[ARCHIVE] Custom Jutsu Submission - II

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Nebula

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Re: Custom Jutsu Submission

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

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

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Re: ±±Custom Jutsu Submission±±

This is the only proof of the contact. I believe it was approved in one of the older cj threads.



Training proof: [ ]
Taking ownership proof: [ ]

(Gurifin Kuchiyose No Jutsu: Chalchiuhtlicue) - Griffin Summoning Technique: Chalchiuhtlicue
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Chalchiuhtlicue, the water empress. Chalchiuhtlicue is a fairly giant Griffin, she is the size of Ibuse (salamander summoning), she is able to carry a max of four people on her back. Chalchiuhtlicue has beautiful white fur covering her whole body. Chalchiuhtlicue has the water affinity which allows her to extract moisture from the air and gather it between it's feathers this in turn allows her to create a few special water attacks, therefore she can fly over the top of her opponent after collecting the moisture and rain down this moisture in the form of the following water, oil, or even water syrup. Each of these forms have different effects depending on how they are used. For example, if she was to release the oil from her wings, drench the opponent in it and then a fire technique is used a dangerous combination is created, while with the usage of the syrup can slow down the movement of the opponent, and the basic water form is just rain of water that be used to multiple purposes, it's all left up to the users imagination. Chalchiuhtlicue is known as goddess of water, rivers, seas, streams, & storms.
♦ Note: Chalchiuhtlicue can only be summoned once per battle.
♦ Note: Each one of Chalchiuhtlicue abilities count as 1 of the 3 moves, and are equal to S-rank in terms of power. With a reach of long range.
♦ Note: Each one of Chalchiuhtlicue abilities can only be used twice per-match each.
♦ Note: Chalchiuhtlicue can stay on the field for 4 turns per battle.
♦ Note: Must have signed the Griffin contract.
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☼ Declined ☼

The abilities don't really seem to warrant S-rank. It appears to be just a rain of water, oil, or syrup. Two of those can already be achieved with a C-rank technique, so what makes these special? Also, do these last X amount of turns? Or is it just a one time thing?
(Gurifin Kuchiyose No Jutsu: Chalchiuhtlicue) - Griffin Summoning Technique: Chalchiuhtlicue
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user bites their thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Chalchiuhtlicue, the Water Empress, also known as Goddess of the water, rivers, seas, streams, & storms. Chalchiuhtlicue is a very large Griffin, roughly the size of Ibuse (Hanzo's Salamander Summon), and is able to carry a max of four people on her back, with relative ease. Chalchiuhtlicue has beautiful white fur and feathers covering her whole body. Chalchiuhtlicue has an extremely high natural affinity for Water Release, granting her a very high degree of control over the element. Chalchiuhtlicue uses her high affinity for controlling the Water Element in a number of ways, each one as powerful and amazing as the last.

Drenched Lungs: First, her love of Water and the uncalculatable amount of time she has spent in it has increased her lung capacity to such levels that she is able to able to remain submerged almost indefinitely. While not her most amazing trait, it does come in handy, especially since it's the result of natural evolution, and not the result of Chakra enhancement.

Wingbeat of the Eddies: Chalchiuhtlicue's ability to remain submerged for extremely long periods of time has also been attributed to one of the worlds most well known natural phenomina, the raging whirlpools in the Land of Eddies. Chalchiuhtlicue is able to replicate this in any large body of water by submerging herself and flapping her wings violently, stirring up the water and thereby creating violent conditions. These conditions make it almost impossible for regular Shinobi to use the body of Water affected by this ability for Water Release Jutsu, as well as making the waters surface too violent to stand on without being pulled under, potentially to their death. Only individuals with a special biology, like Kisame Hoshigaki, or members of the Gyojin Clan, may fight without fear of death in these conditions. These conditions remain for 4 turns after used before the waters die down again, even if Chalchiuhtlicue's Summoning time has ran out. In terms of power, this ability is the equivalent of an S-Ranked Water Jutsu, and therefore follows basic Elemental guidelines and restrictions.

Soaked Wings: Chalchiuhtlicue has even created her own unique method of creating Water from seemingly nowhere. She uses her wings like a sponge, gathering the moisture in the air and redistribtuing it for Water Release Jutsu. By combining her naturally high Water Affinity, which allows her to use Water Release up to S-Rank, and this ability, Chalchiuhtlicue is a very powerful Summon, capable of amazing feats and truly deserving of her titles. Of course, this is almost impossible in environments that have little moisture, like those found in desserts, especially in the Land of Wind.

Feathers in the Rain: Through this unique ability, Chalchiuhtlicue is not only able to use most any Water Release Jutsu without a water source, she is also able to use her wings to direct droplets of manipulated Water at specific locations. Through basic Elemental manipulation, the water can take any form or viscosity capable in canon Water Release, including basic water, sticky syrup and flammable oil. Chalchiuhtlicue uses this ability in conjunction with her summoner, to create various deadly conditins, such as igniting the oil, or using the syrup to ensnare the target while her Summoner delivers a fatal attack. The attacks created by this ability have a Long Range, but it only affect a small area of roughly 5m and have a B-Rank level in terms of power.


Note: Both of Chalchiuhtlicue abilities (Wingbeat of the Eddies and Feathers in the Rain) count as 1 of the users 3 moves.
Note: Each of Chalchiuhtlicue's "Feather" abilities (Water, Syrup, Oil, etc.) can be used twice per match each.
Note: Chalchiuhtlicue can only be summoned once per battle/ event.
Note: Chalchiuhtlicue can stay on the field for 4 turns per battle.
Note: Must have signed the Griffin contract.
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‡ Declined ‡ Why would her second ability make it impossible for opponent's to use the water source? Why would it kill everyone excluding Kisame/the Gyojin? Flammable oil customs are no longer allowed so remove that. The special conditions she creates will end once this summon ends. You also need to clarify the nature of it better. Is it just the creation of whirlpools or something more?
-




(Kyu Doragon Jutsu: Shiro Doragon Gekitai) – Nine Arts Dragon: White Dragon Repulse
Rank: C-B
Type: Offensive, Supplementary
Range: Short
Chakra: 20
Damage: 40
Description: Applying the basic principles of the Nine Arts Dragon the user uses their fuuton chakra to repel enemy attacks in short range of them. Using this technique the user will release wind from any of their tenketsu in short range of their opponent. Unlike other Nine Dragon Art techniques this will act in the opposite way. Instead of propelling the user in a direction of their desire this technique will repel an opponent’s attacks or their entire body completely depending on the amount of chakra the user puts into this technique. In close range the chakra can be released from an arm to block an incoming punch and throw the opponent’s arm off course for example. The user’s arm will also respond to the sudden release of wind as well and be propelled in the opposite direction so the user must account for this in their actions so not to injure themselves. At C-Rank this technique can be used to block simple attacks and repel just those attacks while doing no direct damage to the opponent. At B-Rank this technique can be used against attacks that can potentially break bones and ligaments while at the same time knocking them off course.
Note: This technique can only be used once every 2 turns.
Note: At B-Rank this technique can only be used twice.

✦ Declined, this can be potentially abusable given the wording; at just B rank level, it can repel jutsus that cause great damage, a lot of them above A rank such as some powerful Kenjutsu and even some EIG jutsus. It should be dependent on the power of the jutsu attack used against you, as this is B rank, it'd logically work on other B ranks or jutsu that deal 40 damage and below. Otherwise, you get a strength overpowering this issue ✦
Permission to resubmit: [ ]
.

(Kyu Doragon Jutsu: Shiro Doragon Gekitai) – Nine Arts Dragon: White Dragon Repulse
Rank: C-B
Type: Offensive, Supplementary
Range: Short
Chakra: 20
Damage: 40
Description: Applying the basic principles of the Nine Arts Dragon the user uses their fuuton chakra to repel enemy attacks in short range of them. Using this technique the user will release wind from any of their tenketsu in short range of their opponent. Unlike other Nine Dragon Art techniques this will act in the opposite way. Instead of propelling the user in a direction of their desire this technique will repel an opponent’s attacks or their entire body completely depending on the amount of chakra the user puts into this technique. In close range the chakra can be released from an arm to block an incoming punch and throw the opponent’s arm off course for example. The user’s arm will also respond to the sudden release of wind as well and be propelled in the opposite direction so the user must account for this in their actions so not to injure themselves. At C-Rank this technique can be used to block simple attacks and repel just those attacks while doing no direct damage to the opponent. At B-Rank this technique can be used against attacks that deal 40 damage points or less or B-rank and below techniques while at the same time knocking them off course.
Note: This technique can only be used once every 2 turns.
Note: At B-Rank this technique can only be used twice.
Note: Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon

✦ Because you are the creator of the CFS, I'll allow you to resubmit techs submitted by others of the style. Besides that, Approved. :p

.

(Genjutsu/Ototon: Sensō no chōritsu) Illusionary Arts/Sound Release: Rhythm of War
Type: Supplementary
Rank: B-rank
Range: Short (Self)
Chakra: 20
Damage: N/A (+5 to non-chakra based taijutsu)
Description: A spin on Genjutsu that is meant to be beneficial to the target, this innovative technique developed by Nathan. It uses sound to alter the targets' brainwaves in order to increase their physical proficiency. The user produces a low sonorous sound, the targets only need to be able to hear the sound for the Genjutsu to take hold. Once under the influence of the Genjutsu each target will begin to feel their blood "boiling with anticipation", their body will seem lighter and more supple, and they will have enhanced physical prowess due to the brainwaves altered by the sound. The Genjutsu is able to persist only as long as the sound is present which requires the user to constantly manipulate and duplicate the soundwaves which affect the targets. The only downside to this technique is that if an opponent managed to enter the area where the sound was initially produced, they would receive the same benefits as the intended targets. Another way to use this technique is if the user chose to, he could affect himself; giving himself all the positives to this genjutsu. But if the user chooses this method, he is unable to use any type of techniques that require moulding chakra. Therefore the user can only use free-form, and non requiring chakra taijutsu techniques.
Notes:
- The genjutsu lasts three turns.
- If the user uses another technique that requires chakra this technique will cease.
- Can only be used twice per-match.
- Must wait thee turns before reusing.
- Can only be taught by Nathan.
✦ Declined, I get what you are going for but this isn't allowable, using sound waves to cast an illusion that boosts your physical strength. ✦

(Ototon: Sensō no chōritsu) - Sound Release: Rhythm of War
Type: Supplementary
Rank: B-rank
Range: Short (Self)
Chakra: 20
Damage: N/A (+5 to non-chakra based taijutsu)
Description: A spin on sound that is meant to be beneficial to the target, this innovative technique developed by Nathan. It uses sound to alter the targets' brainwaves in order to increase their physical proficiency. The user produces a low sonorous sound, this sound isn't used on anyone but rather used on the user themselves. Once under the influence of the sound the user will begin to feel their blood "boiling with anticipation", their body will seem lighter and more supple, and they will have enhanced physical prowess due to the brainwaves altered by the sound. The sound is able to persist only as long as the sound is present which requires the user to constantly manipulate and duplicate the soundwaves which affect the the user. The only downside to this technique is that is the user choices to channel any other chakra based techniques, excluding sound, this technique will cease. The way the user uses the sound waves on themselves is by releasing tiny amounts of sound chakra all throughout their body a method also know as " " but just distributed at a much higher frequency.
Notes:
- The technique lasts three turns.
- Can only be used four times per-match.
- Must wait two turns before reusing.
- Can only use free-form, non-chakra enhanced taijutsu, as well as sound techniques that are B-rank & below while this is active.
- Can only be taught by Nathan.

