[ARCHIVE] Custom Jutsu Submission - II

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Roy

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Re: Custom Jutsu Submission

(Jūkenpō/Fūton: Tekken no Shippuu) – Gentle Fist Style/Wind Release: Gale Fist
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A (+10 to Gentle Fist)
Description: One of the most basic weaknesses of Gentle Fist is it's raw nature, unable to withstand elemental chakra of the same level unless it possesses a greater density or an advanced shape-.. this technique has been developed to overcome said weakness. Just before executing a Gentle Fist technique and in the same timeframe a Hyuuga converts the raw chakra to wind chakra a split second before exerting it. Due to the nature given to the chakra it gains a slight cutting ability aswell as a slight gusting force behind it, potentially being even more dangerous then Gentle Fist utilized through raw chakra as the cutting ability would also deal slight cuts to the target internally or externally depending on the technique used. This technique however can only be utilized in combination with gentle fist techniques that do not require advanced shape manipulation nor the ones that possess an increased density such as the rotation techniques.
Note: Requires mastery of Gentle Fist.
Note: No Gentle Fist above A-Rank in the next turn.
Note: Usable four times per battle with a one turn cooldown inbetween uses.
Note: Can only be taught by Tybone.

☼ Declined ☼

Pretty simple premise, not an issue. But once converted to wind chakra it wouldn't be able to impact internal organs like gentle fist usually does.

Resubmitting, specified that it takes away the ability to deal internal damage.

(Jūkenpō/Fūton: Tekken no Shippuu) – Gentle Fist Style/Wind Release: Gale Fist
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A (+10 to Gentle Fist)
Description: One of the most basic weaknesses of Gentle Fist is it's raw nature, unable to withstand elemental chakra of the same level unless it possesses a greater density or an advanced shape-.. this technique has been developed to overcome said weakness. Just before executing a Gentle Fist technique and in the same timeframe a Hyuuga converts the raw chakra to wind chakra a split second before exerting it. Due to the nature given to the chakra it gains a slight cutting ability aswell as a slight gusting force behind it but due to the conversion of the nature of the chakra into wind chakra it loses it's ability to deal internal damage and solely damages the target externally, making this technique most suited towards ranged Gentle Fist techniques that do not rely on internal damage in the first place. This technique however can only be utilized in combination with gentle fist techniques that do not require advanced shape manipulation nor the ones that possess an increased density such as the rotation techniques.
Note: Requires mastery of Gentle Fist.
Note: No Gentle Fist above A-Rank in the next turn.
Note: Usable four times per battle with a one turn cooldown inbetween uses.
Note: Can only be taught by Tybone.


(Hyouton: Kisei) – Ice Release: Parasite
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user creates a transulecent needle of ice between the tips of their thumb and index finger, no bigger than an ordinary needle and then shoots it off towards their target. Upon piercing the target, which essentially only causes minor, neglectible damage being a mere needle the user weaves a single handseal upon which more ice sprouts from the tip of the needle lodging itsself into the target's skin whilst invading their body, covering the internal tissue of the affected area in a layer of ice, effectively decreasing the mobility of any joints that may be affected by the ice greatly whilst the cold would cause severe nerve damage. The internal area affected by the freezing is roughly the size two average palms with the point of the needle's impact being the epicenter. The user is able to create upto four needles by materializing them inbetween their fingers just below the knuckles but in that case the strength of each needle and the area they affect are evenly spread out across each needle.
Note: Can only be used by a Yuki Clan member.
Note: Useable twice per battle.
Note: No Ice techniques above A-Rank in the same turn and the next.
Note: Can only be taught by Tybone.

‡ Pending ‡ This isn't worthy of an S-Rank imo. Might come back for this.

☼ Declined ☼

Agree with NK, this is at most an A-rank.

Resubmitting, changed to A-Rank and edited the restrictions accordingly.

(Hyouton: Kisei) – Ice Release: Parasite
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user creates a transulecent needle of ice between the tips of their thumb and index finger, no bigger than an ordinary needle and then shoots it off towards their target. Upon piercing the target, which essentially only causes minor, neglectible damage being a mere needle the user weaves a single handseal upon which more ice sprouts from the tip of the needle lodging itsself into the target's skin whilst invading their body, covering the internal tissue of the affected area in a layer of ice, effectively decreasing the mobility of any joints that may be affected by the ice greatly whilst the cold would cause severe nerve damage. The internal area affected by the freezing is roughly the size two average palms with the point of the needle's impact being the epicenter. The user is able to create upto four needles by materializing them inbetween their fingers just below the knuckles but in that case the strength of each needle and the area they affect are evenly spread out across each needle.
Note: Can only be used by a Yuki Clan member.
Note: Useable thrice per battle.
Note: No Ice techniques above A-Rank in the same turn.
Note: Can only be taught by Tybone.

‡ Pending ‡ Leaving both for Typhon

☼ Both Approved ☼
 
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Geezus

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Re: Custom Jutsu Submission

Fuuton| Menimienai-fū no Jutsu - (Wind Release| Invisible Air Technique)
Rank: S
Type: Attack/Supplementary/Defensive
Range: N/A
Chakra: 40
Damage: (+15 to weapon techniques)
Description: The Invisible Air technique is a advanced wind element technique that begins with the user manipulating his wind chakra around a weapon in the form of a barrier. It is also possible to implement the barrier on something other than a weapon. If needed the user can form the barrier in the area around themselves or as a quick defensive wall of wind. This wind is made up of multiple layers of cutting wind compressed into super-high pressure air with a massive amount of chakra, which distorts the refraction of light and renders what is inside completely invisible. It is rather simple in execution, but it proves tremendously effective in hand-to-hand combat. The barrier isn't a vacuum, so the air constantly whirling around is essentially a weapon. It also provides an increased accuracy and defense against opponents unfamiliar with the nature of the technique. When used in combination with weapon techniques, opponents cannot discern the length, width, reach, or trajectory of the weapon, or even the fact that it is even a weapon until they actually make contact with it, which leaves them constantly on guard due to having to rely solely on the user's movement to decipher attacks. Against an opponent who can figure out the nature of the weapon quickly and correct the visual disturbance, someone who already is familiar with the technique, or someone with a resistance to visual impediments such as dojutsu users, it becomes nothing more than wind around a weapon. Since the user can still manipulate this wind surrounding the blade, they are unable to use other wind techniques while this technique is in use due to the amount of concentration needed to control the high pressure air. Once per use, the user instead can release the air from their weapon outwards, creating a protective dome of wind that will diffuse into the air with enough force to damage and knock over normal people up to mid range equal to a S-rank attack. However, the user can release this air as a single-use projectile of compressed air acting like a hammer made out of wind. Using this gale made out of super high pressure condensed air that is powerful enough to easily crush and blow away opponents and fling a stone slab weighing several tons into the air as if it were nothing. This attack reaches up to long-range and counts towards the user total move count. Twice per use, this wind can also be used to accelerate the user's own body, allowing them to travel at three times their normal speed. By holding the weapon in a backward wide stance, the user releases the air and changes into a supersonic bullet that charges towards the opponent. If working together with another person, the partner can use the vacuum left behind by the attack to immediately rush in behind it by using the surge of air taken in by the vacuum as a Slipstream. After releasing it, the user can recall it by compressing the surrounding air to reform the barrier with the use counting towards the total move count.
Note: Usable twice per battle.
Note: Last 3 turns, after use, the user must wait 3 turns before using again.
Note: While this technique is in use no other wind techniques may be used.

‡ Declined ‡ Similar to Pervy's partial camouflage concealment.
 
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Never

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Re: Custom Jutsu Submission

(Katon : Ribāsu no honō) - Fire Release : Flames of Rebirth
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
The user forms materializes up to 4 small flames of fire packed with a large amount of chakra, they continuously burn in the air or where ever they are formed and will burn anyone who comes into contact with them - they cannot be formed directly from the opponent so that it touches them, but can be formed near them (at least one meter away) so they act like some sort of run halter, slowing them down if they were coming towards you. These flames remain on the field for a number of turns until they come into contact with a Wind technique, once that happens they explode into a fiery maelstrom creating a deadly and more powerful combination. Because they can be split into four different flames the strength will be split accordingly.

There is another endgame to the flames, if they still remain on the field and have no come into contact with any Wind technique, the user can make three hand seals and make the flame will be manipulated into that of a man who can move around and be aimed for a target, jumping in front of it to defend the user or stop certain things on the battlefield from happening. But sometimes if they user wishes it they will run up to the opponent and jump on them, setting them alight on contact and burning them severely (3rd Degree) all over the body and will remain to do so till a crisp if not dealt with.

- Can only be used three times
- Flames remain on the field for 4 turns
- No fire jutsu over A-Rank on the same turn
- Must be taught by LonelyAssassin

‡ Declined ‡ DNR.

(Futon : Eien no serenāde) - Wind Release : Eternal Serenade
Type: Offense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User channels a lot of Wind Chakra into their blade and they will throw the blade so that it spins towards their Target faster than usual because of the Wind Chakra. Either before the Sword hits the opponent or as it hits them the user releases the Wind from the blade as a huge column with a diameter of 5 meters, the column reaches high into the air engulfs the target, slashing them all over the body and the user will then perform the Ram handseal so that the column expands up to another 10 meters maximum forming a Dome, leveling all in it's path.

-Can Only be Taught by Shorty!
-The User can also be caught in the blast if not careful.
-Can only be used Twice per battle
-No Wind Techniques can be used next turn


 Approved 
Updating :

(Futon : Eien no serenāde) - Wind Release : Eternal Serenade
Type: Offense/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User channels a lot of Wind Chakra into their blade or small tool and they will Launch the projectile so that it shoots towards their Target faster than usual because of the Wind Chakra. Either before the projectile hits the opponent or as it hits them the user releases the Wind from it as a huge column with a diameter of 5 meters, the column reaches high into the air engulfs the target, slashing them all over the body and the user will then perform the Ram handseal so that the column expands up to another 10 meters maximum forming a Dome, levelling all in it's path.

This can be used in short range if the user wishes, they will essentially become the sword and be inside the column when it is formed. He will be unharmed, the dangerous part of the column is the surface as it spins around like a cutting tornado and then expands. The wind will begin from just around the body after making an initial Ram hand seal, pushing anything away first before becoming a pillar of wind - once the pillar is created they make another hand seal and the column will expand and become a dome.

