[ARCHIVE] Custom Jutsu Submission - II

Status
Not open for further replies.

Python

Active member
Elite
Joined
May 15, 2014
Messages
8,255
Kin
2,287💸
Kumi
2,831💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Genjutsu: Shi u~inku) | Illusion Arts: The Death Wink
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Fighting an Uchiha was never easy. Not looking into the opponent’s eyes always proved to be a disadvantage. To counter this, certain members of the Senju clan came up with a counter technique – The Death Wink. With this technique handy, they could take on any Uchiha they wished. A simple and effective technique that this is, The Death Wink involves simply winking at the opponent to induce him in a genjutsu. This is specially effective when the user himself is under an illusion. Even when the user is paralyzed, he will always blink his eyes. After figuring out that he is in an illusion, the user will release chakra into the opponent’s brain and trigger it through his eye (blink) and put the opponent in an illusion. Note that this does not release the user from the illusion, but simply puts the opponent in an illusion as well, leaving the user more time to release himself from the illusion (using any viable means). The illusion caused by the wink has 2 effects, depending on what the user wants.
1. The moment the user winks, a huge blast of wind hits the opponent, head on and carries him and everything around him, 10 meters away. Since this is simply an illusion, the wind hits faster than the opponent can react. Also, the distance by which the opponent is blown etc, can all be manipulated.
2. The second effect causes the opponent to pertify on the spot. Again, this is unavoidable as it is simply an illusion. The opponent’s skin changes to stone, moss, wood or anything that the user wants. He will also be able to smell the scent of moss or sand or whatever his body would become, making it look all the more real.
Note:
Can only be used twice.
Cannot use any Genjutsu techniques above A rank in the same turn.
Can only be taught by Python

‡ Declined ‡ DNR.

(Genjutsu: Metarika) Illusion Arts: Metallica
Type: Attack
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: At any point of time, when the opponent wields a weapon, or any object, the user will form the seal of confrontation to put him in an illusion. Suddenly the object in their hand (or whatever object the user wishes) will give a small beep and it will blow up. Should the opponent's attention be diverted to the object, he will see certain seals on the object before it blows up. The explosion will cause extreme damage (which in reality will cause mental damage), as his body gets blown up in bits and pieces. The fumes created by the smoke of explosion will make him go breathless due to lack of oxygen and presence of harmful gases. In reality, the opponent will fall down imitating his fall in the illusion. His confidence level will drop down while his speed, reflexes and reactions get reduced by a rank.

Note: The effects lasts for only 3 turns.
Note: No genjutsu above A-Rank in the same turn.
Note: Can only be taught by Python

‡ Declined ‡ This is slightly reminiscent of another technique but I'm willing to overlook that. You need to tone this way down. If this does mental damage (which it should), then this Genjutsu will break itself. Remove the fact that the effects last for three turns. For the most part illusions can't control your target's body, only involuntary and reflex actions. I won't allow this to make the opponent to fall down or fall unconscious. At best, he'll release his hold on the weapon. Any other effects will be superfluous since this Genjutsu will break itself as soon as its initiated.

(Doton: Kisei monsutā) | Earth Release: Parasitic Monster
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 15
Damage Points: 30-80
Description: This is the example of how even a small jutsu, if ignored, can become a huge threat to the opponent. The user begins by channeling his chakra into the earth, or into chunks of earth (or even kunai coated with earth chakra) and release it to the ground. The earth chakra contained in this piece of earth, acts like a parasite of sorts; in the sense that it eats away nearby earth materials and grow in size and power. Every turn, it expands (in size, power and rank) like a tumor and takes on the shape of a worm. The worm has the ability to swim through active earth jutsus of its same rank and can attack the target by opening its jaw and swallowing them. The interiors of its body being made of rocks and stones, will churn the opponent, should he be captured. Also, the A-Rank and S-Rank monsters are capable of releasing a large amount of debris from their mouth, before they attack. This is the reason, why it is necessary to destroy the parasite early on. An S-Rank parasite will have the size of Manda-II.

Note:
Every turn, the parasite's rank increases by 1.
Can only be used thrice.
Can only be taught by Python.

‡ Declined ‡ Your techniques are well-made but there are obvious issues with this one. An S-Rank with the chakra cost of a C-Rank that can be used a maximum of three times with no drawback to the user...iffy. The fact that the different ranked creatures have different abilities (look at the coloured). The scale is ridiculous (look at the bolded).
 
Last edited by a moderator:

Yanks

Active member
Legendary
Joined
Jun 20, 2013
Messages
11,787
Kin
5💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

CSC Approval [ ]

(Kuchiyose no Jutsu: Atrisu) - Summoning Technique: Atris
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user first draws blood by biting their thumb and proceeds to wipe it across their summoning tattoo. As a result, the user summons the Easter Marsh Harrier's boss, Atris. Atris is a black & grey-feathered Harrier who is easily one of the strongest and is definitely the biggest; with a body legnth of 4 meters & wingspan of 8 meters. Because of her large size, Atris can carry a total of three people on her back. Despite her size, Atris has great flying agility and is fast as a Kage-Ranked Shinobi. This particular summons is rather stubborn and headstrong, causing Atris to sometimes act on her own accord. But aside from this, she is extremely loyal to her summoner.
Abilities:
As a member of the Harrier family, Atris naturally uses her beak to stab and her long, sharp talons to slash away at opponents; easily making her a deadly adversary in close-quarter combat. In addition, Atris was born with a natural affinty to lightning. Over the years, Atris has gained such confidence and mastery with Raiton, that she can perform all lightning techniques up to and including S-Rank without the use of hand seals. She also has the ability to brush off any lightning attack up to and including C-Rank, without taking damage.

♦ Must be a signer of the Eastern Marsh Harrier contract
♦ Can only be summoned once
♦ Lasts up to three turns, and all of her moves and abilities count 1/3 of the user's turn count

‡ Approved ‡

(Kuchiyose no Jutsu: Zez-Kai Ell) - Summoning Technique: Zez-Kai Ell
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user first draws blood by biting their thumb and proceeds to wipe it across their summoning tattoo. As a result, the user summons the burly avian, Zez-Kai Ell. Zez-Kai Ell is a black & grey-feathered Harrier that has a body length of 3 meters & wingspan of 6 meters. Because of his large size, Zez-Kai Ell can carry a total of two people on his back. This summon is rather careful and timid, but just as wise as Vrook.
Abilities:
As a member of the Harrier family, Zez-Kai Ell naturally uses his sharp beak to perforate, and his talons to slice; easily making him formidable in close quarters. In addition, Zez-Kai Ell was born with a natural affinty to fire. Over the years, Zez-Kai Ell has gained such confidence and mastery with Katon, that he can perform all fire techniques up to S-Rank without the use of hand seals.

♦ Must be a signer of the Eastern Marsh Harrier contract
♦ Can only be summoned once
♦ Lasts up to four turns, and all of his moves and abilities count 1/3 of the user's turn count

‡ Approved ‡
 
Last edited by a moderator:

Vex

Active member
Legendary
Joined
Jul 18, 2012
Messages
12,544
Kin
247💸
Kumi
-163💴
Trait Points
10⚔️
Re: Custom Jutsu Submission

(Ototon: Oshoku no Ma'at)-Sound Release: Corruption of Ma'at
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This jutsu is devoted to distracting the opponent through the use of illusionary skills in conjunction with sound. In the inner ear, the balance system consists of three semicircular canals that contain fluid and “sensors” that detect rotational movement of the head. Each of the semicircular canals lies at a different angle and is situated at a right angle to each other. All contain sensory hair cells that are activated by movement of inner ear fluid (endolymph). As the head moves, hair cells in the semicircular canals send nerve impulses to the brain by way of the acoustic nerve. The nerve impulses are processed in the brain to help us know where we are in space or if we are moving. By releasing a sound wave by way of a simple sound such as a whistle, or snap of the fingers, the genjutsu is triggered. This causes the fluid in the inner ear to begin oscillating intensely. The opponent proceeds to lose all sense of balance, as well as sense of location. Unable to even make sense of simple directions, and determine 'which way is up'. This leaves the opponent extremely off balance, the slightest movements causing them to fall and lose all sense of coordination. The opponent would be extremely vulnerable to the user's taijutsu because of this. Moreover, this makes it difficult for the opponent to detect vibrations through the ground, or to detect incoming jutsu through their sense of touch.

Note: Can only be used thrice
Note: Can only be taught by Vex
Note: No sound jutsu in the same turn or next turn

☼ Declined ☼

This isn't genjutsu if you're physically affecting the opponent.



(Mao Genkotsu: Vulcan no Ten no Ken)- Devil's Fist: Vulcan's Heavenly Fist
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Through the rapid release and convergance of fire chakra all over the user's body, the user will quickly release fire chakra from every point on his body at once. This causes the user's body to become extremely hot to the touch, the steam literally evaporating from his body as it forms. This jutsu is considered the basic 'form' of the Devil's Fist fighting style. Thus, in accordance with the style, the user's speed and strength increase immensely due to the characteristics of the style. The user's blows become extremely heated, being able to cause severe localized burns upon contact with the opponent's body. The heat is so immense that it can be felt even through clothing, and robes. Prolonged contact causes even more immense burns, and this makes arm locks, and submission moves very common within the style.

Note: Can only be used by Vex
Note: Can only be used four times per battle
Note: Must be a practicioner of 'Devil's Fist' and can be used in conjunction with 'Devil's Fist' techniques

✦ Declined, the colored part isnt part of your CFS. You're implying that your CFS allows large speed/strength increases on a scale that makes them significant to a fight, when it simply says "faster and stronger than a strong fist user". Also, 3 times is the max I'm allowing for this. And isn't this basically your style anyway? Like your style does exactly this jutsu. ✦



Updating:

Ninja Arts: Touch of Circe (Ninjutsu: Souhou no Circe)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This jutsu is simply an expansion of a basic ninja skill learned in the academy. The basic transformation jutsu allows the user to transform himself into virtually anything based around his imagination. The technique is designed to allow someone to use a larger amount of chakra, and shape control, in order to be able to transform inanimate objects around him, that he is touching in a similar way to the canon transformation technique. The user uses shape transformation, and extremely precise chakra control to not physically change it but to change its appearance in a way similar to the transformation jutsu. Like the transformation technique, the object's actual physical properties are not changed. For example if the user was to transform a brick into a feather, the newly transformed feather would weigh the same as a brick, and have the same mass; the reverse is also true. In addition, the transformation will revert after being hit by a elemental jutsu of B rank or below, following the elemental strengths and weaknesses.

#Can only be taught by Vex
#No ninjutsu above A rank same turn or next turn
#Can only be used three times per battle


♦ Approved ♦

(Ninjutsu: Souhou no Circe) Ninja Arts: Touch of Circe
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This jutsu is simply an expansion of a basic ninja skill learned in the academy. The basic transformation jutsu allows the user to transform himself into virtually anything based around his imagination. The technique is designed to allow someone to use a larger amount of chakra, and shape control, in order to be able to transform inanimate objects around him, that he is touching in a similar way to the canon transformation technique. The user uses shape transformation, and extremely precise chakra control to physically change the composition of an object and Like the transformation technique, the object's actual physical properties are not changed. For example if the user was to transform a brick into a feather, the newly transformed feather would weigh the same as a brick, and have the same mass; the reverse is also true. However, the user is able to enhance the object with chakra (either elemental or otherwise) so that it can act in a similar manner to the object it is transformed into. For instance if the user were to change a brick into a bird he could cause it to be able to fly through the usage of chakra wings composed of wind yet having the same appearance of real wings. In addition, the transformation will revert after being hit by a elemental jutsu of B rank or below, following the elemental strengths and weaknesses.

Note: Can only be taught by Vex
Note: No ninjutsu above A rank same turn or next turn
Note: Can only be used three times per battle

‡ Pending ‡ Leaving for another mod.

☼ Declined ☼

What's the actual rank/damage of the transformed object? I don't see a flying brick as being A-ranked.
 
Last edited by a moderator:

BusinessManTeno

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

Approved CFS:


(Sakashima Yaiba: Shita no Fōmu no Omo) Reverse Blade Style: Lord of the Lower Form
Type: Attack/Supplmentary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will focus earth chakra onto the edges of his blade. By swinging or stabbing his reverse blade, the user will release either dust or a super sticky mud in unison with their movement. This can be super effective when used in close quarter combat to hinder an opponent, either by slowing down their movement with the sticky mud, or clouding their vision with the dust. Once the mud/dust has been released, the user will perform a two hit combination in order to take advantage of the small opening. The mud used within this technique is similar in composition to that used in the “Swamp of the Underworld” technique.
Note: Can be used four times per battle

The inner of this style is simple yet complex. This style is made to harness and utilize the side of the blade that nobody normally uses while at the same time infusing,and coating the sword with earth/earth chakra. In some cases this style is used as a way to toy with the opponent allowing the user to break down the opponents style in kenjutsu/taijutsu without killing them. This style is made for spars, if you dont wish to cut/slice the opponent, you will use this style that is meant to do blunt damage instead of cutting damage With a regular sword one would not have to put much strength into cutting down an opponent creating a cut/slice. But with this style the user needs to put fourth a considerable more amount of their strength and considerable amount of earth/ earth chakra to boost the attack not holding back. This style is normally utilize by 2 things. 1 is the Evade, Strike, Evade, Strike method. With this you find the opponents opening and strike at the moment you find it. 2 Being to break the guard strong defense, regular swords, weapons. Etc. (Example, If a regular sword was to clash with this sword coated in earth, this sword style would break through the opponents sword due to the increase in strength of the reverse blade sword).

