a vivd and rich flame. However, this flame is not contained or controlled by the user's chakra but is controlled by the sentient gauntlet itself. The left gauntlet, the Pot of Thunder, produces electricity when raw chakra is focused into it. The chakra metals create static electricity in reaction to the raw chakra. The metals in the Pot of Thunder are unique as they have a piezoelectric effect. The raw chakra puts pressure on the chakra metal and due to the piezoelectric effect, the gauntlet generates electricity because of that. The visible and vibrant electrical current is contained within the glove itself and not the user. Because the gauntlets are fueled off of raw chakra the user is able to conduct the electricity and ignite the flame at the same time without the use of Yin Yang Release or any other external means. Kilik is able to use either gauntlet's fire or electricity for the basis for a jutsu using the corresponding elements but never both at the same time. For example, Kilik can focus fire chaka within the flame of the glove to use the basic Great Fireball jutsu and on the flip side, use lightning chakra to manipulate the electricity to form the Lightning Beast Running Technique.

The real usage of the sentient gauntlets kick in when they being leeching chakra from the user simultaneously. The gauntlets are able to consume the user's chakra from their body 20 chakra each totaling 40. This kicks in their overcharge feature. Like kid's during a sugar rush, the gauntlets begin to have what we call a "chakra rush." The amount of chakra they consume activates an effect where the previous effect of the gauntlets are bolstered. The fire and electricity produced by the gauntlets begin to grow in size until they both amasses into large effigies of lighting and fire. In this effigy, Fire takes on the form of a young boy with chin-length blonde hair with red tips. An elaborate marking in the shape of a fireball is emblazoned on one side of his hair, with a similar tattoo on his right shoulder. He has small but profound tear drop-shaped markings beneath each of his eyes and has three short vertical lines marked between his eyes. He also wears a scarf that seems to be made of fire. There are also what appears to be vents located on some parts of his body. Three are seen on each of his pectoral muscles, three on each of his shoulders, and three on the back of each of his hands. He also wears long metal bracelets on each arm. The bottom half of his body is obscured by flames which are attached to Kilik's right gauntlet. Thunder becomes a young girl dressed in a yellow crop top which is attached to a hood that goes over her head and hangs down and curves round in a loop, with some segments of the hood separated and floating in place. She seems to wear a hat beneath the hood. Possibly yellow markings can be seen on the edges of her eyes and short streaks can be seen beneath them also. She has two sleek yellow lines tattooed on her shoulder. She wears elaborate decorative sleeves that extend outward and curve into the air similar to her hood, with some parts floating detached. The bottom half of her body is engulfed with electricity and is attached to Kilik's left gauntlet. The effigies last for 2 turns and can be used to combat elements according to their elemental strengths. Both of the effigies carry A rank strength.Each of the effigies are only able to extend from the gauntlets up to Mid range to attack the opponent of defend against attacks. Because of the strain it causes Kilik to have that chakra forcibly drained from him, the effigies are only to be created three per battle to aid him each needing a 2 turn cool down before the effigies can be used again.
You must be registered for see images

‡ Pending ‡ Aint nobody got time fo dat.

✦ Declined, boy if you dont make this shorter and clearer. ✦
 
Last edited by a moderator:

Erzo

Active member
Legendary
Joined
Jul 27, 2011
Messages
17,911
Kin
551💸
Kumi
1,094💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Katon: Hai Ken ) - Fire Release: Fire Fists
Rank: S
Type: Offensive/Defensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user releases his Fire chakra through his body and either into areas short range around him, or allow the chakra to travel through the ground, allowing it to travel further and emerge at a further distance. The Fire is compressed and through chakra manipulation made to be in the shape of two hands up until the forearm, with both ends forming a fist which is dense and able to deal extreme physical, as well as burning damage. The length of each arm is roughly 3 meters, and the girth of the wrist area 2, giving it quite a wide diameter, allowing them to strike multiple people at once if they are all within the same area. This jutsu is used by the user as if the opponent was standing directly in front of him, with the users own hands performing punching motions which are then instantly and directly mimicked by the fiery fists. The user can use these hands made of Fire to perform other tasks such as open palmed attacks, grabbing of objects/people (whilst keeping in mind the burning characteristic), and anything else which can be done with normal hands. A secondary use of this jutsu allows the user to simply release his chakra and pin point the opponent but then no longer have the ability to control them, but instead leaving the two fists to act as projectiles which once released simply travel towards the opponent leaving the user to perform other techniques.
~ Can only be taught by Erzo. Used 3 times per battle, only lasts until defended from, or until deactivated. However, if manipulated to mimic the users own fists, the user can't use jutsus of other elemental nature until the jutsu has stopped. After usage, must wait 2 turns before using again, and no other Fire jutsu above S-rank can be used within the same and the next turn.

