[ARCHIVE] Custom Jutsu Submission - II

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Littlefinger.

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Re: Custom Jutsu Submission

Dengen Ringu|Power Ring
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The Green Lantern Power Ring, also known as a Power Ring is a piece of jewelry said to be created by the Guardians of the Universe long before shinobi came into existence and grants the wearer incredible powers. The story of how these Power Rings came to this world varies from place to place, merchant to maiden, prince to peasant, shaman to sorceress, knight to sailor, ***** to barman, peoples to peoples highborn and lowborn alike. However, the most reliable of the tales can only be told by the wearer as they receive a vision once the ring accepts them. As told by Littlefinger., the only known wearer in this shinobi world, the Guardians scattered these rings across the many worlds of the universe in their search for sentients with great willpower. At the moment, these rings are hidden in unknown locations across the universe, and cannot be found by just anyone. Through an unknown form of parapsychology, a Power Ring reaches out to a prospective wearer, guiding them to a location were it can be found. The criteria for a Power Ring selecting its wearer is the person's will to overcome great fear. Once the individual's willpower has been ascertained by the ring, it reveals itself to them thus allowing them to wear it. The ring uses an unknown energy source in the universe that only the wearer understands. This understanding allows him/her to use the ring to their benefit in combat and otherwise. This unknown energy most times takes the form of green light. According to Littlefinger, the Power Ring grants the user the following abilities:
× ENERGY PROJECTION and CONSTRUCTS: The ring can be used to project beams, fire blasts and create constructs of this unknown energy. The Power Ring serves as a weapon capable of transforming the wearer's thoughts into physical constructs through the wearer's strength of willpower. He/she/it can create any particular items or construct that they can imagine as long as they have the willpower necessary to will it into existence. The constructs are made out of green energy and are tangible and destructible.
S rank=up to 1 beam/blast/construct(2 times per battle);
A rank=up to 2 beams/blasts/constructs(4 times per battle);
B rank=up to 4 beams/blasts/constructs(6 times per battle);
C rank=up to 8 beams/blasts/constructs(8 times per battle);
D rank=up to 16 beams/blasts/constructs(10 times per battle).
Each use regardless of rank takes one jutsu slot. The ring wielder can keep the constructs active as long as they keep fueling it with chakra, -3 per turn.
× INVISIBILITY: A ring wielder can render him/her/itself invisible by willing the ring to bend light waves around his/her/its form, as well as that of the power ring. This simply makes the ring wielder invisible. It does not do anything like erase their chakra or take them to another dimension. They can still be traced via ninja tracking means like doujutsu, chakra sensing, heightened smell and hearing etc. This takes one jutsu slot, lasts 2 turns and can be used 2 times per battle.
× FLIGHT and LEVITATION: The Power Ring envelops its wielder in a forcefield when the wearer wills it. This field repels air friction, gravity and heat, allowing the wearer to levitate or fly through the air at fast speeds but still trackable by normal eyes. Takes up 1 jutsu slot, lasts 2 turns and can be used 4 times per battle.
× WAVE SENSITIVITY: The universe is saturated with all kinds of waves, seen and unseen. The Power Ring is able to detect, analyse and trace these waves with pinpoint accuracy and relay it to him/her as the ring wielder wills it. This is an ability unique to the ring, not the wearer and so does not have any rank or require any chakra points from the wearer. It is active at all times.
× UNKNOWN COMMUNICATION RELAY: The relationship between a Power Ring and its wearer is unique. They have a means of communication that is unknowable by anyone other than them. Hence, they are able to converse without anyone's knowledge even in the heat of combat. By this means of communication and its natural wave awareness, the ring is able to alert its wearer of incoming danger by analysing the waves the attack gives off and relaying it to the wearer. However, he/she/it still needs to have the time, ability or physicality to react or counter the attack. This means of communication is passively active at all times and costs no chakra points.
Notes & Restrictions:
♨ The Power Ring wielder can give commands to the ring even when he is not wearing it.
♨ The ring is unusable to anyone other than the wielder. It becomes just an ordinary piece of jewelry. Nonetheless it is indestructible.
♨ Only one of the ring's abilities can be active at a time except WS and UCR which are active at all times.
♨ Can only be used by Littlefinger. and those he gives permission.



Suiton: Atorantisu no Gādian | Water Release: Guardian of Atlantis
Type: Defense | Supplementary | Attack
Rank: S-F
Range: Short-Long
Chakra: 40-50
Damage: 80-90 (-10 per turn to keep active)
Description: This is an extremely powerful water technique that explores both attack and defense. After forming 2 quick handseals, a gigantic vortex of water short range around the user bursts forth from the ground, rapidly lifting them and those they wish into the air. The user remains at the top of the vortex, from which he/she can continue their attack. This vortex spins so fast that it is able to repel things with solid form. By forming another hand seal, the user releases a huge amount of water from the vortex as an omnidirectional wave that washes away everything in its path up to long range. The wave has enough force to push boss size summons away and even topple them if used in close proximity to them (short range). With the wave of their hand, the user can release multiple water spikes in all directions that are capable of impaling anyone they come in contact with. However, these water spikes revert to ordinary water 1 turn after being created.
♨ Cannot use any other water techniques in the same turn.
♨ Usable twice per battle.
♨ Can only be taught by Littlefinger.



‡ Both Declined ‡ Korra already has the Green Lantern's Ring and the second is nothing new. Also, multi-ranks are only allowed if absolutely necessary and Forbidden Ranks can only be used once per battle.
 
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Cursed Prince

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Re: Custom Jutsu Submission



Kādo no Shinigami: Akui No Aru Suu~ōmu | Reaper of the Cards: Malicious Swarm
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique requires the user to first surround his opponent in a dome-like formation of 21 of his cards, similar to the Demonic Mirroring Ice Crystals technique used by Haku, only smaller scaled. The user will charge chakra into the cards and from each card, a miniature joker carrying a miniature scythe will dash from the card, attacking the opponent in a swarm of slashes. Without the eyes of the sharingan, sage level reactions, or any sensing aid, these jokers would be seen as a blur, making their attacks very hard to follow.
Note: Can only be used Twice

✦ Declined, simple and to the point and useful. I like it but that last line is a no. Requiring the Sharingan or a form of sensing just to see the jokers isn't something that I would approve. Also, I think a 3 turn usage for this would be okay. ✦
 
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AmaniPaz

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Re: ±±Custom Jutsu Submission±±


Type:
Rank: S Rank
Range:
Chakra:
Damage:
Description:


Type:
Rank: S Rank
Range:
Chakra:
Damage:
Description:

‡ Both approved ‡ Use these well.

(Heki Ba Suto) Burst
Type: Supplementary
Rank: S Rank
Range: Self
Chakra: 40 Per Round (opponent's turn, my turn)
Damage: N/A
Description: Many ninja utilise the art of focusing chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, known as Chakra enhanced strength. Utilising aspects of this technique, the user manipulates the Chakra within their legs, overloading them with a constant stream of Chakra, it allows the user to move at 2x their original speed however at a cost. Due to the continuous and powerful nature, it depletes a large amount of Chakra. This technique doesn't just allow the enhancement of speed but also gives the user pseudo enhanced strength, pertaining to the heights at which they can reach when jumping or the lengths they can extend past when limping.

‡ Declined ‡ No speed boosts of this nature.
 