✦ Declined, Colored directly clashes with the bolded part of your CFS description and isn't possible via your CFS. ✦

(Fuuton: Sennyo chiri) Wind Style: Fairy Dust
Type: Supplamentary
Rank: C
Range: Short - Mid
Chakra: 15
Damage: N/a
Description: This technique was studied on the dust side of the wind properties, very similar to asumas wind style: dust cloud. This technique requires the user to release all of their chakra in their body. The user will then turn their whole body into dust particles, turning the user intangible for most situations. Due to the dust particles being light, also still a wind jutsu. The user can use this technique to even travel from up to mid range, while being intangible. The only downside to this technique is that, fire jutsus can 1HKO the user, if engulfed or attacked by the flames. The is fully aware of his surroundings when in this dust state, and can deactivate at will.

‡ Declined ‡ Similar techniques exist.

(Suiton/Raiton: Uetto Erekutorikku) Water/Lightning Style: Moist Electrons
Type: Attack
Rank: A
Range: Mid-Long
Chakra:30
Damage: 60
Description: This is an very advance combination technique, dealing with both water and lightning. The user will first channel their chakra into the moisture in the air, mid range all around the opponent. This will call the water particles (AKA Moisture) in the air to become slightly bigger, to the point where its now visible if its beside you, and on you. The user will then quickly do half handseal, while channeling lightning in mid-range all around the opponent. Due to the water and the lightning mix, the opponent would get electrocuted pretty bad enough to cause 2nd degree burns and paralysis him, as the lightning would chain a domino effect, reaching the max of mid range in the blink of an eye. Hence why its perfect to use against multiple opponents

Note: This technique ranges 7 Meters out
Note: If the user is within that 7 meters, he too would be effected by this jutsu
Note: Cant use any water or lightning jutsus in the same turn.
Note: Can use a max of 3 turns

‡ Declined ‡ Similar techniques exist.
 
Last edited by a moderator:

Noni

Active member
Legendary
Joined
Dec 20, 2012
Messages
13,987
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Raiton: Īguru no enchō)- Lightning Release: Extension of the Eagle
Type: Supplementary/Offense/Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A (Depends on the shape)
Description: An advance elemental lightning technique based around the superior capability of shape manipulation. Noted within the Naruto World, we have seen various lightning techniques create more shapes out of preexisting lightning techniques, mainly to further harm or disable the opponent or their respective jutsu. A prime example is how well we have seen the chidori create various attacks and shapes out of the initial technique, such as a spear, or blast of unfocused lightning. This technique steals the concept and brings it into fruition with other lightning techniques. The basic concept is simple, the user will erect either a chain of lightning, or a spear of lightning, out of a users very own preexisting lightning technique (not including Chidori Variants). Lightning techniques such as Thunder Dragon Tornado and Lightning Beast Running Technique (and other humanoid techniques based from lightning) will be able to compliment this technique well, having spear(s) or chain(s) come out the body, and use them to attack (pierce), or bind the opponent while continually shocking them. This technique is meant to compliment lightning techniques that are focused (take on a shape), or continue to remain on the field, example like self-sustaining techniques. Some form of lightning combined with other elements (dual elemental technique) can also work with this technique in logical forms. The spear and/or chain are different actually. The spear more lethal, and meant to pierce and deliver serious damage to the opponent (similar to False Darkness Spear), and the chain can actually bind and shock the opponent, paralyzing them in place (similar to the chain that the Beast Running Technique uses). Each can reach up to mid range in distance. The user can decide where to rise the artillery, and how to aim them. The user can also decide to control them and continuously move them around the body of the technique (through mental command), to correspond with the opponents movement/technique. Lastly, the user if decided to can disperse the weapons, when doing so, they fall in place as unfocused lightning (which can be re-aimed after dispersion one time) which can be used to combine with other conductible substances (+20 to those material). A drawback is the user can never perform both a chain and a spear on the same elemental technique, as well as if they decide to erect more of the same shape on a technique, they would have to drain more chakra. The chain and spear are both B-rank.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: A shape can last up to two turns max
Note: A shape can only be used on one technique at a time, if the user wants to change the shape, they would have to re-perform the technique
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control
(Raiton: Īguru no enchō)- Lightning Release: Extension of the Eagle
Type: Supplementary/Offense/Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+10 for every shape created)
Damage Points: N/A (Depends on the shape)
Description: An elemental lightning technique based around shape manipulation. The basic concept is, the user will erect a chain, or spear of lightning, out of a users own preexisting lightning technique (not including Chidori). Lightning techniques such as Thunder Dragon Tornado and Lightning Beast Running Technique (and other humanoids) will be able to compliment this technique well, having spear(s) or chain(s) come out the body, for various tasks. This technique is meant to compliment lightning techniques that are focused, or self-sustaining techniques. Some form of lightning combined with other elements (dual elemental technique) can also work with this technique in logical forms. The spear and/or chain are different actually. The spear more lethal, and meant to pierce and deliver serious damage to the opponent (similar to False Darkness Spear), and the chain can actually bind and shock the opponent, paralyzing them in place. Each can reach up to mid range in distance. The user can decide where to raise, and aim the artillery. The user can also decide to control them and continuously move them around the body of the technique (through mental command). A drawback is the user can never perform both a chain and a spear on the same technique, as well as if they decide to erect more of the same shape on a technique, they would have to drain more chakra. The power of this technique is equally divided between the number of created chains/spears.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: A shape can last up to two turns max
Note: A shape can only be used on one technique at a time, if the user wants to change the shape, they would have to re-perform the technique
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control

‡ Approved ‡ PS. Accidentally removed the comment on your previous submission.

(Suiton: Keto wa noroi o shōhi)-Water Release: Ceto's Consuming Curse
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30 (+10 for every turn kept active)
Damage Points: N/A (-20 to opponent's technique)
Description: One of the spellbinding water-based techniques. The user will release their water chakra into preexisting techniques (Takes one move), or beforehand activate this ability (instant activation due to it being stand alone, and does not grant ability until another tech is used that works with it), to apply to all types of water techniques that logically work with this. After the technique is set, the main ability granted will be is all techniques are infused with a special kind of water, specifically similar to the jutsu Water Release: Grudge Rain (deprived from). It will not exactly make the user's own technique stronger, instead, it will weaken the opponent's jutsu. The water will specifically absorb the chakra of the technique, decreasing its damage and weakening the technique overall. This will make it seem as if the user's technique has become stronger - on the contrary - it will just be the opponents technique that is weakened. This works only with water since the absorbing chakra can just mix in with one another. Further more, if this special water does not touch a technique, but instead the opponent, the technique will begin to absorb the chakra of the opponent, for each turn it stays in contact, -20 chakra will be drained from the opponent. After the technique has touched and absorb the chakra, it loses the ability to do it anymore, unless the user, performs this very same technique once again to grant it the same ability on that specific technique. This technique allows infusion to be done on streaming, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the different alternative releases with water such as sticky water, rain release, etc, as long as it works logically. Also, when this infused water clashes with another technique, if the user so chooses can hold a hand seal (Tiger) during its travel to keep a chakra connection to the water, so the moment it depletes a technique the user can absorb the chakra just as long as they keep that hand seal for the duration. The user can dispel this technique through a hand seal, and can decide mentally which technique not to be applied with this special water.

Note: Can only be taught by Noni
Note: Can only be used twice per battle
Note: Remains active for four turns
Note: Requires two turn cool down before re-use
Note: Does not work on above S-Rank techniques

‡ Declined ‡ Ok no. I'm not allowing this to be an activation but also something you can apply to a pre-existing technique. The losing of this chakra absorption after use is both messy and inconsistent. For some reason it lasts if it comes into contact with the opponent but not when it clashes with another technique. Ideally, something like this would also possess a visual tell. I have no idea why that coloured part has been included or what it means. Baldy recently attempted something like this and used a coating/layer/veil of chakra absorbing mist. I think you two should collaborate and combine your respective techniques.

(Katon: Gekido no Stihi)- Fire Release: Wrath of Stihi
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (+10 for every turn kept active)
Damage Points: N/A (20+ when contacting with the enemy)
Description: The user will release out fire chakra, and create short range of themselves, a demonic creature composed of fluid, but extremely hot flames. This being is able to stand around the same height of the user, and has a dark red color on its body, with a black hue exterior, whips free flowing out of its body, red in color. The flames are quite condensed, similar to Fire Release: Dragon flame release song technique. This creature can either be controlled by the users through constantly focusing on him and allowing him to move by the command of the user, or by setting a target and letting the creature move towards its target as a projectile non-stop, until it gets to its respective target. The special property of this technique is composed of how well its bodily, rather solid, flames structure corresponds with solid, earthly techniques. When making contact with regular earthly, organic matter, both through techniques or natural composition, the beast will turn itself passively into a plume of smoke, and literally, phase through its respected material, burning it along the way and rendering the material into a chunk of smoke and burning debris. When phasing through natural material, it will continue to retain its strength and power as before, as well as size, however when phasing through techniques of solid or, organic matter, depending on it might not be able to phase through it at all due to rank differential, however if it can overpower, after phasing through it will cause the material to dissipate and burn. He can also move through the users own techniques, however, it would likely risk destroying it due to its powerful rank and burning heat, techniques that can withstand and combine, will slightly weaken the technique it phases through. This ability gives the creature an extreme advantage in moving as well as stealth uses. This demonic creature mainly moves on ground, in its normal form. This beast can also perform basic bodily movements, such as taijutsu, burning and skinning the opponent alive. He is also able to release from his limbs and body, specific whips that can reach up to a mid range distance, either one at a time, or multiple at a time, it can even release whips in an omnidirectional manner, only problem that happens when releasing these whips is the beast must stay in place to focus, so it is unable to move when releasing the whips at all. the whips can both slash an opponent, and constrict movements, leaving up to third degree burns, these whips count as the same damage as its regular taijutsu.

Note: Can only be used twice
Note: Must be taught by Noni
Note: Stays on field for three turns turns
Note: Follows elemental strength and weakness
Note: Requires one turn cool down before re-use
Note: Can not use fire above S-rank after deactivation for one turn
Note: Can not use fire above S-rank the turn the jutsu is created
You must be registered for see images

‡ Declined ‡ This one needs a bit of work. Instead of smoke (since that isn't encompassed in Fire Release) make him capable of turning into flammable gas. You could take this one step further and make him capable of freely transitioning between the different forms of fire. If he can turn from fire into gas and vice versa, its not a stretch to say he can also turn himself into ash. Make sure to specify these transitions are passive and describe in detail what they actually entail (i.e. intangibility in the gas form). Make the tendrils move B-Rank in power and make it count towards one of the user's jutsu per turn. Also, don't use such filler-ish restrictions. Restricting fire jutsus above S-Rank is hardly restrictive.
(Katon: Gekido no Stihi)- Fire Release: Wrath of Stihi
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 damage when contacting with the enemy 80 for explosion)
Description: The user will release out fire chakra, and create short range of themselves, a demonic creature composed of fluid, but extremely hot flames. This being is able to stand around the same height of the user, and has a dark red color on its body, with a black hue exterior, whips free flowing out of its body, red in color. The flames are quite condensed, similar to Fire Release: Dragon flame release song technique. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. The beast has a special ability to turn into different fiery compositions, such as flammable gas, and flammable ash. Turning into these forms are passively done, and each ability grants different entailment. Turning into a flammable gas grants the beast an intangible nature, allowing him to phase through solid, organic matter with ease. The same can be done for ash as well, the ash can literally phase through materiel as expressed. The after-results vary, when phasing with flammable gas, it leaves behind a residue for explosion (only for non-chakra infused material), when doing so for ash, the ash literally burns the solid material and dissipates. When phasing through natural material, it will continue to retain its strength and power as before, as well as size, however when phasing through techniques of solid or, organic matter, depending on it might not be able to phase through it at all due to rank differential, however if it can overpower, the abilities turn into effect (this might weaken the beast in some obvious scenarios). He can also move through the users own techniques, however, it would likely risk destroying it due to its powerful rank and burning heat (for ash), techniques that can withstand and combine will be weakened. Flammable gas can phase through chakra infused objects, but won't leave flammable residue. Alone, these alternative releases can be used for tactical purposes, and attacks. This ability gives the creature an extreme advantage in moving as well as stealth uses. This demonic creature mainly moves on ground, in its normal form. This beast can also perform basic bodily movements, such as taijutsu, burning and skinning the opponent alive. He is also able to release from his limbs and body, specific whips that can reach up to a mid range distance, either one at a time, or multiple at a time, it can even release whips in an omnidirectional manner, only problem that happens when releasing these whips is the beast must stay in place to focus, so it is unable to move when releasing the whips at all. the whips can both slash an opponent, and constrict movements, leaving up to third degree burns, these whips count as the same damage as its regular taijutsu, this ability is B-Rank in power, and counts towards the users jutsu slot.

Note: Can only be used twice
Note: Must be taught by Noni
Note: Stays on field for four turns
Note: Follows elemental strength and weakness
Note: Requires one turn cool down before re-use
Note: Can not use fire S-rank and above on the turn this is deactivated
Note: Can not use fire above S-rank the turn the jutsu is created
You must be registered for see images

‡ Approved ‡
 
Last edited by a moderator:

Littlefinger.