-Declined- I was fine until I got to this bit. How does this technique allow you to pinpoint the opponent? I like the linking of the fists to your own bodily movements though a better name wouldn't hurt. Not sure why this is S-Ranked but I'll leave that up to you.

(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (-5 per turn)
Damage points: +20
Description: The user focuses his Wind chakra around a previously used jutsu which has no cutting abilities whatsoever, and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive jutsu the capability to inflict lethal cutting damage. This jutsu acts as an activation, and can work inextricably with another jutsu, enabling the user to perform the two in conjunction upon first use. Despite its ability to work best with jutsus which do not have any cutting abilities, if used alongside something which does, the damage increase will be halved, allowing it to still make a difference but nothing which is too major. The nature of the element itself allows it to work alongside all elements and non-elemental projectiles, with the exclusion of Lightning based jutsus.
~ Can only be taught by Erzo. Can be used three times per battle/event, and once used lasts a maximum of four turns, or until deactivated.

-Declined- If this wasn't highly exploitable, this is what I would say: A bit minimal for a technique like this but I suppose it will do. Remove the damage boost, all this will achieve is making your supplementary and/or defensive techniques into offensive ones. It looks reasonable and then when you get down to it, you realize it would make simple techniques like my Sleight of Hand capable of killing on their own. Too OP lol.

I could allow this if you make it so every technique this ability is applied to requires one extra handseal (handsealess techniques will now require one; even for users who can use all wind techniques without the need for handseals). Also include a note saying this can't be combined with abilities which replace or remove handseals altogether like the NB swords.
(Katon: Hai Ken ) - Fire Release: Fire Fists
Rank: S
Type: Offensive/Defensive
Range: Short - Long
Chakra cost: 40 (-15 chakra per turn)
Damage points: 80
Description: The user releases his Fire chakra through his body and either into areas short range around him, or allow the chakra to travel through the ground, allowing it to travel further and emerge at a further distance. The Fire is compressed and through chakra manipulation made to be in the shape of two hands up until the forearm, with both ends forming a fist which is dense and able to deal extreme physical, as well as burning damage. The length of each arm is roughly 3 meters, and the girth of the wrist area 2, giving it quite a wide diameter, allowing them to strike multiple people at once if they are all within the same area. This jutsu is used by the user as if the opponent was standing directly in front of him, with the users own hands performing punching motions which are then instantly and directly mimicked by the fiery fists. The user can use these hands made of Fire to perform other tasks such as open palmed attacks, grabbing of objects/people (whilst keeping in mind the burning characteristic), and anything else which can be done with normal hands. A secondary use of this jutsu allows the user to simply release his chakra and pin point the opponent but then no longer have the ability to control them, but instead leaving the two fists to act as projectiles which once released simply travel towards the opponent leaving the user to perform other techniques. The fists do this by tracking other bodies of heat from the surrounding area which does not belong to the user.
~ Can only be taught by Erzo. Used 3 times per battle, only lasts until defended from, or until deactivated. However, if manipulated to mimic the users own fists, the user can't use jutsus of other elemental nature until the jutsu has stopped. After usage, must wait 2 turns before using again, and no other Fire jutsu above S-rank can be used within the same and the next turn.

‡ Approved ‡ Edited slightly.

(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature.
The first part requires the user to
focuse his Wind chakra around a previously used jutsu which has no cutting abilities whatsoever, and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive jutsu the capability to inflict lethal cutting damage. This jutsu acts as an activation, and can work inextricably with another jutsu, enabling the user to perform the two in conjunction upon first use. The damage output would depend on the rank of the supplementary/defensive jutsu used. The nature of the element itself allows it to work alongside all elements and non-elemental projectiles, with the exclusion of Lightning based jutsus.
The second usage of this jutsu allows the user to do the same, but instead works for all types of jutsus (supplementary, defensive, and offensive) simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. However, when used in this way, however hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) As the first part, the second usage also cannot be used alongside Lightning jutsus.

~ Can only be taught by Erzo. Can only be used a maximum of three times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 3 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.

‡ Declined ‡ The handseals part needs to apply to both parts of this jutsu. I'll allow the damage boost to offensive techniques since you explained how it works but its unlikely I'll approve more activation/infusion techniques which boost damage in the future since they're becoming all too common. Remove the part that allows this to be used on other elements, I just don't find it logical. Reduce the usage of this to two if you want it to last for four turns (or reduce the duration to three turns and you can keep it at three times per battle). Changed the chakra and range. Also, since I removed the advanced elements bit the existence of two forms becomes redundant. Instead I want form one to be usable on defensive and supplementary jutsu while form two is only usable on offensive techniques which already have the capability to inflict damage.
 