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Shame

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Re: Custom Jutsu Submission

Contract was approved here:


(Kuchiyose: Yagiza) Summoning jutsu Capricorn
Type: Supplementary
Rank: A rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Capricorn is one of the summons under the goat contract which was named after one of the 12 zodiacs. He is the same height is most average shinobi, and his build is athletic in nature. He sports sunglasses and a butler type suit very fashionable, he is able to stand on two legs and has hands like a shinobi. He is summoned to the field by either method of summoning, and he is summoned wathing short range of the contract holder. His Taijutsu knowledge and skill is on par with most masters, he has the ability to speed burst for once per turn to evade any A rank attack. His unique ability is that he can use any taijutsu move in the canon list and pair it with wind enhanced layer over the limbs he is using for his moves. He can however only do this 3 times and he remains on the field for 4 turns. He cannot uses any actual wind jutsu's as he is a freeform usage user of wind a coating style of fighting .

Restrictions:

Can only be summoned twice per battle.

Cannot use taijutsu wind coating more then once per turn.

Speed burst once per turn

Must have signed Goat contract to summon.

‡ Declined ‡ A bipedal goat using Taijutsu lmao.
Resubmitting bipedalism is stated in the actual contract and was recently approved with it in there so it should be fine. No changes were made.

Contract was approved here:


(Kuchiyose: Yagiza) Summoning jutsu Capricorn
Type: Supplementary
Rank: A rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Capricorn is one of the summons under the goat contract which was named after one of the 12 zodiacs. He is the same height is most average shinobi, and his build is athletic in nature. He sports sunglasses and a butler type suit very fashionable while he is able to stand on two legs and has hands like a shinobi. His Taijutsu knowledge and skill is on par with most masters, he has the ability to speed burst for once per turn to evade any A rank attack. His unique ability is that he can use any taijutsu move in the canon list and pair it with wind enhanced layer over the limbs he is using for his moves. He can however only do this 3 times and he remains on the field for 4 turns. He cannot uses any actual wind jutsu's as he is a freeform usage user of wind a coating style of fighting .

Restrictions:

Can only be summoned twice per battle.

Cannot use taijutsu wind coating more then once per turn.

Speed burst once per turn

Must have signed Goat contract to summon.

‡ Declined ‡ The problem isn't the bipedalism. I just found the mental image funny. Its the fact that it can use Taijutsu. Also this is your third submission this cycle, so don't make any more until the next marker.
 
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Gutsy

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Re: Custom Jutsu Submission

Doton: Makihige No Hogo | Earth Release: Tendrils of Protection
Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A defensive technique where the user performs the Rat hand seal, whereas the ground in a circle around the user turns into a sticky earthen liquid. This circle is approximately 1 meter from the user and spans all the way to 4 meters away in a perfect circle. Just as it has turned into the sticky liquid, thousands of tendrils made of this sticky earthen material will spring from the source and entangle it, to create a perfect dome made of this sticky material. This newly created dome of defense is almost 3 meters in thickness, enough to consume an entire person and hold them in place due to how heavy it is and its sticky properties. This dome is meant to protect the user from incoming projectiles as it can stop and slow down anything that tries to move through it, such as kunai, solid objects such as metal or earthen based techniques and even people. The user can, if he wishes, perform the bird hand seal, causing the entire dome to explode outwards in small projectiles which will stick to any surface it comes into contact with and thereby adding weight to that person or object, slowing it or completely stopping it.
Note:
- Can only be performed thrice per battle
- Requires the user to be standing on a earthen surface
- The dome can protect the user from elemental techniques of up to specific rank as it applies to the elemental strengths and weaknesses.

‡ Declined ‡ Do the tendrils act on their own? Is this an automatic defense? To what degree are things slowed down? When made to explode, what range does this explosion span? What shape are the projectiles that are released? Does this last over the course of turns? Is this maintained passively or actively?

Suiton: Subarashī Shuriken Hakai | Water Release: Great Shuriken Destruction
Type: Offense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will generate five very large shuriken, all of them being twice the size of a human. These five shuriken are made of pure water and are created in mid-air around the user, and with a simple swing of his wrist he can send all of them flying towards the intended target or area. The shuriken of water spin with incredible speed around its own axis, which causes it to have a very powerful slicing capability. When the shuriken come closer to the designated target or area, the user can with a single hand seal cause one or more shuriken to explode outwards in all directions in smaller versions of it, shredding animals, plants and humans.
Note:
- May be performed twice per battle
- Can slice through solid objects of normal density such as earth, wood etc. yet metals prove too much of a challenge, given the appropriate rank.

‡ Declined ‡ This can be summed up as shuriken which make more shuriken.
Doton: Makihige No Hogo | Earth Release: Tendrils of Protection
Type: Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: A defensive technique where the user will release his chakra into the ground in a circle around himself, whereas it turns into a sticky earthen liquid. This circle is approximately 1 meter from the user and spans all the way to 4 meters away in a perfect circle. Just as it has turned into the sticky liquid, thousands of tendrils made of this sticky earthen material will spring from the source and entangle it, to create a perfect dome made of this sticky material. This newly created dome of defense is almost 3 meters in thickness, enough to consume an entire person and hold them in place due to how heavy it is and its sticky properties. This dome is meant to protect the user from incoming projectiles as it can stop and slow down anything that tries to move through it, such as kunai, solid objects such as metal or earthen based techniques and even people. After having turned the ground into the sticky liquid, and thereby having activated the technique, the tendrils act on their own, in a sense that they will automatically rise up at high speeds to form the dome of protection. As such it may be seen as an automatic defense which rises to protect the user whenever it is needed. It is a self-sustaining defense, as it will continuously reform if only small portions have been blown away or destroyed, and it requires no attention from the user to continue to do so. As such this is a defense that is passively maintained through the quantity of existing sticky earth surrounding the user as well as the amount of chakra already been used in it. Yet the user is required to fuel it more chakra each turn it is active. The user can, if he wishes, perform the bird hand seal, causing the entire dome to explode outwards in small projectiles which will stick to any surface it comes into contact with and thereby adding weight to that person or object, slowing it or completely stopping it. When the user creates the outwards explosion it will reach all the way through mid-range. Anything it hits will be slowed slightly, depending on the amount that sticks to the object or person. If a kunai or solid object such as metal or earth is hit by these projectiles of sticky earth, it will be completely stopped and fall to the ground, or will be slowed so that it makes a quick decent towards the ground. When a person is hit, it depends on where he is hit. If he is hit on the arms he will have great difficulty lifting or moving them, while his legs would slow him drastically. The mud like substance can also blind the intended target. The projectiles that are shot out with the explosion is shaped as blobs of sticky material that range in size, from a hand to the size of a stomach, and it is shaped like a circular like projectile.
Note:
- Can only be performed twice per battle
- Requires the user to be standing on an earthen surface
- The dome can protect the user from elemental techniques of up to specific rank as it applies to the elemental strengths and weaknesses.
- The technique may be sustained passively for a maximum of 3 turns

‡ Declined ‡ If you can get Edward's permisison (this is similar to his technique but not entirely so), I'll be willing to approve this. You can make your one different by placing more focus on the slowing down of techniques/people/objects through this mud. In order to do this, you need to state up to what speed these tendrils can react to. Make these tendrils a part of a "sentient" creature so their maintenance is passive and they can act independent of you. Added a chakra cost per turn.
 