‡ All Pending ‡ Leaving for Madara

✦ Approved, much better. Nice job! ✦
 
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Pervyy

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Re: ±±Custom Jutsu Submission±±

Well gen isn't my thing so not bothered about first cj xd


(Katon/raiton: Ikkyou) - Fire/lighting style: Suprise
Type: Attack
Range: Short - long
Rank: A
Chakra: 30
Damage: +1 rank
Description: This jutsu will be used after the user has used a lightning jutsu. It is similar to the way that when Darui used a lightning jutsu to add to his water jutsu as he was spitting it out against Sasuke. After having release a lightning jutsu, the user will focus more chakra into it. As they do they will focus upon the heat of the lightning. In doing so they can do one of two things. They will either:

1. By adding the extra chakra they will control the heat, causing flames to wrap around the lightning jutsu the user jutsu make, making it a fire lightning combo. This will add 1 rank to the power of the jutsu from the extra chakra used. The fire would stay wrapped around all the lightning as it's being produced from the lightnings heat.

2. Use their chakra to convert the full heat of the lightning into fire, changing the state of the energy, so that the lightning now becomes a fire attack. So if the user used chidori spear, they would be extending it, then control the heat to change it into a sharp flame spear extending form their hand, changing the chakra nature through the use of physics.

The user can only used this on one jutsu, and once they have used it they can't change it back.

Note: Useable 3 times
Note: Can only be used on A ranks and below
Note: Can't use water jutsu in the same turn after having used this.

I changed this from lightning to fire style. I figured that was alls that was wrong with it?
~Approved~ Although, keep in mind that chakra lightning is not the same as natural lightning, therefore, I removed the whole 54,000 degrees Fahrenheit part



I based this weapon off scorp's weapon on how he restricted it because of how he explained weapon submissions to me a while back. I've also messaged him with a link to this post to make sure he's ok with it and he has given me permission to make a weapon based off his.

(Tenbun Bisento) - Destiny Bisento
Type: Weapon
Range: Short
Rank: A
Chakra: 30
Damage:
Description: This bisento as seen in the image below, is about 1.5 meters long with a 30cm blade on the end. It was forged as a gift for the sage of the sixth paths, made from an unknown metal that made it indestructable. A special red leather bandage has been wrapped around the staff where the user will hold it, to help improve their grip.

Staff abilities:
Indestructable
(Fūton: Kujaku Senpūjin) - Wind Release: Peacock Whirlwind Formation (B rank wind) can be used through the blade on the staff and gains one rank when doing so and can go up to mid range.
(Fūton: Kaze Gaeshi) - Wind Style: Wind Return can be used through the staff like it was seen being used through a sword and gains 2 ranks when doing so, meaning it can send back A ranks and below.
Bisento can dispel a Raiton jutsu up to B-Rank once per battle (this is done by the user channeling his Raiton chakra into the staff and hitting the jutsu with it, which disrupts, dispels or stops the jutsu) and/or dispel/disrupt/stop 1 complete A-Rank Raiton jutsu once per battle (with the same principle).
Kenjutsu techniques can be used through the blade on the end of the staff as it was a sword originally that was forged into the staff but only to a certain extent. (Such as blowing wind on the blade, releasing a chakra wave ect)

Resctrictions:
-All abilities of the staff count towards the move count and don't require hand seals if the user is holding the staff on his hands.
-When used to counter 1 B-Rank technique it can only be used again to counter another B-Rank.
-While holding the staff in his hands, the user can't use genjutsu as their chakra will be continuously channeled into the staff when holding it, and so the user can't focus their chakra into the opponent to create the genjutsu as they would normally do.
-To wield the staffs abilities the user must have it with him either in hand or strapped to his back.
-The staff can only be wielded by The Pervy Sage; if someone else tries to wield the staff it will become blazing hot burning all the leather burning who ever is holding it.

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Removed the hair jutsu useage/bonus
Only adds one rank to peakock wind formation instead of 2
Reworded the bit about using kenjutsu
Explained why i can't use gen (not sure if it counts)

~Approved~ Removed the Doton part. That's just silly. And I changed it to 1 B-rank and 1 A-rank.


(Bukku of Zetsubou: Bundan 1 – Fuu no Matsuro) Book of despair: Chapter 1 – Seal of Fate
Type:Attack
Rank: Gen = A, Seal = A, Fire = forbidden
Range:Short-Mid
Chakra: gen = 30, seal = 30, fire = 50
Damage: 100
Description: This is the first sealing spell of the Book of despair, written by the dark lord himself. The book of despair is one of 4 books containing ninjutsu “spells” said to be written by the dark lord himself. The book was found many years ago after being lost for thousands of years and is the only one of its kind. The user will always carry this book. The blank pages of the book have the seals on the for fuuin jutsu, to save the user having to carry scrolls. If they are not carrying it, they will have it sealed within a special seal on their hand or glove if they are wearing one. If the book needs to be summoning it will be a part of this jutsu and will cost 10 chakra. Once the book has been summoned the user will break the seal (B rank) on the book opening it to its first spell, the Seal of Fate. There are 3 stages of this seal.

Stage 1: Upon breaking the seal to release this jutsu, the user will chant the ancient words written on the page.
“Let the darkness of hell burn yours soul for eternity”
Upon doing so, the words of this “spell” will cast genjutsu upon anyone within range of this jutsu who can hear it. The illusion spreads around the field of the night, darkness and a red moon. As it does, dark flames erupt from the ground in a square formation mid-range around the user. This gives off the presences of evil that would send chills down a man’s spine. As the illusion is created, the targets will see hands, like those of zombies, come out of the ground grabbing their legs holding them in place. As this genjutsu is a distraction for the second layer of the jutsu. (This genjutsu is A ranked when it comes to breaking it and it spreads across the field pretty fast)

Stage 2: As the dark flames of the illusion spread around the field, kanji formula spread across the floor beneath the flames making a circle of kanji formula all around the user, creating one giant seal on the floor. This can’t be seen as it’s hidden within the genjutsu, which is hard for people to tell that they are in. If the user is in the air the kanji formula will be written in the air, making a sealing circle that stops a person from going underground. If the ground is destroyed the seal remains until broken. (The seal written is A ranked and acts in sync with the genjutsu. If the genjutsu is broken, the sealing circle will still continue but can be seen).

Stage 3: The genjutsu will have been cast distracting the opponent as the seal is set up ready to release the seal of fate. All the kanji formula around the field will light up as a pentagram forms under the targets within the circle so that they are standing on one of the lines. The user will activate the seal by closing the book saying:
“Release, Seal of Fate”
As they do, the seal will release spiralling black flames from all the seals in the pentagram. The users won’t be standing on any of the lines, but all his targets will be. These flames will shoot up long range into the air burning all in their path, leaving nothing but the seal of the dark lord burnt into the ground. The circle of flames is as shown in the image below with the user stood in the middle.


Note: This jutsu takes up 3 of the users jutsu in one turn.
Note: The jutsu can be ended at any time. Each stage takes up one of the user’s jutsu per turn, so if the user ends the jutsu before stage 3, they can still use one more jutsu ect.
Note: The genjutsu is A rank. The seal formed on the floor is A rank. The fire released is forbidden ranked.
Note: The black flames are just normal fire, but the blackness of them is to represent evil in the jutsu.
Note: Useable once per battle.
Note: If the 3rd stage is released, the will feel the heat of the flames himself, though he may not touch the fire, the heat given off is unbelieveably hot and so his skin will still be burnt. As it is, the user will be unable to use any form of taijutsu for 2 turns due to the sourness of his skin and won’t be able to use S ranks or above in his next turn.
Note: The genjutsu spreads around like the first Hokage’s infinity darkness jutsu, and about the same speed, along with the circle of kanji formula.
Note: The 3rd stage can be released at any point, but isn’t as effective as it would be when the full pentagram forms as less area is covered with the jutsu.
Note: The seal itself isn’t forbidden ranked, the fire released from it is, the seal holding the fire is A ranked. Like how jiraiya’s sealing method could hold amaterasu.
Note: No fuuin in the next turn.
Note: The user can't use any other elements while this is active apart from fire. But he can't use the fire in the same turn, because the 3 stages take up the 3 jutsu per turn, unless the user doesn't release the seal in the same turn
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~Leaving for Scorps or Emperor~
~ First pick a single rank, then we'll look at this again ~
Dropping bisento for new CW:

(Ichi Enjin - the one ring)
Type: Weapon
Range: Short
Rank: A
Chakra: 30
Damage:
Description: The one ring was forged long ago made of chakra metal, in a time long forgotten. When worn it draws on the users chakra making them invisible, and masking their chakra much like muu's jutsu. Being forged with so much fire chakra, the ring, one time per battle can absorb one fire jutsu A rank and below. This counts as a jutsu.

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‡ Declined ‡ This is just a combination of a canon technique and an ability that's no longer allowed (no chakra absorption weapons).