Last edited by a moderator:

Vegeta

Active member
Supreme
Joined
Apr 14, 2012
Messages
36,544
Kin
1,047💸
Kumi
7,487💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Katon: Shakunetsu no akuma) - Fire Release: Scorching Demoniac
Type: Supplemental/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 60 to the touch, 80 for concentrated stream
Description: The brother jutsu to Scorching Rage and Scorching Berserker. Scorching Demoniac looks to capitalize on Scorching Berserker's ability to focus and sustain the fiery aura of katon chakra around oneself. By making the Dragon seal and farther manipulating the chakra while also molding more katon into the aura (After already using Scorching Berserker), it can be made to shine brightly outwards along the same lines as Fire Release: Fire Whisp, as the fiery golden chakra aura grows outwards and upwards 2 more meters surrounding the user to 2 1/2 meters around/above, and it's heat and strength increases from B to A rank in terms of raw damage to the touch. This can also slightly blind the enemy like looking momentarily into the sun, just nowhere near as intense, and will hinder their vision for one turn. The user has a couple options, as once the chakra is honed and focused to this point, it's very intensified and short lived, and will fade away at the end of the turn. The user can perform punching type motions, firing up to 4 bright 1 meter diameter fireballs at the opponent (also along similar lines of the Fire Whisp technique, strength divided depending on how many are fired off), or the user can make a mad run for the enemy attempting to ram them or use taijutsu/kenjutsu strikes against them. Finally, they can focus the aura around them to a single area, clapping their hands together palms facing outwards, streaming the golden fiery chakra from around themselves siphoning it off them like done in Scorching Berserker, however the strength of the stream would be S ranked and would be able to strike opponents long ranged (as opposed to A rank and mid ranged in Scorching Berserker) and would be 3 meters in diameters. No matter what is done (including nothing), the effects of Scorching Berserker will end at the end of the turn if this is used.

~Notes~
-Can only be used 2 times per battle
-Scorching Rage can not be used again for 4 turns
-No S rank Katon or above the same turn after use or the next turn
-Damage to taijutsu is increased +5 to the +10 from Scorching Berserker for a total of +15 from the intensity of the heat.
-User is bound by the same restrictions as Scorching Berserker in terms of maneuverability and can only use katon elemental jutsu/taijutsu/kenjutsu while active.
-Must be taught by -Vegeta

to Scorching Rage approval
to Scorching Berserker approval

-Declined- I was fine with this up until the last bit. Don't like the idea of this being both A-Ranked and S-Ranked depending on how you use it. It also feels like too many things rolled into one. Rage was simple, Berserker was moderate and Demoniac is fairly extreme. I'll allow the last bit since its a trait of Scorching Berserker but you need to decrease it to A-Ranked. Berserker is weird since its an A-Rank but you gave it the power of a B-Rank at some point. Resubmit Berserker, remove that B-Rank damage bit and I'll approve it. You can resubmit this technique in the same cycle since as long as you change nothing else in Berserker it will be approved.
-Re-submission: removed leaving the ground, added damage to ram attack and better detail-

(Katon: Bāsākā shakunetsu) - Fire Release: Scorching Berserker
Rank: A
Type: Supplemental/Attack/Defense
Range: Short/Mid
Chakra Cost: 30 (15 per turn to maintain)
Damage Points: 60 for stream attack
Description: After Performing Fire Release: Scorching Rage the user will focus and maintain the fiery golden chakra surrounding him and can move about freely on the field of battle, but cannot leave the ground or the chakra will dissipate. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns (B rank damage, same as Scorching Rage). The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, which will also end the jutsu.
~Notes~
-Lasts 3 turns unless released
-Must know my Scorching Rage and it must be used on the same turn
-Damage to taijutsu is increased +10 due the the flames surrounding the user
-User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu attacks
-Must be taught by -Vegeta
to Scorching Rage approval

♠ Approved ♠
-Resubmitting- Scorching Berserker
(Katon: Bāsākā shakunetsu) - Fire Release: Scorching Berserker
Rank: A
Type: Supplemental/Attack/Defense
Range: Short/Mid
Chakra Cost: 30 (15 per turn to maintain)
Damage Points: 60
Description: After Performing Fire Release: Scorching Rage the user will focus and maintain the fiery golden chakra surrounding him and can move about freely on the field of battle, but cannot leave the ground or the chakra will dissipate. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, which will also end the jutsu.
~Notes~
-Lasts 3 turns unless released
-Must know my Scorching Rage and it must be used on the same turn
-Damage to taijutsu is increased +10 due the the flames surrounding the user
-User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu attacks
-Must be taught by -Vegeta