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System001

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Re: Custom Jutsu Submission

Genkotsu Kamakiri: Gai Kouchuu no Kata ) Mantis Fist: Form of the Cleopatra Scythes
Type: Defense/Supplementary
Rank: B
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A
Description: The user will curl the index and ring finger of either or both hands inwards, while focusing lightning chakra through them. This will channel the usual properties of the Mantis Fist Techniques through a nearly transparent blue scythe, with a subtle humm of electricity similar to that of multiple tiny beetles vibrating their wings. These blades will be completely non-damaging and intangible, except when used against animals ( including humans ). They are capable of mimicking a real tangible blade, by running a low level current of electricity through the opponent, upon contact. This current will create a powerful hold selective synapses of the opponent's muscles, preventing the fulfilment of a given motion arc. In essence, imagining someone is charging towards the user with a sword. If the user touches the sword with a scythe, the current will travel through the swards towards the opponent's arm, and lock the motion, like the arm and the sword were met with an equal opposite force, like the intangible scythe has a strong physical substance. The current isn't selective enough to block all movement and give a full paralysis. As such, the opponent is more than capable of retracting the arm, he just can't advance further. The power of the technique doesn't rely on the user, per se. The stasis is stronger the stronger the opponent's muscles are, and it will always completely block the motion, without ever being able to overpower it. Samewise, the current will always find the current synapsis in function, by polar opposites of electricity, it does not require a selective pressure or even anatomical knowledge from the user. These motions are called "Parries". A secondary application of the scythes are the "Slashes". The user will carry the scythes onto a limb and will run in through the flesh. Although it carries no damage, or makes any sort of wound, the current will now severe the nervous conections, rather than create a stasis hold. This will temporarily disconnect the brain from the muscle, creating an illusionary sensation of having the limb cut off, without any sort of pain felt. "Slashed" opponents won't be able to access the limbs up to the area where the cut was made for up to 2 turns after the fact ( the same turn and the next ).
The whole form of the Cleopatra Scythes is composed of a combination of up to 7 motions, be it "Parries" or "Slashes". The user is able to continue the combo across multiple turns ( paying the renewal cost ) in order to keep a continuous encounter in case of the more fast paced close-quarter taijutsu combat.

*Can create one or two scythes, focusing chakra on one or both hands*
*Can be combined with other taijutsu attacks*
*Can't be combined with ninjutsu mid-combo*
*Requires a 2 turn cooldown after a combo finishes*

✦ Declined, link to CFS Submission? ✦

(Katon: Sanshōuo no ikari) | Fire Release: Sonata of the Phoenix
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: A technique in which the user is capable of materialising fire from near their body through the rapid release and conversion of copious amounts of fire chakra. The materialised flames are dense yet free flowing in nature, being almost liquid like in consistency, with the user being capable of bending or melding the flames into different shapes or forms so long as they maintain sustained control of this technique. The flames generally take the initial form of two halo like rings that blanket around the users body so as to afford the user with a perfect defence, however the manner in which the flames first appear and their subsequent movements are completely subject to the users wishes and intentions. The immense heat of this technique and it's adaptable shape and size allows it to boast versatile destructive capabilities, however what truly warrants this technique it's strength is that whenever the flames collide with an inferior technique they immediately begin to regenerate - drawing on the users chakra supply to do so - so that by the beginning of the next turn the flames will have already restored themselves to full power, hence the name Phoenix. Ultimately, to end the use of this technique, an enemy would have to completely extinguish the flames of this jutsu. However as a result, for as long as the user maintains this technique they will be restricted in the elemental affinities that they can access, mainly being limited to Fire Release (But also being capable of utilising KG/CE's that stem from Fire Release, i.e Lava/Steel etc.) Lastly, the user is capable of spawning fire techniques from the flames of this jutsu which, combined with the ability to shift these flames throughout the battlefield, essentially allows the user to produce fire techniques of their choice from various angles to assault an enemy, as these flames fundamentally act as an extension of the users body.

- Can only be used 1x.
- Can be sustained for a maximum of four turns.
- Once this technique ends, due to the chakra strain the user will experience exhaustion that will reduce their physical capabilities by one rank, sharp pangs of pain that will occasionally glance through their extremities, and chakra overuses that will prevent the use of fire techniques above A rank for that, and the next turn.
- Can only be taught by Scaze

-Declined- You never specified how large these rings can be so clarify that. Being restricted to fire is logical but that isn't the case for advanced elements which derive from fire. Take Steel as an example. Why can you use fire and steel but not earth when steel is a combination of the two? This will leave you with fire and fire only. Not even CE which solely use it such as White Fire. Also, this is problematic. You have to neutralize the jutsu to get rid of it completely? You have the fire sword, so I should check this as if it has 105 damage points. I would need a S-Rank water technique boosted in a similar way to get rid of your technique. Add a restriction that says this jutsu itself can't be boosted by any technique or ability. Fire techniques created from it can still benefit from the increase in damage but I want this to be counterable through normal means. The restrictions are way too lenient and aren't befitting of a Forbidden rank. List the damage points you take, add that you develop first degree burns after using this and change that last restriction to “above B-Rank”.
(Katon: Sanshōuo no ikari) | Fire Release: Sonata of the Phoenix
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 (-20 chakra per turn)
Damage: 90
Description: A technique in which the user is capable of materialising fire from near their body through the rapid release and conversion of copious amounts of fire chakra. The materialised flames are dense yet free flowing in nature, being almost liquid like in consistency, with the user being capable of bending or melding the flames into different shapes or forms so long as they maintain sustained control of this technique. The flames generally take the initial form of two halo like rings (The size of hula hoops, albeit much thicker in that can they overlap to somewhat form a sphere) that blanket around the users body so as to afford the user with a perfect defence, however the manner in which the flames first appear and their subsequent movements are completely subject to the users wishes and intentions. The immense heat of this technique and it's adaptable shape and size allows it to boast versatile destructive capabilities, however what truly warrants this technique it's strength is that whenever the flames collide with an inferior technique they immediately begin to regenerate - drawing on the users chakra supply to do so - so that by the beginning of the next turn the flames will have already restored themselves to full power, hence the name Phoenix. Ultimately, to end the use of this technique, an enemy would have to completely extinguish the flames of this jutsu. However as a result, for as long as the user maintains this technique they will be restricted in the elemental affinities that they can access, mainly being limited to Fire Release (Can still use Fire Release CE provided they only utilise fire elemental chakra.) Lastly, the user is capable of spawning fire techniques from the flames of this jutsu which, combined with the ability to shift these flames throughout the battlefield, essentially allows the user to produce fire techniques of their choice from various angles to assault an enemy, as these flames fundamentally act as an extension of the users body.

- Can only be used 1x.
- Can be sustained for a maximum of four turns.
- Once this technique ends, due to the chakra strain the user will experience exhaustion that will reduce their physical capabilities by one rank, sharp pangs of pain that will occasionally glance through their extremities, and chakra overuses that will prevent the use of fire techniques above B rank for that, and the next turn.
- User takes 40 damage points and suffers from first degree (But not incapacitating) burns on their extremities once this technique ends.

-Cannot create Forbidden Rank Fire techniques from this technique
- Can only be taught by Scaze

‡ Approved ‡ Added a chakra cost and an additional restriction. Due to the initial small scale of this, I'll allow for this to benefit from the damage boost provided by your sword.
 
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Selendrile

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Re: Custom Jutsu Submission

Second post, but 2/3 CJs submitted in this cycle.