-Can Only be Taught by LonelyAssassin
-The User can also be caught in the blast if not careful.
-Can only be used Twice per battle
-No Wind Techniques can be used next turn

‡ Update Declined ‡ Keep the original.

(Kādo no Shinigami : Kauntā no jakku) - Reaper of the Cards : Jack of the Counters
Type: Defense/Offense
Rank: S
Range: Short - Mid
Chakra Cost: 40 (-10)
Damage Points: 80
Description:
The user disperses into many cards (this is used after being hit in close combat usually) and the cards will all spread out towards the left and right, revealing a Joker made of chakra with a their usual scythe which they will swing around to try and cut through their enemy. The user can appear at the left or right from the bundle of cards about 5-10 meters from his original position - the bundle of cards will spin around like a tornado revealing the user again where in reality they used transformation to disguise themselves among one of the bundles going left and right. The Joker that replaces the user will be formed above where he stood floating in the air as he slashes downwards to attack and can disperse after that strike, but if the user wishes the Joker can stay on the field to try and keep attacking the enemy but this requires some form of chakra reduction each turn to keep the Joker self-sustaining. The Joker is capable of flight as it has wings made of chakra.

- Can only be used thrice
- Joker remains on the field for three turns or until dispersed
- No S-Rank techniques on the same turn or the next

CFS Approval :
Permission to Submit :

‡ Pending ‡ Leaving for Madara
✦Declined, this doesn't need to be S rank and since it's largely a counter-attack, I see no reason why the joker should last multiple turns. IMO its a 1 time then, used for that quick counter attack, though I'm interested; what happens to you when you are in card form and a jutsu of equal rank hits said cards? ✦
 
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Negative Knight

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Re: Custom Jutsu Submission

(Jiongu: Gurotesuku Shinsei) – Earth Grudge Fear: Grotesque Resurrection
Type: Supplementary
Rank: Forbidden
Range: Short-Long (Any mask on the field can be transformed)
Chakra Cost: 50
Damage Points: N/A (Jutsu kills the user's old body)
Description: This technique is the pinnacle of Kakuzu's Kinjutsu and is the closest thing to immortality he has ever procured. As a last resort, whilst either on the brink of death or severely wounded, Kakuzu will cause all of the masks within his body to erupt from his back and channels all of his remaining chakra into one of the masks to cause it to irreversibly transform into an exact replica of himself (a combination of cloning and transformation is done to achieve this). The transformation makes it impossible to distinguish between the new body and the previous one (before it was damaged) as its even accurate to the finest of details. The affected mask is identical to him in every way in both shape and mind. This jutsu effectively transmits Kakuzu's consciousness to one of his masks, abandoning the previous body and the affected mask becoming the new host body. The elemental affinity of the transformed mask becomes Kakuzu's main heart and is no longer capable of leaving his body. Much like with Kakuzu's previous body, his masks are capable of entering and exiting the body at will and they now recognize the new host body as their owner. The new body is capable of performing every jutsu, technique, or maneuver the original body was capable of except the elemental techniques of the heart lost along with the original body (unless the lost elemental affinity is reacquired). One benefit provided by the jutsu is, much like all of Kakuzu's masks, his new body retains its natural capability of flight, allowing him to partially compensate for the loss of his main heart. This jutsu is most akin to Mu's Splitting Technique as unlike clones, this body won't disperse but must be killed since it was originally a mask and not a clone, the body can be considered the "real" version of Kakuzu and possess all of the chakra that was present in the main body at the time this jutsu was used. However, the technique leaves the user disoriented for a short period of time, preventing them from using long handseal sequences (longer than three) for the user's same and next turn.

Note: Can only be used once per battle
Note: Can only be used by Negative Knight
Note: No S-Rank and above Dark threads jutsu in the same or next turn
Note: No other Forbidden Ranks in the user's same and next turn

(Genjutsu: Kiseichuu Hanran Kowaku) | Illusionary Arts: Symbiote's Seditious Seduction
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user will perform two handseals and cast the opponent in a powerful dormant illusionary technique which affects the sense of touch and sight. The illusion's effects will trigger once the opponent next comes into direct contact with a substance, material or element, employing a similar process to the Ninjutsu technique "Assimilate All Creation"', but on a much higher level since its not exclusive to rocks/minerals, nor will it only cause the user's body to solely take on the hardness of the target material. As a result, this technique will cause the opponent to see their body take on the following attributes of the first substance they come into contact with: looks, texture, weight, flexibility, physical state, durability and temperature. Due to the broadness of this technique, the effects of it can primarily be categorized into three main categories. This genjutsu will not affect or apply to anything the user was touching prior to its usage such as the user's clothes. Furthermore, this will only apply to external entities (other than the user or his/her clones) as they are recognized as one and the same, meaning this will mostly only trigger itself when the opponent makes contact with any of the substances which fall under the three categories below. Finally, the user must directly touch the said substance/material/element with their exposed skin (direct contact) for the genjutsu's effects to be triggered. Regardless of the point of contact between the opponent and the first substance they touch, the transformation will begin from their right hand and will gradually spread over towards the left side of the body. To add an element of realism to the jutsu, on touching a substance along with the gradual process of transformation, the effects of the genjutsu will also gradually set in instead of becoming immediate. Only the transformed parts of their body will become too rigid/flimsy, making some forms of movement still possible e.g. maneuvering the left side of the body. However, since this jutsu starts from the right side and spreads over to the left, movements which require both sides of the body e.g. handseals, walking, clapping and etc will be rendered impossible the moment this technique's effects are initiated. While seemingly powerful, this technique will not disallow the use of the elemental techniques released from the body as they act as a "temporary extension of the body" and do not truly fit the criteria of being an external body since they come from within the user. However, after the technique has been completed, should the user happen to come into direct contact with any of the technique's residue (e.g. mud, rock or a water source), the genjutsu's activation will be triggered.

Sturdy earth-like solids
Should the opponent come into direct contact with a sturdy or earth-like material such as: Earth, Bones, Wood, Metals or Crystals, their body will begin a moderately quick process of petrification. The petrification will turn the user into the respective material/element they've touched (e.g. a wooden figure if they've touched wood). In this petrified form, the opponent will become extremely rigid/inflexible to the point they can no longer move, will gain a much higher tolerance to pain and they will be less prone to temperature changes (making them harder to detect/notice). Less tough solids such as Ice and Glass will also fall under this category, with the higher pain tolerance being substituted with a much lower pain tolerance (e.g. biting their tongue will feel like intensive torture). If the opponent does not prevent the transformation from completing itself (takes one turn after being triggered), they'll see themselves become an inanimate object and will lose consciousness as a result.

Flimsy materials, liquid-like solids and fluids.
Should the opponent come into direct contact with any of following: sand, clay, grass, Kakuzu's dark threads, Konan's paper or any liquid, their body will begin a moderately quick process of transformation/liquefaction. This transformation or liquefaction will cause the opponent to transform into the respective material/element they've touched, with the liquefaction (if a liquid was touched) resembling the same process which occurs with Water Replacement or the Hozuki Hydrificaiton technique. In this form, the opponent's body will lack structure and will be too flimsy to the point efficient use of limbs/the body and complex maneuvers (such as handseals, snapping or flicking of the fingers) become impossible. The lack of a concrete underlying body structure (such as bones) will cause their body to behave like jellyfish, making them unable to even remain on their feet. Should the opponent fail in preventing themselves from transforming completely (if it isn't broken one turn after being triggered), they'll see themselves become an inanimate substance and will lose consciousness.

Mist, Gases and Energy-Based Elements
Should the opponent come into direct contact with any of the above, they'll quickly see themselves disintegrate/evaporate at a moderately quick rate. Since mist, gases and especially energy-based elements lack form lack any type of form, the opponent will essentially become "nothingness", making them unable to move in the slightest. Making them unable to perform even the smallest tasks such as: twitching a finger, batting an eyelid or even lifting an eyebrow. If the process of complete evaporation/disintegration completes itself (the genjutsu isn't broken within 1 turn of being triggered), the opponent will lose consciousness completely.

Note: Lies dormant for a maximum of three turns (unless dispelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No other Genjutsu in the user's same and next turn
 
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Negative Knight

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Re: Custom Jutsu Submission

‡ New Cycle ‡

The new cycle starts on 06/05/2015 (at 20:20 GMT +1) and ends on 12/05/2015. The thread will be closed up to a week so I can check any remaining submissions and then it will be re-opened.

Rules of all upcoming cycles
1) Checking will happen throughout the week rather than at the end. Only make your submission when its complete as its liable to being checked there and then. No need to rush like crazy to submit your stuff since as you've seen, I check things in a random order.

2) To avoid clutter you're only allowed to make one post. This means if your post is checked and it only contains one technique, you cannot make another post to submit additional techniques. If you wish to submit the full three techniques, I suggest you post them all in one post when all of them are ready.

3) Of course this means resubmissions in the same cycle are no longer allowed.

4) You cannot edit your post if even one of your techniques has been checked by a moderator.

Sorry about the delay. Its exam season.
 

Alyx

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Re: Custom Jutsu Submission

(Genjutsu: Cinderlla's no Komando)Illusionary Arts: Cinderlla's Command
Type: Supplementary
Rank: C-Rank
Range: Short
Chakra: 15
Damage: N/A
Description:
A weak but effective genjutsu when used in the right hands. Using a small amount of chakra, the user use a small hand gesture (wave their hand etc) to induce a short term genjutsu used for surprise attacks. Once this is done, the target’s mind is briefly placed into a genjutsu where they will feel a solid object when in motion. They will see a glass wall rise up in an instant, and due to how fast and close its made will guarantee to hit(within the illusion). Normally when something comes out of point blank, a human would naturally reflex to it, and when in danger they tend to flinch or be startled. The sudden appearance of the glass wall causes this, causing the target to stagger or flinch for a few seconds. The pain of running into a wall at speeds can also be added to create more realism to the genjutsu.

‡ Pending ‡ Leaving for another mod.

☼ Declined ☼

The issue I have with this is its unavoidable as written. You wave your hand, your genjutsu is triggered, and the target staggers/flinches. Due to its speed and nature there's nothing they can do to avoid it, and even if just an illusion they need to have an opportunity to do so.


