[ARCHIVE] Custom Jutsu Submission - II

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Troi

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Re: Custom Jutsu Submission

(Suiton: Taki Chō Shi no Wana) - Water Release: Waterfall Butterfly Death Trap
Type: Offensive/Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: By weaving six handseals, the user puts both hands forward and creates a construct composed of butterfly wings, a butterfly body and with the head of a Venus Flytrap plant a few feet away from the user's torso. This water beast is summoned with a slow chomping motion already developing as its head is formed, giving off a very intimidating appearance. As the user shoots it forward, the further it goes, the faster it chomps and the more pressure will be placed into its bite although the bite can be fatal at any range depending on how it is used. It is a streamed technique, so once the user sets this in motion, no technique can be used until after this technique is over with. This technique is very fast and very versatile, able to cut corners and take sharp turns very quickly and still meet its mark. Once it comes into contact with the target, the teeth of the Venus Flytrap bites down onto its prey, able to pierce flesh and bone and able to anchor an opponent in their current position by wrapping it's wings and body around the bitten target, making them vulnerable to another attack.

- Can only be used twice per battle
- Can only be taught by Moxxi

☼ Approved ☼

(Suiton: Poseidon no Karamitikurappu) - Water Release: Calamity Clap of Poseidon
Type: Offensive/Attack
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After weaving ten handseals, the user will channel their chakra into the air around their target, gathering existing moisture in the air and creating moisture out of their released chakra. Once the very visible but small water bubbles of moisture imprison their target, being exactly ten feet away from each side and angle of the opponent, the small bubbles of water turn into spikes, all facing towards the opponent. Once the user claps, controlling and commanding the spikes, they dart towards the opponent at an alarming rate, aiming to pierce all angles around the target, encasing them in a spiked water coffin. If the user has a water affinity, the technique is exceptionally fast.

- Can only be used once per battle
- Cannot use any water techniques in the next turn
- Can only be taught by Moxxi

☼ Approved ☼

(Karisuto no Mūnbureikā) - Kallisto's Moon Breaker
Type: Weapon
Rank: A
Range: Short/Short-Long
Chakra: 30
Damage: 60
Description: Kallisto's Moon Breaker is a fine, shiny silver rapier that is extremely pointy, able to pierce through solid rock, given it is thin enough and the wielder has finished training in kenjutsu. This sword is very special as it has come down from generations upon generations from villagers of the Land of Sound. However, no one knows where it truly originates from, as it has landed into thieving hands and sold one hundred times over. It is rumored to have been forged by a Sage of the Land of Sound, using pieces of moon fragments and pure silver. Passed down from his family tree and eventually being misplaced into the wrong hands, it has lost its rightful owner many ages ago. However, the current wielder of this sword knows its potential and knows the sword is simply priceless and a gift from the Gods. The rapier is able to channel the user's chakra, making the chakra shoot like a bullet from the tip of the sword in exactly a straight line, in an unchangeable and linear path. This is where it gets its short to long range reach, although the rapier itself can only be used physically at short range. Once the chakra shoots from the tip of the rapier, the user has the option to keep it sharp and pointy on the end, giving it maximum piercing potential and range, or, the user can shoot the string of chakra out and mold it into a giant net made of chakra, able to capture very large targets or simply very small targets. However, if the user chooses to use the net, it can only go up to mid range. This net can be taken advantage of to where once the target is captured, it can squeeze shut extremely tight, leaving no room for any movement whatsoever, slicing and dicing its target to thin, tiny, brutalized yet neat pieces. For its last ability, the sword can utilize partial chakra from the "Straight Shot" technique and manifest it into a whip. This whip of chakra can go up to mid range and is entirely flexible. It can be infused with suiton chakra or wind chakra to make a water whip, or a wind whip. The sword's name was chosen after a legend came of it piercing the center of a star with such great force the results of which was splitting it in two. Thus the name Kallisto's Moon Breaker was born.