Active member
Elite
Joined
Jul 15, 2011
Messages
8,903
Kin
8💸
Kumi
6💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

Suiton: Kikkubokushingu Mizu | Water Release: Water Kickboxing
Rank: A
Type: Attack | Defense
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses water chakra in any part of his body which he intends to use to attack or defend from an attack(e.g. fists, palms, arms, legs, etc) and when attacking or defending, releases and molds the water to an expanded size of that body part. For example, if the user wants to punch an opponent with his/her right fist, he/she releases water from that fist, quickly shaping it into that same fist but a faster and larger size of it, dealing more damage to the opponent and leaving them soaked. If it's a kick, then the water released is molded into the shape of the user's leg but a faster and bigger size. The releasing of the water is really fast, making it seem like user is punching/kicking them out of their body. The size of the expanded water body part is the same as an Akimichi's but does not have the solid property of a normal hand since it is water. The user can punch/kick out the expanded water body parts multiple times, although not more than 3 times with one move.
-Usable 4 times per battle and only on one particular limb at a time.
-Can only be taught by Naizen.

♠ Approved ♠
I changed it to short only (five meters is already pretty long), also, only the initial impact is the strongest - it's water after all.
Submitting Wind and Fire variants.

Fuuton: Kikkubokushingu Kaze | Wind Release: Wind Kickboxing
Rank: A
Type: Attack | Defence
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses wind chakra in any part of his body which he intends to use to attack or defend from an attack(e.g. fists, palms, arms, legs, etc) and when attacking or defending, releases and molds the wind to an expanded size of that body part. For example, if the user wants to punch an opponent with his/her right fist, he/she releases wind from that fist, quickly shaping it into that same fist but a faster and larger size of it, dealing more damage to the opponent and leaving them with multiple cuts. If it's a kick, then the wind released is molded into the shape of the user's leg but a faster and bigger size. The releasing of the wind is really fast, making it seem like user is punching/kicking them out of their body. The size of the expanded wind body part is the same as an Akimichi's but does not have the solid property of a normal hand since it is wind. The user can punch/kick out the expanded wind body parts multiple times, although not more than 3 times with one .
-Usable 4 times per battle and only on one particular limb at a time.
-Can only be taught by Littlefinger.

Katon: Kikkubokushingu Kasai | Fire Release: Fire Kickboxing
Rank: A
Type: Attack | Defence
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses fire chakra in any part of his body which he intends to use to attack or defend from an attack(e.g. fists, palms, arms, legs, etc) and when attacking or defending, releases and molds the fire to an expanded size of that body part. For example, if the user wants to punch an opponent with his/her right fist, he/she releases fire from that fist, quickly shaping it into that same fist but a faster and larger size of it, dealing more damage to the opponent and leaving them with 3rd degree burns. If it's a kick, then the fire released is molded into the shape of the user's leg but a faster and bigger size. The releasing of the fire is really fast, making it seem like user is punching/kicking them out of their body. The size of the expanded fire body part is the same as an Akimichi's but does not have the solid property of a normal hand since it is fire. The user can punch/kick out the expanded fire body parts multiple times, although not more than 3 times with one .
-Usable 4 times per battle and only on one particular limb at a time.
-Can only be taught by Littlefinger.

‡ Both Declined ‡ Not allowing people to do this. Making mere elemental variants of one of your techniques when there's literally nothing unique about them is just a way of getting additional techniques for trades. These also clash with existing customs. There's even a fire boxing CFS.
 
Last edited by a moderator:

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Totsutotsu) - Halting
Type: Supplementary
Rank: C-rank
Range: Short
Chakra: 15
Damage: N/A
Description: A ninjutsu and seemingly genjutsu all rolled up into one. Usually made to "slow down" opponents, it is a constant emission of chakra, or for skilled users, whenever the need arises, that has a specific role. Almost like chakra exertion, it is a certain chakra wave, made for a certain effect. This chakra works better the closer the opponent is, and takes place rather instantly, for anyone in close range of the user. It puts the opponent under a genjutsu, where that in short, alters their perception of time to the user's whim, and even elude to them to think that things are going their way. This causes the opponent to perceive themselves moving normally, when in short, their central nervous system is being slowed, and their reaction time and speed thrown off to sluggish movements, where they aren't moving at all or very slowly. This allows the user to attack before hand signs are made, and or bypass close-range attacks, or ninjutsu and genjutsu attacks of those in range. While it is perfectly possible for a opponent of dōjutsu to perceive this, it doesn't stop the effect. As nearing the user caused this, the jutsu is essentially a ninjutsu, with a genjutsu cover. If a dōjutsu wielder sees through this, their perception of time is restored, but all that does is make them realize that they are still moving incredibly slow. But it doesn't stop the adverse effects. And if the range has spread enough, it could be impractical to dodge it, unless they are trying to escape the battle. Even against particularly fast opponents, such as Swift Release, Lightning Release Armor, etc, this can be very effective, however a user of LRA who can see through genjutsu could potentially counter it. Also those with a "filter" could counter it as well. It is works well against Taijutsu and fast opponents, excluding perhaps those in the higher gates (6, 7, 8).
Notes:
- Lasts three turns unless countered.
- Usable every other turn.
- Can only be taught by Nathan.

‡ Declined ‡ Similar to a lot of existing things. Mainly Kirabi's Hourglass genjutsu and one Lili's Perfume CEJ.

(Ninjutsu: Keikan Poa) - Ninja Arts: Thorns of Death
Type: Offensive
Rank: B-rank
Range: Short - Long
Chakra: 20
Damage: 40
Description: To begin, the user would grab out some Senbon and then cover them with his chakra. Then, manipulating the chakra to take the shapes of multiple luminous thorns floating in close proximity to its person, which are used to viciously impale victims and can pierce the body of most high level Shinobi at ease. By increasing the amount of chakra used, the number of thorns also increases. All of the thorns are shot by aiming at the enemy's vital spot which can lead to a very painful death. In addition, the senbons are controlled one by one with chakra, so avoiding them all is extremely difficult.
Notes:
- Can only be used five times per-match.
- Cooldown of one turn in between uses.
- Can only be taught by Nathan.

‡ Declined ‡ Similar techniques exist.

(Fūton: Seikaku Bakufū) Wind Release: Pinpoint Shock-wave
Type: Offensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description:
The user will perform the seals Dog → Rat → Monkey, then the user gathers a small, but intense amount of wind chakra in their fingertips, usually the index and middle finger. Then, the user gives their target a single tap. Upon contact, the wind chakra is released all at once and slams into the target, causing impact damage and sending them flying back. The user can jab their finger deeper to cause even more damage than normal and can use two hands to double the effects
X-Approved-X
-----------------------
Wind version, main version; making a sound variant.

Ototon: Otto, Watashi no Yubi ga Subette | Sound Release: Whoops, My Fingers Slipped
Type: Offensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description: The user will gather a small, but intense amount of sound chakra in their fingertips, usually the index and middle finger, and afterwards he will give their target a single tap. Upon contact, the sound chakra is released all at once and slams into the target, causing impact damage and sending them flying back. The user can jab their finger deeper to cause even more damage than normal and can use two hands to double the effect. Alternatively, the user can use this method to destroy solid techniques such as those from earth release (or similar) which will shatter upon being hit.
Notes:
- Can only shatter B-rank and below techniques of solid nature.
- Using both hands requires the user to use this technique twice.
- Can only be taught by Nathan.

‡ Declined ‡ Just said the same to the user above you. I won't allow someone to make variants of their techniques if there aren't substantial differences between the techniques. The only thing different about this is that it uses Sound rather than Wind. Nothing more. The line you added doesn't make these two techniques different from one another.
 
Last edited by a moderator:
  • Like
Reactions: Noni

Daemon

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

(Same Ninjutsu: Palaemon Fureru) – Shark Ninjutsu: Palaemon's Touch
Rank: A
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The signer of the shark contract, uses the ability to summon sharks to his or her advantage. Primarily for close range use, the user generates a shark head from any point in his body to attack his enemy or defend against a close range jutsu such as taijutsu attacks or any jutsu that fits the circumstance. The user is able to generate sharks from their body like how snake users are able to generate snakes from their body. By adding water chakra to the shark and using shape manipulation, a water drill forms around the shark drilling into the opponent. The shark is capable of reaching to mid range depending on the species of shark as their sizes vary. Through the use of this jutsu the user can summon parts of a specific summoning out of the user's body(The shark summoning must be posted as reference when this is used). The user,however, cannot summon parts of the boss summoning to aid them in battle. The shark is generated from the user's shark tattoo on their body if applicable(Kisame bios have no tattoo present.)
Can only be used 3 times per battle

‡ Declined ‡ Wrong template. Type before Rank. As for the jutsu itself, this feels weird. Snake users summon whole snakes, not the snake's head. You're also trying to use this so it reaches mid-range, that won't be allowed. And summoning parts of actual summons rather than generic sharks? Not happening.

You must be registered for see images

(Suiton/Same Ninjutsu: Kamohoali'i Saigen) – Water Release/Shark Ninjutsu: Kamohoali'i Return
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user holds out one of their arms in front of their body. By focusing water chakra into their shark tattoo, a torrent of small sharks are formed out of the tattoo taking the form of a wave. As the sharks emerge from the tattoo a wave of water is released with them. This is to prevent the sharks from dying from lack of water before reaching the opponent. The hundreds of sharks swim in this wave before crashing into the opponent. As the wave of sharks make a collision with the opponent, the sharks swarm and devour the opponent whole. After the sharks devour the opponent the wave of water releases creating a small lake of water that spans the battlefield. The size of the wave spans mid-range (15 meters) in height and in width meaning as it travels the water washes over all things within that range. The massive height of the wave of water makes it difficult for the opponent to do aerial escapes.
Can only be used 2 times per battle

‡ Declined ‡ Wrong template. Type before Rank. This is cool. Kind of feels like a way of getting Kisame's Thousand Sharks technique but I'm willing to overlook that. This needs handseals. Change the range to mid.

( Hachimon: Keimei Houou ) - Eight Inner Gates: Dawning Phoenix
Type: Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80 (-10 from fire to arm)
Description: After opening at least the 4th Inner Gate, the user jumps high in the air and draws his arms backwards, as if drawing a bow and then punches said arm forward, creating a pressurized burst of air, similar to Daytime Tiger, in the shape of a massive phoenix. Due to the friction of moving his arms so fast, the air pressure shaped like the phoenix ignites with natural fire as it speeds off, the user's arm slightly burning as the phoenix is launched. Flying at high speeds, the phoenix is capable of slamming into the opponent with great force, tucking it's wings in as it flies to acheive maximum speed, burning a trail of natural fire behind it. The Flaming Phoenix collides violently with the opponent slamming them into the ground viciously, leaving a large crater left behind. Once the opponent and the phoenix hit the ground, a large dome of natural fire is released portraying a large explosion. The user's arm is left slightly burned, making it more sensitive to pain and slowing taijutsu and handseal speed after the Inner Gates time out.
Note: Can only be used twice a battle with at least 3 turns in between usages.
Note: Must have opened at least the 4th Inner Gate.‏

‡ Pending ‡ Leaving for someone else.

(Same Ninjutsu: Palaemon Fureru) – Shark Ninjutsu: Palaemon's Touch
Type: Offensive/Defensive
Rank: A

Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The signer of the shark contract, uses the ability to summon sharks to his or her advantage. Primarily for close range use, the user generates a shark head from any point in his body to attack his enemy or defend against a close range jutsu such as taijutsu attacks or any jutsu that fits the circumstance. The user is able to generate sharks from their body like how snake users are able to generate snakes from their body. By adding water chakra to the shark and using shape manipulation, a water drill forms around the shark drilling into the opponent. The sharks or portion of shark summoned are generated from generic sharks. The user can summon entire sharks or a portion of a shark such as its fin to augment their close range capabilities. For example within extreme close range combat, it would be beneficial to summon the fin of a shark and strike the opponent with it instead of tryng to generate an entire shark from ones body.The shark is generated from the user's shark tattoo on their body if applicable(Kisame bios have no tattoo present.)
Can only be used 3 times per battle


You must be registered for see images

‡ Approved ‡ Summoning fins would be fine but using it in the way depicted in the diagram, despite how cool it looks, wouldn't be possible. Summoning solely a shark's head would kill the summon in question lol. Maybe make that specific usage as an elemental technique?

(Suiton/Same Ninjutsu: Kamohoali'i Saigen) – Water Release/Shark Ninjutsu: Kamohoali'i Return
Type: Offensive
Rank: S

Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: After forming 4 handseals, The user holds out one of their arms in front of their body. By focusing water chakra into their shark tattoo, a torrent of small sharks are formed out of the tattoo taking the form of a wave. As the sharks emerge from the tattoo a wave of water is released with them. This is to prevent the sharks from dying from lack of water before reaching the opponent. The hundreds of sharks swim in this wave before crashing into the opponent. As the wave of sharks make a collision with the opponent, the sharks swarm and devour the opponent whole. After the sharks devour the opponent the wave of water releases creating a small lake of water that spans the battlefield. The size of the wave spans mid-range (15 meters) in height and in width meaning as it travels the water washes over all things within that range. The massive height of the wave of water makes it difficult for the opponent to do aerial escapes.

Note: Can only be used 2 times per battle
Note: No S-Rank or above Water and/or Shark techniques in the user's next turn

‡ Approved ‡ Added a restriction.

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

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

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

Dropping old CW

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

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

‡ Pending ‡ Aint nobody got time fo dat.