(Bukku of Zetsubou: Bundan 1 – Fuu no Matsuro) Book of despair: Chapter 1 – Seal of Fate
Type:Attack
Rank: S
Range:Short-Mid
Chakra: 60
Damage: 100
Description: This is the first sealing spell of the Book of despair, written by the dark lord himself. The book of despair is one of 4 books containing ninjutsu “spells” said to be written by the dark lord himself. The book was found many years ago after being lost for thousands of years and is the only one of its kind. The user will always carry this book. The blank pages of the book have the seals on the for fuuin jutsu, to save the user having to carry scrolls. If they are not carrying it, they will have it sealed within a special seal on their hand or glove if they are wearing one. If the book needs to be summoning it will be a part of this jutsu and will cost 10 chakra. Once the book has been summoned the user will break the seal (B rank) on the book opening it to its first spell, the Seal of Fate. There are 3 stages of this seal.

Stage 1: Upon breaking the seal to release this jutsu, the user will chant the ancient words written on the page.
“Let the darkness of hell burn yours soul for eternity”
Upon doing so, the words of this “spell” will cast genjutsu upon anyone within range of this jutsu who can hear it. The illusion spreads around the field of the night, darkness and a red moon. As it does, dark flames erupt from the ground in a square formation mid-range around the user. This gives off the presences of evil that would send chills down a man’s spine. As the illusion is created, the targets will see hands, like those of zombies, come out of the ground grabbing their legs holding them in place. As this genjutsu is a distraction for the second layer of the jutsu.

Stage 2: As the dark flames of the illusion spread around the field, kanji formula spread across the floor beneath the flames making a circle of kanji formula all around the user, creating one giant seal on the floor. This can’t be seen as it’s hidden within the genjutsu, which is hard for people to tell that they are in. If the user is in the air the kanji formula will be written on the ground, making a sealing circle that stops a person from going underground. (The seal written acts in sync with the genjutsu. If the genjutsu is broken, the sealing circle will still continue but can be seen).

Stage 3: The genjutsu will have been cast distracting the opponent as the seal is set up ready to release the seal of fate. All the kanji formula around the field will light up as a pentagram forms under the targets within the circle so that they are standing on one of the lines. The user will activate the seal by closing the book saying:
“Release, Seal of Fate”
As they do, the seal will release spiralling black flames from all the seals in the pentagram. The users won’t be standing on any of the lines, but all his targets will be. These flames will shoot up long range into the air burning all in their path, leaving nothing but the seal of the dark lord burnt into the ground. The circle of flames is as shown in the image below with the user stood in the middle.


Note: This jutsu takes up 3 of the users jutsu in one turn.
Note: The jutsu can be ended at any time. Each stage takes up one of the user’s jutsu per turn, so if the user ends the jutsu before stage 3, they can still use one more jutsu ect.
Note: The black flames are just normal fire, but the blackness of them is to represent evil in the jutsu.
Note: Useable once per battle.
Note: If the 3rd stage is released, they will feel the heat of the flames himself, though he may not touch the fire, the heat given off is unbelieveably hot and so his skin will still be burnt. As it is, the user will be unable to use any form of taijutsu for 2 turns due to the sourness of his skin.
Note: The genjutsu spreads around like the first Hokage’s infinity darkness jutsu, and about the same speed, along with the circle of kanji formula.
Note: The 3rd stage can be released at any point, but isn’t as effective as it would be when the full pentagram forms as less area is covered with the jutsu.
Note: The seal itself isn’t s ranked, the fire released from it is, the seal holding the fire is A ranked. Like how jiraiya’s sealing method could hold amaterasu.
Note: No fuuin in the next turn.
Note: The user can't use any other elements while this is active apart from fire. But he can't use the fire in the same turn, because the 3 stages take up the 3 jutsu per turn, unless the user doesn't release the seal in the same turn

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 Declined  Wrong damage and chakra points. Too powerful. Illogical in how it supposedly works and beyond the scope of techniques we are currently allowing in the RP. Its simply too much overall and it doesnt' make much sense.

(Bukku of Zetsubou: Bundan 2 – Fuu no soutei) Book of despair: Chapter 2 – Seal of binding
Type:Attack
Rank: S
Range:Short-Mid
Chakra: 60
Damage: 100
Description: This is the first sealing spell of the Book of despair, written by the dark lord himself. The book of despair is one of 4 books containing ninjutsu “spells” said to be written by the dark lord himself. The book was found many years ago after being lost for thousands of years and is the only one of its kind. The user will always carry this book. The blank pages of the book have the seals on the for fuuin jutsu, to save the user having to carry scrolls. If they are not carrying it, they will have it sealed within a special seal on their hand or glove if they are wearing one. If the book needs to be summoning it will be a part of this jutsu and will cost 10 chakra. Once the book has been summoned the user will break the seal (B rank) on the book opening it to its second spell, the Seal of bidning. There are 3 stages of this seal.

Stage one
The user will release their chakra into the book, causing it to flicker open to the second chapter. In seeing this, the opponent/opponents seeing this will be bound in a genjutsu where they see seals shooting up their body, wrapping around them holding them in place like they are nailed to a cross being crusified. In actuality they are just stood their. (A rank)

Stage two
As the opponent/opponents are bound by seeing the pages flicker, the fuuin on chapter two is released, releasing a deamon made of pure wind that moves with the intense speed, blasting through them slicing them 3 inches deep passing through them dispersing (S rank)

Note: useable once
Note: deamon is gone once destroyed or hitting a target
Note: this take up two of the users jutsu in that turn
Note: No s ranks in the same turn or next turn.
Note: If the gen is broken the wind can still be released, or the user of the jutsu can stop at any time

‡ Both Pending ‡ Leaving for another mod.


 Declined  Same check as the other one.
 
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Serpent

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Re: Custom Jutsu Submission

Eel Contract Link:

(Raiunagi Ta Jashu) - Multiple Hidden Shadow Electric Eel Hands
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Raiunagi Ta Jashu is a Ninjutsu technique that manifests a torrent of electric Eels, which extend from the sleeves. The ninja can extend these Eels to attack a target. Once extended the Eels can bite into the target to hold and bind them. These Eels are able to release electric pulses into the targets body while making contact with the target effectively paralyzing them further binding the opponent.
Note:
-Can only be used three times per battle
-Must be able to summon Eels
-Eels have no other use than to bind/paralyze the opponent. These are standard eels, no special ones.

Approved. Added a note as to avoid you from being to use whichever eel you want.

(Raiunagi Mure) - Electric Eel Swarm
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will release a small Eel from their sleeve or mouth and shoot it into a water source. This Eel will open it's mouth once inside the source and release more more Eels which then proceed to do the same quickly forming a swarm that close in on the targets location. This Swarm then begins attacking the target in a feeding frenzy as they release small jolts of electricity, numbing the target in the process.
Note:
-Can only be used three times per battle
-Must be able to summon Eels
Approved.

‡ Pending ‡ Leaving both for another mod. Can't check these since I signed the Eel contract.

(Suiton: Nigori Hitoya no Jutsu) - Water Release: Murky Prison Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user will make the fallowing handseals (Monkey-Ram-Snake) and focus his chakra into a water source, this will cause the water under a target to implode, forcing them to sink underneath it's surface. As they do, the water will change nature into a sticky like substance as seen in "Water Style: Starch Syrup Capture Field", forming into a sphere around the target effectively trapping them, preventing movement in the process. after a short time, this technique gets diluted by the normal water around it ultimately ending the technique. If the opponent is already underwater, the prison can be produced without the need of the implosion, allowing for a faster delivery of the attack. This method only requires the snake handseal to preform.
Note:
-Can only be used twice per battle
-Murky Prison last 2 turns before being diluted
-Can only be taught by Serpent

‡ Declined ‡ Similar to existing techniques.
 
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Ańbu Juniør

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Re: Custom Jutsu Submission

(Nezum Kuchiyose no Jutsu: Shu , Suraisu-fū) Rat Summoning Technique: Shu, The slicing wind
Rank: A
Range: N/A
Type: Summon
Chakra: 40
Damage: N/A
Description: Shu is the weapons specialist of the Underland, standing at 10 feet tall with pitch black fur and red eyes. Unlike most Giant Ninja Rats from the Underland he appears clad in lightweight body armor with two swords that can connect at their hilts to create a spear. Shu is Ańbu Juniør's personal summon and is oriented towards Kenjutsu even though he has an affinity for wind, capable of releasing B-ranked slicing blades of wind from the swing of his Katanas or claws. He is also able to use up to and including A-Rank Kenjutsu techniques. One of Shu's abilities allows his to release his wind chakra to coat his body and causes his form to sway and flicker, which makes it difficult for opponents to properly judge his actual distance from them, but Does not affect his speed. The Coat of wind also serves to protect him from non focused B-rank and below lightning techniques.
~Can only be summoned once and stays on the field for four turns.
~The Use of Shu's abilities count as a move.
~The coat of wind can only be used once per battle and lasts for one turn.

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Contract Validation

Declined: template is wrong. Type comes before Rank, not after it. Make sure to get this right. It's odd that you got it wrong here, and right in your next 2

(Ten'nomengumi: No shinseina ya Mafde) Heaven's Grace: Sacred arrow of Mafdet
Type: Attack
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: After performing the necessary hand seals Rat → Rabbit → Dog, the user will gather a rippling ball of wind in their palm in a fashion similar to that of Fūton: Rasengan. He will then proceed to elongate the ball into an arrow of rippling wind as he channels his lightning chakra into it, creating a vicious lightning wind combo that can be thrown at the opponent with tremendous speed and piercing power. Once thrown the user can will the arrow to split into four parts in order to attack multiple opponents, or a single opponent from different sides. This technique is powerful enough to pierce through walls of earth one rank higher than itself and bellow as it's speed is also augmented by the cutting power of the lightning that surrounds it. This technique has a secondary ability that can be used. When used against an earth jutsu, The arrow can compress in on itself and distribute it's lightning properties through that earth and cause sections of it to crumble.
~Can only be use twice per battle
~No additional wind or lightning jutsu can be used during the turn this technique is used

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Declined: Needs correct naming. you can call it Fuuton/Raiton: (Wind Release/Lightning Release:). Heaven's grace isn't an element.
(Nezumi Kuchiyose no Jutsu: Shu , Suraisu-fū) Rat Summoning Technique: Shu, The slicing wind
Type: Summon
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Shu is the weapons specialist of the Underland, standing at 10 feet tall with pitch black fur and red eyes. Unlike most Giant Ninja Rats from the Underland he appears clad in lightweight body armor with two swords that can connect at their hilts to create a spear. Shu is Ańbu Juniør's personal summon and is oriented towards Kenjutsu even though he has an affinity for wind, capable of releasing B-ranked slicing blades of wind from the swing of his Katanas or claws. He is also able to use up to and including S-Rank Kenjutsu techniques. One of Shu's abilities allows his to release his wind chakra to coat his body and causes his form to sway and flicker, which makes it difficult for opponents to properly judge his actual distance from them, but does not affect his speed. The Coat of wind also serves to protect him from B-rank and below lightning techniques.