(Shakuran Sen'oni: Camael) Burning Annihilating Demon: Camael
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra: 20(to summon)
Damage: 60(physical)
Description:
A weapon that was sent from hell to scorch the do gooders of mankind. Camael is a weapon that was created to bring nothing more then chaos to those around its owner. Camael is a red metallic halberd, made from a chakra infusible alloy, making it able to be used in combat. Camael is summoned to combat by the user stomping there feet on the ground, causing a ring of fire to appear with the Halberd. The allow makes Cameal highly durable, and can only be broken with a F-Ranked solid technique. Though the halberd may seem useless at first, it comes with its own effects.

1. Spirit of Camael – The first ability of the halberd. The user once they active Camael, it resonates its power into the user, and the user does vice versa. This in turn creates a bond between the weapon and user. The user becomes surrounded in flames similar to summoning Cameal, to which they can use. The flames are enough for the user to use any fire technique up to B-Rank without handseal, but this can only be used twice per battle. The user also gains a small cosmetic feature, where their eyes become crimson red in color due to the demonic influence Camael has on its owner. The halberd of Camael also becomes engulfed in flames, allowing th user to attack with it. Physical attacks from Camael does 60 damage.

2. Cannon Mode: Megiddo – The second and strongest ability of Camael. The user will change the shape of Camael’s handle to envelope their arm and have the blade merge into the metal. The entire halberd changes into cannon of fire. The user using the surrounding flames created by Spirit of Camael enters the opening of the cannon. The user will then embed more chakra into the cannon and fire a pressured blast of fire chakra. The blast is S-ranked in power and can only be used once per battle. This in turn renders Spirit of Camael unusable for 2 turns, needing Camael to recharge. The blast fires in a linear path and requires two moves in order to use it. Blast reaches up to long range.

*Can only be used by Nanazai*
*Spirit of Camael is passively activated(creating the fire), also summoning Camael counts as a move, unless brought into combat prior to the conflict*
Camael
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Spirit of Camael
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Cannon Mode
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Dropping CW here:

‡ Declined ‡ On submitter's request.
 
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BusinessManTeno

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Re: Custom Jutsu Submission

Summoning Contract Approved Here:


(Ensui Katatsumuri Kuchiyose: Otomeza) Cone Snail Summoning: Virgo
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Virgo is considered the most beautiful and one of the strongest cone snails of them all. She is considered the mother of them all thus making her one of the 2 boss summon. She stands roughly stands 7 feet High, and 7 feet long (The shell is included in the size), only wide enough to carry two person on her shell. Her regular body is gray though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a deep water blue color with white streaks all down her shell with the virgo symbol (♍) on the side of her shell. She has a very soothing voice said to be as calm as the ocean, allowing her to speak fluent english. The shell takes the shape of a cone and is very sturdy, giving her immunity to A rank and below elemental techniques and up to A rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense. Just like every cone snail she has a harpoon for a tongue hers being twice the size of a kunai. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Only up to mid range and equally as fast as a normal shinobi but still easily trackable) and great strength Being S rank in strength The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste towards the opponents body system causing the opponents body to become fatigued. This will not allow the opponent to mold chakra above A rank (S-Rank and Forbidden), and Only allow them to use 2 Move slots instead of 3 Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart). Virgo can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense.Virgo being the mother of all cone snails is one of the 2 cone snails that has access to unique abilities far surpassing others. Virgo, once per battle can emit an incredible bright light (Even brighter then the S rank flash pillar) for one whole turn. This not only blinds the opponent for said turn (If they look at it) but 1 turn after said turn, to give the opponent ample time for their eyes to adjust

Note: Last for 4 turns
Note: Every action done by this snail counts as a move (Excluding its defense), such as striking with the harpoon, and emitting a bright light
Note: The poison stays in the opponent body for 3 turns

‡ Declined ‡ You didn't make all of the changes Dante asked for. In places you made her a lot stronger (A-Rank immunity instead of B-Rank) and her tongue harpoon has suddenly become S-Rank. I don't mind the latter but you need to lower her immunity back to B-Rank. You also need to specify that this immunity doesn't extend to attacks which don't strike/target the shell e.g. surfacing earth pillars from underneath your snail would mean the shell would offer no protection. You need to get rid of the "2 out 3 moves per turn thing" and the last ability just feels like something random you felt like adding to her. I won't allow for the blindness to last that long. I recommend going back to the infusing elemental chakra into the tongue but of course, a summon can only have one elemental affinity.
Summoning Contract Approved Here:


(Ensui Katatsumuri Kuchiyose: Otomeza) Cone Snail Summoning: Virgo
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Virgo is considered the most beautiful and one of the strongest cone snails of them all. She is considered the mother of them all thus making her one of the 2 boss summon. She stands roughly stands 7 feet High, and 7 feet long (The shell is included in the size), only wide enough to carry two person on her shell. Her regular body is gray though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a deep water blue color with white streaks all down her shell with the virgo symbol (♍) on the side of her shell. She has a very soothing voice said to be as calm as the ocean, allowing her to speak fluent english. The shell takes the shape of a cone and is very sturdy, giving her immunity to B rank and below elemental techniques and up to A rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that came from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a kunai. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Only up to mid range and equally as fast as a normal shinobi but still easily trackable) and great strength Being S rank in strength The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste towards the opponents body system causing the opponents body to become fatigued. This will not allow the opponent to mold chakra above A rank (S-Rank and Forbidden), and Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart). Virgo can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense.Virgo being the mother of all cone snails is one of the 2 cone snails that has access to unique abilities far surpassing others. She has no elemental affinity but is able to clone her harpoons up to 2 more when she shoots it off. This is special to use against multiple opponents

Note: Last for 4 turns
Note: Every action done by this snail counts as a move (Excluding its defense), such as striking with the harpoon, and creating harpoon clones.
Note: The poison stays in the opponent body for 3 turns
Note: Can only be summoned once per battle

‡ Declined ‡ Really not keen on the the fact that the poison limits the opponent to A-Ranks and below but since an attacking landing essentially means death, I will allow it. The reason I declined this is because of the ability you added. Cloning the harpoon (which is already S-Ranked). Would the clones also be S-Rank or would they merely disperse against any attack? and are the clones also physically attached to Virgo's tongue?

Proof Of Signing The Slug Contract:


(Namekuji Kuchiyose: Sendo) Slug Summoning: Sendo
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Sendo is one of the very dangerous slugs, often broken off into another group of slugs. Ones that bring life such as katsuya, and ones that bring death, hence the name sendo which means death. Sendo is essentially polar opposites of katsuya, while he despise her for her nice personality, and her want to always heal. Sendo is black with two white stripes on his back, and the exact same size as katsuya. Sendo voice is very smug and arrogant like, though he is not. Hes very tough and only responds to those with similar will to his. The special thing about sendo is that, he has no healing properties like katsuya, Instead of his body being coated in regular slime like most slugs, his body is coated in acid at all times. This is one of the polar opposites of sendo as katsuya wraps her body around you to heal you, sendo will wrap his body around you to damage you due to the acid properties. This is even lethal for the summoner himself if he is not careful. This also deals recoil damage to whomever touches sendo in attempt to do physical damage, though if he wishes he can still multiply his body.

Note: Acid Slime on the body of sendo is A rank.
Note: Stays on the battle field for four turns.
Note: Can only be summoned once

‡ Approved ‡

(Namekuji: utsuwa sui) Slug Arts: Vessel Of Acid
Type:Offensive|Supplamentary
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: This technique is very unique utilizing the effects of the slug family with the acid properties. The user will channel all of their chakra throughout their body mimicking the properties of the slugs trademark acid abilitites. Once done they will release it from their whole body turning them into green acid, similar to water replacement. This is unique for two reasons as it not only acts as a counter, avoiding all physical damage, but it also damages those who makes physical contact with the body of acid. This will easily cause 3rd degree burns towards said body part, dealing mild damage. The acid is so harsh that if the same body part strikes the acid body, said body part flesh will begin to melt. The user can easily reform with this technique.

Note: Can use thrice
Note: Cant use any slug abilitites for 2 turns
Note: Cant use for 2 turns after
Note: Last 1 full turn, or can deactivate at will

‡ Declined ‡ Replacement techniques have been done to death.
 
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Penguin

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Re: Custom Jutsu Submission

Genjutsu: Himan Pengin no Omosa - Illusionary Arts: The Weight of the Obese Penguin
Type: Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Himan Pengin no Omosa is a special type of genjutsu, in the fact that it is dormant and requires a paramount change to the target's weight in order to activate, is great for fighting opponent's that love close quarter combat. After injecting chakra into the opponent's brain, the user would set upon them a genjutsu, dormant in nature. To activate this illusion, the opponent must change their weight drastically in order for the activation to take affect. Once activated, the user would feel the complete opposite of what they have actually done ten fold. So if the user uses (Doton: Kajūgan no Jutsu): Earth Style: Added Weight Rock Technique on themselves, they would actually feel as if they used (Doton: Keijūgan no Jutsu) - Earth Release: Light Weight Rock Technique
on themselves. This would mess with the mind in the fact that they would actually be very heavy and slow, but in the illusion think that they are faster and lighter.

Note: Can only be used twice per conflict
Note: Cannot use genjutsu above A-rank for two turns after this jutsu
Note: Can only be taught by Penguin.

‡ Declined ‡ This isn't bad at all. A bit situational but regardless, nice idea. You need to re-word the coloured bit and expand the description. Those techniques aren't the only ways of increasing/decreasing weight. There's Better's CFS, Noni's technique, one of my own, etc. Are the effects proportional? Like if someone decreases their weight by x10, do they feel its increased by x10? How long does this illusion lie dormant?

Suiton: Kanensei Pengin - Water Style: The Flammable Penguin
Type: Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: (+20 upon ignition)
Description: Tobirama, upon learning the technique (Suiton: Kokuun) - Water Style: Black Clouds, started to tinker with the idea of flammable water and how potent it's capabilities could be. As a revered water user, Tobirama began to realize that water did in fact have weaknesses, even if they were minor at best. So to take his water ninjutsu capabilities to the next level, Tobirama finally created a technique to make him the most intelligent and crazy water jutsu known to the world. After performing a technique, the user would passively inject chakra into the water technique whilst sustaining it. With manipulation of this chakra, part of the technique would turn into a flammable substance found in (Suiton: Kokuun) - Water Style: Black Clouds that water would not put out, but actually help fuel. When this flammable substance is lit, the water technique would be set ablaze, making it far more potent compared to regular water ninjutsu.