‡ Update Approved ‡

-Resubmitting- Scorching Demoniac
(Katon: Shakunetsu no akuma) - Fire Release: Scorching Demoniac
Type: Supplemental/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The brother jutsu to Scorching Rage and Scorching Berserker. Scorching Demoniac looks to capitalize on Scorching Berserker's ability to focus and sustain the fiery aura of katon chakra around oneself. By making the Dragon seal and farther manipulating the chakra while also molding more katon into the aura (After already using Scorching Berserker), it can be made to shine brightly outwards along the same lines as Fire Release: Fire Whisp, as the fiery golden chakra aura grows outwards and upwards 2 more meters surrounding the user to 2 1/2 meters around/above, and it's heat and strength increases from A to S rank in terms of raw damage to the touch. This can also slightly blind the enemy like looking momentarily into the sun, just nowhere near as intense, and will hinder their vision for one turn. The user has a couple options, as once the chakra is honed and focused to this point, it's very intensified and short lived, and will fade away at the end of the turn. The user can perform punching type motions, firing up to 4 bright 1 meter diameter fireballs at the opponent (also along similar lines of the Fire Whisp technique, strength divided depending on how many are fired off), or the user can make a mad run for the enemy attempting to ram them or use taijutsu/kenjutsu strikes against them. Finally, they can focus the aura around them to a single area, clapping their hands together palms facing outwards, streaming the golden fiery chakra from around themselves siphoning it off them like done in Scorching Berserker, however the strength of the stream would be S ranked and would be able to strike opponents long ranged (as opposed to mid ranged in Scorching Berserker) and would be 3 meters in diameters. No matter what is done (including nothing), the effects of Scorching Berserker will end at the end of the turn if this is used.

~Notes~
-Can only be used 2 times per battle
-Scorching Rage can not be used again for 4 turns
-No S rank Katon or above in the next turn
-Damage to taijutsu is increased +5 to the +10 from Scorching Berserker for a total of +15 from the intensity of the heat.
-User is bound by the same restrictions as Scorching Berserker in terms of maneuverability and can only use katon elemental jutsu/taijutsu/kenjutsu while active.
-Must be taught by -Vegeta
-Firing off the fireballs will use up the entirety of the cloak/aura

‡ Approved ‡ Edited.

to Scorching Rage approval
to Scorching Berserker approval




(Katon - Yubi Bāningu Funka!) - Fire Release - Erupting Burning Finger!
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage Points: 90 (-20 to the user)
Description: A technique only learnable by ones who are born with the main affinity Fire and requires use of 2 seals despite their ability to use any Katon jutsu with 1 seal. The seals themselves represent 2 of the Yin Fire and Yang Fire of the Zodiac, the Snake and the Dragon, and are symbolic of the harmony a Master of the element Katon has with said element from years of devoted training honing their skills and control of the chakra. By performing the seals Snake -> Dragon while molding large amounts of Katon chakra within, the user opens both hands, balling one into a fist and slamming it into his open palm in front of him. As they do this, they manipulate the katon chakra down both arms concentrated towards the fists like water flowing out a faucet. As both fists gain an red-orange hue from the gathering Katon chakra, the user wills the chakra from the open palmed hand into the fisted hand, and removes it from the palm of the other hand, the fist immediately takes on a fiery red hue, the user further manipulating the Katon's shape and concentration as flames surround the fist 1cm around the fist like a glove as he opens it. The user then attacks with a open palmed strike using the fingers tensing them like like a claw. The attack can burn a target severely up to 2 inches inside the body due to the just the intense heat alone, causing scorching damage the size of a softball (relative to the size of the strike point) however the 4 fingers and thumb would glow like heated iron, and pierce 1 inch deep to the first knuckle past their nails, cauterizing the wounds as they occur but causing severe burns as the Katon chakra is released thru the strike, the fire bursting outwards in a fiery explosion sending the opponent back upwards to mid range.

~Notes~
- Because of damage to the hands, no hand seals can be performed for 2 turns, and none above 4 hand seals for 3 turns
- No Katon jutsu after this is used for 1 turn
- No Katon above A rank for 2 turns
- Can be used once per battle
- Must be taught by -Vegeta

‡ Declined ‡ Yet another technique made a Forbidden Rank for the sake of it. Also, despite your intricate description this is a fairly basic technique. In the end all this amounts to is creating fire gloves and that's been done.


 
Last edited by a moderator:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Suiton: Kiri Kaihen) - Water Release: Mist Reorganization
Type: Supplementary/Offensive
Rank: B
Range: Short - Long
Chakra: 20 (- 10 per turn)
Damage: N/A
Description: After releasing a water based technique, the user will manipulate his chakra and spread out the water molecules of the technique, allowing him to change it from it's current state into a mist of water vapor. The vapor can then be manipulated and guided by hand gestures like a snake of mist. With the usage of a single hand seal, the user can compress the mist into it's original state, allowing the user to re-create his technique once again within reason. This means that things such as compressed streams would be unable to reform back 100% due to their specific requirements of release (Constant streaming from the mouth and compression). If such a case were to occur, the source would simply become a source of water fueled with the user's chakra equivalent to the technique manipulated. The mist can be spread throughout the terrain similar to hiding like mist. If that's the case, the technique will last up to 5 turns before dispersing naturally. The manipulate stays active for as long as the user fuels it.