~Can only be summoned once and stays on the field for four turns.
~All of Shu's abilities count as a move.
~The coat of wind can only be used once per battle and lasts for one turn.

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‡ Approved ‡

(Fuuton: No shinseina ya Mafdet) Wind Release: Sacred arrow of Mafdet
Type: Attack
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: After performing the necessary hand seals Rat → Rabbit → Dog, the user will gather a rippling ball of wind in their palm in a fashion similar to that of Fūton: Rasengan. He will then proceed to elongate the ball into an arrow of rippling wind that can be thrown at the opponent with tremendous speed and piercing power. Once thrown the user can will the arrow to split into four parts in order to attack multiple opponents, or a single opponent from different sides. This technique is powerful enough to pierce through walls of earth one rank higher than itself and below as it's speed is also augmented by the natural cutting power wind. This technique has a secondary ability that can be used. When used against an earth jutsu, The arrow can compress and distribute itself through that earth and cause it to crumble.
~Can only be use three times per battle.
~Must wait Three turns before it can be used again

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‡ Declined ‡ Nothing special about this and you can't alter basic elemental interactions on a whim or at all really.

(Doton: Ken No Sankuchuari) Earth Release: Sanctuary Of Swords
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description:The user will perform the Horse → Dog → Ox → Snake handseals and channel earth chakra into their sword(s) before thrusting it into the earth. This will cause countless earthen swords four feet in length to rise from the ground across the battlefield with either the blades or hilts facing skyward, and leaving only a small area around the user undisturbed. When this technique is used with the blades facing upwards, they will emerge with such devastating force that they would be able to impale a large summoning creature. The blades are then able to be shoot skyward to attack aerial targets at the user's will. The blades will then fall back upon the field due to gravity but they will fall with the blades facing downwards and lodge themselves in the ground. This provides the user with an virtually unlimited supply of weapons that can be thrown at the opponent or used to fight in close combat, but since traces of the user's chakra remains in the earthen swords, only the user will be able to dislodge them from the earth. The created blades crumble after three turns

~Can only be used twice per battle.
~No S-Rank or above earth techniques in the same or next turn.
~Must wait four turns before it can be used again.

‡ Approved ‡ Nice technique.
 
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-Best-

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Re: Custom Jutsu Submission

Jiongu : Makushimusu no kurōku | Earth Grudge Fear : Cloak of Maximus
Type: Supplementary | Offensive | Defensive
Rank: A rank
Range: Short
Chakra: 30 ( -10 per turn )
Damage: N/A ( 40 damage )
Description:
This technique releases Kakuzu's mask from his body and simultaneously turns it into a cloak surrounding the user. Cannot use primary affinity mask. The inner layer of cloak is full of Dark thread whilst the outer layer is made up of the respective elements. Coak will release B ranked attack of the respective element short range around the user continuously. If a technique is released by the user when the cloak is active and if the technique is of the same element, Then damage is boosted by +20. If it can be used in conjugation with the cloak element then the damage is boosted by +15. Elemental release that is weak against the cloak element will suffer a -10 damage while elemental release strong against cloak will disperse the cloak and send it back inside Kakuzu after suffering -5 damage ( or +15 damage depending on the case)

Earth : Hard earth cloak. User will be surrounded by debris of medium sized rocks that keeps revolving around the user . B rank in strength. Earth release technique from user's body are boosted by +20. Fire release technique get's +15 boost due to lava particle formation that get's carried along with the fire technique. Water suffers -10 damage. Lightning release technique will cancel the cloak and continue towards opponent after suffering a -5 damage.

Fire : Fire cloak. User will be surrounded by a fire cloak release streams of fire around upto short range . B rank in strength. Fire release technique from user's body are boosted by +20. Earth release technique get's +15 boost due heated earth ( Lava like ) formation. Wind suffers -10 damage. Water release technique will cancel the cloak and continue towards opponent after suffering a -5 damage. Lightning release phases without change in strength.

Wind : Wind cloak. User will be surrounded by a wind cloak release slicing waves of sharp wind around upto short range . B rank in strength. Wind release technique from user's body are boosted by +20. Water release technique get's +15 boost. Lightning suffers -10 damage. Fire release technique will cancel the cloak and continue towards opponent after suffering a +15 damage.

Water : Water cloak. User will be surrounded by a water cloak release waves of water around upto short range that does blunt damage . B rank in strength. Water release technique from user's body are boosted by +20. Wind release technique get's +15 boost. Fire suffers -10 damage. Earth release technique will cancel the cloak and continue towards opponent after suffering a -5 damage. Lightning release phases without change in strength.

Lightning : Lightning cloak. User will be surrounded by a Lightning cloak release unfocused lightning around upto short range that does numbness and paralysation . B rank in strength. Lightning release technique from user's body are boosted by +20. Water release technique get's +15 boost. Earth suffers -10 damage. Wind release technique will cancel the cloak and continue towards opponent after suffering a -5 damage. Fire release phases without change in strength.

Restrictions:
*Lasts for three turns*
*Cannot use the mask used for cloak for two turns after the end of the technique*
*Each mask can be used only one time per battle making a total usage of only 4 times overall*
*Cannot used EGF techniques S rank and above when the cloak is active*
*Can only be used by Bios capable of using EGF*
*Can only be taught by Aslan*

‡ Declined ‡ Just no. DNR.
 
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Vroqrak

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Re: Custom Jutsu Submission

Doton: Hajikidama - Earth Style: Marbles
Type:Offensive/Defensive
Rank:D-Rank
Range:Short
Chakra:10
Damage:20
Description: One of the simplest earth techniques, the user focuses on transforming the earth anywhere around short range to create smooth circular earth marbles which are of the size similar to glass marbles. Due to its smooth surface the opponent easily loses his/her balance when stepping upon it. These marbles emerge out of the earth's surface and are thus silent in nature. The number of marbles may vary from 5-10 depending upon the user's wish.

-Declined- I'll agree with you on one thing. This is one of the simplest earth techniques. Similar techniques exist.
 
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Negative Knight

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Re: Custom Jutsu Submission



(Kakou no Ankoku) - Descent into Darkness
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: 40 (+200 chakra points)
Damage points: N/A (+20 damage to dark threads techniques)
Description: The user will coalesce with his threaded blade in a similar fashion to how Kisame does with Samehada. Normally this wouldn't be possible (fusing with a weapon) since Kisamehada was a special case but this specific merging of two entities is made viable by a number of reasons. Raizu is made from the same substance which comprises his creator's body (dark threads), it like Samehada is a sentient being, numerous threaded creatures already live inside Kakuzu's body and the only organ it possess is one compatible with its creator's body (a heart with an elemental affinity). The user will focus their chakra throughout their body before making contact with the threaded blade. The dark threads which comprise the sword will suddenly react to it's master's chakra and latch onto his being in a similar manner to a parasitic symbiote. The core of the creature (its heart) will be plunged deep into Kakuzu's chest/back in order to be incorporated into his chakra system and the threads which make up weapon will spread over his body in order to form a "second skin". Since the pitch black layer encases the user in his entirety, his appearance becomes akin to a living shadow. The only thing which alludes to him remaining human and not a manifestation of darkness itself is the colour of his eyes. The threaded skin is expertly woven over Kakuzu's body to the extent it even covers his eyelids. Due to the nature of dark threads, the user's mobility isn't hindered in the slightest as the skin is the perfect balance between flexibility and durability. The skin doesn't inhibit the user from utilizing handseals, spewing jutsus or techniques which emanate from the body as it has become a integral part of the user's being (e.g. Earth Spear will harden the threaded skin and earth armours will grow over it). In order to utilize dark threads techniques (or simply bodily techniques e.g. hair based jutsus) the user can passively create small openings in the threaded layer (about the size of the user's clenched fist) so they can leave his body or the user can manipulate the threaded skin itself since its now a part of his body. The skin is the equivalent of an S-Rank dark threads technique. This transformation unlike its canon counterpart doesn't impart many abilities to the user of this technique that he didn't already have but it does succeed in strengthening the link between creator and creation. The initial merging momentarily destabilizes the user's chakra system to the extent any genjutsus he may be under the influence of will be systemically broken (excludes external genjutsus, Forbidden ranks and MS level Genjutsu). Kakuzu gains access to the elemental affinity of his sword if he doesn't already possesses it (e.g. the heart was destroyed). Despite gaining access to each other's elemental affinities, the ownership of the hearts remains unchanged (so a mask of it will not be formed). Similar to how Kisame's Fusion augments the damage of his water release techniques, the potency of Kakuzu's dark threads techniques increases. The link previously connecting the two has transcended simple telepathy and now allows the two to sense changes in the other's emotions. Raizu is now linked to his creator's five senses, both their personalities are contained in their unified body and it becomes capable of voicing its thoughts. However, there are significant drawbacks to this technique. The two now share one chakra system and so they lose the capability to perform two techniques simultaneously. The threaded layer also extends to covering/concealing Kakuzu's masks and so he becomes incapable of releasing them (as well as re-incorporating any released masks back into his body). Due to the sword becoming linked to the user's five senses, any genjutsu cast on him will resonate with it and so both of them will become trapped in the illusion. It also means any pain felt by Raizu will affect Kakuzu and vice versa. Perhaps the most grievous drawback of this technique is its permanency. Activating this ability is an irreversible process and this means the sword cannot restore its previous form in order to regain access to its former techniques and the advantages of its old body. It also means Kakuzu can no longer release his masks from his body (or return them). The only way to forcibly end this technique is if the heart belonging to Raizu is killed (either by Kakuzu himself or someone else). If this method is used, the user can at a later point repair the weapon by supplying it with a new heart (as stated in the CW's description).

Note: Can only be used once per battle
Note: Can only be used by Kakuzu
Note: Can only be used by Negative Knight

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 Declined  My only problem is how this is an S-Rank protection sustained without limit throughout any given length. Also, the part I colored is undefined.