- Can use "straight shot" as many times as the user sees fit, but requires 30 chakra each time it is used. Can only use it once per turn and must wait one turn before using it again.
- To manifest a whip, it takes up 1 of the 3 technique slots in a turn but stays active until the user states otherwise.
- When used with water, it grows spikes of water and can be slung around to release these spikes from the whip. Each discharge of water spikes costs 10 chakra, each spike is C rank in power and it can release up to 10 spikes at a time. The water stays on the whip until the user states otherwise. And the spikes can be controlled by swinging the whip to guide them although at this point, it is streamed thus the user must focus on only this.
- When used with wind, the whip becomes deadly sharp with violent and obvious wind currents. At this point, the whip gains generous, powerful cutting powers. Much like the water counterpart, the whip can be swung to release blades of wind that cost 30 chakra and are B ranked. Up to 3 of these can be release at one time, but only 10 can be released in a battle. However, the wind stays on the whip regardless of how many blades of wind were used and until the user states otherwise.
- Can only use the net twice per battle and also costs 30 chakra
- Although the sword cannot be physically broken (with the exception of any type of raw chakra slicing into it), its powers can be disabled if touched by fire as an awful chemical reaction happens between the two (fire and "moon fragments").
- Can only be given to others by Moxxi

Dropping this [ ] Don't even use it. It is useless and I want something more exciting and versatile...

☼ Declined ☼

For the whips in general give it a low rank (D or C) if you want it to stay active indefinitely, or give it a higher rank and a turn limit.

For the water whip spikes, just give it a rank and say it fires all the spikes at the same time and they reform after after a turn.

For the wind, make the chakra cost per blade 20 and make it 2 at a time. That way the strength can be easily calculated to A-rank if you use both.

Add a rank for the net and the bullet.

"as an awful chemical reaction happens between the two (fire and "moon fragments")." Meaning?

Lastly add the standard "all techniques count as a move" note.
 
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Pyro NB

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Re: Custom Jutsu Submission

(Ōkami) - Wolves
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A(-5 per turn/-30 per shift)
Damage Points: N/A

Description:
Ōkami is a shifting katana that feeds off the users chakra. It was acquired through weeks of meditation and forged from the soul of its owner and bound by two creeds. Ōkami is inhabited by 3 spirits Kirā(Killer) the black wolf, Byōtō(Ward) the white wolf, and Chi(Blood) the red wolf.

Abilities:
Its base form is a black titanium katana(Kira) and a white osmium sheath(Byoto) connected by a 4ft blood red tungsten chain(Chi). When feed futon chakra followed by the command "Hide Okami" it shifts into a light weight hidden blade with vambrace that attaches to the users dominant wrist(Assassins creed style). When feed katon chakra followed by the command "Burn Okami" Byoto and Chi disappear leaving only a burning Kira, in this form Kira's flame is affected by the chakra cycle and the users katon rank. When feed doton chakra followed by the command "Harden Okami" both Okami melds together to form a giant two handed sword composed of titanium, osmium, and tungsten. In this form the sword has no edge and so cannot cut but can crush and defend against blows dependent on the users doton rank. When feed suiton chakra followed by the command "Flow Okami" Kira and Byoto turn into sickles while Chi extends into a 12ft chain. In this form Okami takes on the properties of suiton and can solidify/liquefy at the users will. When feed raiton chakra and followed by the command "Play Okami" Byoto and Chi disappear leaving a dulled Kira. This form causes the blade to give off an electrical discharge, but its purpose is to temporarily paralyze the targeted area for 1 turn(User has to call out area before hand). If any other area is hit besides the targeted area nothing happens. If Okami is in any way, shape, or form separated from each another they become ordinary katana. If Keji dies without passing off Okami the sword vanishes from the existence.