☼ Declined ☼

The bold needs to be clarified, within reason means entirely different things to different people. Mention that the techniques lose any of their original momentum and only carry the momentum that the mist had when its reformed. Reformed techniques lose a rank as well.
~ Resubmitting with the mentioned changes and elaborated in some areas! ^_^

(Suiton: Kiri Fukusou) - Water Release: Mist Convergence
Type: Supplementary/Offensive
Rank: B
Range: Short - Long
Chakra: 20 (- 10 per turn)
Damage: 40 (In Mist Form)
Description: After releasing a water based technique, the user will manipulate the chakra inside the technique itself and spread out the water molecules of the technique, allowing the user to change it from it's current state into a mist of water vapor. The vapor can then be manipulated and guided by hand or feet gestures to resemble a Snake or Dragon of Mist. With the usage of a single hand seal, Dragon (辰, Tatsu) or Snake (巳, Mi) this being dependent on the original form of the manipulated mist, the user can compress the mist into it's original state, allowing the user to re-create his technique once again. Techniques that require constant streaming would turn to a source of water that can be used to splatter on the opponent to push them back (No damage) or manipulated in the same concept as their previous Mist-State. If left as a source it would simply be fueled with the user's chakra equivalent to the technique manipulated after deduction. The mist can also be spread throughout the terrain similar to hiding like mist. If that's the case, the technique will last up to 5 turns before dispersing naturally. The manipulation stays active for as long as the user fuels it. The Mist can also be manipulated to converge on the selected target(s) and induce a drowning sensation as the influx of water vapor enters their system via mouth & nose. If not dealt with on that turn, the brain will lose it's oxygen and cause the target to fall unconscious. While converging, the target will be left soaked, this would cause for things such as explosive tags or sealing tags to become useless as the Kanji inscriptions fall apart so long as they are made of paper. This technique is also applicable with allies such as Summons or Clones. If one of the two users releases a steam-based technique and maintains it's release, the end result would be a boosted technique as the influx of mist conversion would continuously increase.

Techniques receive a rank deduction once reformed.
Mist's traveling speed is equivalent to "Water Style: Water Dragon Bullet Technique"
+10 Damage to Stream-Based Techniques used in Combination w/ Ally/Clone/Summon.
Only up to A-Rank techniques for combinations with a Non-Clone/Summon Ally.

‡ Declined ‡ I'm not too fond of these changes. Sometimes less is more. Remove the entire paragraph at the end as swell as all of the added notes. Ironically the added parts of the description have only served to make things more confusing. Make this so you can control the mist as a formless mass or in various shapes (only restricted by the user's imagination). State that reverting back to its previous form is passive but the original change into mist costs a move. Also, I don't think that your techniques should fall in rank because of this. By the way, increase the rank to A.



Sanyu's Sakurifaisu / Sanyu's Sacrifice
Type: Custom Weapon
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: After a valiant effort at protecting her child during a clash between clans in the Water Country, Sanyu Hozuki of Ganmi bloodline, died after failing to use the hydrofication technique successfully, something that only the elite of the clan could do. Although the technique failed, it was strong enough to protect her child. Sanyu's body stayed in a hydrofication liquid-slime state, unable to turn back, nor function normally. Knowing the great potential their son had as a swordsmen, Sanyu's husband, Kiomono took it upon himself to forge a large blade with his wife's hydrofication remains within the core of the blade. The blade was crafted out of a very rare alloy that could not conduct electricity. The blade's core was created out of the finest of crystals, allowing the liquid-slime to be displayed with great clarity through the entirety of the sword. The sword itself was eight inches wide, consisting of a single sided bladed edge. The sword's blade was five feet in length, having the bandage covered handle being one foot, making the overall length of the sword six feet. The end of the handle consisted of something very similar to a kunai's ring, however this one being shaped in the form of a small rectangle, enough to fit two fingers comfortably. A small chain of six inches in length was attached to the rectangular ring, something that could be used to handle the blade in various ways. At the end of the chain laid a small crest with the symbol of Water, displaying their origins. After the blade's completion, it was stored away for five years and given as a present on Ryogetsu's 17th birthday. It was then that something miraculous began to happen. The crystalline container holding his mother's essence began to glow a bright heavenly blue as it slowly drained chakra from the wielder, her son. It was then that Ryogetsu could sense his mother through the blade itself, it's as if they were once again connected through their bonds. After countless and endless sessions to refine his swordsmanship, Ryogetsu began to unlock the abilities that his mother bestowed upon him.