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

The real usage of the sentient gauntlets kick in when they being leeching chakra from the user simultaneously. The gauntlets are able to consume the user's chakra from their body 20 chakra each totaling 40. This kicks in their overcharge feature. Like kid's during a sugar rush, the gauntlets begin to have what we call a "chakra rush." The amount of chakra they consume activates an effect where the previous effect of the gauntlets are bolstered. The fire and electricity produced by the gauntlets begin to grow in size until they both amasses into large effigies of lighting and fire. In this effigy, Fire takes on the form of a young boy with chin-length blonde hair with red tips. The bottom half of his body is obscured by flames which are attached to Kilik's right gauntlet. Thunder becomes a young girl dressed in a yellow crop top which is attached to a hood that goes over her head and hangs down and curves round in a loop, with some segments of the hood separated and floating in place. The bottom half of her body is engulfed with electricity and is attached to Kilik's left gauntlet. The effigies last for 2 turns and can be used to combat elements according to their elemental strengths. Both of the effigies carry A rank strength.Each of the effigies are only able to extend from the gauntlets up to Mid range to attack the opponent of defend against attacks. Because of the strain it causes Kilik to have that chakra forcibly drained from him, the effigies are only to be created three per battle to aid him each needing a 2 turn cool down before the effigies can be used again.
You must be registered for see images

‡ Pending ‡ Leaving for someone else.
 
Last edited by a moderator:

The_Empire

Supreme
Joined
Jan 8, 2009
Messages
23,544
Kin
6,343💸
Kumi
3,510💴
Trait Points
18⚔️
Re: Custom Jutsu Submission

(Konoha Toppū) Leaf Gust
Type: Offense/Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user uses their full strength to release a powerful gust of wind by moving the user's arms to the right and back twisting their torso area also in the same direction. This movement is thrusting forward their arms and torso turning forward also, giving its effect(can be done to the left also). This wind is powerful enough to be used with fire to enhance its strength but also to take on ninjutsu(elemental include) A rank and below. The gust of wind gives off a large amount of push power. It can launch a large summon back. The concept behind this is the same as Leaf Dragon God the way it uses Taijutsu to create a taijutsu move that can go against ninjutsu. The user is basically doing a throwing motion.
-Must be an EIG user or completed all of NB Taijutsu

☼ Declined ☼

(Konoha Mikadzukikei) Leaf Crescent
Type: Offense/Defense
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user does multiple(2-5 depends on the user of course) rotational kicks and kicks up some wind while doing so and releases a blade of wind with just strength itself. The blade of wind is able to slice to B rank and below ninjutsu(elemental include). The user is able to do this just like how the Leaf Hurricane kicks up a gust of wind around the user with the leg spinning around the user. This is more powerful and focus.
-Must be an EIG user or completed all of NB Taijutsu

☼ Declined ☼

(Konoha Difensu) Leaf Defense
Type: Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user does multiple open palm thrust toward creating shockwaves with each thrust from their strength. The shockwaves all build up in front of the user creating a defense large enough to block the user from frontal attacks. Shockwaves are created to extend only front of the user and the user uses speed and strength to create such defense that it can only stand as long as the user's keep punching forward. The defense can protect against ninjutsu(elemental included) A rank or below
-Next two turns using only two jutsus
-Must be an EIG user or completed all of NB Taijutsu

☼ Declined - Similar to Existing techniques ☼

These all seem pretty much to be fuuton techniques rather than taijutsu...I know Leaf Dragon God does this, but seeing as that was filler I'm not too keen on approving techniques like this.
 
Last edited by a moderator:

Inch

Active member
Legendary
Joined
Apr 28, 2011
Messages
11,124
Kin
155💸
Kumi
12💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

Resubmitting:
(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.

(Hyouton: Hyōga Shinkō) - Ice Release: Glacier Invasion
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 chakra per turn)
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.Like the jutsu it's derived from, Glacier Invasion only allows the user to manipulate the shape and position of the ice the moment the ice is first summoned when this jutsu is activated as dictated by the scroll. Further manipulation of the ice past what is drawn on the scroll must be accomplished through the usage of other jutsu.

Note: Can only be used once per battle.
Note: No S-Rank or above Ice on the turn this is deactivated
Note: Whilst active, the user will be limited to only performing Ice, Water and Wind jutsu.

‡ Approved ‡ Added a restriction and chakra cost to maintain.

Updating. I removed the 'Can only be used by Inchato' restriction, as this was submitted in the old thread before the rules changed, and thus this restriction never actually applied to the jutsu.

(Hyoton: Skadi No Reitō No Mori)-Ice Release: Frozen Forest of Skadi
Type: Offensive
Rank: Forbidden
Range: Long
Chakra Cost: 50
Damage Points: 90 (30 damage is dealt per turn, thus it adds up to 90 by the time the technique ends. The user receives 8 damage per turn, adding up to 24 damage when the technique ends.)
Description: The user gathers a severe amount of Hyoton Chakra and slams their hands on the grounds, releasing the gathered chakra in a surge and causing a giant forest of pine trees made of pure ice emerge from the ground around the user. The forest was said to have been created by the Nordic goddess of Winter, Skadi. As such, the ice is very hard and extremely cold. Because of the extreme cold of the trees, the air around them also becomes extremely cold. This causes damage to the bodies of those within the forest. Although the user is used to the cold temperatures of ice, they will still receive damage from the extreme cold. The needles of the pine trees are razor sharp and are capable cutting anyone who would fall on them. On average, the pine trees are 30 meters tall.
Note: Can only be used once per battle.
Note: All ice jutsu gain +10 damage. (This includes ice jutsu that others use.)
Note: All fire jutsu receive a -5 damage reduction. (This includes fire that I use.)
Note: Due to the amount of chakra this technique consumes, only one additional jutsu may be used the turn this jutsu was used.
Note: Due to the amount of chakra this technique consumes, only two jutsu may be performed the following turn.
Note: After three full turns of the forest being out, it will shrink back into the ground, taking the cold temperature with it.
Note: After this technique ends, the user is unable to perform ice jutsu of A-Rank and higher and the user is unable to perform S-Rank and higher wind and water techniques for the rest of the match.
Note: The pine trees have around 4-6 meters between each other. (This is the measurement from how close one tree's branch is to another's. Thus, it is easy to maneuver around the forest.)
Note: This jutsu can only be used by Inchato.

Feel free to edit.

~Approved~ Check the bold part. Congratulation, it's one of the only Forbidden technique I've approved in a long time.
(Hyoton: Skadi No Reitō No Mori)-Ice Release: Frozen Forest of Skadi
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (40 damage to the user)
Description: The user gathers a severe amount of Hyoton Chakra and performs a row of four hand seals, releasing the gathered chakra in a surge and causing a giant forest of pine trees made of pure ice emerge from the ground around the user. The ice is very hard and extremely cold, and the needles of the pine trees are razor sharp and are capable of dealing tremendous damage to those things that come into contact with them, especially as the trees are yet rising from the ground. As a result of the tree's coldness, the air around them also becomes extremely cold, causing discomfort and pain to anyone within it who doesn't warm themselves. Although the user is used to the cold temperatures of the ice, they will still feel discomfort and pain from the cold, albeit far less than that of a non-ice user. On average, the pine trees are 30 meters tall and the branches typically span six meters at their base. The pine trees have around 4-6 meters between each other, making maneuvering through the forest easy for a normal sized person. At the end of the third turn after the user uses this, the forest will return back into the ground. After using this, the user's body will be covered in minor first degree "cold burns" that aren't painful but hindering just the same.

Note: Lasts for three turns
Note: Can only be used once per battle
Note: Whilst active, all ice jutsu gain +10 damage.
Note: Due to the amount of chakra this technique consumes, only one additional jutsu may be used the turn this jutsu was used, and only two may be used the following turn
Note: After this technique ends, the user is unable to perform ice jutsu of A-Rank and higher and the user is unable to perform S-Rank and higher wind and water techniques for the following two turns.

‡ Update Approved ‡ Made some edits. The restrictions were too hefty so I toned them down a bit. Added self/recoil damage as that's a must for all Forbidden Rank techniques.
 
Last edited by a moderator:

Edward

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

New Submissions

(Suiton: Poseidon no shūmatsu-ron-teki sukīmu) - Water Release: Poseidon's Apocalyptic Scheme
Type: Offensive / Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to the user)
Description: The user gathers a massive amount of chakra in his/hers hands and simultaneously performs nature transformation to change the nature of it into the properties of water. With the water chakra, and further manipulation, the user will manipulate the properties of water he/she will release to have the sticky properties of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field. Pointing the palms outwards, the user will release the massive amount of chakra stored in the form of an enormous wave of sticky water. Because of its sticky nature, which is naturally more dense than normal water, it will cause damage to the user's hand due to the pressure of the dense liquid emitted from the user's hands. The water is released in large quantities in a short period of time, effectively creating a large waves of water (crushing anyone caught within it) that rapidly expands outwards, with the user as the epicenter, to cover the entire battlefield in a twenty meter layer of Sticky water. Alternatively, because of the amount of water released at such a short-period of time, one can propel themselves with it at considerably high speeds by angling ones' hands towards the ground in such a way that the water being released would propel them to left, right, up, front, etc. This can also be done by pointing ones' palm outwards and towards a target, thus creating a massive wall of sticky water to attack and ultimately drown an enemy in a sticky mass of water that continuous to flow to the opposite direction of the user due to the momentum it gained.
Notes & Restrictions:
Note: The user cannot perform any techniques requiring more than one hand seal in the same, and next turn. Hand to hand combat, (literal hand to hand combat requiring hands) is also restricted due to the pains of the hands that resulted from the pressure, which lasts for two turns.
Note: Can only be used once and can only be taught by EdwardSama

‡ Declined ‡ You and I both know this has been done. A generic wave of sticky water? Water to propel yourself? I even have techniques which do this in my arsenal. Also, why the hell is this a Forbidden Rank? DNR.



( Ototon: Ekō no hogo ) - Sound Release: Protection of Echo
Type: Offensive / Defensive / Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: Protection of Echo is one of the few defensive techniques of Sound Release. The user will charge the index finger, and thumb of both hands with Sound chakra and snap his fingers, which would release the sound chakra as a sound waves towards the intended structure and/or target. The structure must be a tangible item, like mud, earth, ice, crystal, etc.; Fire and lightning, or any intangible elements would not work. The sound chakra is sent out and envelopes the targeted structure, shaping around its structure through shape manipulation. By performing a hand seal after the chakra has covered the structure, the user will order the chakra covering the structure to crush it with immense vibrations and force, reducing it to fragments of its original form. This is done by causing the seemingly harmless sound vibrations to dramatically increase in vibrations and molecular movements, thus causing it to become much more dangerous. The sound vibrations would crush the tangible object into fragments, forcing it to disperse and lose its shape thus losing its offensive capability. For instance, a boulder headed towards the user would simply crumble into smaller sediments and rubble, causing it to lose momentum and durability and gradually descend to the ground. The sound chakra that covers the target brings along with it a soothing humming sound, therefore it is easily audible to normal shinobi's if they were to be covered in the sound chakra. The strength of the technique varies depending on the strength of the technique that the user wishes to destroy (In order to destroy techniques according to elemental strengths and weaknesses). Furthermore, the various ranking if applied on another human, shinobi, summoning, etc results in different levels of severity. B-rank would cause the enemy's body to shake, leading to some discomfort and lack of concentration. A-rank would cause the enemy's body to vibrate rapidly, harming their physical body to a certain extent which would be evident by the sore body that they are to receive for two turns. An S-rank version would easily crush the bones and cause internal damage. However, these can be easily avoided by preventing the humming sound chakra to continue its physical contact with the body.
Notes & Restrictions:
Note:Can only be used 4x with a 2 turn cooldown between each usage & Can only be taught by EdwardSama
Note: No S-rank Sound Release in the same turn or next turn.
Note: If it is used to destroy other attacks, it still abides the elemental strengths and weaknesses.

Declined. It was ok up until the part where you started crushing people in with it.

(Genjutsu: Zetsubō no rensa) - Illusion Arts: Chains of Despair
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This technique is a simple illusion, however, it is induced through unorthodox means. Genjutsu is traditionally induced by disturbing the normal flow of chakra. This technique in particular does so by creating an Aura of chakra that is invisible to the naked eye ( visible to chakra sensors, Dojutsu, or any abilities that are similar to it ). The aura is made completely of the users' chakra and is the medium for chakra disruption. The chakra that makes up the dome is "coded" with a certain illusion; once an enemy has crossed the aura of chakra, the action of passing through it, or touching it, is how the chakra enters the enemy's body and disrupts their regular flow of chakra. The illusion "Coded" into the aura of chakra is quite simple and more or less used against an enemy that is capable of moving at faster speeds. The enemy will be made to believe that chains with Kanji seals instantly appears around them (instantly meaning once they've crossed the 'aura', the illusion would commence). The Chains are intricately wrapped around the enemy's entire body, and is also created increases the weight of the enemy, to the point where they are immobilized and unable to move. The heavy chains wrapped around the entire body will effectively halt their movements. This is all an illusion, however. In reality, the enemy is standing still from where the illusion was induced, vulnerable to attacks.
Notes ^ Restrictions:
Note: Can only be taught by EdwardSama and used 4x per battle.
Note: The technique, or aura remains for three turns. If a target does not cross it or makes contact with it, the illusion will not occur and the chakra will just fade away.
Note: The dome/"aura" of chakra reaches up to mid-range.

‡ Both Pending ‡ Leaving for Wesobi.

Declined. This is a fuuinjutsu/genjutsu hybrid tech and you know it well enough. Unless you change the name and show me proof of you knowing fuuin, I won't approve this.
 