Note: Can be used three times per conflict
Note: If sustaining a technique for more than two turns, the water evaporates from the fire
Note: Can only be taught by Penguin.

‡ Declined ‡ Oily water customs are no longer allowed.
 
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Robot Boy

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Re: Custom Jutsu Submission

(Koiringu Kiba) –Coiling Fang
Type:Defensive/Supplementary
Rank:S
Range:Short
Chakra:40
Damage:n/a
Description:The user and his ninken will focus large amounts of chakra and spin at furious speeds while encircling and wrapping around an ally (while maintaining a 2 meter distance away from them in this case) in opposite directions to defend them from an attack coming from all directions. When defending themselves, the users will spin furiously before combining, moving in a single direction, facing upward, and in place. The ‘barrier’ is strong enough to endure against one F-ranked attack. If the users are within range of the enemy and when performing a wide spread attack, the Inuzuka and ninken can encircle around the target and contain the attack, resulting in the enemy being caught by his own move. Though the technique protects the user/ally, it puts a large amount of strain on the users body and mind (-40 damage), making this a onetime thing. If they were to use it again, they would certainly die before completing it.

-Must be a member of the Inuzuka clan
-Can only be used once per battle
-Lasts for one turn
-The user needs at least two ninken to perform this

☼ Declined ☼

Definitely not defending against F-rank techniques. Turning the attack back on the target is iffy. It could work but depends on the technique. I would remove that bit and just use it that way in battle should a workable scenario arise.

( Jinjū Henge: Bīsutohito-ka) – Human Beast Transformation: Beast humanized
Type:Supplementary
Rank:S
Range:Short
Chakra:40 (-5 per turn)
Damage:n/a
Description: After creating a shadow clone beforehand, the user will make the ram hand-seal to fuse with their Ninken and shadow clone into a single entity, and compress all of their chakra into a smaller, condensed transformation, taking on a more suitable form for close quarters. Their back and shoulders is hairier and hardened compared to the other transformations and they retain their human arms which are covered in tough fur and are slightly bulky. The user and Ninken retain its wolf legs and tail, and their forearms become large. The transformation grants the user a technique known as Wyrm Beast Blow, where they will chase after their targets and deliver a flurry of claws strikes towards them, producing long (2 meter), air-like cuts in rapid succession. The technique ends with the last strike, appearing in the form of an upper claw strike that lifts the target and blasts them away in a large air burst. The resulting attack causes the ground to buckle under and send debris flying upward. Wyrm Beast Blow counts as an S-rank move and can only be used twice per battle. Once per battle, the user can sacrifice the transformation to perform a forbidden ranked Beast Impact, without the need to use a tool as a medium, instead releasing it from their own body while spinning in place, focusing immense amounts of energy in their attack, shaping it in the form of large a lion head chakra blast, and being shielded from incoming attacks upon release but, doing so ends the transformation and leaves the Inuzuka and ninken exhausted and damaged from technique putting strain on the user (-25 damage). While in this transformation, the user’s endurance is enhanced, being able to endure against physical attacks, up to and including B-rank. Their speed and reflexes is also enhanced, allowing them to run across the battlefield slightly faster than a Taijutsu user as well jump longer distances than them. Lastly, the user is limited to using Taijutsu and Inuzuka techniques while in this form.

-Can only be used once per battle
-Lasts for three turns or until deactivated
-Must be a member of the Inuzuka clan and requires a dog companion

☼ Declined ☼

I'm not seeing this "Beast Impact" on the Inuzuka technique list. If its a CJ you need to quote it in this post. I don't think the clone is necessary for this technique either.





(Bouhatei Ryūsandan No Hisan Kugi) – Mole Shrapnel of Flying Nails
Type:Attack
Rank:S
Range:Short
Chakra:40
Damage:80
Description:The user will focus their earth chakra into and around their forearms to form the paws of a mole, layered in stone with the moles claws extending from each of the user’s nails/fingers. The user then enhances and shrouds the claws in wind chakra to allow them resistance against lightning techniques up to A-rank and enhance their speed and piercing capabilities. After this, the user holds up and aims his mole paws at the target and fires the ‘nails’ of the paws which fly at the enemy in a rotating manner and pierce through their body.
-Can be used twice per battle
-Counts as two moves
-Must have signed the mole contract



‡ All Pending ‡ Leaving for Typhon.

☼ Declined ☼

Don't see this as an S-ranked technique, and really its two separate techniques. There are various wind techniques that cover things to give protection, so I'm tempted to say remove that bit.
 
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Osmon

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Re: Custom Jutsu Submission

(Katon: Jigoku no ō) - Fire Release: King Of Hell
Type: Offensive/Defensive
Rank: S-Forbidden
Range: Short-Mid
Chakra: 40-50
Damage: 80-90 (-50 to the user)
Description: The user begins by making the hand seals of Tiger > Snake > Rat > Bird > Tiger and molding a massive amount of fire chakra at his hand and chest, manipulating that chakra, the user claps his hands together while burning them at the same time and leaving the user unable to use more than 3 hand seals for a turn, after clapping his hands, the user releases the chakra into the shape of a giant fire shield generating around the user that is barely visible that does no damage to the opponent, after that he raises the hands on the sky and begins rotating like a whirlwind and scythe like blades start forming everywhere around the barrier that in contact with the opponent will cause 2nd degree burns in the place he's hit and if not countered or blocked, the opponent will get sucked inside the barrier and get severly burned as his whole body get a 3rd degree burn, the user can also create a smaller shield of fire that only has 2 scythes that rotate around the barrier, to damage the opponent the user must get with the opponent in short range because of its small size. The scythes in the small shield can also be thrown at the opponent, both A-ranks in power and if the scythes are thrown then the barrier will automatically deactivate.
Note:
- It can only be used twice and if the big sphere is used first then the user can't use the small one but if the small one is used first then the opponent can use the bigger one too.
- The user needs to wait 3 turns to use it again.
- Due to the massive amount of chakra that the user uses and that he claps his hands, he receives 2nd degree burns in his hands and worn out, being able to only uses A-rank Fire jutsus and below for 2 turn and S-rank and below jutsus for a turn, also the user will be able to make only 3 hand seals for two turns and use c-rank and below taijutsus that envolve hands.
- Can only be taught by Osmon ~__~.

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‡ Declined ‡ Similar to existing techniques. Not worthy of a Forbidden Rank. No multi-ranked techniques unless absolutely necessary.
(Katon: Jigoku no ō) - Fire Release: King Of Hell
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user begins by making the hand seals of Tiger > Snake > Rat > Bird > Tiger and molding a massive amount of fire chakra at his hand and chest, manipulating that chakra, the user claps his hands together while burning them at the same time and leaving the user unable to use more than 3 hand seals for a turn, after clapping his hands, the user releases the chakra into the shape of a giant fire shield generating around the user that is barely visible that does no damage to the opponent, after that he raises the hands on the sky and begins rotating like a whirlwind and scythe like blades start forming everywhere around the barrier that in contact with the opponent will cause 2nd degree burns in the place he's hit and if not countered or blocked, the opponent will get sucked inside the barrier and get severly burned as his whole body get a 3rd degree burn, the user can also create a smaller shield of fire that only has 2 scythes that rotate around the barrier, to damage the opponent the user must get with the opponent in short range because of its small size. The scythes in the small shield can also be thrown at the opponent, both A-ranks in power and if the scythes are thrown then the barrier will automatically deactivate.
Note:
- It can only be used twice and if the big sphere is used first then the user can't use the small one but if the small one is used first then the opponent can use the bigger one too.
- The user needs to wait 3 turns to use it again.
- Due to the massive amount of chakra that the user uses and that he claps his hands, he receives 2nd degree burns in his hands and worn out, being able to only uses A-rank Fire jutsus and below for 2 turn and S-rank and below jutsus for a turn, also the user will be able to make only 3 hand seals for two turns and use c-rank and below taijutsus that envolve hands.
- Can only be taught by Osmon ~__~.

‡ Declined ‡ Bold changes on resubmission. Also, when I said "similar techniques exist", it means this has no chance of approval as it is.

(Genjutsu- Magirawashi No Shīsu): Illusionary Arts: Misleading Sheathe
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: Thie genjutsu can be activated when the user reaches in his ninja pouch for a kunai or shuriken. The second the user puts his hand in the pouch this jutsu becomes available to use. Once used the genjutsu activates and when the user pulls out his hand it looks as if he didn't take out any weapons and his hands are empty. In reality the user has taken a shuriken or kunai and because of the genjutsu it is hidden from the opponents sight. The genjutsu deactivates once the kunai or shuriken hits something or when a turn has finished. The user can use this genjutsu for sneak attacks or to hide the illusioned kunai/shuriken among a bunch of real kunai/shuriken. Elemental chakra can also be channeled through the illusioned shuriken/kunai but only a small amount so that it doesn't disrupt the users genjutsu.

Note: The jutsu lasts a turn or until the kunai/shuriken hits something
Note: Can only be applied to one kunai or shuriken at a time
Note: Can only be used thrice per battle
Note: Can only be taught by Osmon

‡ Declined ‡ Techniques which accomplish the same effect exist.
 
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Howard

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Re: Custom Jutsu Submission

(Senninka: Nigiru Kyojin) - Sage Transformation: Grasping Giant
Rank: B
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40 (+40 when used with taijutsu)
Description: A pretty basic technique Jūgo simply changes the elasticity of his arms or legs while attacking allowing him to extend a blow much farther then it could ever hope to naturally go. This could be used to augment taijutsu increasing the range of a technique while also increasing or augmenting the damage it deals. To do this Jūgo must put excess muscle and force into the attack using snapping and stretching motions to gain the extra momentum to extend his reach and power. Due to Jūgo extending his limbs over long distances he puts himself in an awkward position the farther he does so the more danger he puts himself in. It may take only a few moments to extend and retract a limb but those few moments are moments in which Jūgo is left in an awkward position where his limbs are stretched far away from his body. These could be adjusted in whipping motions to continue attacking to offset this slight disadvantage.
This can also be used to create and control momentum when in mid air by controlling the way his arms or legs retract. It can also be used to grab onto things such as allies opponents or objects to pull them to Jūgo or have Jūgo pull himself to them by controlling the way his limbs retracts.
Notes:
Can be used four times per battle

✦ Approved, edited a bit ✦
 
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Panthalassa

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Re: Custom Jutsu Submission

( Aburame no Hijutsu: Heishi ) Insect Hidden Technique: Apoptosis

Type: Offensive/Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40 ( +1 Rank for Aburame and Taijutsu )
Description: Apoptosis is the last line of defence that an Aburame shinobi has against defect insects. When the insects he controls, or recently used to, to start to show aberrant behaviour, or are forcefully taken over by an enemy, the host can quickly terminate them by inserting a little aggressive chakra into their already intimate chakra-link, severing the brain stem from the body of every defect individual insect. The user is able to apply this to every insect, or just a portion of them, and as long as there's even 2 insects, the host can still passively replenish the population.