Abilities:

- By constantly feeding -10 chakra per turn, the sword is able to produce a mist of water vapor in a short range radius around the user. Just like the Hidden Mist technique, this mist can vary in terms of thickness, being able to manipulate it at will with the influx of chakra released, although it will always remain at -10 no matter how thick or thin the mist is. The mist is infused with both the user's chakra as well as his mother's, causing for sensor and Dōjutsu users to be confused through the mix in chakra signatures.

- Although chakra is infused within the mist, it does not bestow any sensing capabilities and the user will be affected by it's thickness, being unable to see through it. The same could be said for the enemies, being unable to see the user through the mist surrounding him.

- The user is able to manipulate the mist at will, creating small weapons made of concentrated vapor, aka water. Due to the mist's properties, the water constructs can not be made too big, having the limit of up to an average sized bear if the entire mist is concentrated. The constructs can range from hands of water, to other limbs around the mist to aid the user, or even projectiles like senbon, kunais, shurikens etc. This technique is equivalent to B rank and the user will be restricted to using only water release up to C rank while the manipulation is in place. If projectiles are released, they are able to travel up to mid range, however their strength would be lowered to that of a C rank, and so would it's chakra usage. (Chakra points corresponding to B and C ranks.)

- Three times per battle, the user is able to release their mist outwards and wrap around a technique B-Rank or below. By using the special properties of the Hidden Mist Village's Chakra draining techniques, the user will be able to use their mist to completely drain the chakra from opposing techniques, either dispersing them or causing them to stop. Logic is to be applied when facing things such as projectiles and such as they would simply continue without chakra inside of them.

Notes:
- Only two limbs can be created with a single usage of the ability, and if so their power would be divided equally.
- The elemental weaknesses and strengths apply to the draining ability of the mist.
- If the drain is used, the mist can not be reformed for two turns after usage.
- All technique count as official techniques except the activation of the maternal mist.

Picture:
You must be registered for see images



✦ Declined, parts of this sword would collide with existing mist Water jutsu, notable ones that manipulate mist to form spikes and weapons. Also, your history basically says that you have a Hozuki sealed in a sword. I cant approve that without you being a Hozuki, not Gamni with Hozuki parentage. I'm also not a big fan of chakra draining jutsu either, though the last part you write is similar to one of Kiri's Village CJ. ✦
I could not highlight everything because a lot was changed or moved around. :sweat:

Za Kiri's Keiri Katana ⋩ The Mist's Executioner
Type: Custom Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The blade is crafted out of a very rare and indestructible alloy that can not conduct electricity. However, that does not mean it can defend against anything/everything. The blade's core is created out of the finest of crystals. The sword itself is eight inches wide, consisting of a single sided bladed edge. The sword's blade is five feet in length, having the bandage covered handle being one foot, making the overall length of the sword six feet. The end of the handle consists of something very similar to a kunai's ring, however this one being shaped in the form of a small rectangle, enough to fit two fingers comfortably. A small chain of six inches in length is attached to the rectangular ring, something that could be used to handle the blade in various ways. At the end of the chain there is a small crest with the symbol of Water, displaying it's origins. The blade has special water related abilities for example it's elastic syrup string. By passively infusing his chakra into the Water Symbol badge, the user can draw and materialize a long (Up to mid range distance in length) thin line of elastic syrup that can be used not only to extend the range of the blade but create new usages. The blade's material would negate the possibility of having lightning travel through the syrup unless struck directly. By feeding -5 chakra per turn, the sword is able to produce a mist of water vapor in a short range radius around the user, the vapor would escape from the pores of the crystalline core. Just like the Hidden Mist technique, this mist can vary in terms of thickness, being able to manipulate it at will with the influx of chakra released, although it will always remain at -5 no matter how thick or thin the mist is. By taking advantage of the sun light, the user can use the crystal core to reflect the light and blind the target as the sword is used. Not only can the sword produce a mist but it can also turn into mist. This is a passive ability in order to avoid certain tangible situations or to retrieve the sword from a distance, using mental commands and chakra manipulation to control the sword in it's mist form.

⋩ The activation of the surrounding mist counts as a move for the first time.
⋩ After activation the user is free to passively activate and deactivate the mist.
⋩ The blade can partially transform into a mist, it does not need to turn completely.
You must be registered for see images

‡ Declined ‡ State all relevant ranges in the description rather than in the template. I'm having trouble envisioning how the string would be used. From what part of the sword is it created? Do you create it from the hilt and swing your sword around or does it extend from the blade? Does it take the shape of the blade? If not, how does it extend its range? Remove the light reflecting ability. Why does the first time activation only count as a move but you can freely activate/deactivate thereafter? It should count as a move every time you activate it. Also, all of the abilities here should count as moves. You need to state their ranks and how many times they can be used. Honestly, I preferred your previous setup and in general the previous weapon.