(Kekkaijutsu: Kare Kyūden)- Barrier Technique: Withering Palace
Type: Offensive/Defensive
Rank: C-A
Range: Short
Chakra: 15-30
Damage: 30-60
Description: When an attack approaches the user, they will focus densely molded chakra (making it neutral to elemental techniques) over the entirety of the desired limb. This allows the user to make contact with a technique without harming themselves in the process. Upon contact, the chakra transfers from the user arms and rapidly forms around the entirety of the incoming technique. This barrier forms around the whole object all at once, and does not gradually expand to cover the technique. Immediately upon forming around the technique, the barrier is then compressed into the size of a marble and implodes, destroying the technique within it. This can also be used on solid objects with the same effect, such as boulders, structures on the battlefield, etc. The user is also capable of using two separate barriers at the same time (one from each hand at B-rank strength). This could enhance their ability to defend from certain techniques that approach from separate directions. However, this also counts as two usages of the technique. The barriers can also be infused with an elemental chakra, which then follow the elemental strengths/weaknesses as normal. The basic application of this technique makes it neutral to elemental techniques of the same rank.
- Usable four times per battle
- No other fuinjutsu on the same turn

Declined. Non elemental chakra / techniques are always weak to elemental ones, even if of the same rank. The last part of your technique thus makes no sense. I also liked this until the fact that you could infuse elemental chakra into it, pretty much nullifying any use of what was said beforehand. So either elaborate more if you want to use this in an elemental variation for every type (and thus, incorporate a seal) or drop out the fact that you can make it elemental.
 
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Ushiro

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Re: Custom Jutsu Submission

Resubmitting:

(Genjutsu: Saigai Haishutsu) - Illusion Technique: Disaster Discharge
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After forming the Hare, Boar, Dog, and Tiger handseals an illusion is cast on a target(s) where they are trapped in a dark thundercloud and suddenly stuck by lightning. The violent electrocution blinds, deafens, and stuns the victims momentarily as their bodies and everything around them are reduced to ash in a second. The illusion ends immediately after and in reality the victims collapse due to mental stress.
-Victim remain unconscious for one turn
-Usable twice per battle
-No other genjutsu this turn
-No A rank or higher genjutsu next turn
-Can only be taught by Ushiro

‡ Declined ‡ You misunderstood me. The handseals was only a small part of the bigger problem. A genjutsu which makes you go unconscious immediately is by no means reasonable.

New:

Summoning Animal: Shoebill
Scroll Owner: Ushiro
Other Users who have signed contract: None
Summoning Boss if existing: None
Other Summoning Animals tied to contract: None
Description and Background:
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Shoebills are very large stork-like birds. They are entirely gray, with broad wings and long legs. The head is large in proportion to the body, and the eyes are also exceptionally large. They are tall, typically standing about 115 cm (3.8 feet) tall. The shoebill's name is derived from its massive shoe-shaped bill. The sharp edges in the mandibles help the shoebill to decapitate their prey and also to discard any vegetation after prey has been caught. As in the pelicans, the upper mandible is strongly keeled, ending in a sharp nail. Shoebills are mute but will clap the mandibles of their bills together as a display, producing a loud, hollow sound. They are noted for their slow movements and tendency to remain still for long periods, resulting in repeated descriptions of the species as "statue-like".

‡ Approved ‡
3rd jutsu of the cycle. A summon for the contract above.

(Kuchiyose no Jutsu: Crimson) - Summoning Technique: Crimson
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: After drawing blood and performing the needed handseals, the user summons the leader of the Shoebills, Crimson. He is 100 meters in height and tends to show off his deep red plumage, being somewhat narcissistic. One of the few Shoebills with a fire affinity, Crimson is capable of performing all fire jutsu the user knows up to and including S rank without the need for handseals if they are released from the mouth. Three times per battle he can flap his enormous wings and launch numerous flaming feathers coated with fire chakra that spread fire across anything they hit. (A rank/long range) Due to his size he is immune to ninjutsu B rank and below and fire jutsu A rank and below. Physical attacks with his massive beak are powerful too, capable of dealing A rank damage and enduring A rank attacks.

-Can only be summoned once per battle
-All techniques used count toward the user's three moves per turn including feather attack
-Lasts for 4 turns
-Must have signed the Shoebill contract
-Can only be taught by Ushiro

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‡ Approved ‡
 
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ZandaT

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Re: Custom Jutsu Submission

(Magirawashī kenbu: Wakusei sunpō) Misleading Sword Dance: Planetary Dimensions
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Wakusei sunpō is a technique in Magirawashi kenbu that utilizes the dual swords as they spin separately in the user's hands. Channeling chakra along their edges, being rather swift like many other Magirawashi kenbu techniques, the user will form two separate rings of chakra that can be fired towards the opponent at great speeds. The true feats of the ability is that it allows the user to further manipulate the rings onced launched in order to multiply the ring in linear fashions creating various formations that extend within the boundaries of 5m as it traverses. The rings multiply quite rapidly, being able to create very large 5m formations by the time it leaves short range of the user, and multiple formations can be created depending on the amount of rings being released but its damage adjusts accordingly. An elemental factor can be added to the rings over its basic counterpart which may add various effects according to the element being used rather, or on top of, its regular clean cutting ability. This move is best suited with tactical planning due to its unique characteristics.
NOTES
►Can be used 1x every 2 turns
►No Magirawashi kenbu techniques above A rank after use
►Basic application can be used 3x per battle
►Elemental application can be used 2x per battle
►Can only be taught by Zanda



✦ Declined, you're trying too much for just one jutsu. S rank in nature with raw chakra AND the ability to imbibe elemental chakra, making them F ranked? 5 possible usages as well as creating blades that expand to 5 meters long? Plus, you create 2 of them, essentially covering 10 meters with 2 crescents of chakra? Please reevaluate this jutsu ✦
 
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Urda

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Re: Custom Jutsu Submission

(Kuchiyose: Nintoku Haka) - Summoning: Nintoku Tomb
Type: Offensive, Supplementary
Rank: A-rank
Range: Long
Chakra: 30
Damage: 60
Description: Ninpou Kuchiyose: Nintoku Haka is a Ninjutsu summoning which the Ninja draws blood from their thumb, wiping it on a sealing "mark" inscribed on a unravel scroll placed on the ground, and then clapping their hands together to summon an inverted pyramid. The ninja controls the floating fortress with chakra which hoovers above the target(s) at 100 meters high in the air. After performing the "Snake" hand-seal, the ninja focus and compact an immeasurable amount of chakra to its centre to be unleashed on the target(s) down below. The ninja is only able to muster chakra for 4 consecutive shots which are released relentlessly to bombard them. It is drawn to where a large ball of chakra shoots out the opening hole of the pyramid's apex. The attack is devastating that is able to level a small area in an instant. Utilizing every resource of the pyramids weaponry, the pyramid itself is a weapon; descending on the target below to pulverize them. It is massive in size and height - closer to that of a summoning creature such as chief toad Gamabunta.
Restrictions:
~ Remains on the battlefield until user is out of chakra or the Jutsu is cancelled.
~ It depletes the user chakra each turn it remains on the battlefield.
~ The Jutsu takes 1 Turn to "build up" chakra.
~ In the next Turn, the Jutsu fires 4 shots.
~ After the Jutsu has been used, you are unable to perform S-rank techniques the next turn.
~ Cool Down is 5 turns.