(Doton: Kyuuden no Bachiatari) - Earth Release: Palace of the Damned
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will bring out a scroll with a ready-made design (maze in diagram) upon it and will summon the depicted structure onto the battlefield by channeling their chakra into it (Similar to Earth Release: Wheel of Fortune). However this technique differs from its inferior counterpart because the properties of summoned maze differs depending on which one of the four forms is chosen. Typically users of this technique summon the structure which best compliments their favourite basic element or conversely the one which best alleviates their most exploitable weakness. All of the mazes are created from some derivation of Earth Release and so all of them abide its strengths and weaknesses.

Palace of the Inferno - Blazing Purgatory
The user summons a maze where every single wall and surface of the manifested structure is covered in highly flammable (but not explosive) mud/swamp. The mud covering the walls can be ignited through the use of techniques or even a single explosive tag and ignition of even one surface of the maze will result in the entire structure being set ablaze. The flames now surrounding the earthen creation can be manipulated in order to perform Fire Release techniques capable of harnessing idle flames on the battlefield.

Palace of the Ocean - Terrestrial Atlantis
The user summons a maze completely composed of swamp rather than solid rock. An innumerous amount of webs composed of mud connect up the various walls of the structure and the user can sense any disturbances made in the threads if anything comes into contact with them. Making contact with the strands has no real effect aside from that but if the opponent touches any of the walls he/she will be swiftly sucked into them and left suspended there in the dense, adhesive liquid. Whenever the user wishes he cease feeding his doton chakra to maintain the form of the walls and allow the whole structure to collapse in on itself burying anything and anyone inside in a sea of mud. This is one of the two summoned structures that requires maintenance and so 15 chakra points will be leeched every turn from the user for this express purpose.

Palace of the Gales - Celestial Haven
The user summons a maze made from highly compacted debris and dust (Similar in composition to Earth Release: Dust Wall Technique). The structure continually sheds and produces earthen debris from itself and the resulting effect is a plume of dust encompassing everything within the solid confines of the maze. The dust doesn't hinder one's sight completely but it does distort the a person's visibility to the extent they can't see beyond short-range. The advantage the user gains from all of this stems from his or her's capability to sense anything that possess chakra in contact with the suspended debris. This sensing ability follows the exact mechanics as Water Release: Rain Tiger At Will. Whenever the user wishes he can cease feeding his doton chakra to maintain the form of the walls and allow the whole structure to collapse in on itself burying anything and anyone inside in a sea of dust. This is one of the two summoned structures that requires maintenance and so 15 chakra points will be leeched every turn from the user for this express purpose.

Palace of the Storm - Gates of Olympus
The user summons a maze with lightning bolt-shaped spikes protruding from every wall and surface. The unique thing about this structure is the fact that it is constructed in such a way it exhibits very little electrical resistivity compared to the rocks in the ground and so a current conducted into the walls will infinitely circulate the structure with negligible energy loss rather than discharge into the ground below. Anyone who comes into contact with the walls of the structure while it is conducting a current even if only momentarily will undergo similar paralysis to that inflicted by Lightning Release: Chidori Nagashi.

Note: Can only be used once per battle
Note: Can only be taught by Negative Knight
Note: No other S-Rank or above Earth Release in the user's same and next turn
Note: Structures that require maintenance can last a maximum of four turns

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 Declined  Scale is unreasonable and so are many of the effects. Also, these are 4 different, even if parent, techniques. These changes you do to the battle field cannot be controled by you in any way. If you summon mud, its mud. You are essentially transforming the battle field so you need to think of it as that...a battle field. Not a technique. Also, it must come at a greater cost to you, even in terms of chakra. Assuming that if defeated, the field reverts back to whatever it was, you need to spend chakra to keep the field as it is. Finally, what happens to big changes on the field? Imagine I transform the field into a massive lake or have used mountain smash or great moving earth core. Will this technique nulify these changes?


(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if used to attack the opponent)
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will focus their doton chakra into the earth below to create a subterranean field of sentient tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril is half the size of the spikes produced in Destructive Rising Rock Pillars but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is partially sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create. Depending on which one of the three forms is chosen, all of the tendrils will only have a single ability and it will be the same one for all of them (e.g. they can all alter weight). This means this technique effectively only has one special ability when used (either Earthly Tether, Enter the Void or Become Earth; never two or all three).

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

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

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

Note: Lasts four turns (unless cancelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Earth techniques whilst this is active


 Declined  Sorry but this creature is simply too powerful and overal unreasonable. It comes at literally no cost to you and has many "free form" aspects to it when I invision it being used. I suggest you make it an above ground familiar that can take 3 separate forms, has a much much smaller scale and is much easier to counter. Also, consider this: its either sentient or it isnt. Either way, all the techniques and abilities it uses count as moves, all its physical attacks need to be ranked and count as moves, etc etc. Tons of work in this one.
Changed everything according to what you said minus its formation underground. Kept the tendril form for all three since it suits Kakuzu. Added a handseal so the opponent is aware a technique has been used and can react accordingly.

(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40 (-15 chakra per turn)
Damage points: N/A (30-80 damage if used to attack the opponent)
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will perform the Snake handseal and focus their doton chakra into the earth below to create a subterranean field of semi-sentient (similar in nature to the Earth Golem technique for example) tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position) but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create. Depending on which one of the three forms is chosen, all of the tendrils will only have a single ability and it will be the same one for all of them (e.g. they can all alter weight). This means this technique effectively only has one special ability when used (either Earthly Tether, Enter the Void or Become Earth; never two or all three). Using these tendrils in order to attack and inflict harm on to the opponent count towards one of the user's three moves per turn and it's rank will vary depending on what percentage of the tendrils are devoted to this attack e.g. using all of the tendrils will make this an S-Rank, using half of the tendrils will make this an A-Rank, et cetera. The minimum proportion of tendrils that can be invested in any given attack is 1/8th of the total meaning such an attack would possess the power of an C-Rank. Simple tasks (which more often than not include one or a few tendrils at most) such as merely making contact with entities to use their special ability, lifting up/moving around objects/people and anything else which isn't directly offensive or defensive in nature will not count towards the user's jutsu per turn limit.

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

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

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

Note: Lasts four turns (unless cancelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Earth on the turn this technique is deactivated
Note: User is restricted to Earth and non-elemental abilities while this is active


 Approved
 
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NightKiing

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Re: Custom Jutsu Submission

(Hyouton:Sen no hahen no dansu|Ice release:dance of a thousand shards)
Type: Supplementary
Rank: B-rank
Range: Short-Long
Chakra: 20
Damage: n/a
Description:The user makes one handseal and the snow flakes that are already on the field begins to float around the field like byakuya's flowers from bleach. The user then makes the shards razor sharp which then floats around the field without cutting any body on the field.
*Can only be taught by me
*The shards float for four turns after which they fall back to the ground
*Can only be used twice
*Requires two turns cooldown
*No ice techniques in the same turn this is used
*The razor sharp flakes dont have any force nor speed,thats why they dont cut any one in their range

-Declined- No references to things which don't exist in the Narutoverse i.e. Byakuya from bleach lol.

(Hyouton:Hogo- sha no ken|Ice release:swords of the guardian)
Type: supplementary
Rank: A-rank
Range: Short to Mid
Chakra: 30
Damage: 60(n/a when used to defend)
Description: After performing dance of a thousand shards,the user will make two handseals,he will then make up to four swords (swords ranges from 2 to 4) out of the floating shards. The swords which are two meters tall can then be manipulated with hand movements.
*can only be done twice
*requires two turns cool down
*the swords can only be formed with each one equidistant to the other(like the A-rank flame pillars)
*no s-rank or above ice technique in the same turn.

-Declined- Parent technique was declined. Remove the bracket after the damage points. The distance thing about the flame pillars needs to go, it will cause you problems. These blades have to be created at least three meters away from the opponent.
 
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Akasha

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Re: Custom Jutsu Submission

(Iberisu no burossamu) - Blossom of Iberis
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A ( +20 if explosive tags are used )
Description: This is a supplementary technique which is used in combination with other techniques of Earth Release. User would actually unnoticeably stream paper sheets into the ground, similar to how it is done during usage of (Kami no Shisha no Jutsu) Sacred Paper Emissary Jutsu and keep it dormant there in period of up to four turns before losing its effects. Now, once the user activates a technique of earth release which comes from the ground, paper sheets which were till then dormant will emerge as well as to coat said construction made out of earth. The amount as well as the power of the paper sheets coating the earth construction will only depend on the actual rank of earth technique used. This being said, if a technique of earth is of C rank, then the paper coating the earth will be so as well. If a B ranked technique is in question, paper coating the earth would be of B rank. This would increase the durability of earth based technique as well as enhance the blunt damage that is made upon impact. In addition, user would also be able to mix explosive tags with this technique which would further increase the desecrate made upon target. Activation phase of this technique is instant duo to its only use being the one of affecting other techniques of earth release that comes from the ground and only the activation of the technique counts towards the three moves user can utilize per turn.

Note: Can only be used three times per battle
Note: Must possess biography which can utilize Paper Ninjutsu
Note: Can only be Taught by Akasha

-Declined- Remove the +20 if explosive tags are used. Combined with this jutsu which makes your earth virtually impervious to lightning its far too much. Make this usable twice per battle and edit the wording to rectify typos. I'll only allow this on A-Rank and below Earth.
(Iberisu no burossamu) - Blossom of Iberis
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This is a supplementary technique which is used in combination with other techniques of Earth Release. User would actually imperceptibly stream paper sheets into the ground, similar to how it is done during usage of (Kami no Shisha no Jutsu) Sacred Paper Emissary Jutsu and keep it dormant there in the period of up to four turns before losing its effects. Once the user activates a technique of earth release which comes from the ground, paper sheets which were till then dormant will emerge as well, as to coat said constructions made out of earth. The amount as well as the power of the paper sheets coating the earth constructions will only depend on the actual rank of earth technique used. This being said, if a technique of earth is of C rank, then the paper coating the earth will be so as well. If a B ranked technique is in question, paper coating the earth would be of B rank. This would increase the durability of earth based techniques as well as enhance blunt damage made upon impact. Activation phase of this technique is instant due to its use only being one of effecting other techniques of earth release that come from the ground and only the activation of the technique counts towards the three moves user can utilize per turn.