(Suiton: Mizu Joumyaku Totsugeki) - Water Release: Water Vein Assault
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 (-10 per turn to target if inhaled or pierced)
Description: The user will chain together the Dragon → Snake → Ox hand seals as he releases his chakra deep underground, in order to find a water vein. He/She will then use shape manipulation to rise the underground river water in the form of a forest of piercing streams in a radius of up to medium range. The streams can be compared to "Earth Release: Rock Pillar Prison Technique" and be manipulated in a way that the user can avoid the damage if used near him. This technique is not only used to skewer targets traveling underground or above it, but also to take advantage of the side effects the properties that the water in the veins produce. The flowing motion causes friction with the layers of rock, which produce electric fields specially when under high, underground pressure. These electric fields cause interference with the natural magnetic field of the Earth and produce “turbulence” whose radiation fields expand beyond the surface of the Earth. Another explanation is that ions are released, due to the high pressure of the underground flowing water, sending them directly upward. They are highly energizing and even a small dose has a strong and invigorating effect. With the usage of a single hand seal, the user can disperse the molecules of the streams and create a mist that cause the same effects if inhaled, however the user will be subject to the effects if inhaled as well. The effects are as follows;

Constant fatigue, lack of energy - The fatigue will force any speed enhancers to shut down
Headaches, Migraines - Causing difficulty to concentrate and analyze instantaneously to situations
Discomfort in the joints - Chaining hand seals slows down (As if you used an extra one) and sudden movements become painful. (Equivalent to free form damage.)

⋩ Can not be used in very dry areas like a desert as the water vein would be far too deep underground
⋩ Barren & Rocky terrains require an additional hand seal to perform.
⋩ Effects last for the following two turns after taking place
⋩ The streams can reach up to 10m into the air.
⋩ Can be used 4x per battle.

‡ Declined ‡ I know you only use water to accomplish this but this goes beyond the normal applications of the element. I've seen people try this using Water/Lightning combinations and they've never been successful.
 
Last edited by a moderator:

Shame

Active member
Veteran
Joined
Jan 25, 2012
Messages
2,299
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

Summoning*Animal:*Goat
Scroll*Owner: kensei muguruma
Other*Users*who*have*signed*contract:**none yet
Summoning*Boss*if*existing:*none yet
Other*Summoning*Animals*tied*to*contract:*
Description*and*Background:**



 Declined  Fill the template.​

Summoning Animal:Goat
Scroll Owner:Kensei
Other Users who have signed contract: -
Summoning Boss if existing:-
Other Summoning Animals tied to contract:
Description and Background:

Goats are a four legged animal capable of eating almost anything you can think of. From tin cans to garbage they are a very unique animal in that they love to jump onto things.

If not careful goats will headbutt you without a moments notice incapacitating you with there horns.
Goats normally have short fast bursts of movement speed which makes taijutsu a breeze for them. One unique ability that all goats will have is that they can all you chakra surges as a Defense mechanism they developed from years of training, while battling Genjutsu masters.

Most goats are animals which run on all fours but some are able to walk like shinobi standing up and have hands instead of four hooves. These are a select few which were born different from regular goats.

Some of the goats on the contract will wear different types of clothing/armors and a unique set of weapons to showcase there different traits.

Signers of the contract can willingly showcase a tattoo for summoning


‡ Approved ‡ Surprised this didn't exist already.
 
Last edited by a moderator:

ReXii

Active member
Legendary
Joined
Jun 29, 2011
Messages
15,794
Kin
1,402💸
Kumi
222💴
Trait Points
15⚔️
Awards
Re: Custom Jutsu Submission

(Fuuinjutsu - Shiketsu no Rikudo) Sealing technique - Six paths of Hemostasis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: A unique sealing jutsu designed with the sole intent of sealing the natural flow of chakra through a persons body temporarily. The technique is applied to any weapon the user happens to be wielding at the time. Covering the weapon in visible sealing script that differs from traditional sealing scripts in color. Being a dark crimson almost black still but more red. This script can also be applied to the opponent via direct touch, cutting out the middleman so to speak. When applied this technique directly targets the chakra flow of the opponent. Causing it to move much slower throughout the body in a similar way to hemostasis in medical fields. Hence the name of the technique. By causing the opponents chakra to move throughout the body slower it can create clots of sorts around the tenketsu. Not only does this cause the afflicted person to take longer to mold chakra it can also prevent them from using certain powerful jutsu over time as the chakra flows slower over time. Provided the seal remains. Overall the affects of this jutsu effectively doubles all the handseals required for techniques. A technique that requires one handseal would now require two. Two handseals, four would be required. Additionally the afflicted will find themselves requiring a singular handseal for techniques that usually require none. This is applicable the moment the seal is applied.
In terms of limiting the usage of powerful ninjutsu. The moment this seal is applied the afflicted loses access to techniques of a forbidden ranked nature. The afflicted then lose access to S ranks on their next turn, then each one of the afflicted subsequent turns they lose access of an additional rank this effect stops at rank C. The afflicted would always be able to access C ranks and below. The clotting of the Tenketsu causes chakra to leak from the afflicted body, causing them to lose 20 chakra each one of their turns by default before using any jutsu. In a similar way to how the Hyuuga expel chakra forcefully the clotting causes this without the afflicted intending it, thusly the chakra is wasted.