Picture of Ninjutsu:
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♦ Declined, OPed, tone it down some. The instant part isnllowed, the part about being 100 meters in the sky, and dropping from the sky at that height would cause a shockwave that even the user couldnt avoid. ♦
(Kuchiyose: Yonagunijima) - Summoning: Yonaguni
Type: Offensive, Supplementary
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: Ninpou Kuchiyose: Yonagunijima is a ninjutsu summoning, which the user draws blood from their thumb, wiping it on a sealing marked "Tomb" (墓) inscribed on a unraveled scroll (placed on the ground), and then clapping their hands together to summon an inverted pyramid. The pyramid is summoned and is suspended 30 meters into mid-air where the ninja controls the monumental structure with chakra. After performing the "Tiger" hand-seal, the user focus and compact an immeasurable amount of chakra to its centre to be unleashed on the target(s) down below. The ninja is only able to muster chakra for 1 shot which is emitted as a laser beam. It is drawn to where a narrow light is release out the opening hole of the pyramid's apex. Controlling the structure, the ninja locks on the target's location and directs the beam on their position. The beam is powerful enough to pierce through flesh.
Restrictions:
~ After the Jutsu is release, the user spends another turn to reuse the technique.
~ Sustainable on the battlefield until the Jutsu is cancelled.
~ Depletes the users chakra each turn it remains on the battlefield.
~ Unable to perform S-rank Techniques in the same Turn the technique is used.
~ Usable 1 Time per battle
~ Only taught by Anubis

‡ Pending ‡ Leaving for Madara.


 Declined  The technique doesn't make much sense in how its worded. You summon an item and thus why its a summoning technique. But what is this item? How big? What are its properties? How can I destroy it? Additionally, how long will it stay on the field? Why is it Long range? Do you mean to say you summon this above your enemy? Can it move in the field to change locations? How strong is its attack and what is it actually? Unfocused raw chakra? How many times can you shoot it? Will it consume a move? I hope it does. Basically, you made something but its not neither a ninjutsu nor a summon. A summon technique by defaut summons an item that will be in the field and is either a tool or a sentient entity to help you. You forgot to define the object itself and in doing so made an incomplete technique. Define this better and keep it reasonable. It will consume chakra from you to be in the field. Additionally, a final note, its a cool concept visually. I like it.



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Note: The Yonaguni Monument is a massive underwater structure off the coast of Yonaguni, the southernmost of the Ryukyu Islands, in Japan. [Wiki]



(Doton: Akashita) - Earth Style: Red Tongue
Type: Attack, Defense
Rank: A
Range: Short
Chakra: 30 (+5 for each claw hand)
Damage: 60
Description: Akashita is a ninjutsu the utilize the Earth Element to charge at your target at close-quarters. After performing the "Snake" hand-seal, the user envelops earth around their forearm, which expands and shape it into the face of a beast with a claw hand and a open mouth with a long tongue. Both the face and claw hand symbolizes a sword and shield. The "face" (circled-shape) is a small shield (about 1 foot in length and 12 inches in diameter) made of earth that is wielded to protect the upper body (mid-section) to the lower bottom face (mouth) of the user and is used to ram the target, knocking them off balance. As the target loose his footing, the user manipulates the claw hand (with sharp, curved pointed nails made of earth) to extends towards the target, striking them. The "face" is capable of blocking projectiles and defending against Taijutsu attacks. The claw hand is an extension of the "face" and it is capable of extending like rope to be manipulated at the users will to impale the target.
Restrictions:
~ Last 3 Turns or until Jutsu is cancelled.
~ Only able to perform C-rank and below Earth Techniques while the technique is active.
~ Only able to defend against C-rank and below Taijutsu attacks.
~ The claw hand is only able to extend short-range (about 5 meters)
~ 1 claw hand is already attached to the "face", however, up to 4 can be created and utilized simultaneously to attack. Each claw hand circles the "face" on four sides. They cost additional chakra to be created.
~ Usable 1 Time per battle
~ Only taught by Anubis

‡ Declined ‡ This is fine but its messy and some parts of the description don't add up. Work on the wording and get rid of the majority of those restrictions. Either incorporate them into the techniques' actual description or scrap them altogether.

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Note: An Akashita (赤舌, lit. "red tongue") is a yōkai (spirit) that appeared in Toriyama Sekien's Gazu Hyakki Yakō. It is drawn as a beast with clawed hands and a hairy face, with most of its body hidden in a black cloud over a floodgate. In its open mouth is a large tongue. [Wiki]




(Burūsouruseibā) - Blue Soul Saber
Type: Attack, Supplementary
Rank: A
Range: Short to Mid
Chakra: 30
Damage: 60
Description: Burūsouruseibā is a ninjutsu that sends a threadlike object of chakra to pierce the target. The user initially gathers chakra in the shape of a sphere in between their hands. The chakra is used as a medium to send forth threads. These threads are materialized with pointed tips. The thread's characteristics are light color with a blue hue and 1 inch in width, and have the ability to bend and stretch. They are controlled by the users will and is able to travel in every conceivable direction up to mid-range from the sphere's position. They vary from penetrating the target's body to closing in and bind the target tightly. Multiple threads could be created as a web to pierce the target's body at all directions or warp around the target like a body cast, trapping them in a cage. Due to the advanced shape manipulation, it can play on par with elemental techniques.

~ Usable 3 Times per battle
~ Only taught by Anubis

‡ Approved ‡

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Note: In the Manga series Feng Shen Ji, the character Bao Lian has the Divine Power of Underworld. His Divine Power was name Divine Deadly Spiritual Aura of Purification: It manifests itself in the form of purple filaments with pointed tips. When a filament touches any organic object, it can corrode it in an instant.


 
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Edward

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Re: Custom Jutsu Submission

(Katon: Fenikkusu no Kōto) - Fire Release: Coat of the Pheonix
Type: Offensive / Supplementary
Rank: A
Range: Short
Chakra: 30 (for activation) (-10 per turn to maintain)
Damage: N/A (+20 per Fire technique)
Description: This technique is a passive ability that is integrated into fire techniques. Once activated, the fire techniques created afterwards gain the properties of fire similar to ( Katon: Gōenkyū ) - Fire Release: Great Blaze Ball. Essentially, it grants fire techniques' explosive property that greatly heightens the damage it can deal as opposed to what it is usually capable of. Fire techniques created explode upon contact, which explodes in a 3 meter, omnidirectional explosion. If it is a stream based technique, it would continue to explode so long as the stream is kept and physical contact with the enemy, or another target is created. For example, a wall of flames; the flames while exploding gradually which greatly increases the damage that it is able to deal as opposed to the normal and plain burning damage it does without this activation. However, this technique does not alter the strengths and weaknesses, speed, size, or heat of the fire technique used.
Notes & Restrictions:
#1: Can only be taught by EdwardSama
#2: Can be used three times per battle, each usage lasts three turns.
#3: Can be deactivated at will

‡ Declined ‡ To accomplish this, you would first need to make your fire techniques "solid-like" in composition and that's an idea Drackos is in the process of submitting. Not to mention this lacks all of the essential components of infusion techniques. Range = Short? A chakra cost to maintain rather than addition of chakra to the technique being infused? and worst of all...a damage boost. I don't want to outlaw infusions since they're one of the fields that you're unlikely to get the "similar techniques exist" but people are really going overboard.



(Ototon Genjutsu: Ishoku) - Sound Illusionary Arts: Transplant
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user will whistle a distinct note and place an enemy in an illusion by using Sound chakra as a medium for Genjutsu. The illusion is quite simple but is extremely useful and versatile. Basically, in the illusion, the user can manipulate it in such a way that the enemy sees and feels (affecting sense of sight and touch) one body part exchanged for another. For example, it can be used to make the enemy think that their left hand is now their right, and their right is now their left, which would effectively disrupt hand seals and their technique (a series of 3 or more hand seals can be disrupted with this illusion due to how quick Sound illusions can be placed). Furthermore, the user can 'change' how a body part is positioned, like making the leg face the opposite direction which would effectively stop a person from running because of how difficult it would be to run with one leg forward and one leg backward. However, these are all just illusions. In reality, the user is normal; the effects this illusion has on the enemy is completely dependent on the type of illusion is created.
Notes & Restrictions:
Note: Can only be taught by Edward.
Note: Can be used 4x per battle & Lasts 3 turns or until dispelled

‡ Pending ‡ Leaving for another mod.
Declined, DNR. Similar techniques have been submitted, only difference is the medium. Also: you are not entitled to say how quick sound illusions are placed due to the fact that sound is not uncounterable in speed in our RP. Sound illusions go just as fast, if not slower than normal illusions, due to the need for a medium whereas normal genjutsu can be triggered directly into the opponents brain, which is faster than sound itself (if no medium like handseals etc is needed).
 