An alternative usage for Apoptosis is that, when the user kills part of his insects, there's a whole lot of chitin and insect carcasses laying around, which can be brought forth by other insects or the host as sort of added biomass, and a sort of additional coating, which will enhance Aburame techniques and Taijutsu by one rank for one turn, as it essentially doubles the techniques, first the dead bodies then the live insects.

Note: Can only be used once every 4 turns.
Note: Can only be used on insects the host controls or recently controlled.


( Aburame/Ninjutsu: Mushishingo ) Insect/Ninja Arts: Zoosemiotics

Type: Supplementary
Rank: D
Range: Short-Long
Chakra Cost: 10 ( +5 every three turns)
Damage Points: N/A
Description: This is meant to be an efficient method to disperse and create a grid of communication between the insects and the user, across a large portion of the terrain. While the user carries many of his insects within his own body, and the colony is self sustainable, most Aburame have also breeding colonies in propitious locations around their home or village, most noticeably the great Aburame Breeding Grounds of Konoha. With one handseal, the user is able to retrieve insects directly from the breeding grounds and materialize them on the terrain, following a grid pattern with female insects at their core. The females are capable of producing pheromones that establish a very efficient, nearly unnoticeable line of instant communication, creating pulsatile waves of pheromones in intricate patterns in order to create a chemical-language that the main female, standing near the user, can then transmit to the host indirectly, through flight patterns, or directly, if the user performs the Insect Communication technique on that female commander. This technique can be created instantly around the terrain of the battle, through one handseal, or, at half the chakra, by manually having insects leave his body and spread out. Only a handful of insects are needed to cover an area of up to 3 adjacent landmarks. This technique stays in place, passively, for as long as the user has chakra. This minimal number of insects are not used in other swarm techniques, lest the grid breaks and the lines of communication become ineffective, though more insects can be materialized before hand to account for that.

Note: The user is able to cover up to 8 adjacent Landmarks with a B Ranked version of this technique ( 20 chakra, +5 chakra every two turns ), can only be used 3 times per battle.
Note: The user is able to cover an entire village with an A Ranked version of this technique ( 30 chakra, +5 chakra every turn ), can only be used 2 time per battle.
Note: The cost to maintain only happens if the bugs are being used to transmit information within at least one of those turns. While in a battle the cost is practically constant, the standard usage of this technique is for defence surveillance, and that can be maintained for a long time with the bugs being self-sufficient and only costing maintenance chakra when the grid activates to transmit information.
Note: Manual dispersion for B rank requires 1 Turn, for A rank requires 2 Turns.
Note: The user can only perform a maximum of 5 techniques every two turns (instead of 6)


( Suiton: Issui Shui ) Water Release: Rheotaxis

Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Rheotaxis is a behaviour where animals will turn against a current, lining their body with the water motion. The user will create a very thin mist, invisible to the naked eye, though clearly visible by Doujutsu, around the terrain, with a pattern of clearly visible, albeit small, water mosquitoes, which are nodules of aggregated mist. The water particles will have a similar property as the Mist Rain technique, where instead of the water eating the chakra from other techniques to make them weaker, which is essentially absorbing chakra within other techniques, Rheotaxis will have the opposite effect. The thin water particles will almost allow themselves to be absorbed by the chakra within other techniques. Lightly suspended in the air, they will follow the current of foreign chakra and turn towards the source, so even the smallest hint of chakra will move the suspended particles.

Practical speaking, when an opponent moulds chakra to perform a technique within the mist, the water particles will quickly converge towards the enemy, to follow the chakra, while the mosquitoes turn into needles that implode onto the man with speed similar to a drawn arrow, piercing him and interrupting the technique. This can be used offensively, up to Mid Range, or in a supplementary version, at half the chakra, up to Long range. This C rank version of Rheotaxis does not deal any damage, but allows the user to pin point an opponent by following the direction of the non threatening mosquito needles.

Note: While the mist can stay indefinitely on the field, without the user having to maintain it, it will only have a single usage, as the whole mist will converge as needles at the first foreign technique that is being moulded within, effectively unloading the technique.
Note: A Rank can only be used 3 times per battle and requires a 2 turn cool down.

✦ All Approved, made necessary edits here and there ✦
 
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Summer

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Re: Custom Jutsu Submission

(Shoton Kinko Shuuha) Crystal Imprisonment Wave
Type:Attack
Rank:S rank
Range:short-mid
Chakra:40
Damage:80
Description: Guren forms two handseals and proceeds to hold both hands out in front of her. She sends out a wave of crystal chakra which can crystallize multiple objects in a widespan or a large object which is a solid based element or summons or bugs. Guren can then forcibly shatter the crystal with her mind at will. The jutsu will crystallize the things which come into her range as soon as her chakra touches it. This chakra wave is also sent out in a 360' wave all around the user.

Video for reference:
Restrictions:

- can only be used once per battle.

- cannot use crystal above A rank in the next two turns.

- objects that become crystallized will be inside and out encased with crystal.

-Cannot be used on the enemy

- can only be taught by Juha

‡ Declined ‡ Not allowing this to be used on living beings. Be it summons or aburame bugs.

(Shoton Suishou Ro no Jutsu) Crystal Amythest Prison Technique
Type:Attack
Rank:S rank
Range:short
Chakra:40
Damage:80
Description: while within short range of the enemy the user of this jutsu can make the confrontation sign. Channeling crystal chakra under the enemy the crystal will rise up and encase the enemy completely. The enemy becomes encased in unique pink crystal which covers the enemies entire body like a coffin. The prison is very delicate and can be shattered from even the slightest bump from outside of the crystal . This jutsu can only be used after activating Kinjutsu: Shishō Tenketsu, which will strengthen the jutsu slightly.

Video for reference:
Restrictions:

-Can only be used once per battle

- cannot use Crystal for the rest of the battle.

- can only be taught by Juha

‡ Declined ‡ You need to post the techniques your reference above your submission. Also, not allowing the coloured.

(Shoton Houtai) Crystal Bandage
Type:Supplementary/Attack
Rank:A rank/S rank
Range:short
Chakra:30/40
Damage:/ (80)
Description:
This jutsu is an emergency type jutsu in which the user takes on any type of cut or stab wound damage. The user can use there crystal chakra and around the wound it will crystallize forming a containment to keep you from bleeding out. Although simple it takes extreme control because if your not delicate enough you will do more damage then good. The user can even run a finger over the damaged area channel the crystal chakra to the finger and swipe it across the wound sealing it up. Say that the users hand has been cut off the user can channel Crystal chakra into the palm of the other hand, and place it over the handless wrist or arm and crystallize the end of the wound.

Now for offensive type the user of this can use there hands infused with crystal chakra and with a strike to the enemies bleeding region crystallize that portion where struck. Any little injury the enemy has can become a downfall killzone for crystallization. The user simply uses less delicate measures thus after the spot has been crystallized, it protrudes a spike into the enemy. The reason as to why this jutsu uses a multi rank is because when bandaging yourself your more careful and use finer means. While using this against an enemy your going to use more power and Less care about doing damage, critical damage to the enemy.

Restrictions:

+ can only be used once per battle
+ cannot crystallize more then one cut of any size.
+ cannot seal up more then one area.
+ cannot use Crystal for 2 turns.
+ can only be taught by Juha

‡ Declined ‡ Not going to allow the offensive usage or the multiple ranks for this technique.
 
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Wakizashi

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Re: Custom Jutsu Submission

(Rakka Doragonkuro)-Falling Dragon Claw
Type: Kenjutsu
Rank: A
Range:short-mid
Chakra:30
Damage:60
Description: the user starts with the 6 blades are before their face as they are positioned above the opponent in mid-air. the user molds chakra to all six blades and sharpens both the cutting edge and blunt edge with shape manipulation. If the user would swing the six blades downward, The swing of the sword would release the chakra on the 6 blades in the form of a wall of crescents that could cut thru the earth.
Note: Can only be used 3 times.

(Suifuto Tsume)-swift claw
Type:kenjutsu
Rank:A
Range:short
Chakra:30
Damage:60
Description:With the 6 blade cloaked with chakra with both the cutting edge and blunt edge sharpened using shape manipulation, while chakra is also focused to the soles, the user parries the opponent's chakra enhanced attack before slashing the opponents and blitz to his opponent's blindside simultaneously while the opponent is vulnerable before slashing the opponent's backside.
Note: Can only be used 3 times

(Bakuhatsu-tekina tsume)-Explosive claw
Type:kenjutsu
Rank:A
Range:short
Chakra:40
Damage:80
Description:The user performs a quick dash towards his opponent, and by using the art of Iaido to quickly draw all 6 blades and slashing their opponent while releasing the shape manipulated chakra from point blank range, but also causing impact damage from shockwave of chakra that propels the opponent short range
note: Can only be used 2 times
Note: can't be used consecutively

‡ All Declined ‡ If this is for a CFS, you need to post the link to the approval of your fighting style. This isn't the first time you've failed to link it.
 