~Notes~
- This seal lasts for eight turns, at which stage the afflicted regains usage of up to A ranks however the clots of chakra prevent access to enough chakra for higher ranks.
-This seal can be removed prematurely by one skilled in fuuinjutsu, while it's rank is powerful it's design is simple. Being removable with the basic sealing release technique taught canonically.
- Can be used 2X per battle‏
- Must be taught by ReXii

✦ Declined, while Im not exactly sure if something similar to this has been done with Fuuinjutsu ( sealing the target's ability to use high ranking chakra over a set amount of turns ), I can confirm that I dont remember seeing a fuuinjutsu that altered chakra control to the point that it requires doubled seals, so that part is valid. Lasting 8 turns is way too much for an A rank though, something I cant approve. Also, you mention the seal can be removed prematurely, but dont state how. If this is applied by hand or weapon and the sealing script itself appears, then the seal would be on the body, and not like a paper seal, making removing it difficult. ✦

(Taijutsu - Sekai no omo-sa) Taijutsu - Weight of the world
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: 80
Description: A unique taijutsu striking combination used in quick succession. From a grounded position the user will spread his legs slightly lowering his center of gravity in almost a very loose horse stance. From here they will deliver a single straight punch to the opponents upper rib cage immediately swinging there other arm as the first strikes, repeating this process to land a total of eight punches in a split second. While not that damaging the attacks serve to soften up the opponents rib cage creating a slight separation in the middle of them. This is where the final strike comes in to play. The user thrusts his hand forwards between the ribs targeting the sternum directly the hand is thrust using the fingertips with deceptive power. Should the attack strike the sternum it is aimed to flatten the sternal angle to achieve a similar effect to damaging the throat, the opponents blood circulation and breathing will suffer. Causing him to lose -10 speed levels. While the attack is typically non fatal it's unlikely many could fight in this condition and should they over exert themselves with excessive movements they would certainly run out of oxygen and collapse.

~Notes~
-Should this attack land successfully the afflicted may not move more than 5 meters per turn by moving directly with their own body.
-This attack also prevents the opponent from using any body flicker or variants of such.
-The initial eight hits have a stunning effect, should all eight hits land cleanly the ninth is almost completely unavoidable.
- Can be used 1X per battle‏
- Must be taught by ReXii

✦ Declined, the colored is too much, stating that it all happens within a split second makes this near uncounterable by it's wording. The part about losing 10 speed levels should be removed as well, no references to the speed chart are allowed. I'd suggest a more RP friendly decrease of, say, 30%, and this needs a set time limit on how long it lasts, like 3 or 4 turns. I cant allow the limiting of a foe for the rest of the fight with this. The 3rd note should be edited as well, no references to unavoidable jutsu. ✦

(Hiraishin - Rasen Senkō Chō Rinbukō Sanshiki) Flying Thunder God - Spiralling Flash Super Round Dance Howl Style Three
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage points: 80
Description: This technique was devised by Minato Namikaze and employs the use of his Flying Thunder God Technique. Minato throws six Flying Thunder God Kunai all around the enemy, and teleports to them. It is a technique developed to create an opening for an attack.The technique can also be used with the help of a shadow clone, though this is not a compulsory component of the technique's execution. Minato can teleport to each of these six kunai once during this technique and in any order he chooses. But may only teleport to each one, once. This allows him to catch his opponent off guard quickly and efficiently. Once an opening presents itself Minato will dash forwards using his unique body flicker and attack by slamming a twin rasengan in to the opponent.
~Notes~
- The kunai must be scattered all around the opponent, each one can only be a maximum of five meters away from him and together they all form a circle.
-If used with shadow clones active Minato can choose to have them teleport between kunai's alongside him to further confuse the enemy, each shadow clone who makes it to the initial charge phase also may attack with the twin rasengan's multiplying it's damage, but also it's move slot cost. So that two clones plus Minato using this at the same time would cost all three of the users moves in his turn.
- Can be used 1X per battle‏
- Must be taught by ReXii

‡ All Pending ‡ Leaving for Madara

✦ Declined, the only issue I had with this is the use of shadow clones and how they can be used between kunai's. It becomes too exploitable that way. I'm fine with this being used by just the user or by a clone, but not altogether. I actually like this one lol ✦
 
Last edited by a moderator:
Status
Not open for further replies.
Top