Last edited by a moderator:

-Best-

Active member
Legendary
Joined
May 31, 2013
Messages
12,110
Kin
1,213💸
Kumi
692💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

Ninpo : Tsūru inpei gijutsu | Ninja Arts : Manipulated tools Hiding technique
Type: Supplementary | Defensive | Offensive
Rank: C rank
Range: Short - Long
Chakra: 15 (-5 per turn)
Damage: 30
Description:
A simple technique which uses the core concept of Assimilation of all creation technique. It uses the Inverse effect of the assimilation technique on Ninja tools like Kunais, shurikens, Normal Katana etc. The user will channel their chakra into a Ninja tool(s) and manipulate it's physical property in such a way to make it gain the physical properties of the user's body or the cloth or any other accessory he/she is wearing in order to attach itself to the user anywhere over his body. By this the tools gain a certain degree of camouflage which makes it hard for the opponent to recognise that tools are attached to the user's body. Now, at the will of the user, the user can release the manipulated tools from anywhere over his body like a normal freeform kunai throw infusing it with normal raw chakra. Upon releasing it regains its original property. Once the tools are manipulated, The user needs to feed a certain amount of chakra per turn to maintain it.
*Only a maximum of (15 small tools and 5 big tools like Fuma shuriken) can be manipulated*
*Needs a turn cooldown before using it again*
*Taijutsu users and Masters will be able to see the patches of tools over the user's body when at short range*
*Dojutsu users and Chakra sensors will be able to see the Ninja tools over the user's body*
*Can only be taught by -Best-*

‡ Declined ‡ I like the technique itself but the formatting is really annoying.
Ninpo : Tsūru inpei gijutsu | Ninja Arts : Manipulated tools Hiding technique
Type: Supplementary | Defensive | Offensive
Rank: C rank
Range: Short - Long
Chakra: 15 (-5 per turn)
Damage: 30
Description:

A simple technique which uses the core concept of Assimilation of all creation technique. It uses the Inverse effect of the assimilation technique on Ninja tools like Kunais, shurikens, Normal Katana etc. The user will channel their chakra into a Ninja tool(s) and manipulate it's physical property in such a way to make it gain the physical properties of the user's body or the cloth or any other accessory he/she is wearing in order to attach itself to the user anywhere over his body. By this the tools gain a certain degree of camouflage which makes it hard for the opponent to recognise that tools are attached to the user's body. Now, at the will of the user, the user can release the manipulated tools from anywhere over his body like a normal freeform kunai throw infusing it with normal raw chakra. Upon releasing it regains its original property. Once the tools are manipulated, The user needs to feed a certain amount of chakra per turn to maintain it.

Restrictions:
*Only a maximum of (15 small tools and 5 big tools like Fuma shuriken) can be manipulated*
*Needs a turn cooldown before using it again*
*Taijutsu Users and Masters will be able to see the patches of tools over the user's body when at short range*
*Dojutsu users and Chakra sensors will be able to see the Ninja tools over the user's body*
*Can only be taught by -Best-*

‡ Declined ‡ Make it clear this requires physical contact with the tools. Remove the coloured restrictions.

Wind style/Flying Thunder God : Divine Wind Teleportation | ⊱Futon/Hiraishin : KamiKaze Terepoteshon⊰
Type: Offensive | Defensive
Rank: S
Range: Short ( Mid - Long after Teleport )
Chakra: 40
Damage: 80
Description:

With a FTG kunai held in his hand, The user would dash towards the incoming projectile technique. When the user is almost short range from the technique, Ceasing his movement momentarily, The user will release wind chakra through all the chakra points in his body to create a tangible replica of himself around him. The kunai held in the user's hand will be carried away and held by the replica which will continue towards the jutsu as the user ceases his movement. As soon as the replica and the technique clashes with each other, The user with the help of the kunai in the replica's hand will teleport the replica and Kunai along with the incoming technique that hit the replica to another Kunai or any place/object/target that is marked with the FTG seal using the Flying thunder god technique. This will result in a huge blast with a mid range diameter surrounding the area where the technique was teleported originating from the epicenter of teleported region. The after effects of the blast depends upon technique that is intercepted which is detailed as follows. Can teleport projectiles up to the size of a Bijju dhama.

Fire: Upto Forbidden ranked projectile based fire techniques can be teleported. The resultant will be a huge explosion leading to a humongous maelstrom of fire in the teleported region burning everything to crisp caught within the explosion.

Water: Up to Forbidden ranked Water projectiles can be teleported. The resultant will be a blast of water developing into a stationary tornado covering mid range blast diameter. More than slash damage, it produced blunt damage.

Wind: Up to Forbidden ranked Wind projectiles can be teleported. The resultant will be a huge blast of wind developing into a stationary tornado covering Short range blast diameter sucking in everything short range around it once the tornado is created. More than blunt damage, it produces severe slashing damage chopping anything caught within the radius.

Lightning: Up to Forbidden ranked lightning Projectiles can be teleported. The resultant will be a huge blast of Lightning creating a dome of lightning with a Mid range diameter. COmpletely pierces and paralyses the opponent.

Earth: Up to Forbidden ranked Earth Projectiles can be teleported. The resultant will be a huge blast Earth With multiple shards of Earth impaling anything caught within Mid range diameter from the teleported region.

For other KG's Projectiles the resultant will be a Humongous blast with Mid range diameter with the characteristic of the respective KG.

Restrictions:
*Can be used twice per battle.
*No wind technique above B rank in the same turn as well as no wind technique above A rank for next turn. No S/T techniques in the same turn*
*Consumes two jutsu slots*
*Needs a two turn gap before another usage*
*Can only be used by Minato/Tobirama biographies*
*Can only be taught by -Best-*

‡ Declined ‡ This copies the concept of one of Zaphkiel's techniques and the scale is ridiculous.



Thunder God's Gauntlet | Raijin No Kogake
Type: Weapon
Rank: S rank
Range: Short - Mid
Chakra: N/A
Damage: N/A
Description:

You must be registered for see images

The Raijin's Gauntlet is a special gauntlet that was designed by Minato Namikaze himself in order to increase and polish his strategy in Ninjutsu and Hiraishin Jutsu. The Gauntlet is a regular steel Gauntlet which consist of a foldable hidden cross bow on it such that when it is worn on the hands, the Crossbow is hidden under the wrist of the user. This Crossbow is feeded Mini Arrows on each Gauntlet that are made out of materials that are used to manufacture kunais.

Abilities:
The general ability of this crossbow is that the crossbow can send normal or Seal marked (FTG) arrows like a freeform Kunai throw. The Crossbow can send tiny arrow infused with raw chakra like a regular kunai or infuse them with elemental chakra to improve the effect it has on the target like Infusing it with wind to increase sharpness, Lightning to increase the cutting edge, Fire to cause 2nd degree burns etc. Releasing normal or "Infused" arrow(s) comes under freeform like a freeform infused Kunai throw.

There are two special abilities for the arrow. The first one is that when the infused arrows as released towards the target, the user can perform a single special hand seal ( Like Deidara's "Katsu" ) in order to make the arrows blast to create a short ranged explosion of the desired element. The explosion will be A ranked in strength and this ability can only be used three times per battle. This counts towards the user's jutsu per turn limit.

The second ability is that, the user is able to attach ninja wire/strings to the tail of the arrows while they are released out. While these strings are A ranked in strength, they are very sharp such that they can slice through or severe a normal human flesh with ease, The user can use these wire attached arrow(s) to bind the opponent and pin them to any surface with the arrows acting as the anchor point or to anchor the arrows to any surface/sentinel and pull himself up. The Wire is A ranked in strength however when these wires are attached to elemental infused arrows, they are of A ranked in strength of that particular element and follows elemental strength and weakness. The elemental wires when severing the opponent or impaling through them produces the effects of their particular element. These Normal Wire attached arrows can be used 6 times per battle whilst elemental wire attached arrows can be used only 4 times per battle. Only one the ability can be used at a time and never both combined. Meaning if the users sends an elemental arrow with wire attaches, the user can only use the second ability and cannot make the arrow to blast up to create the effect of the first ability.

The Gauntlets are very strong and A ranked in strength and capable of withstanding up to two S ranked regular ninjutsu and Taijutsu attacks. The weapon is Chakra sensitive hence when someone else wears it, the gauntlet releases S ranked spikes from within it impaling and severing the hands of the person who used it.

Restrictions:
*FTG sealed arrows can only be used my Minato/Tobirama bios*
*Can only be Taught by -Best-*

‡ Declined ‡ Made some edits. Remove the range. Remove any references to arrows and replace it with "bolts". The reason crossbows don't clash with Sniper Arts is that they use a different type of projectile. The first ability can be used a maximum of three times. The second ability can be used a maximum of four times (elemental or not). The wire can only reach up to mid-range and its extension speed is equivalent to that of the fired bolt. The wording of this jutsu also needs work.
 
Last edited by a moderator:

Baba Yaga

Active member
Elite
Joined
Jan 10, 2012
Messages
5,792
Kin
80💸
Kumi
60💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Rairon: Bakuhatsu torikku) Lightning Style: Exploding tricks
Type:Offensive
Rank:S-rank
Range:Short-long
Chakra:40
Damage:80
Description:
The user will shape his thumbs and index fingers in L's and bring them together to form an upward facing triangle. He then inverts this triangle while channeling his lightning chakra in front of him. He does this to create an equilateral triangle made up of three condensed lightning rods. The rods are cuboid in shape(5inX5inX4ft in dimension). After creating the triangle he channels into it a hint of katon chakra. When the user breaks the triangle he made with his fingers, the lightning triangle spirals at a fast pace towards a target. Upon impact, the triangle causes a strong S-ranked explosion due to the amount of energy condensed in its rods. Also the little katon chakra included serves as a minor fuel which is activated by, and strengthens, the explosion. The explosion that the triangle causes itself is independent of the lightning used to create it. This means that although the initial triangle is susceptible to elemental weaknesses, once it explodes, the explosion it creates is S ranked force not S-rank lightning. Ergo stopping this jutsu before it explodes is easier than trying to contain its explosion. This is similar to how lightning can nullify clay techniques before detonation but would have a harder time stopping explosions themselves. Alternatively a user can snap his/her fingers to cause the triangle to explode remotely without impact.
-Explosion extends up to mid range.
-Technique moves as fast as normal lightning techniques of the same rank.
-Can only be taught by Sherlock Holmez

‡ Declined ‡ No comment.
 
Last edited by a moderator:

Houdinii

Active member
Elite
Joined
Jan 9, 2012
Messages
8,723
Kin
738💸
Kumi
4,046💴
Trait Points
33⚔️
Awards
Re: Custom Jutsu Submission

(Doton: Seizon Honnou)-Earth Release: Survival Instinct
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
This is a jutsu that was made specifically for use upon allied summoning creatures. The user will perform one hand seal and focus their chakra into the summoned animal, by doing so they can create an earthen coating over part of the animal (arm, leg, tail etc). By doing so they can protect that limb from attack while also allowing the animal to use it to augment their physical attacks, giving it more utility or killing threat. The earth can take multiple forms, sticky mud that upon contact will cause the target to stick to the creatures limb, unable to move. This makes it much easier for the animal to bind or attack the target while they are stuck. The earth can also be formed into a dense coating that protects from attacks (following elemental adv/disadv) that can be shaped into any form the user wishes though it cannot be bigger than short range from the creature. This technique can only cover one limb or body part at a time

Note:
~The user must have contact with the creature to use this technique
~The earth coating lasts until destroyed or the animal is dispersed
~Can only use one form of the covering at a time and changing from one to the other requires another move
~Can only be used 3 times
~Can only be taught by xHoudinii

‡ Declined ‡ You didn't specify how this earthen coating is formed. Is it formed from the user's body and spreads over the creature or does it form from the ground? I don't understand the sticky mud bit. I imagine this as a solid rock coating. Do you mean the rocky coating is covered in mud? If so, clarify that. However, using this mud will be problematic. It will bind to anything it touches, not just the opponent. So if this coating is formed over one's leg, walking becomes impossible and your summon is essentially pinned to the ground. Personally I'd just make this solid rock only, abandon the mud entirely.
 
Last edited by a moderator:

layway

Active member
Veteran
Joined
Jul 27, 2012
Messages
2,251
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Kugutsu no Jutsu: Kōtei no dansu) - Puppet Technique: Dance of the emperor
Rank: A
Type: Offensive
Range: mid-long
Chakra cost: 30
Damage points: 60
Description: The user will weave three hand signs and summons two coffins at the right and left hand side of the opponent each 5m away from the opponent, The user will then control the coffins to start spinning round the opponent, the spinning is so fast that one cannot see through from any point, As the coffins spin they will open, crow and black ant are the ones in the coffins immediately the coffins open crow will release poisonious smoke from its mouth and black ant will shoot kunais with explosive tags at the opponent.
★Black ant backs the user and target the opponent to prevent the kunais from hitting the user
★The smoke screen does not leave mid-long range.
★Can only be done thrice per battle

☼ Declined ☼

What happens to the puppets when this technique ends? Do they remain on the field or are they removed? Also, how are the coffins spinning?


(Doton: Norowa reta ken) - Earth release: The damned sword
Rank: C
Type: offensive
Range: Short- long
Chakra Cost: 15
Damage: 30
Description: The user will stab the earth with his sword, he will then make the Ram handseal as he does this the sword will sink into the earth, The user will then weave the Ox handseal to make the sword come out from any spot on the field The force which the sword comes out is great that if the sword comes out of the ground with nothing to block it, it will reach 10m above the ground
★The sword comes out heads first and hilt last
★Can only be performed thrice per battle
★The sword can last a maximum of 3 turns under ground before it is released.

‡ Declined ‡ A copy of one of my techniques.
 