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AmaniPaz

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Re: Custom Jutsu Submission

Buki: Orion's Sanjakuobi:Weapon Orion's Belt
Type: Summoning/Weapon
Rank: S Rank
Chakra: 40 per usage
Damage: N/a
Description:
Orion is Silver's very own weapon/summon. He is a 9ft tall powerful and well renown toad/protector of Mount Myoboku. Orion is incapable of performing Ninjutsu beyond his transformation technique. This special technique is called Transformation: Orion's Belt. It transforms this creature into Orion's Belt, Silver's very own blade that is as hard as titanium. He is also able to produce various body parts, such as eyes or arms, from the sword. Additionally, Orion can still move on his own in the sword form, allowing him to return to Silvers.

This blade's ability allows its user to create a spherical space or "room", where the user has complete control over the placement and orientation of the objects inside, making the user a Free Modification Human. It allows the user to manipulate anything within a specific area except for his opponent or their summons, such as, cannonballs, and ships in what was described as a "surgical" manner, within a spherical territory bordered by a light blue aura. Through this ability, Silvers can dismember people from a distance without harming them, lift or displace objects of any size and switch himself with objects within the vicinity. A drawback to the sword is that the user of Orion can only use its powers within a specific area (12x12 meter radius), so if the target moves outside the area, they are immune to its powers. It appears that Silvers has to make hand gestures to move objects. Furthermore, while Silvers can control everything within a particular area (Bar the exceptions stated prior), if he is not focused this is not doable, meaning that no other jutsu can be performed at the same time. In order for Silvers to swap objects or himself inside the Room, there must be an object to swap with. Upon activation it begins as a circular spinning sphere located within the user's palm and expands outwards at rapid speed.

Orion's ability stem from the Toad's of Mt Myoku and their extensive knowledge of Senjutsu and the way all life interacts with eachother, including the environment. The user or this summoning has no Senjutsu capabilites whatsoever and there is no link between the two at all to allow some kind of loopholes, Orion merely developed this technique learning about how things within the world interact with one another.​
Note: Lasts for 5 turns upon activation, expelling 40 Chakra with each turn

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✦ Declined, you passed the limit, hold this L and resubmit when the next cycle starts ✦
 
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Excālibur1

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Re: Custom Jutsu Submission

(Katon: Ripper Cyclotron) - Fire Release: Karmic Loop
Type: Attack/Defense
Rank: D - S
Range: Short - Mid
Chakra: 10 - 40
Damage: 20 - 80
Description: In order to perform Ripper Cyclotron, the user covers one of his hands in fire chakra and starts to wind it in a circular fashion. With each rotation, the fire chakra mixes up with the wind present in the air causing the intensity of the fire to be increased with each rotation. Once the rotation part is done, the fire suddenly rages out of his hand and could be used to either defend or attack an opponent. The number of uses allowed depends upon the power of the technique.

~D-Rank requires about 1 rotation and has Short range reach
~C-Rank requires about 3 rotations and also has Short range reach
~B-Rank requires about 5 rotations and also has Short range reach
~A-Rank requires about 8 rotations and has a Mid range reach - Can only be used thrice per battle
~S-Rank requires about 12 rotations and has a Mid range reach - Can only be used twice per battle

‡ Declined ‡ This concept simply isn't logical/viable. Just to clarify, you can't edit your post now that its been checked.

(Hikasazanami-Ken: Jōmyaku torinozoku) - Chop Hanging Rippling Fist: Vein Dislodge
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The practitioner channels his raw chakra into the palm of his either hand and hits the ground with it while releasing out an outward chakra force causing the ripple pattern to grow in the earth from it. The ripple pattern disperses evenly along the ground disturbing the natural Dragon Veins of the Earth disabling the entire earth from being manipulated by anyone in the entire field up to Mid-Range.

-Can only be used thrice per battle
-Lasts for three turns once used
-Requires 2 turns gap between use

& &

✦ Declined, im not up for approving an A rank taijutsu that disables use of Earth jutsu up to mid range. ✦
 
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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.
(Doton: Euron's Entorappumento) - Earth Release: Euron's Entrapment
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10 chakra to Earth Release techniques)
Damage: N/A (+20 if mud is ignited, otherwise no damage boost)
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 itself is chakra infused and because of its adhesiveness when it comes into contact with another substance, it quickly spreads around the object/being. The mud would coat whatever substance it is touching and basically disable it within seconds due to the sheer weight of the mud. This technique is applicable on walls, domes or other earthen defenses and the extra layer of mud serves to increase their defensive capabilities, making it so that the defenses can defend against techniques with 20 more damage points. This boost has no effect on the defenses offensive capabilities; so Hardening technique could defend against 20 additional damage points but have no change to its offensive uses. The mud is flammable and can be ignited through flames, sparks and friction, and when it is ignited it will become aflame and burn rather than explode.The mud layer is quite thick and 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 or dust-based 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. This ability doesn't have to be applied to every Earth Release techniques used while this is active.

Note: Lasts four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Rayder
Note Doesn't work with KG/CE variants

‡ Approved ‡ Much better. Made some edits.

(Ranton: Kōshin no hakai)- Storm Release: Disruption of the March
Type: Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60 (Unfocused lightning part)
Description: A heavily defensive-based technique for storm release. The user when caught in a position where they are unable to see/track an opponents movement, will be able to channel storm chakra all around their body and release an omnidirectional burst of storm clouds. The clouds cover the entire users body, as well as head/face. When the clouds burst outward, they come out as rings at first - from head to toe - swirling around naturally as this armor is created (similar to Storm Release: Thunder Cloud Inner Wave). The rings are heavily condensed clouds, however due to storm energetic-like nature, they do not contain solidity, which means anything unlucky enough to make contact with the cloud will simply slow down at first (In real life, storm clouds have been detected to contain around a million pounds of water within its body). The real lethality is when the user generates electricity into the clouds. After the opponent/technique has been slowed down, the technique will passively release a burst of a devastating electrical current, which sole purpose is to shock, paralyze, and distort their movement, continuing on disarming the technique/opponents movement. This is a self-sustaining technique, but works different compared to other armors, for after the armor has slowed down and shock the threat, it will disperse naturally away, but whenever a threat re-presents itself to the user where they can not see/react to the threat, the storm clouds will burst once again outward to stop whatever comes up to the user. What is important to understand for this technique is it is two phases, the first being a regular cloud appearing out of the body, almost like a instant pulse, this cloud is not harmful initially, but only is meant to slow the attack down. After whatever is caught in the cloud is slowed down, the user can then release a pulse of lightning into the clouds creating the next effects. The rings of cloud can extend everywhere in a short range radius.

Note: Can only be used three times
Note: Can only be taught by Rayder

Link to Storm

‡ Declined ‡ For this to be viable, its activation speed would have to be insane (capable of intercepting the movements of EIG, Swift, etc) and due to the way this works, it would negate the utility of close combat even more than Nagashi.
 