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Yasopp

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Re: Custom Jutsu Submission

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

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

‡ Approved ‡
 
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Punk Hazard

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Re: Custom Jutsu Submission

(Genjutsu: Dai Enkai) Illusion Art: Great Flame Commandment
Type:Supplementary
Rank:A
Range:Short-Mid
Chakra: 30
Damage:N/A
Description:The user will perform the bird and rat handseals and instill a Genjutsu upon the opponent that causes them to see raging flames emerging from the ground in a ring of fire. The flames are located long-distance from the user and opponent,appearing on the outskirts of the terrain and stretch up 20 meters in height. The complex Genjutsu affects the opponent's sense of touch, hearing and sight. Due to the opponent's brain believing the flames are real, he will hear the roaring crackling of the flames and feel intense heat as though the flames are real. This doesn't impede the opponent in any way and are simply meant to disguise the illusionary flames as real flames. The real usage of the Genjutsu lies in the effect in the opponent's sight. While seeing the flames as though they are real, the opponent will also see the distortion caused by the heat waves the flames give off, as real flames would. As the Genjutsu continues, the distortion will grow worse and worse, increasing and hindering the opponent's vision as the distortion from the heat waves increases causing what the opponent sees to be increasingly blurry as time goes on. Eventually, the opponent's sight will be hindered almost completely, with everything they see becoming completely blurry as though the heatwave distortion were real. The technique lasts a total of five turns if not interrupted. In the first turn used, everything long-ranged from the opponent becomes blurred to the point where they can barely make out shapes of objects and their distance while they are in long-range. The second turn, the distortion spreads to mid-ranged from the opponent with the same effect, and in the third turn, the distortion spreads to short-range of the opponent, blurring what they see completely for the remainder of the technique.

~Can only be taught by Riker Slade~
~Can only be used twice per battle~

‡ Approved ‡ Edited slightly. Refreshing to see an illusion which doesn't paralyze the opponent.
 
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Never

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Re: Custom Jutsu Submission

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Enbāserika ☯ Ember Celica
Type : Weapon
Rank : A
Range : Short - Mid
Chakra Cost : (+10 Fire Cannister)(+20 Recoil Celica)
Damage Points : (+40 Fire Cannister)(+20 Recoil Celica)
Description :
They appear as bracelets at first, but when willed by the user they cover the user's hands and forearms, acting as arm guards/gauntlets. The gauntlets have a golden colour and can block freeform blades and weapons with ease. The Gauntlets are loaded with small orange cannisters that revolve around it so that they can each be shot from the front, they're fired by channelling fire chakra into cannister area causing a small explosion that fires it forward whilst also setting it alight - it doesn't take much chakra to fire the cannister. The cannisters shot from the gauntlet travel at the same speed as an arrow fired from a bow and explode on impact, the explosion no bigger than that caused by an explosive tag.

Ember's Wink
These Gauntlets can also be coupled with Taijutsu, firing them as you punch to make them even more powerful. At this short range the explosions are controlled as they explode outwards as a fiery blast; The explosions aren't enough to kill someone but will cause serious 2nd degree burns and can set clothing on fire, though they are still capable of fighting opposing elements. This is a single shot that is B-Rank fire damage and can even be used to punch the ground, creating a tremor capable of knocking those in short range off balance, though it doesn't split and buckle the ground. This can also be used at range, the cannister will travel up to mid range before exploding or hitting something and exploding.

Ember Barrage
Fires a Succession of Cannisters from each or one gauntlet (up to 4), that can be punched into something at close range multiple times or fired up to mid range. Each Cannister is ranked at B and so up to the four in total fired this adds up to S-Rank if all four were aimed at a specific target. When they are fired however, it doesn't have to be shared from both gauntlets and the user may choose how many is fired from each gauntlet as long as it's a maximum of 4 that are fired.

Recoil Celica
The user basically fuels more Fire chakra into the cannisters and so when it explodes they become more powerful, this can be coupled with both Ember's Wink and Ember Barrage (however the damage boost will only be added to one of the four cannisters fired). This can also only be used in Short range as the blast come directly from the Gauntlets and anything on the other end of this stronger explosion will be blasted away into Mid-Range, the damage still isn't enough to kill a person but will cause 3rd Degree Burns. However, this stronger explosion is so powerful that it will cause the user to be pushed back a few meters them self as it carries so much force (User can also be pushed into Mid-Range depending on how they stand, for example if they are in the air they will be push a lot further than be pushed whilst standing against the ground which would probably be only up to short range).

Light Reload
Though this is a freeform move it has to be done when a certain amount of cannisters are fired, each gauntlet carries 12 of them and when all 12 are used on each they have to be replaced. Although the user can reload prematurely when there are only a couple left and they'll know they're gonna need the full load. When this action is done, this counts for reloading both gauntlets.
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Notes
- Transition from Bracelet to Gauntlet is purely cosmetic
- Ember's Wink Counts as a Move
- Ember Barrage Counts as a Move
- Ember Barrage has a cool down of 2 turns
- Recoil Celica doesn't count as 1 of the 3 moves, but the extra chakra is still deducted
- Light Reload can only be done 3 times

‡ Declined ‡ This doesn't warrant a custom weapon. The abilities are too similar to canon fire techniques, namely exploding flame shots and the D-Rank Fire Release technique.

(Raiton : Hokori) - Lightning Release : Dust
Type: Defence
Rank: A
Range: Short
Chakra Cost: 30
Damage points: 60
Description:
The user will expel lightning from their body that surround the area around him, when an earth technique comes into close contact with this hand the user makes the lightning chakra more physical through releasing it which travels super fast throughout the earth and vaporizes it from the inside out into tiny pieces equivalent to dust which replaces the earth with a cloud that can be used to the user's advantage - dojutsu users however can see through the cloud. The user can actually choose whether or not the lightning vaporizes the earth enough to leave a cloud of dust or not.

This Can be used on large earth structures, like a small building or earth or even a part of the ground creating a small crater in it - or coupled with Hiding like a Mole to create a room for the user in the ground before the earth surrounding can crush them. Giant structures like the S-Rank golem would vaporize sections of them, so to kill the golem their body must be hit; same with large buildings only sections will be destroyed. The lightning doesn't actually damage opponents and only really effects earth or earth based elements.

- Only LonelyAssassin can teach this
- Can only be used thrice.

‡ Declined ‡ Similar techniques exist.



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

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

Learned :
Permission to Submit :

Kādo no Shinigami: Akui No Aru Suu~ōmu | Reaper of the Cards: Malicious Swarm
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique requires the user to first surround his opponent in a dome-like formation of 21 of his cards, similar to the Demonic Mirroring Ice Crystals technique used by Haku, only smaller scaled. The user will charge chakra into the cards and from each card, a miniature joker carrying a miniature scythe will dash from the card, attacking the opponent in a swarm of slashes.The Joker's are as big as the cards and do not have to be dispersed straight away, they can all move to attack as a barrage in another direction if they so wish and if the user manages to escape the dome of cards.

Note: Can only be used Twice
Note: Lasts 3 Turns

✦ Approved ✦
 
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Zaphkiel

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Re: Custom Jutsu Submission

(Kuchiyose no Jutsu: Shi)- Summoning Technique: Death
Type: Summon
Rank: A
Range: Short (Summon) - Long (Attack)
Chakra: 30
Damage: N/A
Description: Shi, or death in the foreign tongue, is a Ghost Bat who is quite recognizable by his snow white fur that adorns his body. Albeit it white in color, Shi is nowhere near as holy as he appears. Instead he is a vile soul, the embodiment of destruction and hate crammed into a mere 4 meter length body and 8 meter wingspan of a bat. He is vile in action, thought, and speech and only serves to destroy all that oppose him and his summoner. To summon this denizen of the darkness the user must bite his thumb and wipe it across his palm then perform the basic summoning hand seals (Boar → Dog → Bird → Monkey → Ram). Shi will then emerge from the blood he had smeared on his hand. The main trait of Ghost Bats, other than their abnormal white fur, is the unprecedented ability to fly about under the quietness of night without making so much as a sound. This is due to specialized hair on the wing tips and underneath that direct turbulence away from the bat's body. Shi has the passive ability to fly about the battlefield undetectable by sound due to this trait. However, his true powers lie in his ability to produce low frequency sonar waves from his mouth that, if it should pierce the inner ears of his foes, the waves carry the special and exact frequency to resonate with the fluid in the semi-circular canals of the ear. This will in turn lead to the enemy having improper balance and judgement of distance. This is not a Genjutsu but rather a biological attack that is actually real using sound waves and leaves the opponent in complete disorientation for 2 turns. Shi can only perform this move once every 2 turns and it counts as an A ranked technique, reaching up to long ranged costing 30 chakra with 60 damage. It also counts towards the user's turn.
Note(s):
- Can only be summoned once
- Needs to have signed the Bat Contract
- Remains on the field for 4 turns

‡ Declined ‡ You might want to make summoning him easier (i.e. make it possible to summon him using a tattoo if you have one). His main ability is overpowered. It reaches the opponent virtually instantly, the effects can't be dispelled like genjutsu can and it does actual damage.

Removed damage
Nerf'd range and application of main ability

(Kuchiyose no Jutsu: Shi)- Summoning Technique: Death
Type: Summon
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Shi, or death in the foreign tongue, is a Ghost Bat who is quite recognizable by his snow white fur that adorns his body. Albeit it white in color, Shi is nowhere near as holy as he appears. Instead he is a vile soul, the embodiment of destruction and hate crammed into a mere 4 meter length body and 8 meter wingspan of a bat. He is vile in action, thought, and speech and only serves to destroy all that oppose him and his summoner. To summon this denizen of the darkness the user must bite his thumb and wipe it across his Bat contract tattoo. Shi will then emerge from the tattoo. The main trait of Ghost Bats, other than their abnormal white fur, is the unprecedented ability to fly about under the quietness of night without making so much as a sound. This is due to specialized hair on the wing tips and underneath that direct turbulence away from the bat's body. Shi has the passive ability to fly about the battlefield undetectable by sound due to this trait. However, his true powers lie in his ability to produce low frequency sonar waves from his mouth that, if it should pierce the inner ears of his foes, the waves carry the special and exact frequency to resonate with the fluid in the semi-circular canals of the ear. This will in turn lead to the enemy having improper balance and judgement of distance. This is not a Genjutsu but rather an elaborate sound oriented attack that leaves the opponent in complete disorientation for 1 turn following a successful strike. Shi's chakra will remain inside the opponent's inner ear for the duration of the attack and can be easily flushed out with Kai or any other full chakra surge means. Shi can only perform this move once every 2 turns and it counts as an A ranked technique, reaching up to mid ranged of his entity in the direction chosen and costing 30 chakra. It also counts towards the user's jutsu per turn.
Note(s):
- Can only be summoned once
- Needs to have signed the Bat Contract
- Remains on the field for 4 turns