Last edited by a moderator:

Akasha

Active member
Legendary
Joined
May 8, 2013
Messages
12,082
Kin
1,022💸
Kumi
355💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Suiton: Euryubiā no Chronosphere) - Water Release: Eurybia's Chronosphere
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A (+20)
Description: Eurybia's Chronosphere is a technique of water release whereas user manipulates water molecules around his surrounding reaching up to short range radius. With application of processes of both nature and shape manipulation they would cause water molecules to change their properties to a sticky, adhesive like nature. However such process wouldn't quite be visible by a normal eye nor would it make much damage. The water molecules would stay around the user in a four turns span and user won't be able to use them as to directly attack their target however everything that enters radius of the water molecules would have its speed decreased until it completely loses its momentum and collapses. The decrease in speed wouldn't affect the user themselves due to at all times, molecules not completely surrounding user but rather having a small distance creating like a cloak. Same would apply to jutsus user uses. The molecules however wouldn't have to react but they would rather be mentally maneuvered by user's will. This technique is especially good against those who are mostly CQC users. Although the movement of user wouldn't be effected within the Chronosphere, movement of those whose chakra signature is differing would. One interesting feature of this jutsu is ability for water molecules to surround users jutsus with application of a single hand seal which would cause for molecules to envelop the jutsu they so wish. This would increase their durability as well as forcefulness by adding additional 20 damage to them. Which is especially good in combination with earth elemental jutsus as well as its variations. Water and wind jutsus would gain a sticky like exterior whereas lightning will become deadlier.

Note: The ability to envelop other elemental jutsus would be performed almost instantaneously with a performance of a single hand seal due to water molecules already being spread around user
Note: User can use the additional feature of this technique as long as the A ranked version of this technique hasn't been depleted
Note: Can only be used twice per battle
Note: Can only be Taught by Akasha

‡ Declined ‡ Make this span at least mid-range. This wouldn't affect you as the water is infused with your chakra (but it will affect allies). You need to clarify to what extent things are slowed down. You can only move these water molecules around, you can't use them to form shapes or constructs. If they happened to be attached to anything, by extension you can move those entities around too. Combining this with other jutsus is iffy and I'm not sure if I'll allow this. For one, remove combining this with anything but earth-based elements. On my next check, I'll decide whether or not I'll allow it. If not, I'll simply remove it if everything else is fine. You could a lot more with this.
(Suiton: Euryubiā no Chronosphere) - Water Release: Eurybia's Chronosphere
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Eurybia's Chronosphere is a technique of water release whereas user manipulates water molecules around their surrounding reaching up to mid range radius. With application of processes of both nature and shape manipulation they would cause water molecules to change their properties to a sticky, adhesive like nature. However such process wouldn't quite be visible by a normal eye nor would it make much damage. The density of of sticky adhesive Eurybia's Chronosphere is much greater within short range than within mid range.The water molecules would stay around both the user and opponent in a four turns span and user won't be able to use them as to directly attack their target however everything that enters radius of the water molecules would have its speed decreased until it completely loses its momentum and collapses. The decrease in speed wouldn't affect the user themselves due to users chakra being infused within the molecules. Same would apply to jutsus user uses. The molecules in the surrounding will be able as to be mentally maneuvered by user's will in addition with hand gestures however never as to form shapes and constructs as to make damaging offense directly. In case whereas they attach themselves onto an entity of sorts within their range, user would be able to via mental command control movement of the said entity and even push it towards the one who initially sent it. Within the mid range of the molecules, the speed of an entity moving would be decreased drastically. The decrease in speed would be similar as if they had an increase in weight by six times. Whereas if an entity enters short range, the density of the molecules spread would cause for decrease in speed which would be akin to their increase of weight to the degree where they can't even move. This would apply to both solid and liquid like entities. The closer they are to the one who performed this technique the greater is reduction of speed. Although the movement of user wouldn't be affected within the Chronosphere, movement of those whose chakra signature is differing would. Despite not being able as to use the molecules of adhesive liquid as to offend opponent directly, if they attach onto the body of them, their movement capabilities would quite decrease, especially around the joints which would almost completely lose their mobility. However this happens over time, as more and more molecules attach to ones body. Taking two full turns as to completely unable one to move their body and hence decrease their arsenal if they are affected by the molecules within mid range. If this happens within short range, it would take a single move. Furthermore, user would be able as to use the molecules as to push, pull, move left or right parts of the body they are enveloping by mentally moving molecules. This wouldn't make damage to the one within the Chronosphere, however it wouldn't allow them to perform specific movement. Moreover, user would be capable of manoeuvring molecules as to move their own body as well within the Chronosphere.One interesting feature of this jutsu is ability for water molecules to surround user's solid earth elemental jutsus with application of a single hand seal which would cause for molecules to envelop the jutsu they so wish. This would increase their durability as well as forcefulness by adding additional 20 damage to them.

Note: Can only be used twice per battle
Note: Can only be Taught by Akasha

‡ Declined ‡ When I said you could do a lot more with this, I didn't mean over-complicate every bit about it. Remove the fact that the water molecules in short-range are "denser" than those in mid-range. Remove the ability to apply this to your earth techniques and the damage boost. I feel like this has completely strayed from its original purpose of slowing people/techniques down into full-blown manipulation of anything within mid-range without limit. The addition of weight onto people/objects/techniques means this now clashes with one of Iwa's VCJ, the only difference is your one uses Water and is considerably more powerful. Tempted to DNR this.

Akasha said:
(Suiton/Katon: Tamashī no rekuiemu) - Water/Fire Release: Requiem of Souls
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short - Mid
Chakra: 50
Damage: 90
Description: Requiem of Souls is one of the more powerful techniques which is actually a combination of both fire and water release. It was named Requiem of Souls due to the amount of souls it so took within time of its existence and its power also increases with every new one it so takes. User would through the rapid release and conversion of chakra focus suiton chakra within one of their limbs before slamming it onto the field upon which they are standing. With the slam onto the ground they would cause for firstly and omnidirectional wave of flammable oil to spread out within mid range radius. The flammable oil would by its characteristics be similar to the one seen by utilizing (Suiton: Kokuun) - Water Style: Black Clouds. As soon as they release the flammable oil they would release a pulse of warm katon chakra, igniting the oil and causing for an omnidirectional wave of demon like souls of fire to spread all around the user in mid range radius whilst leaving a wave of heat behind it. The two actions would be almost concurrent as the most time consuming thing would be actually be spreading out the oil. Although the flames would ooze off, the heated air would be left on the battlefield as well as the oil closest to the ground during three turns span. Due to the warmth of heatwave it would constantly make damage to those who are within their radius. Additionally, because of the chakra from one who performed this jutsu being present within the heatwave they would be able to notice any kind of movement shift. Moreover, the heatwave wouldn't be so easy to get rid off. Any kind of solid like object would merely pass through it whilst having its overall power depleted due to the wave. Using water as initial source against this jutsu perhaps wouldn't be for the best as force of water indeed would be able to disperse the flammable oil however the coolness which is a way in which water extinguish the flames wouldn't quite take place. Another ability which comes with this jutsu is one to be able to control the heatwave to a certain degree. Any wind jutsu coming in the way of one who performed this technique would merely cause for the heatwave to gather together into a single location and consume the wind as well as envelop it before descending towards the one who initially released it.

Note: Can only be used once per battle
Note: The jutsu would leave a great tool on the one using it and drain them off 20 chakra points
Note: Per each turn the heat waves are present, those within its sweep would be drained by 5 damage points
Note: Once the fire oozes out, the heat wave would stay on the battlefield in the period of 3 turns before dispering
Note: Upon using this technique user won't be able to use A ranked jutsu of water element and S ranked of fire within the same turn this one was activated as well as S ranked water in the next one
Note: Can only be Taught by Akasha

Portrait of how the omnidirectional fire wave spreads​
You must be registered for see images

‡ Declined ‡ A cool technique but sadly oily water techniques are no longer allowed. You're free to attempt this with flammable mud. Also, I didn't really like that heatwave stuff (granted I didn't read all of it but still, it was weird z.z)
(Doton/Katon: Tamashī no rekuiemu) - Earth/Fire Release: Requiem of Souls
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50
Damage: 90
Description: Requiem of Souls is one of the more powerful techniques which is actually a combination of both fire and earth release. It was named Requiem of Souls due to the amount of souls it so took within time of its existence and its power also increases with every new one it so takes. User would through the rapid release and conversion of chakra focus doton chakra within one of their limbs before slamming it onto the field upon which they are standing. With the slam onto the ground they would cause for firstly and omnidirectional wave of flammable, sticky mud to spread out within mid range radius. As soon as they release the flammable mud they would release a pulse of warm katon chakra, igniting the mud and causing for an omnidirectional wave of demon like souls of fire to spread all around the user in mid range radius whilst leaving a wave of heat behind it. The two actions would be almost concurrent as the most time consuming thing would actually be spreading out the mud. As soon as the mud forms, it would have similar effect as if the swamp was created within the battlefield. However, unlike the swamp, it would pull only those who have differing chakra signatures. Trying to feed onto the person they took hold off (the one standing within the radius in which it spans) and using their soul as a new source of power. This would make it much harder as to defend. As perhaps indeed, by using water one would be able to disperse the flames, the mud won't be so easy to get rid off. A mere spark of lightning would cause for mud to ignite, due to heat emitted by it. Once the flames have been formed, using a wind jutsu would cause for them to explode into a maelstrom.

Note: In case whereas the flammable mud was ignited without user sending forth a pulse of their chakra as to arouse the flames but rather due to a different source (heat from lightning and/or similar), the demon like souls would always transit in direction of a person who has a differing chakra signature.
Note: Can only be used once per battle
Note: The jutsu would leave a great tool on the one using it and drain them off 20 chakra points
Note: Upon using this technique user won't be able to use A ranked jutsu of earth element and S ranked of fire within the same turn this one was activated as well as S ranked earth in the next one
Note: Can only be Taught by Akasha

‡ Declined ‡ This would require too much work on my part to help correct this/make this viable. DNR.

Konan bio
Permission to use paper ninjutsu


(Seishitsu no Mai) - Dance of Nature
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 for activation (+5 to change already infused element)
Damage: N/A
Description:
Konan will infuse paper with elemental chakra (Wind or Earth element) and give paper sheets a specific set of abilities depending on the elemental chakra infused into them. If the user infuses Doton chakra into paper she will be able to change properties of paper in two ways:
- First way is to make paper much more sturdy, almost unbreakable by normal physical power, those paper sheet would be able to go against swords/weapons and similar metal objects as well as having bigger impact damage but at the same time being heavier.
- Second way is to by manipulating earth chakra to make paper much more lighter thus increasing its movement speed. Paper would become fast enough to become blurred to the naked eye yet still trackable.
If the user infuses Futon chakra, the paper will be engulfing in a wind aura which will increase the paper's sharpness, allowing it to cut human flesh more easily. This is possible because of the wind chakra forming a type of wind blade around each paper sheet, allowing it to cut without necessarily having paper touch the opponent. Dance of Nature is used to enhance the power of a certain paper technique. Only one paper technique per turn can be affected by Dance of Nature. If the user performs a paper technique combined with the paper influenced by Dance of Nature, the power of the created technique will be equal to the element alone; for example, Paper technique of B-rank with infused Wind chakra will be equal to power of a B-ranked Futon technique. Activation of Dance of Nature is instant, it only requires the user to induce an already existing paper ninjutsu technique with chakra from their element of choice (earth or wind) and lasts up to 4 turns. The user is able to change the element with which paper is infused as she releases the paper technique.

Note: Can only be used twice per battle.
Note: Lasts for 4 turns.
Note: Can only be used by Konan.
Note: Can only be taught by Akasha.


♦ Pending ♦ Leaving for Scorps


 All Approved  I can't remember the last time I did a 3 out of 3 approval. Good job!
Complete revamp.

(Shizen no hakka) - The Efflorescence of Nature
Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (30 for activation of infusion type of this technique)
Damage: N/A
Description:
User would infuse or coat paper with elemental chakra and give paper sheets a specific set of abilities depending on the elemental chakra in question. Now depending on if coating or infusion is in question this technique would have different set of characteristics as well when it comes to its overall outlook. If infusion is in question, it would last four turns and for user to change the type of chakra they are infusing within the paper sheets they would have to consume another five chakra points. However, if in question is coating of paper sheets, the rank and chakra cost of this technique would solely depend on the technique which is used. The coating would be initiated with a performance of a single hand seal and it would happen in corresponding time-frame as a technique of paper ninjutsu which was used beforehand.

The Vigor of Amaryllis - Amaririsu no katsuryoku

The Vigor of Amaryllis is a variation of this technique which is based on infusion of doton chakra within paper sheets. It gives ability as for paper sheets properties to be changed in two ways.
First way is to make paper much more sturdy, almost unbreakable by normal physical power. Those paper sheets would be able to go against swords/weapons and similar metal objects as well as having bigger impact damage but at the same time being heavier. Second way is to by manipulating earth chakra to make paper much more lighter thus increasing its movement speed. Paper would become fast enough to become blurred to the naked eye yet still trackable.

The Incisiveness of Lily's petal - Rirī no hanabira no Incisiveness

The Incisiveness of Lily's petal is a variation of this technique whereas user uses wind chakra as to infuse it into paper sheets beforehand.
The paper will be engulfing in a wind aura which will increase the paper's sharpness, allowing it to cut human flesh more easily. This is possible because of the wind chakra forming a type of wind blade around each paper sheet (which reaches up to 15 centimeters in length), allowing it to cut without necessarily having paper touch the opponent. Additionally, it would increase the speed of paper sheets, making it so that it is much harder as for them to be tracked.