Note: Can only be used in combination with earth techniques up to A rank
Note: Can only be used two times per battle
Note: Must possess biography which can utilize Paper Ninjutsu
Note: Can only be Taught by Akasha

-Declined- Started editing the jutsu and then I realized a few things. I don't mind things being instant activation but this specific technique is different. It streams paper into the ground, so in actuality its effects manifest before another technique has been used. So it can't be instant activation but I will allow for this to be imperceptible in creation so you can use this at the beginning of a fight and chain an earth jutsu without being interrupted. Sorry for not catching this earlier.
 
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Klad

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Re: Custom Jutsu Submission

Fuuton: Genbugan ken - Wind Release:Basaltic Fist
Type: Offensive/Supplementary
Rank: A Rank
Range: Short
Chakra: 30 (-10 per turn active)
Damage: 60
Description: Beginning from taking a normal stance, the user will pull his fists back and charge wind chakra into them. Using the very tiny blades of wind he will start releasing the wind from around the arm and shape it into a sphere with a diameter of about 50 cm. The fast moving winds will ripple fast enough creating the impression as if your arm if being ripped apart by the wind, but that happens just due to reflecting the light differently. Now the moment that the user intends to punch someone, if they come into contact with the sphere, or even fall into it, their body part will be drawn towards the opponent hand due to the wind circulating inwards. The moment that the users fist will come into contact, the winds rotating inwards will start releasing themselves onto the the enemies body, moving through the skin,covering the whole body. The tiny blades of wind now will start ripping through the skin damaging the skin, the muscle fiber and if it hits the eye, scratching the eyes, and cutting veins and artery. The same principle can only be used on the user’s feet, but the maximum spheres created is only 2 on 2 different limbs.
-Can only be used 3 times
-No wind technique in the same turn
-The fists remain active for as long as 3 turns.
-Upon contact the technique is released.
-Only teachable by Klad
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Katon: Kurimuzonfokkusu - Fire Release:Flaming Fox
Type: Offensive
Rank: A Rank
Range: Short
Chakra: 30 (-10 per turn active)
Damage: 60
Description: Crossing the arms together the user will lower his head, similar to the activation of gates stance and charge fire chakra inside his body. From the end of the elbows 2 fire Scythes will grow for each arm, one being smaller and wider, with the other one longer and thinner, and from the fingers of the user, claws of pure fire will grow, which will be sharp and thin, which have a very specific connection with the scythes of the same arm. The claws can be used to slash an enemy and having an increased sharpness and heat, they can not only cut, but even burn through the wound. The claws the moment that they can pierce the enemy, will use the first scyther to travel around the arm, and set that body which is touching into flames,which will cover it whole and burn him completely. The second scythe itself, has the power to, whenever a person is pierced by the very same claws, it will shoot forward in form of a flaming tornado, pushing the enemy back. While used for supplementary uses, those claws also are fairly sharp, able to have those abilities on their own, if they pierce or cut the enemy.

-Can only be used 3 times
-Cannot use any other technique except fire jutsu when active
-Remains active for 3 turn
-Both scythes have the power of a B rank individually.
-Only teachable by Klad

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Meiton: Yami no Tsuru - Dark Release: Tendrils of Darkness
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After using Inhaling Maw to absorb the physical and spiritual energies of an opponents jutsu, the user will gather up his dark chakra and manipulate it in a way he can give said chakra a form of tendrils. As in natural occurences, the tendrils will stretch/extend their wings, and reach users specified target. With his own chakra, the user can give them appropriate forms, efficent for their purposes. For example, he can give them spiral shape, in order to bind things better, or just extend the tendrils for whatever purpose. Additionally, the user can also control the tendrils' hardness, making them harder or softer.

-Must have used Inhaling Maw before
-Can only be used once in three turns
-Only teachable by Klad

‡ All Declined ‡ All of these ideas are too generic and have been done in some shape or form.
 
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Roy

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Re: Custom Jutsu Submission

Hyouton: Mizu no Ko-Tingu | Ice Release: Water Coating
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A (+20 to water techniques)
Description: A technique exclusive to ice users to enchance a water technique by coating it in a layer of extremely sharp fragments of ice. Upon performing a water technique the user weaves an additional hand seal and pours his ice chakra into the previously released technique and by manipulating the outer layer of the very water the technique is composed of the user creates small fragments of extremely sharp ice which coat the water completely. However, due to the coating being composed of fragments the technique does not lose any of it's flexibility when coated with the solid ice fragments. The speed at which this technique is performed can best be compared to that of Lightning Release: Wave of Inspiration, coating the water virtually instaneous after it's creation.
Note: Can only be used four times per battle.
Note: No Ice Release above A-Rank in the next turn.
Note: Must be from the Yuki clan to use.
Note: Can only be taught by Tybone.

-Declined- Currently its confusing. How does this increase the damage of techniques? I don't think people realize this but any sort of +damage boost means any given technique becomes superior to those of the same rank. Why does the inclusion of ice crystals make this stronger than other techniques? Also, I'm having a hard time imagining this coating of ice fragments. Could you possibly include an image or expand on the description? If you want something like this, I recommend you look at Baldy's Rubble Creation though I doubt your technique will gain the same damage boost. You can make your water techniques into water/ice ones but nothing more.
 
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-Broly-

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Re: Custom Jutsu Submission

Fuuinjutsu/Suiton: Yoru no kankei-sha (Sealing Arts/Water Style: Own The Night)
Type:Supplementary
Rank:A
Range:Short-Long
Chakra:30 (+10 per turn)
Damage:N/A (+20 to techniques within reason)
Description: When in range of a large water source, the user will make two handseals and create a large bright glimmering blue seal directly on top of the water source and a few meters in front of him in mid air. Whenever the user's chakra passes through the seal in the air it will activate both prievously created seals. Using fuuinjutsu's ability to absorb limitless amounts of whatever it is in contact with, the seal within the source will absorb a large amount of water within it and release it hrough the second seal in front of the user. Any technique that passes through the second seal will then have a large amount of water added directly into it as it moves towards its target. Due to the added force and mass granted by this, things like water, earth, and wind techniques will gain +20 damge when used in conjunction with this seal. Even lightning techniques, when used in the right capacity, can gain from this (techniques like Wave of Inspiration). But of course, fire techniques are completely incompatible with this seal as the water will simply put it out. If the water on which the seal is placed is somehow evaporated or absorbed, then the seal will be destroyed and the technique will end
-Lasts 3 turns
-Can be used 3 times per battle
-Can only be taught by -Broly-

‡ Declined ‡ This is just another way of increasing the power of your techniques.

Fuuinjutsu/Suiton: Fuka-sa no jūnin (Sealing Arts/Water Style: Dwellers Of The Depths)
Type: Offensive
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description: After forming 2 handseals the user will create a large blue seal within short range of him on the ground or water. Upon forming, 3 monstorous creatures made of water around 6 feet in height with sharp claws, gills, webbed hands and feet, will spring forth from the seal with a tether of water connecting them to the seal. These creatures are known as the Dwellers of the Depths. The Dwellers are each able to absorb 10 chakra from either a technique or an opponent at a time, by grabbing and feasting upon it. For techniques, this means that for each Dweller that latches onto it, it loses 1 rank in power. For opponent's, for every Dweller that latches onto them, they are drained of the corresponding chakra (in regards to how many dwellers are on them, 1 =10 chakra, 2 = 20) each turn and they will become unable to use techniques which require a high amount of chakra. For example, if 1 dweller is attached to them they will be unable to use F rank, if 2 they cant use s ranks, and if 3 they will be unable to use A ranks. Each absorbtion target counts as one as one of the user's moves per turn, no matter the number of dwellers. Meaning that whether it is 1 or 2 dwellers latching onto an opponent's technique, it only counts as one move. However if 1 dweller attaches to an opponent's technique, and another attaches to the opponent themself, it counts as two moves. The Dwellers are able to move across dry land, in which they move at the speed of a kage ranked tai specialist, however if they are used within a water source, they move at double their normal speed as long as they are moving within or touching the source in some way.
-Lasts 3 turns
-Can be used 3 times per battle
-Can only be taught by -Broly-

‡ Declined ‡ I tried this once and I'm not sure which one of us was more unreasonable. Draining from techniques to weaken them, sure I allow that. Restricting your opponents to A-Ranks just like that though if they manage to make contact with him/her? Nope
 
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Baba Yaga

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Re: Custom Jutsu Submission

Shinshi no sutaffu||The Gentleman’s Staff
Type:Weapon
Rank:S-Rank
Range:Short Range
Chakra:n/a
Damage:n/a
Description: The Gentleman’s Staff is a black umbrella about 3 feet in length. Like most traditional umbrellas, it has a curved hilt which makes it more convenient to hold. The umbrella is made using special fabric. The rudimentary cloth is replaced by thin high tensile cloth-like wire mesh. The mesh unables the umbrella to be used as a shield to block kunais, shuriken, explosions and other low level (C-rank) attacks. The braces (metal thingys that hold up the umbrella fabric to open it) are attached to a strong indestructible hollow central rod. This makes the umbrella very durable and capable of being used to go toe to toe even sharp swords without sustaining damage. The central rod contains several implements that can be ejected from the tip of the umbrella on pressing certain buttons located on the hilt of the umbrella next to the button used to open umbrellas. The implements include senbons which can be fired at unsuspecting targets, a 12inch flexible strap of metal that when fired wraps around a limb and emits high voltage electricity that paralyzes the limb for 3 turns, and a grapple attached to a golden wire that can be fired to the ground to channel foreign lightning into the ground hence diverting damage from certain lightning attacks into the ground.
-Senbons can be fired 3x per battle and are effective up to mid range. The strength can be considered as a B-rank tech.
-The metallic strap can be fired 3x per battle and is effective only in short distances. The strength can be considered as a C-rank tech. Its speed is similar to that of a bullet. This is the only ability that utilizes chakra. The chakra cost is 15. Damage is 30
-The metallic wire can be fired 3x per battle. Due to the fact that gold is an extremely good conductor of electricity, and electricity always chooses the path with the least resistance to travel, attaching the wire to the ground creates an easier pathway which conducts non focused electricity away from the wielder into the ground. This feature of the umbrella is activated immediately electricity of foreign chakra gets in the vicinity of the almost fully metallic umbrella. This ability is able to fully divert the power from B-rank lightning completely. A-rank lightning is reduced to C rank after this ability is used on it. The ability doesn’t work on S-rank lightning.
-Note: Although some of the abilities of The Gentleman’s Staff do not require chakra, they still count as a move when they are utilized.
-Note: Still functions as an umbrella though.