Notice:
~While in base form Okami has no need for chakra consumption
~Takes 1 turn per transformation
~Only Keji can wield Okami unless passed off to another

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Top - Okami base form
Doton form - Middle
Katon form - Bottom middle
Futon form - Bottom left
Suiton form - Bottom right(ignore the ninja)
Raiton form - Imagine base sword with electrical discharge​
✦ Declined, remove all talks about the multiple elements and choose a single one to use and rewrite the CW.✦
(Ōkami) - Wolves
Type: Weapon
Rank: N/A
Range: Short/(long if in flow form)
Chakra Cost: -30 per shift (-5 per turn when infused with katon)
Damage Points: N/A

Description:
Ōkami is a shifting katana that feeds off the users chakra. It was acquired through weeks of meditation and forged from the soul of its owner and bound by two creeds. Ōkami is inhabited by 3 spirits Kirā(Killer) the black wolf, Byōtō(Ward) the white wolf, and Chi(Blood) the red wolf.

Abilities:
Its base form is a black titanium katana(Kira) and a white osmium sheath(Byoto) connected by a 4ft blood red tungsten chain(Chi). It's base form can be infused with fire chakra heating the blade to 2,192°F if given the command "Burn Okami". When given the command "Hide Okami" it shifts into a light weight hidden blade with vambrace that attaches to the users dominant wrist(Assassins creed style). When given the command "Harden Okami" both Kira and Byoto fuse to form a giant two handed osmium sword with 6ft chain wrapped around users arm and body. In this form the sword has no edge and so cannot cut but can crush and defend against blows dependent on the users rank (can't defend against raiton techs of equal/greater rank). When given the command "Flow Okami" Kira and Byoto turn into sickle while Chi extends into a 12ft chain with a circle in the center. This circle allows the weapon to extend to long range and retract at the will of the user. If this blade is in any way, shape, or form separated from each another they become ordinary katana. If Keji dies without passing off Okami the sword vanishes from the existence.

Notice:
~Okami has no need for chakra consumption when changing back to base form
~Takes 1 move per transformation
~Katon infusion counts as a move
~Only Keji can wield Okami unless passed of to another

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Top - Okami base form
Hardened form - Middle
Hide form - Bottom left
Flow form - Bottom right(ignore the ninja)

*Reduced it to only katon element, reduced the shifts to 3 forms, and rewrote CW*

☼ Declined ☼

"In this form the sword has no edge and so cannot cut but can crush and defend against blows dependent on the users rank (can't defend against raiton techs of equal/greater rank)." State specifically what ranks can be defended against.

What is the purpose of the three spirits? Just a mythology behind the weapon?
 
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Korra.

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Re: Custom Jutsu Submission

Korra gave me permission to submit a wind variant of his
(the technique is on page 229 of the Archived Custom Jutsu Submission thread, for some reason it won't let me get t hrough.)

[Futon : Sōdaina Kaze no Fenikkusu] - Wind Release : Grand Wind Phoenix
Type: Attack
Rank: S
Range: Short- Long
Chakra Cost: 40
Damage Points: 80
Description: The user will gather wind chakra and focus it on the sky, approximately twenty meters above ground. He/She will use the wind chakra to create, and manipulate already-existing wind currents and compress it to a large and pressurized mass of wind resembling a phoenix, and is the half the size of Gamabunta. When the phoenix is fully formed, it will explode into a large and powerful barrage of mini phoenixes that are the size of Aburame bugs and will come down towards the ground and the opponent. The force and power of the individual phoenixes is so great that it is capable of going through three meters of solid, no-rank earth with ease while dealing slight bruises and cuts to an enemy, should they be hidden underground. With the use of a single hand seal, and maintaining that hand seal, the user can manipulate the course of movement the little phoenixes are aimed at to target the enemy, which would allow the user to avoid getting hit by his/her own technique.
Note: Can only be used twice per battle and can only be taught by Edward.
Note: Cannot use Wind jutsus on the same turn, and no Wind techniques above S-ranks on the next turn.
Note: Two turn cooldown between each usages.