The Tranquility of Nymphaeaceae & The Adhesion of Mimulus - Mizohoozuki zoku no suiren-ka to no setchaku no shizukesa

Unlike variations till this point of this technique, these two are based on coating paper sheets rather then infusing suiton chakra within them as not to decrease their momentum and ability to move as well as be controlled. Adhesion of Mimulus, activated almost immediately with a performance of a single hand seal which would cause a technique with which this one was used in combination with to happen in the corresponding time-frame. Upon activation of the said technique, water molecules from the air would compile around the paper ninjutsu technique sent before this one was activated as to envelop them. However, the water molecules wouldn't be of normal water like substance but rather of liquid, adhesive form which would allow for better protection. The sticky, adhesive like substance wouldn't make much changes when it comes to movements of paper sheets as the initial momentum at which they were sent forth would be kept. This would increase both the durability of paper sheets as well as forcefulness. Tranquility of Nymphaeaceae, is quite similar to Adhesion of Mimulus due to the way in which it is performed however their abilities are differing. With a performance of a single hand seal, yet once again user would cause for water molecules to compile around the paper technique sent/used before this one was activated. The water, unlike during usage of Adhesion of Mimulus wouldn't have adhesive, sticky property however would have a property of draining someone's chakra which chakra signature is differing from one of the user. This could be even used against the entities which opponent sent, draining them completely. Depending on the rank which is used of this technique and technique of paper in question, will also depend the draining capability. The D ranked and C ranked versions of this technique would drain 30 chakra points per turn, whereas the B ranked 50. The A ranked version would drain 70 chakra points and the S ranked 100.

The Rigor of Ruellia - Ruellia no kōchoku

The Rigor of Ruellia is variation of this technique whereas user applies lightning chakra. However they use it as to coat the paper sheets, rather than infuse them with lightning chakra, as papers aren't the greatest insulators of it. Using the precise chakra control, with a performance of a single hand seal user would cause for nano net to be engraved into paper sheets. With the net created, the user of this technique would achieve hydrophobic effect, or well ability as for paper sheets to repel water. This doesn't add any damage to the technique but increases its capabilities against water elements as well as its variations.


The Torridity of Vuylstekeara - Vuylstekeara no Torridity

This version of this technique is based upon infusing katon chakra within paper sheets due to their neutral relationship towards one another. The technique wouldn't cause for paper sheets to burn into flames, but rather heat them to the points whereas they are able to make additional damage by just being in contact with an entity but still keep their form.


The Efflorescence of Nature is used to enhance the power of a certain paper technique. Activation of The Efflorescence of Nature is instant, it only requires the user to induce an already existing paper ninjutsu technique with chakra from their element of choice and lasts up to 4 turns if infusion is in question. The coating variation is initiated with a performance of single hand seal. The user is able to change the element with which paper is infused as they releases the paper technique.

Note: This technique can only be used five times per battle, although infusion type only two times. If infusion type of this technique had been activated, user can't change it to coating unless they deactivate the infusion variation of it
Note: The infusion variation lasts for 4 turns
Note: Must posses Paper Ninjutsu biography to utilize this technique
Note: Can only be taught by Akasha

‡ Update Declined ‡ I understand updating your techniques to make them more versatile but this is just way too much.
 
Last edited by a moderator:

Saikyokami

Active member
Legendary
Joined
Dec 11, 2012
Messages
16,813
Kin
20💸
Kumi
624💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Genjutsu : Riariti Yokushi) - Illusionary Arts: Reality Check
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will trap the opponent within an illusion where the opponent believe he is no longer a ninja and now works a job paying 7$ an hour while supporting his daughter who's mother is no longer with him and paying college loans.. As the illusion goes on the opponent's physical body will remain motionless until the illusion broken ( or ends) The illusion ends when opponent dies (in the illusion)

You must be registered for see images

Note: Only usable once per battle
Note: Only teachable by Karma

‡ Pending ‡ The temptation to approve this is too great...leaving for another mod.

✦ Approved ✦
 
Last edited by a moderator:

Flash

Active member
Legendary
Joined
Apr 22, 2012
Messages
11,345
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Suiton: Kodo Seisei) | Water Release: Code Generation
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Studies have shown that everything around the user, every single matter, vibrates naturally. If we could see at the level of molecules, atoms and particles, we could see no boundaries and only continuous movement. Lightning is created when chakra is vibrated at a very high level. Using the same concept, the user begins by sending out an omni-directional pulse of chakra in the atmosphere. The wave of chakra begins vibrating the water molecules present in the atmosphere at a very high rate. This process is instant, as this technique does not cause any harm anyway. Water molecules have a way of communicating with each other. Consider a ripple formed in a water source. The information is sent away from the water in the form of vibration. The key to this technique is to receive that information and/or send that information to someone who knows how to decode it. Decoding this information can help the user not only to sense disturbances in the environment, but also the location of various elements (the opponent, various objects etc.), their transformation etc. as this information is transmitted at a very high speed. The most important part is that, once the water molecules are set to vibrate, they vibrate for a very long time before coming to rest (which essentially means the entire match). So once this ability is activated, anyone who knows how to decode the message can “sense” the disturbances through this technique which extends to the user and his clones as well.
Note:
It can be used thrice.
Vibration lasts for the entire match.
It can only be taught by Flásh.

‡ Declined ‡ Congratulations, you've successfully made the most long-winded sensory technique on NB.

(Futon: Bigguban no dai sanji) | Wind Release: Catastrophe of Big Bang
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (-10 to user)
Description: It is one of the strongest wind techniques even known to man. The technique was created by a wind specialist, keeping in mind the need for both, an attack and defense at the same time, and came up with a near perfect solution. Sometimes it became very difficult to dodge an opponent who moved at speeds faster than yourself. At such times, when the opponent could be tracked, but not reacted to, the user would release a tremendous amount of wind chakra from his body. This happens at a near-instantaneous speed, fast enough to protect the user from harm. The chakra is released from every side and forms an armor of sorts, green in color, more like a shroud. The chakra released, while it has a high vibrational and damaging property, similar to rasen-shuriken, also has a reactive property. Meaning, any damage done to it from the outside, will be dealt back (similar to the elastic property of rubber-bands. You pull it, there will be a reaction). While the user suffers mild cuts and abrasions all over the body, anyone who touches the armor from outside, receives cuts similar to the effects of rasen-shuriken, as their cells (part of the body that touches the armor) are destroyed, before being blown back due to the reactive property of the chakra. Also, the moment the chakra materializes, it creates noises that are similar to buzzing bees; except this is louder. The noise is created due to the highly vibrating/rotating chakra surrounding the user. The user may choose to maintain this armor for one more turn, by spending an additional 20 chakra, but cannot perform any other technique in that time frame. Once the armor has been created, the user can, after forming 4 quick hand seals (Dragon - Tiger - Boar - Rat), release the chakra from the shroud in the form of sharp half meter long blades in all directions. These blades will of course have the same property of the armor. These blades are released at very high speeds which are difficult (but not impossible) to be tracked by naked eyes. When the chakra coats the user, it already damages the ground under his leg, creating a small crater of 10 meter diameter, with himself in the center. The blades on the other hand, do more of piercing damage as compared to creating a crater, due to their shape.
Note:
It can only be used once.
No other Wind techniques above A rank for the next 2 turns.
Only 2 techniques can be used when using this jutsu.
The user feels slightly fatigued after this technique.
No taijutsu above A-Rank in the same turn.
Can only be taught by Flásh.

‡ Declined ‡ This is nothing more than a generic wind armour.

(Erementaru Ninjutsu: Ronrīurufu no kōkatsuna tekunikku) | Elemental Ninja Art: Cunning Technique Of A Lonely Wolf
Type: C-S
Rank: Defense/Supplementary
Range: Short-Long
Chakra Cost: 15-40 (+5 to overpower)
Damage Points: N/A
Description: Over the years, shinobi have developed various techniques to counter the incoming attacks. However, the most useful counters has always been the unique methods used by the Kusagakure shinobi i.e. negating the attack by overriding a chakra present in the source. An earth attack of lower rank, coming from below the user could be countered by channeling earth chakra of higher rank into the ground and overlap the foreign chakra in the ground. Using this concept as inspiration, the user of this technique, another Kusagakure shinobi, created a generalized technique to counter majority of the jutsus. By forming a single handseal, the user channels his chakra into the chakra source and overrides the opponent's chakra in it, with his own and thereby negating it. It works best against wind and lightening techniques that the opponent throws at the user. When the user uses a technique (say a wind blade), the user will insert a higher ranked chakra (wind chakra in this case) into the technique and disperse it into its basic original nature (into pure harmless breeze in this case). Lightening and fire techniques (that does not contain matter, like flames of fire) will simply turn to nothingness. Earth and Water techniques will lose the opponent's chakra, but will still leave the matter behind which will continue its path following momentum.
Note:
* The user will still need to know the attack before he can negate it.
* In case if wrong type of chakra is used, the result will be decided according to Elemental Strength & Weakness.
* Technique does not allow the user to take over the opponent's technique. Simply negates it.
* Technique can only be used thrice.
* Can only be taught by Flásh

‡Declined ‡ If this is dictated by elemental strengths and weaknesses you could in theory negate two Forbidden Ranks (via the S-Rank version) with no cost to yourself. Sorry but DNR.


(Erementaru Ninjutsu: Ronrīurufu no kōkatsuna tekunikku) | Elemental Ninja Art: Cunning Technique Of A Lonely Wolf
Type: C-S
Rank: Defense/Supplementary
Range: Short-Long
Chakra Cost: 15-40(+5 to overpower)
Damage Points: N/A
Description: Over the years, shinobi have developed various techniques to counter the incoming attacks. However, the most useful counters has always been the unique methods used by the Kusagakure shinobi i.e. negating the attack by overriding a chakra present in the source. An earth attack of lower rank, coming from below the user could be countered by channeling earth chakra of higher rank into the ground and overlap the foreign chakra in the ground. Using this concept as inspiration, the user of this technique, another Kusagakure shinobi, created a generalized technique to counter majority of the jutsus. The user channels his chakra into the chakra source and overrides the opponent's chakra in it, with his own and thereby negating it. It works best against wind and lightening techniques that the opponent throws at the user. When the user uses a technique (say a wind blade), the user will insert a higher ranked chakra (wind chakra in this case) into the technique and disperse it into its basic original nature (into pure harmless breeze in this case). Lightening and fire techniques (that does not contain matter, like flames of fire) will simply turn to nothingness. Earth and Water techniques will lose the opponent's chakra, but will still leave the matter behind which will continue its path following momentum.
Note:
* The user will still need to know the attack before he can negate it.
* Technique does not allow the user to take over the opponent's technique. Simply negates it.
* Technique can only be used thrice.
* S-Rank version can only be used twice per battle.
* No S-Rank or above of the element negated on the user's next turn
* Channeling elemental chakra into dissimilar elements will not work. It will be as good as wasting chakra.
* Can only be taught by Flásh

‡ Declined ‡ Sorry but after conferring with another mod, this has been deemed unapprovable. It clashes with a lot of existing things.
 
Last edited by a moderator:

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Re: Custom Jutsu Submission


Ototon: Ni-Hankyo - Sound Release: Anti-Resonance.
Type: Defensive/Supplementary
Rank: S
Range: Close
Chakra: 40
Damage: 0(+20 to Tai)
Description: The user focus sound chakra all over his body making the sound chakra begin to gently resonate through his entire entity as a low frequency pulse. The low frequency vibration would ripple through the user while negating another vibration caused by external affect, probably from the opponent's sounds technique. This is just like two ripple merging together. The user's sound wave combines with the opponents sound wave causing a destructive interferrence. With this, the user is able to counter act the affects of induction from external sound waves and negate them completely.
The user can however, decide to use this supplementarily to cause excitation of his enzymes, hormones, blood.
Enzymes
Excitation of specific enzymes in the body could cause rapid amplification between stimulus and response. This in turn makes the user responsiveness, reflex and reaction time to double for a short period of time.
Blood
Due to a chain of successive proenzymes-enzymes activations, the blood is excited causing quick blood clothing. Although in no way is this as perfect as Med jutsu, it causes bleeding to be minimal. E.g: if the user is supposed to bleed out in 4 turns, it extends to 8 turns, adding x2 turns of grace.
Hormones
Excitation of specific hormones in the body, such as testosterone and the adrenaline would increase the user's strenght, vitality, increase of body mass and strenghtening of the muscles. This gives the user increased physical prowess.
NOTE: Can only be used 3x per battle with a 2 turn wait after each use.
NOTE: Last 3 turns
NOTE: No wind jutsu while active
NOTE: No forbidden ranked Sound jutsu while active
NOTE: After jutsu ends, the user won't be able to do taijutsu for a whole turn
NOTE: Only one variant can be used per usage. Either the defensive use or the supplementary use.

‡ Pending ‡ Leaving for another mod.


 Declined  Med jutsu requires medical mastery.

Pending. Gonna check with Scorps as I find the first part ok but the second part imo is pretty much medjutsu
Did not bold because I only removed the medical part.


Ototon: Ni-Hankyo - Sound Release: Anti-Resonance.
Type: Defensive/Supplementary
Rank: S
Range: Close
Chakra: 40
Damage: 0
Description: The user focus sound chakra all over his body making the sound chakra begin to gently resonate through his entire entity as a low frequency pulse. The low frequency vibration would ripple through the user while negating another vibration caused by external affect, probably from the opponent's sounds technique. This is just like two ripple merging together. The user's sound wave combines with the opponents sound wave causing a destructive interferrence. With this, the user is able to counter act the affects of induction from external sound waves and negate them completely.
NOTE: Can only be used 3x per battle with a 2 turn wait after each use.
NOTE: Last 3 turns
NOTE: No wind jutsu while active
NOTE: No other S-ranked Sound jutsu while active

‡ Pending ‡ Leaving for Wesobi.
Approved. Changed the F-rank not to S rank as there are (close to?) no forbidden rank sounds in the first place to it wouldn't make any sense.