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Re: Custom Jutsu Submission

(Yuusou keisanki) - Majestic Comp
Type: Supplementary
Rank: S
Range: N/A
Chakra: -5 for chakra detection and -80 for elemental boost activation
Damage: Elemental boost mode: (+20 damage to all jutsus in selected element)
Description: This is a sophisticated wrist computer that grants the user various advantages in battle.

Elemental boost
Being directly linked to the users chakra vessels in their left arm via integrated fistula tubes the comp can stimulate and encourage the overproduction of one of the five types of chakra for a 100% damage increase in that element corresponding to the chakra chosen. This means that jutsus listed in said element will increase by a single rank. The disadvantage of this however is that the individual will be restricted to mold that one type of chakra for a period of 3 turns.

Chakra detection
This smart device is also capable of converting the bearer's chakra into chakra beams which it fires in all directions. Although the distance that these beams can reach is limited -to 20 meters before they disintegrate- if the beams collide with foreign chakra in their path the comp is able to pick up on it and displays it on its radar with a single red dot. However the comp is only able to fire the chakra beams once every 10 seconds and foreign chakra beyond 20 meters will not be detected. So on average the comp would use this ability once or twice in a turn, and for every detection it would consume 5 chakra points from the user. Because this is all done passively the bearer can turn this off.

Restriction:
The elemental boost mode lasts for 3 turns and can only be activated once per battle. Because of the extensive amount of overproduction the user will not be able to use jutsu's above B rank in that element for 3 turns after the deactivation.

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‡ Declined ‡ I knew I would decline this the moment I saw that picture. No technology extends no computers. DNR.
 
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-Best-

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Re: Custom Jutsu Submission

Wind Release : Hawkeye's vengeance | Fuuton : Hōkuai no fukushū
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:

The user does a string of three hand seals and channel their wind chakra into their sword and swing it towards the opponent sending a big crescent shaped wind blade towards the opponent. This blade has the capability of picking up dusts in it's path creating a small dust storm around it while travelling. This blade can be used in two ways. First usage is, as it is sent towards the opponent a small string of wind is tethered in between the blade and the sword. Now, when the user swings the sword another time, the tether between the wind blade and the sword is broken and the Blade suddenly bursts into violent cyclone of wind sucking in anything short range around it; towards it dealing massive slashing damage. Second usage is almost similar to the first usage. When the user swings the sword another time, the tether between the sword and blade is broken but instead of bursting into a violent massive cyclone, the blade splits into three different blades. Two blades will take a boomerang path towards the sides/top of the opponent and hit them from behind after travelling a distance of 6-7 meters behind the opponent whilst the other blade directly assault's the opponent. If the sword is swung to the side, then the two blades travel to the sides of the opponent, If it is swung towards the top then the two blades travel to the top of the opponent. Once the tether between the blade and the sword is broken, the technique will act on it's own accord so that the user can proceed with the next technique.

Restrictions:
- Can only be used twice per battle.
- Must have a two turn gap before usage.
- No wind techniques above S rank in the same turn.
- Can only be taught by Best..

Restriction is "meh" for an S-rank tech. No wind above S-rank in the same turn means no forbidden, which in itself isn't a restriction. Also: try to format it a bit differently (description) if you have a technique with 2 usages or so. Try to put it in two paragraphs, or 1 general info one, and 2 with the actual technique. It's really messy to read now. Next: what happens to the wind (to which your sword is tethered) when the tether is broken and you suck in everything in short range? Let's say the wind blast is at long range, and you then break the tether. Does it come all the way back from long range to suck in things at short range, or does that work independently from it? If so, what happens to the wind blast that is at long range?/FONT]

2nd CJ for this cycle. z.z

Wind Release : Hawkeye's vengeance | Fuuton : Hōkuai no fukushū
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description:
The user does a string of three hand seals and channel wind chakra into their sword and swing it towards the opponent in an arc like fashion, sending a big crescent shaped wind blade. This blade has the capability of picking up dusts and debris in it's path creating a small dust storm around it whilst travelling to the destination. The blade can be used in two ways.

1. First usage is, as it is sent towards the opponent the wind blade and the sword are tethered together with a small wind string. Now, when the user swings the sword another time, the tether between the wind blade and the sword is broken and the Blade suddenly bursts into violent cyclone of wind 10 meter in height, 5 meter in diameter sucking in anything short range around it dealing massive slashing damage.

2. Second usage is almost similar to the first usage. When the user swings the sword , the tether between the sword and blade is broken but instead of bursting into a violent massive cyclone, the blade splits into three different blades. Two blades will take a boomerang arc like path towards the sides or top of the opponent and hit them from behind after travelling a distance of mid range behind the opponent whilst the center one directly assaults the opponent. If the sword is swung to the side, then the two blades travel to the sides of the opponent, If it is swung towards the top then the two blades travel to the top of the opponent. Once the tether between the blade and the sword is broken, the technique will act on it's own accord so that the user can proceed with the next technique.

Restrictions:
*Can only be used twice per battle*
*Even with the tether, the blades cannot be controlled*
*Must have a turn gap before usage*
*No wind techniques above A rank in the same turn and in the next turn*
*No Chakra related Kenjutsu moves in the same turn and above B rank chakra related Kenjutsu in the next turn*

*When using the second application of the technique, the S-rank is divided by 3 (swords), thus making each sword B-rank in power.
*Can only be taught by -Marco-*

Approved. Added 1 note (logical, but still needed) and changed the no wind above A in this and NEXT turn. No above S-rank next turn is useless as that only means F-rank, which you hardly need anyways, thus not making it an actual restrictions. Kudos on the reformatting though :)
‡ Pending ‡ Leaving for Wesobi.
 
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Cursed Prince

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Re: Custom Jutsu Submission

3rd and last cj of this cycle

Suiton: Wārupūruribāsu | Water Release: Reverse Whirlpool
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: This technique originates from a water source after the usage of the Dog>Ram>Horse seal. From a water source a rotating pillar of water will be shot that encases the opponent. While the opponent is inside of the water pillar he is being spun around and around, as if he was in a whirlpool except the pillar of water shoots him up and out of the water. The spinning causes dizziness and disorientation, leaving him especially vulnerable as the opponent is left in the air after the attack
Note: Can only be used 3 times

‡ Declined ‡ Similar techniques exist.
 
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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
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 and teeth , 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). Instead of draining Chakra, the Dwellers also have the option of attacking with their claws and teeth in freeform. This ability is equivalent to a C rank attack for each Dweller. Each target that is drained of chakra counts as one move per turn. 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 ‡ This is better. Two problems though. You need to decrease their overall speed. I want them to have the speed of a Kage ranked shinobi on land and the speed of a Sage in water. Also, I won't allow for each of them to decrease the rank of techniques (so collectively they reduce the rank of techniques by three). You need to re-work it to resolve that.
 