Declined. "I have permission from X" isn't allowed. It might have been overlooked sometimes, but that is not the general course of how this works. Remember that.
Im submitting it since I have to

(Futon : Sōdaina Kaze no Fenikkusu) - Wind Release : Grand Wind Phoenix
Type: Offensive
Rank: S
Range: Short- Long
Chakra Cost: 40
Damage Points: 80
Description: The user will gather wind chakra and focus it on the sky, approximately twenty meters above ground. He/She will use the wind chakra to create, and manipulate already-existing wind currents and compress it to a large and pressurized mass of wind resembling a phoenix, and is the half the size of Gamabunta. When the phoenix is fully formed, it will explode into a large and powerful barrage of mini phoenixes that are the size of Aburame bugs and will come down towards the ground and the opponent. The force and power of the individual phoenixes is so great that it is capable of going through three meters of solid, no-rank earth with ease while dealing slight bruises and cuts to an enemy, should they be hidden underground. With the use of a single hand seal, and maintaining that hand seal, the user can manipulate the course of movement the little phoenixes are aimed at to target the enemy, which would allow the user to avoid getting hit by his/her own technique.
Note: Can only be used twice per battle and can only be taught by Korra.
Note: Cannot use Wind jutsus on the same turn, and no Wind techniques above S-ranks on the next turn.
Note: Two turn cooldown between each usages.

‡ Declined ‡ This is just a less restricted wind variant of your Water technique. This isn't unique enough to warrant an approval.

Bio with Snake SM

(Hebi Senpo: Sukēru Bakudan) - Snake Sage Arts: Scale Bomb
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user does the snake sign and starts gathering their senchakra into their hands. In their hands the user creates a ball of snake scales that is filled inside with snake acid/venom infused with senchakra. The user will than grow it to the size of Chō Ōdama Rasengan. The user will than either throw it or slam it against the opponent. When the opponent gets hits with it the scale first burst out and cut the opponent all over the body. The acid/venom will that hit the opponent burning their skin and getting into their cuts. The venom will than get into the opponents body through the cuts and start to cause paralysis to the opponent after being expose to it for 2 turns. If the user has a snake summoning out the user can be on top of the snake's head and channel his chakra into the snake and have the snake create the ball and release it from its mouth.
Note: Usable 2 times a battle
Note: Must know Snake Sage Mode
Note: Cant use any other SM jutsus the same turn as this

‡ Declined ‡ Poor wording and no to the usage of using this through summons.
(Hebi Senpo: Sukēru Bakudan) - Snake Sage Arts: Scale Bomb
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user does the snake sign and starts gathering their senchakra into their hands. In their hands the user creates a ball of snake acid/venom infused with senchakra. Than the user will have the ball of venom be in cased with snake scales giving it some protection and adding some blunt force if the opponent gets hit by it. The user will than grow it to the size of Chō Ōdama Rasengan. The user will than either throw it or slam it against the opponent. When the opponent gets hits with it the scale first burst out and cut the opponent all over the body. The acid/venom will that hit the opponent burning their skin and getting into their cuts. The venom will than get into the opponents body through the cuts and start to cause paralysis to the opponent after being expose to it for 2 turns.

Note: Usable 2 times a battle
Note: Must know Snake Sage Mode
Note: Cant use any other SM jutsus the same or next turn

‡ Approved ‡

Approved CFS here

(Sishen Liandao Yishu: Shi no Sapuraizu) Reaper Scythe Arts: Death's Surprise
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: The user will grab their scythe and place a explosive tag on the blade. The user will channel their chakra into the blade and have the tags multiply that completely cover the blade. Each time the user is able to hit the opponent explosive tags will also be placed and wrap onto the opponent. The tags can be activated by the user whenever they want.
Note: Must know Reaper Scythe Arts
Note: Must be taught by Korra.
Note: Usable 5 times a match

‡ Pending ‡ Leaving for LoK.