Raiton: Risaikura - Lightning Style: Recycler
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 0(+40 to Taijutsu)
Description: Whenever the user is hit and at the risk of being paralysed by lightning, he quickly focus on his own lightning chakra throughout his body and tames the lightning current before it completely paralyses him. This is the same as mixing his lightning chakra with the opponent's lighning, collecting the opponent's lightning current using his own and redirect them like a lightning rod into his fist which he now use to clad his fist in translucent but sparking lightning aura. This can be used to aid the user during taijutsu.
NOTE: 3x per battle
NOTE: Lightning aura lasts 3 turns,
NOTE: No wind jutsu while active.
NOTE: No Raiton above S-rank the turn this is used.


Kisanpo - Platform
Type: Supplementary
Rank: E
Range: N/A
Chakra: 5(-1 per turn)
Damage: N/A
Description: A ninja is able to walk on water by constantly and passively releasing chakra from his feet to repel and at the same time balance himself on the water. Using the same albeit advanced principle, the user will constantly release a stream of subtle chakra which may seem miniscle, to act as a flat plate of force field against air itself. With this, he is able to walk or run on air as if he is on water. Like walking on water, this would count as freeform thus not suitable for countering, evading or dodging jutsus, although activating it still count as a move and not passive.
NOTE: Last 5 turns
NOTE: Must have advanced chakra control which includes being a fuinjutsu master or a medical student.


‡ Both Declined ‡ Similar techniques exist.
 
Last edited by a moderator:

Crutch Kaguya

Active member
Legendary
Joined
Jun 23, 2009
Messages
14,952
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Nitōryū: Hakuchō no Uta) Two Sword Style: Swan Song
Type: Offense
Rank: Forbidden
Range: Short-Mid
Chakra cost: 50
Damage: 90
Description: This technique utilizes principles of air currents and chakra strings in order to sacrifice one of the user's swords in order to gain an opportunity to deal the target a fatal blow with three swords, two of which are generated when the user sacrifices their first sword. The technique requires the user to hold one sword with reverse grip so that it is facing away from the target while holding the other sword in the other arm with forward grip. The arm using the reverse grip is relaxed and in resting position on the user's side as the blade is parallel with the ground while the arm with forward grip is firm and extended forward with the blade pointed upward and slightly toward the target. The user then begins to channel massive amounts of chakra into each blade, but the manner the chakra is manifested in both blades is vastly different. The blade held forward toward the target is enhanced by the chakra in a very simple manner. The user focuses a massive amount of chakra on the very edge of the blade and the entire blade to enhance the cutting power to incredible levels. The user continuously fuels the edge of the blade with massive amounts of chakra to make the edge very unstable. The chakra is unstable to the point that if it comes in contact with anything, the edge of the blade will rapidly begin releasing chakra into the external object. Knowing this, the user continues to channel extreme amounts of chakra into the blade so that the blade can retain its immense cutting ability. This interaction between the edge of the blade and the external objects turn the sword into a double-edged weapon in a sense. The sword not only cuts through objects with ease, but after cutting through objects, the chakra pulses through the object as the chakra on edge of the begins to diffuse into the object and causes entire structures to shatter in exactly half. The chakra then continues to pulsate within the individual halves and ultimately causes the entire structure to shatter tiny pieces. The shock waves from the chakra released from the edge of the sword also pushes the debris in the opposite direction of the blade. This enables the blade to both destroy obstacles and remove obstacles from its path so that it along with the user can continue forward. The strength of this strike is equivalent to S-rank. It is able cut through solid based techniques of lower rank, but will be weakened in the process, and can only be defended against through the use of a solid based technique of equal strength.

The second blade that is held with reverse grip is enhanced with chakra much differently. It has no power to cut solids but has the absolute ability to cut the air itself. The user instead of focusing the chakra on the edge of the blade, focuses the chakra on the sides of the blades. The user uses their chakra to form two thin sheets on chakra on both sides of the blade. The sheets only cover the surface of the sides of the blades and they do not cover the entire blade. The edge of the blade is not actually covered with chakra. It is left unprotected. This is important in that in normal circumstances, the edge of the sword is the sharpest part of the blade. But this is not true in this case. By forming the very thing sheets of chakra the user essentially wraps the blade with two sheets of chakra that are sharper than the edge itself. This makes it so that when the blade is moving through the air, the sheet of chakra on both sides of the edge will cut the air faster. Because the sides of the blade are cutting the air faster than the edge of the blade, the movement of the sword will generate outward air currents from the sides of the blade while leaving a "dead zone" in the middle of the blade. The air currents will cut the air itself and push the air away from the middle of the blade which is located between both sheets of chakra surrounding the sides of the blade. The air currents are able to push anything from wind, lightning, water, fire, and almost anything else that can be dispersed mid-range away from the blade as a center point. This makes it ineffective against solids, having absolutely no effect on solids at all. The strength of the air currents is S-rank, and can clear energy of up to that strength. The main focus of the wind currents generated from the sword is to create a brief opening in which the user can strike the opponent without having to worry about getting blasted with energy techniques. While the air currents are pushing the energy away, the user strikes in the dead zone created by the center of the blade. In order to maintain the air currents, the sword must be constantly swung, which is impossible.

In order to overcome this, the grip mechanism was developed. And in order to prevent the sacrificed blade from losing its offensive potential, the user utilizes temporarily chakra attachments to the hilt of the sword to change the trajectory and control the movement for an instant. The user will initiate the technique by first using the reverse grip sword. Utilizing the advantages of the reverse grip, the user flicks their wrist in order to send the sword spinning end over end. As the user flicks their wrist, they attach chakra to the right side and left side of the hilt. As the sword spins end over end with great speed, it generates the air currents while at the same time sustaining itself with the initial force the user flicked the sword with. This enables the sword to generate air currents without the need to continuously be swung. The usage of this sword clears the path and allows the user to freely proceed with the second phase. After throwing the sword, the user continues behind it toward the target. The first sword clears the area, and serves no more purpose. The user will utilize the second sword and will swing the sword from below the first sword with the edge facing down. The overall cutting power of the sword will allow the steel itself to cut through the unprotected steel. Because the user doesn't use the edge, it does not shatter the first blade. Instead it causes the first sword to diverge and fly past the opponent on both sides. This is very easy and does not weaken the second strike at all because the user deliberately left the center of the blade with the edge much weaker than the sides. The user then proceeds with the second strike which is intended to directly cut into the opponent. But while this strike is being performed, the user yanks their other arm backward. This pulls on the chakra that was attached to both halves of the hilt of the sword. After the halves of the first sword have passed the opponent, the user pulls them back. The two sides act like scissors, both preventing the opponent from going backward, and preventing the opponent from going sideways (the power of the blades depends on the technique they countered, for example if the air currents removed a S-rank technique, than both blades will be nothing more than simple swords. But simple swords still have enough force to cut the opponent if they are unaware, but in this case it can be defended with simple weapons. But if the air currents move an A-rank technique, the blades will be weakened but not negated and thus both blade will have equal A-rank power. This is because both currents are of equal S-rank strength on each side, the power was not divided). This cuts off any openings for escape as the full power strike descends from above. The two halves of the blades cut the opponent in half horizontally, while the second strikes cuts the opponent in half vertically. The speed of this technique is so great, the opponent cannot use hand seals after the first sword is thrown.

Restrictions:
- This technique can only be used once per battle.
- After this technique is used, the two arms used for this technique are completely worn down and the user's hands also receive slight physical damage. The user becomes unable to use the hands used for this technique for ninjutsu, taijutsu, and performing hand seals for the next three turns. The user is not able to use hand to hand combat or kenjutsu for the rest of the match using the arms that were used for this technique. The user experiences -40 to their health when this technique is used.
- The user cannot use techniques above S-rank on the same turn and on the next turn.
- This technique counts as two techniques the turn it is used.

♠ Declined ♠
So, a very lengthy description. I understand everything up to the actual execution of this technique. You say that you begin with one sword held normally in one hand, charging this particular sword with massive amounts of chakra able to cut anything (essentially, as you mention, a double-edged sword). For your other sword, you mention that you hold it in a reverse grip, charging it a rather peculiar way with chakra. However, if you are holding it in a reverse grip, how is it that the massive amounts of power and chakra you are generating not affect you at all? And then after you throw it with the "grip mechanism" you describe, where do you get this second sword? It's a very lengthy custom jutsu and the description is justified, but it is simply too wordy and confusing to understand in a fight. I'm failing to put piece to piece together as to its exact exeuction during a fight.


(Sentouryū: Kowareta Ken) Infinite Sword Style: Broken Sword
Type: Offense
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage: 80
Description: This technique requires the user to wait for the exact moment when their sword comes in contact with another sword or another solid based technique. The user anticipates the impacts and follows the motion of both their sword and the opponent's sword or solid based technique in order to determine both the exact moment and the exact location the two come in contact. In that exact moment, the user pushes their sword with all their might even if the opposing technique is of equal power and thus the sword itself can never move forward. The user pushes their sword while at the same time focusing chakra on the exact point of impact (this only applies it the technique or weapon that is colliding with the sword is thin such as another sword or something else of that sort, if the technique that the sword is clashing with is like that of an earth wall, the exact point does not matter but the exact moment of the strike does indeed matter). The user uses their chakra to form a line that bisects the blade at that exact point. The user then begins to focus a massive amount of chakra above that point in the blade. This results in a section of the blade being heavily concentrated with chakra, while there is another section of the blade that has no chakra at all. As the user continues to push, the blade of the sword is broken at that exact point. The part of the blade that was concentrated with chakra flies forward through the air toward the target. It is able to cut through solid based techniques of lesser rank and can only be blocked by a solid based or a concentrated energy based technique of equal strength. This can be used immediately after the user's sword is parried in order to perform a sneak attack. The blade used for this technique is destroyed and this can never be used again in its full potential. This technique can be used to follow up another technique, if that technique is blocked and the blade is still intact. Regardless of the power of the previous technique that was blocked in this circumstance, the part of the blade that is launched toward the opponent will always be S-rank in strength.
- This technique can only be used three times per battle.
- This technique can only be used with a single blade.
- The user cannot use Kenjutsu above S-rank on the turn after this technique was used.
- This technique's classification is derived from the ability to break multiple blades in this very same manner. But this will only work if all of the blades are broken at the exact same time, and counts as only one usage of this technique. In this case, the power of the technique will be divided into the total number of blades. In this case, the number of the blades launched makes up for the strength of each blade. If many swords are broken in this manner, the swarm of swords could be considered an entity itself and would require the opponent to defend against the entire swarm as if it was a fluid wave. This can be done if the swords are controlled through other mechanisms other than the user's body. But the natural usage of the technique can only break as many blades as the user has arms.


♠ Approved ♠
I can see this working during a battle, but breaking multiple blades at once with so much power and chakra isn't gonna cut it. Making it plausible with the sword you are currently holding against your opponent in battle.


(Ittōryū: Hakusui Kyūryū) One Sword Style: White Water Rapids
Type: Defense
Rank: A
Range: Short
Chakra cost: 30
Damage: N/A
Description: The user holds their sword in front of them pointed upward with their arm across their body. The user begins to focus a massive amount of chakra into the edge of the blade. Instead of sharpening the blade, the user purposefully creates countless chips in the edge of the blade. This gives the blade many tiny teeth on the edge. The user is able to move the sword back across their body while still holding the sword upward with the air currents being forced to move through the teeth of the sword. This causes air currents to be generated at countless different speeds due to each of the cracks and chips in the edge of the blade being unique. The air currents warp the air in front of them and move the air to the side of the user. This enables to user to generate a wall of air currents that can move energy and other disperse-able particles away from the user and to the side. It will also work on small projectiles. This allows the user to continue forward with their assault or create a sudden defense against energy in short range. This can also be used against taijutsu in order to move the opponent to the side. The technique has absolutely no offensive capabilities and works solely through the distortions in the air created by the teeth in the blade. As such even if the opponent is caught in the air currents generated, they are only moved away to create an opening for the user to attack and allowing the user to escape certain techniques. After this technique is completed, the blade itself has no more cutting ability is it left as a metal kendo stick. As such the user cannot use an indestructible sword. It can defend against energy of equal rank.
- This technique can only be used once every two turns.

♠ Declined, do not resubmit ♠
Though used with a sword, there are too many techniques that work in a similar defensive aspect.


(Ittōryū: Hagane no Kansen) One Sword Style: Infection of Steel
Type: Offense
Rank: A
Range: Short
Chakra cost: 30
Damage: 60
Description: The user focuses a massive amount of chakra in their sword. This increases the cutting power of the sword to great levels but also makes the structure of the sword unstable. But sadly, regardless of how sharp or how strong a sword is, a sword is a small object and as such cannot be used to defend against much larger obstacles directly. In order to overcome this, certain swordsmen have developed a way to sacrifice the sword itself to increase its power. The user can either stab the solid with the sword or throw the sword so that it embeds itself up to the hilt of the sword into the solid. After the sword has embedded into the solid object, the incredible amount of chakra in the sword causes the sword to shatter. The shrapnel is released into the solid object and destroys the stability of the object from within, where the object is most vulnerable. This causes the entire structure to shatter from the inside as the steel shrapnel that is infused with chakra spreads through the core of the structure. This technique can affect solid based techniques up to the rank of this technique. The blade used for this technique can never be used in any way again. As such the user cannot use an indestructible sword.
- This technique can only be used once every two turns.

♠ Approved ♠
I won't nitpick this one as I trust you'll use it well.


‡ All Pending ‡ Perhaps one day I'll read your submissions but it is not this day. Leaving for Scorps.
 
Last edited by a moderator:
Status
Not open for further replies.
Top