‡ Declined ‡ This clashes with Ame's Umbrella weapon.
 
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Akuma

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Re: Custom Jutsu Submission

(Katon: Akuma Kaji) – Fire Style: Fiendfyre
Type: Offensive
Rank: S
Range: Short/Long
Chakra cost: 40
Damage points: 80
Description: The user will throw his chest out as he inhales, performing a row of four handseals to knead Katon chakra into their lungs and mouth. When cast, the user spits out the fire which appears with a roaring, billowing noise. Quickly consuming anything in the vicinity of its caster (thus unreliable when team battles are being practiced) The flames are of abnormally large size and take the shape of fiery monsters and beasts such as snakes, dragons, eagles and chimaeras, constantly mutating into other beasts as they keep charging forward as well as powerful, formless flames that destroy all things before it. The fire even possesses a sentience of its own, a continuous (though far from latent) desire to burn anything it can so long as the user is channeling the jutsu. It will pursue any nearby lifeforms at the will of the caster. Inexperienced casters will be able to conjure the flames but will have virtually no control over the jutsu once it has been unleashed, thereby making the fire a deadly backfire (incomplete fire mastery). Taking 60 damage, and being unable to use S ranks for the next two turns.
- Can only be used twice per battle.
- Must wait a 3 turn cooldown prior second usage.
- The user cannot use any other Fire of S rank or higher next turn.

-Declined- The continuous transformation of the fire was a nice touch but as it is I feel its a little more than cosmetic. You could make this a sentient creation to add another dimension to it but again that's up to you. Removed the fatigue bit as that's subject to interpretation and you need to clarify what kind of damage the user will sustain if this backfires.
(Katon: Akuma Kaji) – Fire Style: Fiendfyre
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will throw his chest out as he inhales, performing a row of four handseals to knead Katon chakra into their lungs and mouth. When cast, the user spits out the fire which appears with a roaring, billowing noise. Quickly consuming anything in the vicinity of its caster (thus unreliable when team battles are being practiced) The flames are of abnormally large size and take the shape of fiery monsters and beasts such as snakes, dragons, eagles and chimaeras, constantly mutating into other beasts as they keep charging forward as well as powerful, formless flames that destroy all things before it. The fire even possesses a sentience of its own, a continuous (though far from latent) desire to burn anything it can so long as the user is channeling the jutsu. It will pursue any nearby lifeforms at the will of the caster. Inexperienced casters will be able to conjure the flames but will have virtually no control over the jutsu once it has been unleashed, thereby making the fire a deadly backfire (incomplete fire mastery). Taking 60 damage (second degree burns and pain in the burnt areas such as the face and neck.), and being unable to use S ranks for the next two turns.
- Can only be used twice per battle.
- Must wait a 3 turn cooldown prior second usage.
- The user cannot use any other Fire of S rank or higher next turn.

‡ Approved ‡
 
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Inch

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Re: Custom Jutsu Submission

(Hyouton: Hyōga Shinkō) - Ice Release: Glacier Invasion
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: Glacier Invasion is an adapted version of (Doton: Uitenpen) - Earth Style: Wheel Of Fortune, used to summon large amounts of ice to the battlefield in a similar manner to which the aforementioned jutsu summons earth. Just as with the parent technique, the user of this jutsu will bite their thumb in order to draw blood and perform a row of five hand seals before slamming their hand on a scroll in the ground. This jutsu combines principles from both the summoning technique and ice release techniques in order to achieve its goal. The user summons a large amount of ice from an immense glacier which he molds into the design that is present on the scroll whilst in the process of summoning it. This allows the user to generate large amounts of ice onto the train in the form of any structure composed of ice that he wishes. Should the user be defeated, the technique will abruptly end, causing all of the ice to simply vanish. Alternatively, the user can end the technique of his own free will prematurely, causing all of the ice to vanish.
Note: Whilst active, the user will be limited to only performing Ice, Water and Wind jutsu.
Note: Can only be used once per battle.

‡ Declined ‡ This looks like you can continuously manipulate the summoned ice which isn't something that's typically allowed. Free and unrestricted control isn't something we're keen on.
 
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NightKiing

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Re: Custom Jutsu Submission

(Hyouton:Sen no hahen no dansu|Ice release:dance of a thousand shards)
Type: Supplementary
Rank: B-rank
Range: Short-Long
Chakra: 20
Damage: n/a
Description:The user makes one handseal and the snow flakes that are already on the field begins to float around the field like byakuya's flowers from bleach. The user then makes the shards razor sharp which then floats around the field without cutting any body on the field.
*Can only be taught by me
*The shards float for four turns after which they fall back to the ground
*Can only be used twice
*Requires two turns cooldown
*No ice techniques in the same turn this is used
*The razor sharp flakes dont have any force nor speed,thats why they dont cut any one in their range

-Declined- No references to things which don't exist in the Narutoverse i.e. Byakuya from bleach lol.

(Hyouton:Hogo- sha no ken|Ice release:swords of the guardian)
Type: supplementary
Rank: A-rank
Range: Short to Mid
Chakra: 30
Damage: 60(n/a when used to defend)
Description: After performing dance of a thousand shards,the user will make two handseals,he will then make up to four swords (swords ranges from 2 to 4) out of the floating shards. The swords which are two meters tall can then be manipulated with hand movements.
*can only be done twice
*requires two turns cool down
*the swords can only be formed with each one equidistant to the other(like the A-rank flame pillars)
*no s-rank or above ice technique in the same turn.

-Declined- Parent technique was declined. Remove the bracket after the damage points. The distance thing about the flame pillars needs to go, it will cause you problems. These blades have to be created at least three meters away from the opponent.

Resubmitting.
(Hyouton:Sen no hahen no dansu|Ice release:dance of a thousand shards)
Type: Supplementary
Rank: B-rank
Range: Short-Long
Chakra: 20
Damage: n/a
Description:The user makes one handseal and the snow flakes that are already on the field begins to float around the field like gaara's sensory sand. The user then makes the shards razor sharp which then floats around the field without cutting any body on the field.
*Can only be taught by me
*The shards float for four turns after which they fall back to the ground
*Can only be used twice
*Requires two turns cooldown
*No ice techniques in the same turn this is used
*The razor sharp flakes dont have any force nor speed,thats why they dont cut any one in their range


(Hyouton:Hogo- sha no ken|Ice release:swords of the guardian)
Type: supplementary
Rank: A-rank
Range: Short to Mid
Chakra: 30
Damage: 60
Description: After performing dance of a thousand shards,the user will make two handseals,he will then make up to four swords (swords ranges from 2 to 4) out of the floating shards. The swords which are two meters tall can then be manipulated with hand movements.
*can only be done twice
*requires two turns cool down
*no s-rank or above ice technique in the same turn.
*These blades have to be created at least three meters away from the opponent.

‡ All Declined ‡ Over the weekly limit. You made your previous post 6 hours ago. How in the world could a new cycle have started in such a short period of time? What do you think I'm running here? Daily cycles? You probably didn't do this on purpose so I won't issue a ban but from the next cycle onwards you are only allowed one post in between markers. This will probably extend to everyone else as well.
 
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-Haku Yuki-

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Re: Custom Jutsu Submission

Hyoton: omoi yuki (Ice style: Heavy snow)
Type: Supplementary
Rank: B
Range: Short-long
Chakra: 20
Damage: N/A (-10 to both sides per turn)
Description: Similar to: Earth style weighted weighed boulder, this jutsu will cause snow to gain weight. The user will start by making the hand seal Haku made to make the Ice mirrors in the anime and will focus his chakra into the clouds above, the snow on the ground or both. With his chakra he will constantly add water chakra to the snow flakes then refreeze the snow flakes with his wind chakra and then using shape manipulation make the snow return to its original size until each snow flake becomes as heavy as an ice berg (altough that is only used for exaggeration the weight of each snow flake would be more closer to 100 lbs ) while remaining the size of a small snow flake. The user will do this to the snow in the clouds allowing the clouds to drop this heavy snow for 2 turns in a row.This will increase the crushing power of any snow related jutsu by one rank. The snow will constantly fall for 2 turns injuring the user and the opponent as they are hit by dozens of heavy snow flakes per second.
Note: Can only be used 3 times
Note: The user can choose specific snow to increase the weight on, for example the snow on long range but keep the snow in short range the same weight.
Note: the heavy snow comes down for 2 turns but all snow keeps the weight until melted.
Note: It must already be snowing or snow must already be on the field to use this jutsu.

-Declined- Yeah, what's this boulder boulder jutsu? Sounds like something out of One Piece. Again, the template is wrong.

Hyouton: koori bouchou (Ice style: Ice expansion)
Type: Supplementary
Rank: B
Range: Short-long
Chakra: 20
Damage: N/A
Description: The user will start by first making the rat hand seal. Then the user will focus his water and wind chakra into an existing ice source. He will add water to it to increase the size then freeze it using his wind chakra and continue doing this until the ice has expanded to be the size he wants it to be.
Note: The ice can't be made bigger then that of Gamabunta
Note: Can only be used twice per battle

-Declined- Believe it or not but that's not reasonable at all lol. A normal pillar becoming the size of that massive summon? Also, you don't use water and wind chakra in making ice, you use Hyouton chakra which is a predetermined combination of the two. As it is, I don't see this working. This what you should do. Make it a Water/Ice jutsu. Cause water in the air to converge on the source of ice you're targeting in order to clump over it and then freeze it in quick succession. Since its a fairly simple move, I won't make it count as two of your jutsus per turn and it will occur in the timeframe of a single technique. I won't let this boost your ice techniques since that might infringe upon Pervy's expansion techs but you can create a larger source of ice from this as long as its within reason. Increase this to an A or S-Rank. Also, get a new name.