✦ Declined, how long does each use last? You aren't coating a scythe and then hitting someone with a Fuuin tag 10 turns later. It'll either fall off or something, idc but not lasting long. ✦
 
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RuckenTM

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Re: Custom Jutsu Submission

(Doton, Fuuton, Katon: Jigoku Fenikkusu Suzaku) - Earth, Wind, Fire Release: Hell Phoenix Vermilion Bird
Type: Offensive | Supplementary
Rank: S (Forbidden)
Range: Short - Long
Chakra Cost: 50
Damage Points: 100
Description: After an S-rank widespread fire jutsu is used(if successfully not doused) or either used in-conjunction with a clone or with an ally. Performing 12 hand signs, the user molds Fuuton chakra pulling in the flames in a form of a tornado. Then while the winds form a huge flame tornado, the user then molds doton chakra pulling out a boulder in the center of the tornado. The sphere boulder from the earth heads right into the mid-air engulfed in the intensive flames. The user then proceeds to draw out more katon chakra as they spewing it directly into the tornado using shape manipulation the flames change form as they over take the wind growing into a fire bird beast. The intensive heat within the bird melt the rock as it forms into a semi-baked rock with lava lines flowing. The phoenix's size is comparable to a size of a Tailed Beast, able to fly as its tangible, though the inner-self isn't solid as the outside. While it's extremely hot within, the outer temperature of the created flames is so great that, even with the briefest of contact, they are capable of easily burning human flesh. The phoenix can breath out a stream of fire(A-rank) toward whomever is a threat as it can govern itself to know or be ordered to do it's masters bidding. When destroyed, it will explode exposing the inner scotched melting rock(B-rank) to burst outwards catching all existence within Mid-range of its death.
Note:
> User cannot use S-rank Doton, Fuuton or Katon next turn.
> This jutsu stays active for 2 turns before bursting.
> When ordered to breath out-fire, the phoenix will explode afterwards.
> When it explodes if the user is within range they too will be inflicted, as they don't have control over the explosion.

✦ Declined, has been done before. ✦



(Ration: Kaminari no hōkō) - Lightning Style: Roar of thunder

Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 50
Damage Points: 90 (-40 to User)
Description: Ikiru Uchiha's most powerful raiton jutsu, Kaminari no hōkō is where the user must perform a sequence of 3 handseals (Boar→Dog→Snake), gathers a lot of chakra inside his/her body and, while focusing, molds it, converting it into Lightning through his/her body. Non-focused electricity from his/her body is streamed as it appears before being releasing in a near instantly heightened burst of speed. The Lightning is surged from his/her body appears as the face of a roaring tiger, emitted toward the ground cracking and softening the area. The sudden electrostatic discharge between the fog and ground around the user increase in pressure and temperature causes surrounding air to expand violently at a rate faster than the speed of sound, similar to a sonic boom. Once the shock wave extends outward within the two ranges(which happens quite instant once after the Non-focused electricity), it becomes an ordinary sound wave called thunder. Thus, the sound of thunder will be deflected outward catching all within Short range in a sure'd death. Humidity, wind velocity, wind shear, temperature inversions, terrain features, and other possible wind effects, also influence thunder's audibility. The loudness of thunder can be expressed in decibels (dB). A clap of thunder typically registers at about 120 dB in close proximity to the ground stroke. This is 10 times louder than a garbage truck or pneumatic jackhammer drill. By comparison, sitting in front of speakers at a rock concert can expose you to a continuous 120+ dB level. The shock wave, pressure, and propagation of thunder may cause exterior and interior damage to near-by structures. Thunder in close proximity is capable of producing temporary deafness and may cause rupturing of the ear's tympanic membrane that can lead to hearing damage or deafness. Not only does Kaminari no hōkō Jutsu have power to kill, but also has the power to knockout/ nullify A-rank and below ration related jutsu(s) within range. The energy released from the lightning produces a localized EMP that gives a discharge to large electrical current(s). The omnidirectional wave of translucent electromagnetic pulse is present the moment after the sound wave is sent out. After the initial end of the release, weaker sound vibrations are felt by the user which will cause the user to cough blood after and struggle to stand while paralyzed.
Note:
→ The sound is at 200 decibels(equivalent to a rocket launching pad [hearing loss is inevitable, lungs burst, intestines shuttered, internal bleeding and/death]) within short range, but at 150(equivalent to a gunshot blast, jet plane take-off at close range[can produce busted eardrums, body irritability, tension, and nervous strain upon the opponent]) decibels in mid range.
→ An A-rank, Katon Jutsu must had been used to conjure up stream(against B-rank Suiton jutsu/ water source equal) to be serving as clouds/fog, which must be present for the jutsu.
→ User cannot use another jutsu above an S-rank Lightning jutsu within this turn or next.
→ Paralyzation lasts 1 turn if successful but is ineffective against bios who have a primary Lightning Specialty
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✦ Declined, this would be a Sound jutsu. ✦