‡ Approved ‡


(Fūton: Iongēto)- Wind Release: Aeon Gate
Type: Supplementary/Offensive
Rank: A
Range: Mid-long
Chakra cost: 30
Damage: 60
Description: The user initiates this technique by first holding the Snake hand seal, this will allow him to focus his Fūton chakra in and around his body, the chakra will emanate from him starting at short range and then grow to mid ranged using the air as a medium. Following this the chakra will then compress the air that is present within short ranged of the user to form a flattened, circular, 2-D disk of having only a height and diameter of 2x2m. It can be formed either in front, behind, above, below, or beside the user, given it has the necessary space to do so and appears to be a small barrier of the sort complete with elaborate green glowing patterns, all formed by shaping the air to produce these cosmetic effects. Once the disk is formed the user will then place an object into the 'gate' and watch as his chakra that had spread to mid ranged prior form an identical gate of the same 2-D dimensions (2x2m) open up on the battlefield, however, when using it to attack/affect an enemy the user can only form this second gate 3 meters from the opponent in any direction (above, beside, below, etc) given it has the space to do so. This second gate will reproduce exactly the same object that was placed into the previous gate in the form of compressed wind shaped by Fūton, meaning, if the user placed a kunai in the first gate the second gate will open and release a pure Fūton replica of the kunai. The technique is very specific and only relies on the exact instructions given to the first gate, if the user only places half a kunai inside gate #1 gate #2 will only release half a kunai and similarly, if the user inserts a full kunai the second gate will emit a full kunai. Objects placed in the first gate remain unaffected whatsoever as they aren't physically altered in any way, instead the object will just pass through the gate to end up on the other side like shining light through a glass. This means even body parts can be placed in the gate to create pure Fūton replicas elsewhere up to mid ranged. Once the second gate releases its Fūton replica it then closes as it can only replicate one object each time it is used, after this one object is replicated the first gate will also close as its job is now done. However, only physical objects can be sent through this gate, energy based objects and attacks such as fire, lightning, or even raw chakra will simply disrupt the delicate balance of chakra that composes it. Only the first gate is capable of copying objects and the second is the only one capable of replicating said objects. The Fūton replica that would be created by the second gate is green in hue with a slight visibility, it is perfectly shaped wind that houses tangibility and can interact with solid objects as well as intangible attacks such as Raiton and Katon.
Note(s):
- Can only be used three times per battle
- Only one object can replicated at at time and only once per use
- Requires a 2 turn cool down

‡ Declined ‡ Wrong template. Also, when you use this with projectiles, are they "fired" out of the portal? Another thing. Are the replicas you create ranked? I see both portals being B-Ranked but what rank would your replicas take?


(Fūton: Iongēto)- Wind Release: Aeon Gate
Type: Supplementary/Offensive
Rank: A
Range: Mid-long
Chakra cost: 30
Damage: 60
Description: The user initiates this technique by first holding the Snake hand seal, this will allow him to focus his Fūton chakra in and around his body, the chakra will emanate from him starting at short range and then grow to mid ranged using the air as a medium. Following this the chakra will then compress the air that is present within short ranged of the user to form a flattened, circular, 2-D disk of having only a height and diameter of 2x2m. It can be formed either in front, behind, above, below, or beside the user, given it has the necessary space to do so and appears to be a small barrier of the sort complete with elaborate green glowing patterns, all formed by shaping the air to produce these cosmetic effects. Once the disk is formed the user will then place an object into the 'gate' and watch as his chakra that had spread to mid ranged prior form an identical gate of the same 2-D dimensions (2x2m) open up on the battlefield, however, when using it to attack/affect an enemy the user can only form this second gate five meters from the opponent in any direction (above, beside, below, etc) given it has the space to do so. This second gate will reproduce exactly the same object that was placed into the previous gate in the form of B ranked, compressed wind shaped by Fūton with added speed on exit, similar to a firing mechanism. This means, if the user placed a kunai in the first gate the second gate will open and release a pure Fūton replica of the kunai. The technique is very specific and only relies on the exact instructions given to the first gate, if the user only places half a kunai inside gate #1 gate #2 will only release half a kunai and similarly, if the user inserts a full kunai the second gate will emit a full kunai. Objects placed in the first gate remain unaffected whatsoever as they aren't physically altered in any way, instead the object will just pass through the gate to end up on the other side like shining light through a glass. This means even body parts can be placed in the gate to create pure Fūton replicas elsewhere up to mid ranged. Once the second gate releases its Fūton replica it then closes as it can only replicate one object each time it is used, after this one object is replicated the first gate will also close as its job is now done. However, only physical objects can be sent through this gate, energy based objects and attacks such as fire, lightning, or even raw chakra will simply disrupt the delicate balance of chakra that composes it. Only the first gate is capable of copying objects and the second is the only one capable of replicating said objects. The Fūton replica that would be created by the second gate is green in hue with a slight visibility, it is perfectly shaped wind that houses tangibility and can interact with solid objects as well as intangible attacks such as Raiton and Katon.
Note(s):
- Can only be used three times per battle
- Only one object can replicated at at time and only once per use
- Requires a 2 turn cool down

‡ Approved ‡ Edited slightly.

(Kumo Senshi) Spider Suit
Type: Weapon
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A
Description: The spider suit, perhaps the most iconic weapon/armor of all the Spider Warriors, is actually an ability learned by said warriors when they've reached the level of matriculation with Spider Ninjutsu. By first learning how to create silk/web from their bodies the warriors are sent through extensive training to learn how to produce this webbing from all conceivable parts of the exterior of their skins. After months and months only a few end up learning this technique, the failures are sent back to ground level to start over. How the suit comes into existence is by the user focusing his chakra throughout his skin and then release a thin layer of web all over his body, the web will seem to consume him and covers his clothes with skin tight silk. The webbing is alive like, with chakra constantly pulsing through it much like the user's own skin. It is intricately woven, capable of withstanding great force and stress a well as unique color changing capabilities to help the Warrior blend in with surroundings. Depending on his taste and mood the suit may change color giving him essentially a new identity. The main abilities of the suit is the way it allows the user to produce web strings from his hands or feet by using the webbing it is made up of. These webs spawned from the suit are very special in that they can be used to extend the reach of certain jutsu as they are closely linked to the user's chakra system and can be used as mediums to transfer chakra. Of course as soon as the web is used its replenished due to the constant chakra circulating it. Being just able to manifest this weapon, Miles has only access to one of its abilities; (will update in time)

(Kumo Sagi) Spider Deception
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage: N/A
Description: The user, when faced in a tough short ranged situation will expel the web suit from his body entirely. Upon leaving his body the suit will appear just like him, standing in his previous position and even replicating breathing movements as well as minor twitches and other life like signs. This 'clone' of the user will remain there as a means of distracting the opponent while the user escapes. Alternatively, the user can use it to ensnare opponents. Having it jump from him to someone else and bind them in place with its sticky web characteristics.
Note(s):
- Can only be done once a turn, and once every 3 turns
- While active user is unable to manifest or use any abilities of the suit until he ends this technique or it is destroyed

Note(s):
- Requires users to have signed the Spider Contract
- Web/silk projections are D ranked and don't take up one of the allotted three slots, however, it can't be used to attack the opponent in a direct manner.
- Kumo Sagi does take up a move slot though.

‡ Declined ‡ Techniques in a technique do not require a template and simply serve to clutter the jutsu. I also want greater clarification on the coloured bit.
 
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Edward

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Re: Custom Jutsu Submission

(Suiton: Ninfu no shutsugen) - Water Release: Emergence of Nymphs
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-10 to keep active)
Damage: N/A
Description: The user will activates a passive ability that allows them to perform Water release and its KG/CE Variants upon a limited water source. Naturally, certain ranking water techniques require a certain amount of water in order to use. With this mode, every water technique requiring a water source can be done on the smallest of water sources. This is done by rapidly multiplying the water molecules with water chakra in a small water source while the technique is being used. For example, as a dragon head is forming out of the small water source, water is rapidly multiplying while the rest of the body is forming, thus providing it with enough water to complete the entire technique. The water source must be actual water, and the water source must be about the size of a small puddle of water. However, once a water source has been used, it cannot be used on a second technique. (For example, you create a water dragon from a nearby water puddle. After the water dragon, you cannot create another water-source-requiring technique from that particular "water source")
Note: Cannot be used on Forbidden Rank water techniques while this is active
Note: Can only be used 4x and lasts 3 turns each; can only be taught by EdwardSama

‡ Declined ‡ DNR.



Resubmitting. Toning it down so it isn't as "OP" <.< >.> Changed Exhaustion to sluggishness/tiredness so the initial effects aren't so powerful, since extreme exhaustion would probably be detrimental to the one the illusion is casted on. I also reduced the paralysis length and upped the restriction
(Genjutsu: Rakutentekina kasō) - Illusionary Arts: Sanguine Cremation
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: This illusion is rather complex, with great results. It is split into two phases: The initial activation, and the effects. This starts out when the user creates a single hand seal: the Ram handseal. The user will inject a large amount of their chakra into the chakra system of the target, giving them an ability to cast an illusion to the opponent. Once that is done, the first part of the illusion will activate, where the target will feel there blood temperature rising throughout that turn, therefore it would be unnoticeable (Since it gradually increases over a longer period of time, not just a random and spontaneous increase in body temperature that happens right away). Along with that, the body temperature will also rise, due to the blood reaching higher levels than usual. The warmer body temperature, in the illusion, will be made to cause them to sweat, only slightly, however, taijutsu masters and their knowledge of the body, would be able to notice the sweating and hotness of the body is higher than their normal exhaustion. Along with the warmer body temperature, the target will feel the effects of a warmer body, mainly tiredness/slugishness, which would subtly affect their overall physical performance and stamina in battle, though irrelevant in practice. Once the illusion is activated, the second phase is activated by the target. Once the target manipulates fire chakra within their body, like using fire release techniques and elements including fire chakra, their fire chakra would react with the already-placed chakra in their chakra system. The illusion will interact with the targets fire chakra because the chakra inserted in the target is instructing the brain to heat up, and the target will tell his/her brain to make his chakra heat up, and friction, the basis of elemental transformation. This will cause the genjutsu and brain to work together in creating a stronger and extreme illusion of heat, greatly escalating the effects of the illusion, as the foreign chakra clouds and disrupts the brain, greatly increasing the effects of the illusion. Within a second, the blood would be so hot that it would burn their skin. The illusion continues when the boiling blood would, similar to any liquid, create bubbles that would pop from the inside of their skin, causing great and unimaginable pain. The sudden emergence of a burning pain would be disruptive, especially in molding chakra which requires a fair amount of concentration. Furthermore, the sudden torturous pain along with the burnt nerves will prevent the target from communicating with their nerves, otherwise known as paralysis. Of course, this is the illusion itself. In reality, the enemy will be paralyzed for one turn and unable to move from the extreme fragility of their skin and sudden pain they experience within the illusion.
Notes & Restrictions:
Note: Can only be used twice per battle
Note: Can only be taught by EdwardSama
Note: No B-rank or higher Genjutsu in the same, or next turn
Note: Lasts 3 turns, and if fire chakra is not molded within these three turns, the illusion will simply fade away and the target takes no mental damage

‡ Declined ‡ I don't like how this has two phases. Also, the effects are too powerful. No paralyzing genjutsu above A-Rank.