Formatting is wrong too. Its Japanese Name - English name. Make sure to change this as a wrong template is grounds for declining a jutsu.
Resubmitting swaped the order of rank and type and japense name and english name to fit the template (even though I see no one else following this rank before type rule)

(Hyoton: omoi yuki)- Ice style: Heavy snow
Rank:B
Type: Supplementary
Range: Short-long
Chakra: 20
Damage: N/A (-10 to both sides per turn)
Description: Similar to: Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock , this jutsu will cause snow to gain weight. The user will start by making the hand seal Haku made to make the Ice mirrors in the anime and will focus his chakra into the clouds above, the snow on the ground or both. With his chakra he will constantly add water chakra to the snow flakes then refreeze the snow flakes with his wind chakra and then using shape manipulation make the snow return to its original size until each snow flake becomes as heavy as an ice berg (altough that is only used for exaggeration the weight of each snow flake would be more closer to 100 lbs ) while remaining the size of a small snow flake. The user will do this to the snow in the clouds allowing the clouds to drop this heavy snow for 2 turns in a row.This will increase the crushing power of any snow related jutsu by one rank. The snow will constantly fall for 2 turns injuring the user and the opponent as they are hit by dozens of heavy snow flakes per second.
Note: Can only be used 3 times
Note: The user can choose specific snow to increase the weight on, for example the snow on long range but keep the snow in short range the same weight.
Note: the heavy snow comes down for 2 turns but all snow keeps the weight until melted.
Note: It must already be snowing or snow must already be on the field to use this jutsu.

‡ Declined ‡ Lmao, that's because that isn't a rule. I told you its "Type" before "Rank" but it seems there was a misunderstanding. The method is wrong. Use Hyouton chakra to accomplish this, I don't want to see "uses wind chakra for this" and "water chakra for that". I was fine with this until I got to that bit. Without that your jutsu has no real use and its just a generic snow technique. There's already a Heavy Rain canon for Ameton and so I won't allow this as it may become a canon technique in the future.
 
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Rayder

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Re: Custom Jutsu Submission

(Doton: Euron's Entorappumento) - Earth Release: Euron's Entrapment
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A (+10 chakra to Earth Release techniques)
Damage: N/A
Description: The user will activate an ability which will allow them to add an additional layer of mud on the surface of all earth techniques for the next three turns. Through expending some extra chakra, the user will infuse extra earth chakra into his earth techniques and this chakra will coat any earth techniques made with an adhesive, flammable, layer of mud. The mud layer is about 5 centimeters from the surface of the earth technique so it is quite thick. If used correctly it can make for a deadly combination attack. For example, with this technique active the Hardening technique would have its earthen armour coated in the layer of mud, and for techniques such as stone golem the creature would rise covered in a layer of mud from head to toe. However, it can only be used within reason and the layer of mud will only be applied to earth techniques that already have a hard surface; so it will have no effect on swamp,mud jutsus or jutsus like antlion and the weight/flight jutsus. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes a Earth Release technique.

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

‡ Declined ‡ Don't use measurements like five centimeters especially when they're not needed. You could do more with this but right now you're squandering it.
 
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Panthalassa

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Re: Custom Jutsu Submission

( Aburame no Hijutsu: Mushi Fuerushinsei ) Insect Secret Technique: Exuviae

Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Exuviae is a variant of the Insect Cocoon technique, applying the same principles of the concept by focusing chakra through the user's insects and accelerate their growth. The user will signal any active swarm , and nourish the insects with chakra, which will induce the rapid shedding and regeneration of their exoskeleton, multiplying the perceived amount of insects inside the swarm. These will be lifeless, but will behave like a barrier that will instantaneously protect the swarm from any one encounter, by doubling the defence properties of the insects by one rank ( Aburame Insects are normally weak to Elemental Ninjutsu besides Wood and other soft biological elements and strong to Raw Chakra ). This defense last the turn it is used or a single encounter, regardless of the difference in power ( stronger than the Exuviae Swarm will kill the swarm, weaker will neutralise the exoskeleton barrier ). Alternatively, due to the workings of the technique, the user is able to produce more chakra than the stated in the description of this technique, for a more direct approach against an opponent's technique, paying the chakra difference between the Swarm technique and the stronger opponent technique, plus an added +10 chakra, giving the swarm a defensive edge against boosted ninjutsu ( stat bonus, incremented combos, etc ). This will equalize the Exuviae Swarm, neutralizing the exoskeleton barrier and the opponent technique and carrying on the swarm itself, albeit weaker.

Note: Can only be used once every three turns.
Note: Boosted Exuviae can only be used three times.
Note: Boosted Exuviae is reliant on how much chakra the user spends on the technique, and works for any usage that would require more than 20 chakra ( which is the default cost of Exuviae, for the regular usage ) to equalize.
Note: Exuviae simply increases the defensive properties, not the damage output of any swarm technique.
Note: Alternative usage maxes out at +40 damage above an S rank.
Note: Can only be used by Aburame Clansmen.
✦ Approved✦

( Kuchiyose no Jutsu: Mushi Torikae ) Summoning Technique: Phoresy

Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points. N/A
Description: This is a summoning technique available only to Aburame clansmen. This is because Phoresy utilizes the natural chakra connection between the insects and the host to produce the medium through which the user can perform the Summoning ritual. The user will perform one handseal and any handseals required to summon the target animal(s), and create an aggregation of insect, or infuse the chakra into any aggregation of the insects, anywhere within range. Phoresy will simultaneously summon the animal or group of animals towards the exact place where the insects were aggregated, and reverse the insects themselves onto the swapped animal's realm. The user is allowed to skip the aggregation step in case the animals summoned are part of an Aburame-beffited swarm, such as specialized insects or insect animal contracts. The user is able to swap his own species of insects with any available insect type ( Cannon Aburame insects or custom insects that the user owns ). Once the technique reaches it's limit, the insects are immediately swapped again.

Note: All of the user's insects are swapped, whether they were aggregated, spread around or inside the host's body.
Note: Phoresy lasts the same amount of turns as stated in the target technique, or the default 4 turns when nothing is stated.
Note: Can't use Phoresy to swap the user's insects for the Secret Rinkaichu, the Parasitic Nano Bugs, as those are restricted to Torune and Shikuro bios.
Note: Can only be used 4 times per battle.

✦ Approved ✦

(Hae Kuchiyose ♆ Stoicheophagidae ) Fly Summoning ♆ Beelphegor’s Gluttonous Imps
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: The Stoicheophagidae are a family of flies that evolved by feeding from elemental chakra, adapting their own chakra and body to one of the basic elemental nature. They are summoned as either a swarm of 666 flies or a giant bull sized fly, without costing a move or chakra. They are innately resistant to the effects of the elemental nature that gives them their name, thus they are, like Aburame Bugs, strong against Raw Chakra and Wood-like Elements and weak against Elemental Chakra, here with the exception of one Basic Element and Advanced Elements composed solely of that chakra nature and raw chakra. When in aggregated form, the giant fly is considered B rank. When in swarm form, they take the rank of the Aburame Technique manipulating it. These abilities come from chakra and body specializations, and not from elemental affinities of their own, for all effects and purposes, the Gluttons are unable to use the element they're named after, even if the user happens to have affinity or training in it.

  • ( Flamma devorus ) Fire Gluttons, have spiked exoskeletons that can withstand extreme heat and lay eggs in open fires and ashes.
  • ( Aqua devorus ) Water Gluttons, have hydrophobic hairs, can breath underwater and ingest a quantity of water several times their volume.
  • ( Terra devorus ) Earth Gluttons, have thick carapaces and angular bodies, capable of withstanding the highest pressure and burrow underground.
  • ( Tonitrum devorus ) Lightning Gluttons, have microscopic hairs that resist high currents and heat, and live near power outlines or high energy currents.
  • ( Ventus devorus ) Wind Gluttons, have hard exosqueletons and thin blade like bodies capable of resisting drag, shredding or slashing.
Note: Each technique summons 666 individual great flies, which can aggregate into 1 bear sized fly.
Note: Can only summon up to 3 species of Gluttons per usage, which allows for the combined swarm/aggregated fly to feed on advanced elements composed purely by the three natures ( or 1, or 2 ) and raw chakra, retaining their weakness to all the other natures ( including elements composed by some of the target elements, combined with non-target elements ).
Note: The flies can't use elemental techniques, they are not elemental summons.
Note: They can only last 6 turns in battle, or until they are killed.
Note: Can't use forbidden Aburame Techniques with the Gluttons.
Note: Can only be used in 1 Aburame Technique at a time.

‡ Declined ‡ Definite no on the devouring of advanced elements. Its neither reasonable nor logical. At the very best this will only work against the basic five, wood and raw chakra. You can only summon one type of glutton per usage. The default for summons is four turns but due to the nature of this one I'll allow it to be five turns max. I assume they're neutral to rather than strong against the element they're most akin to? Make that clear.
(Hae Kuchiyose ♆ Stoicheophagidae ) Fly Summoning ♆ Beelphegor’s Gluttonous Imps

Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: The Stoicheophagidae are a family of flies that evolved by feeding from elemental chakra, adapting their own chakra and body to one of the basic elemental nature. They are summoned as either a swarm of 666 flies or a giant bull sized fly, without costing a move or chakra. They are innately resistant to the effects of the elemental nature that gives them their name, thus they are, like Aburame Bugs, strong against Raw Chakra and Wood-like Elements and weak against Elemental Chakra, here with the exception of one Basic Element. When in aggregated form, the giant fly is considered B rank. When in swarm form, they take the rank of the Aburame Technique manipulating it. These abilities come from chakra and body specializations, and not from elemental affinities of their own, for all effects and purposes, the Gluttons are unable to use the element they're named after, even if the user happens to have affinity or training in it.

  • ( Flamma devorus ) Fire Gluttons, have spiked exoskeletons that can withstand extreme heat and lay eggs in open fires and ashes.
  • ( Aqua devorus ) Water Gluttons, have hydrophobic hairs, can breath underwater and ingest a quantity of water several times their volume.
  • ( Terra devorus ) Earth Gluttons, have thick carapaces and angular bodies, capable of withstanding the highest pressure and burrow underground.
  • ( Tonitrum devorus ) Lightning Gluttons, have microscopic hairs that resist high currents and heat, and live near power outlines or high energy currents.
  • ( Ventus devorus ) Wind Gluttons, have hard exosqueletons and thin blade like bodies capable of resisting drag, shredding or slashing.
Note: Gluttons are strong against Raw Chakra, Wood and alike Elements and the one Basic Element they are named after.
Note: Gluttons are weak against all other Elemental Natures, Basic and Advanced.

Note: Each technique summons 666 individual great flies, which can aggregate into 1 bear sized fly.
Note: Can only summon up to 1 species of Gluttons per usage.
Note: The flies can't use elemental techniques, they are not elemental summons.
Note: They can only last 4 turns in battle, or until they are killed.
Note: Can't use forbidden Aburame Techniques with the Gluttons.
Note: Can only be used in 1 Aburame Technique at a time.

✦ Approved ✦
 
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