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Gααrα

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Re: Custom Jutsu Submission

(Tengoku no Genjutsu: Fukusayō) | Heavenly Illusionary Art: Side-effects
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost:30
Damage Points:N/A
Description: A simple jutsu designed, to counter opponents with incredible power-ups. Sometimes opponents use certain techniques like Sage Mode, and/or drop their leg weights, or any such custom or canon power-up, which help them to have an unfair advantage over the user. In those cases, the user will perform one single handseal and put the target in an illusion. In the illusion, the target will suffer from the side-effects of over-using those techniques. For example, a sage mode user will see himself turn into a toad/snake due to excessive intake of natural chakra. Sharingan (and advanced sharingan) users will bleed from their eyes and slowly go blind. Curse mark characters will find it difficult to control their power while leg-weights user will have their legs give up due to too much running. The extent of these illusions can all be manipulated according to the user's wishes and can be used against any and all power-up users. Note: Power-up means anything (modes that mostly need chakra to sustain) that the target uses to increase his physical abilities. It includes Sharingan, Byakugan, Sage Modes, Curse Marks,Leg Weights or EiG, different customs etc.
Restrictions:
~ Can be used 3 times.
~ The user still needs to be able to track the opponent to put him in an illusion.
~ Cannot use Genjutsu above B-Rank in the same turn.
~ Can only be taught by Waaiz

‡ Declined ‡ I was going to recommend making this a dormant technique (so it kicks in once an opponent uses a "power-up") but there's such a broad spectrum of modes/abilities that you couldn't possibly encompass all of them in a single technique. I mean, you even included Leg Weights. I don't see this being possible on such a mass-scale.
 
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System001

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Re: Custom Jutsu Submission

Genkotsu Kamakiri: Gai Kouchuu no Kata ) Mantis Fist: Form of the Cleopatra Scythes
Type: Defense/Supplementary
Rank: B
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A
Description: The user will curl the index and ring finger of either or both hands inwards, while focusing lightning chakra through them. This will channel the usual properties of the Mantis Fist Techniques through a nearly transparent blue scythe, with a subtle humm of electricity similar to that of multiple tiny beetles vibrating their wings. These blades will be completely non-damaging and intangible, except when used against animals ( including humans ). They are capable of mimicking a real tangible blade, by running a low level current of electricity through the opponent, upon contact. This current will create a powerful hold selective synapses of the opponent's muscles, preventing the fulfilment of a given motion arc. In essence, imagining someone is charging towards the user with a sword. If the user touches the sword with a scythe, the current will travel through the swards towards the opponent's arm, and lock the motion, like the arm and the sword were met with an equal opposite force, like the intangible scythe has a strong physical substance. The current isn't selective enough to block all movement and give a full paralysis. As such, the opponent is more than capable of retracting the arm, he just can't advance further. The power of the technique doesn't rely on the user, per se. The stasis is stronger the stronger the opponent's muscles are, and it will always completely block the motion, without ever being able to overpower it. Samewise, the current will always find the current synapsis in function, by polar opposites of electricity, it does not require a selective pressure or even anatomical knowledge from the user. These motions are called "Parries". A secondary application of the scythes are the "Slashes". The user will carry the scythes onto a limb and will run in through the flesh. Although it carries no damage, or makes any sort of wound, the current will now severe the nervous conections, rather than create a stasis hold. This will temporarily disconnect the brain from the muscle, creating an illusionary sensation of having the limb cut off, without any sort of pain felt. "Slashed" opponents won't be able to access the limbs up to the area where the cut was made for up to 2 turns after the fact ( the same turn and the next ).
The whole form of the Cleopatra Scythes is composed of a combination of up to 7 motions, be it "Parries" or "Slashes". The user is able to continue the combo across multiple turns ( paying the renewal cost ) in order to keep a continuous encounter in case of the more fast paced close-quarter taijutsu combat.

*Can create one or two scythes, focusing chakra on one or both hands*
*Can be combined with other taijutsu attacks*
*Can't be combined with ninjutsu mid-combo*
*Requires a 2 turn cooldown after a combo finishes*

✦ Declined, link to CFS Submission? ✦
Second post of this cycle, and these techniques make 3/3 for my allotted submissions.

Link to style;

Genkotsu Kamakiri: Gai Kouchuu no Kata ) Mantis Fist: Form of the Cleopatra Scythes
Type: Defense/Supplementary
Rank: B
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A
Description: The user will curl the index and ring finger of either or both hands inwards, while focusing lightning chakra through them. This will channel the usual properties of the Mantis Fist Techniques through a nearly transparent blue scythe, with a subtle humm of electricity similar to that of multiple tiny beetles vibrating their wings. These blades will be completely non-damaging and intangible, except when used against animals ( including humans ). They are capable of mimicking a real tangible blade, by running a low level current of electricity through the opponent, upon contact. This current will create a powerful hold selective synapses of the opponent's muscles, preventing the fulfilment of a given motion arc. In essence, imagining someone is charging towards the user with a sword. If the user touches the sword with a scythe, the current will travel through the swards towards the opponent's arm, and lock the motion, like the arm and the sword were met with an equal opposite force, like the intangible scythe has a strong physical substance. The current isn't selective enough to block all movement and give a full paralysis. As such, the opponent is more than capable of retracting the arm, he just can't advance further. The power of the technique doesn't rely on the user, per se. The stasis is stronger the stronger the opponent's muscles are, and it will always completely block the motion, without ever being able to overpower it. Samewise, the current will always find the current synapsis in function, by polar opposites of electricity, it does not require a selective pressure or even anatomical knowledge from the user. These motions are called "Parries". A secondary application of the scythes are the "Slashes". The user will carry the scythes onto a limb and will run in through the flesh. Although it carries no damage, or makes any sort of wound, the current will now severe the nervous conections, rather than create a stasis hold. This will temporarily disconnect the brain from the muscle, creating an illusionary sensation of having the limb cut off, without any sort of pain felt. "Slashed" opponents won't be able to access the limbs up to the area where the cut was made for up to 2 turns after the fact ( the same turn and the next ).
The whole form of the Cleopatra Scythes is composed of a combination of up to 7 motions, be it "Parries" or "Slashes".

*Can create one or two scythes, focusing chakra on one or both hands*
*Can be combined with other taijutsu attacks*
*Can't be combined with ninjutsu mid-combo*
*Requires a 2 turn cooldown after usage*

✦ Approved, made edits ✦

(Genkotsu Kamakiri: Dappi Kama no Katachi) Mantis Fist: Form of the Ecdysis Scythes
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 5 per streak (The discharge of lightning chakra causes slight pain as it inserts into an opponents body.)
Description: A major flaw in any contact based style is the need for actual contact to produce results. This technique aims to somewhat rectify this weakness by allowing a Mantis fist user to, when they strike, release several streaks of translucent yellow chakra from their finger tips that will hover in the air for a set duration. These streaks, should they contact with an opponents body, will discharge to release a set Mantis Fist based effect onto an enemy. By default they can be utilised to induce standard paralysation, pain and loss of feeling, but this technique can also be utilised alongside another Mantis Fist technique so as to impart the specific and specialised effects of said technique. Traditionally this technique would be executed with the user taking up a stance in which they mimic the posture of a Mantis as they bend their arms to form a backwards L and set their palms to face down parallel to the ground. Upon taking up stance the user will repeatedly pump their arms outwards to deliver multiple quick jabs and likely aim to create as many streaks as possible for greater effect. However, being a Mantis Fist technique, the manner in which this technique may be used is both flexible and adaptable so that the user may always retain some degree of unpredictability and capitalise on any openings. Ultimately, this technique simply allows for a misplaced strike of a Mantis Fist user to still yield results.

Note:
- Each streak is capable of inducing a desired effect onto an entire limb (I.e, one streak can paralyse/numb etc the area of a limb.)
- With each usage the user may utilise one effect, create up to 8 streaks, which can be created either all at once or over multiple turns.(I.e, you can create 8 paralysation based streak, or 8 streaks that would induce pain, but not half/half.)
- Can only be used 3x.
- Streaks last for up to four turns before fading, and unless desired they will not affect the user as it is their own chakra.

✦ Approved ✦
 
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