(Futon: Uso o tsuku buresu) Wind Release: Deceitful Breeze
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user will send wind chakra on a preexisting technique, weaponry, projectiles, armor, etc. With advanced shape manipulation, the user will manipulate the technique or object and have it release a blast of wind from its surface. The technique works in two different ways: one, omnidirectional burst of wind that is emanated from the surface object, or in a specific direction, commonly used for propulsion. The first one, omnidirectional burst of wind, requires one to coat the entire structure in wind chakra. Through mental commands, the user causes the wind chakra built up to burst out from the object, releasing an omnidirectional burst of wind that has the ability to push objects and people back to mid-range. Of course, if used on a projectile in motion, because it is winds that is released omnidirectionally, it would cause the projectile to stay in place, seemingly floating from where the technique was released. It's mainly used to push people away from objects quickly, and with force (it, however, does no real damage to the enemy). Alternatively, the user can gather wind chakra and release it onto the structure in one specified area. Once the wind chakra has been commanded to burst out in a gust of wind, it will be moved opposite according to where the burst originated from. (For example, you choose to release the stream from behind a projectile, which in turn, would propel it to move forwards faster). This is mainly used to capture enemies off guard and increasing the speed of projectiles significantly. However, given its nature, this technique can only be used on solid and solid-like elements (Water, Earth, weaponry, Compressed winds, etc. Energy based, such as fire and lightning, would be ineffective).
Notes&Restrictions:
Note: Can only be used 6x per battle
Note: Can only be taught by EdwardSama
Note: This can be used on an opponent's solid-based techniques only two times. However, because size, rank, chakra, and density must be taken into consideration, it can only be used on B-rank or lower solid-based projectiles that the enemy has sent out.

‡ Declined ‡ The usage limit on all of your techiques is way too high. The coloured bit already exist in the form of numerous customs.
Resubmitting for like the 500th time.. Changed it to A-rank, and changed restrictions since it's significantly weaker now.
(Genjutsu: Rakutentekina kasō) - Illusionary Arts: Sanguine Cremation
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: This illusion is rather complex, with great results. It is split into two phases: The initial activation, and the effects. This starts out when the user creates a single hand seal: the Ram handseal. The user will inject a large amount of their chakra into the chakra system of the target, giving them an ability to cast an illusion to the opponent. Once that is done, the first part of the illusion will activate, where the target will feel there blood temperature rising throughout that turn, therefore it would be unnoticeable (Since it gradually increases over a longer period of time, not just a random and spontaneous increase in body temperature that happens right away). Along with that, the body temperature will also rise, due to the blood reaching higher levels than usual. The warmer body temperature, in the illusion, will be made to cause them to sweat, only slightly, however, taijutsu masters and their knowledge of the body, would be able to notice the sweating and hotness of the body is higher than their normal exhaustion. Along with the warmer body temperature, the target will feel the effects of a warmer body, mainly tiredness/slugishness, which would subtly affect their overall physical performance and stamina in battle, though irrelevant in practice. Once the illusion is activated, the second phase is activated by the target. Once the target manipulates fire chakra within their body, like using fire release techniques and elements including fire chakra, their fire chakra would react with the already-placed chakra in their chakra system. The illusion will interact with the targets fire chakra because the chakra inserted in the target is instructing the brain to heat up, and the target will tell his/her brain to make his chakra heat up, and friction, the basis of elemental transformation. This will cause the genjutsu and brain to work together in creating a stronger and extreme illusion of heat, greatly escalating the effects of the illusion, as the foreign chakra clouds and disrupts the brain, greatly increasing the effects of the illusion. Within a second, the blood would be so hot that it would burn their skin. The illusion continues when the boiling blood would, similar to any liquid, create bubbles that would pop from the inside of their skin, causing great and unimaginable pain. The sudden emergence of a burning pain would be disruptive, especially in molding chakra which requires a fair amount of concentration. Furthermore, the sudden torturous pain along with the burnt nerves will prevent the target from communicating with their nerves, otherwise known as paralysis. Of course, this is the illusion itself. In reality, the enemy will be paralyzed for one turn and unable to move from the extreme fragility of their skin and sudden pain they experience within the illusion.
Notes & Restrictions:
Note: Can only be used 3x per battle
Note: Can only be taught by EdwardSama
Note: No A-rank or higher Genjutsu in the same, or next turn
Note: Lasts 3 turns, and if fire chakra is not molded within these three turns, the illusion will simply fade away and the target takes no mental damage

‡ Declined ‡ This has simply been rolling around the thread for far too long with little to no improvement. DNR.

Also Resubmitting
(Futon: Uso o tsuku buresu) Wind Release: Deceitful Breeze
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A (+60)
Description: The user will send wind chakra on a preexisting technique, weaponry, projectiles, armor, etc. With advanced shape manipulation, the user will manipulate the technique or object and have it release a blast of wind from its surface. The technique requires one to coat the entire structure in wind chakra. Through mental commands, the user causes the wind chakra built up to burst out from the object, releasing an omnidirectional burst of wind that has the ability to push objects and people back to mid-range (Can be adjusted and weakened, but the winds only reach up to mid-range). Of course, if used on a projectile in motion, because it is winds that is released omnidirectionally, it would cause the projectile to stay in place, seemingly floating from where the technique was released. It's mainly used to push people away from objects quickly, and with force (it, however, does no real damage to the enemy). Alternatively, one can perform a single hand seal to infuse the forceful breeze of wind with more wind chakra, manipulating it in such a way that certain breezes becomes slicing winds, therefore, it is still able to push enemies/items back through blunt force, but it can also cut and slice. Doing so would also affect the user, if he/she is within range.
Notes&Restrictions:
Note: Can only be used 3x per battle
Note: Can only be taught by EdwardSama
Note: This can be used on an opponent's solid-based techniques only two times. However, because size, rank, chakra, and density must be taken into consideration, it can only be used on A-rank or lower solid-based projectiles that the enemy has sent out.

‡ Declined ‡ No idea why you think the coloured bit would ever be allowed.

‡ Declined ‡ Received a report of this being similar to a custom someone else is working on and it checks out. DNR.
 
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Re: Custom Jutsu Submission

(Genjutsu: Gokan Sakusou) Illusion Technique: 5 Senses Confusion Disorder
Type: Supplementary
Rank: S
Range: Short-Middle
Chakra cost: 40
Damage points: N/a
Description: An advanced illusion technique that allows the user to manipulate the opponent's senses of sight, hearing, taste, smell and touch. Only one sense can be manipulated at a time and the way of casting the illusion differs with every sense, as well as the effects.
-Sight: In order to cast "Sight" the user and opponent must have visualization of each other /eye contact is not needed/ The user will perform a hand gesture, that will trigger the illusion. The opponent will see the user, running at him at incredible fast speed, reaching him for 1 second no matter the distance between them and performing a punch in the face. Once the punch is delivered (or even attempt to deliver it but misses) the genjutsu will be dispelled . In reality the user has not moved from his original position. A very quick and short-lasting illusion with 1 great purpose - interrupting or delay an action of the opponent. The user can cast the genjutsu whilst the opponent is in the middle of performing a jutsu. Once he sees the user so close to him, attempting a punch, he/she would realize that they don't have enough time to finish the technique and will have to interrupt it, in order to try and defend. The user may also wish to use this to distract the opponent from the reality while attacking him with another technique or prepare for another attack.
-Hearing: This form of the illusion is used to distract the enemy from the reality by using sounds. With the use of 1 hand seal the user will make the opponent believe that a certain sound is coming from behind them. It could be the sound of earth cracking, making the enemy believe an earth jutsu is being used behind him. It could be any sound actually that is coming directly behind the opponent. This serves two purposes. The first one is distracting the opponent, making him turn around, while another technique is being used to attack him from another direction. Another way to make this effective, is to use it while the opponent is performing a technique, making him delay the use of it with no more than a few seconds, by forcing him to investigate the threatening noise coming from behind him. Once the opponent turns around only to discover there is nothing there, the illusion would be dispelled.
-Taste: This form of the genjutsu is cast by once again performing a single hand seal. Upon cast, the opponent will feel the most disgusting taste possible in his mouth, making him feel noxious and sick. Should the genjutsu isn't dispelled within 4 seconds, the opponent will vomit, upon which the illusion will be dispelled.
-Smell: this form of the genjutsu is very similar to "Taste" The only difference is the way it is cast. In this form, the user will perform a hand gesture that will cast the illusion. Suddenly the opponent will smell the most horrific smell possible coming from his body and clothes. If the genjutsu isn't dispelled within 5 seconds, the opponent will collapse.
-Touch: In order to cast "Touch," the user will extend his hand towards the opponent and will begin to close his fingers, resembling the movement of the hand when choking someone. As this happens, the opponent will feel a hand wrapped around his neck that is closing its' grip and choke him. A downside of this is that the user must keep performing the gesture of choking to sustain the illusion.
-This technique can only be taught by Akisha.
-Only 3 of the forms can be used in a single battle.
-Only 1 form can be used at a time.
-1 form can only be used once in a fight, meaning one can not use "Taste" twice.
-The user must wait 1 turn before re-using.

‡ Declined ‡ This clashes with an unbelievable amount of customs and that name is the same as a canon technique e_e
 
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