(Katon: Ryūen Hōka no Jutsu: Uchiha no Jutsu) - Fire Release: Dragon Flame Release Song: Uchiha Technique
Type: Offensive
Rank: S Ranks
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:After performing the Tiger->Ox hand-seals, the user then compresses a large amount of katon chakra built up inside their body, spews either 3 or 5 flame streams depending on the context of form; large extended flame streams from their mouth come after blowing through a ring made by the thumb and index finger of the user, as the streams incinerate everything in range. The large extended flame streams can present themselves in 2 forms: it can either be created by a stream of 3 large extended flame streams which unlike regular fire streams they a shape manipulation in front which is similar to a 'donuts' but this manipulation isn't just for show, it's aerial dynamics allows the air to flow within smoothly allowing the stream to enlarge toward the enemy. Or be released as stream of 5 large extended flame streams(Each stream released one after another), through a mental command, the user can control the streams to attack the enemy. These flame's temperature is so hot such that it easily melts the ground as it travels over and can reduce an enemy to ash.
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✦ Declined, has been done before.✦
 
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Edward

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Re: Custom Jutsu Submission

(Fuuinjutsu: Hōnetto no Sutingu) - Sealing Technique: Hornet's Sting
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20 (initial activation; +5 per turn)
Damage: N/A
Description: This is a seal with the Kanji "Sting". It is placed upon weapons and is activated once the user swipes blood onto it. Upon activation, the ink of the Seal would spread throughout the surface of the weapon, covering it with Kanji's for "Sting". The active seal serves to supplement each strike towards opposing techniques, a body, or another weapon. If physical contact with the sword is achieved, the localized area struck would be "sealed", or rather, momentarily paralyzed. This is because the seal utilizes lightning chakra that is discharged in the target's body. The lightning chakra creates an electrical current that flows through muscles, resulting in a brief paralysis in the area struck. (For example, if a hand was grazed by the blade, the entire arm would become paralyzed). Against weapons such as projectiles, swords, katana's, and custom weapons, the seal of the users weapons would extend to the opposing weapon, and if the user were to maintain contact with the weapon, it would utilize the same lightning chakra as described before and release an electrical current throughout the limb/area exposed and paralyze that local area momentarily. This is a passive seal placed on weapons that must be stated in the bio and can be deactivated at will. The paralysis lasts 2 turns, while the seals extending onto the opposing weapons lasts 3 turns. (So, after 3 turns, the seals that extended onto the opponent's weapon would vanish).
Notes&Restrictions:
Note: Each usage lasts four turns, or until deactivated.

‡ Pending ‡ Leaving for LoK.

☼ Declined ☼

The technique is fine, but it can't be passive. needs to be applied in battle.
Resubmitting. Removed the part about it being a passive ability stated on the bio.

(Fuuinjutsu: Hōnetto no Sutingu) - Sealing Technique: Hornet's Sting
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This is a seal with the Kanji "Sting". It is placed upon weapons, which serves to activate the ability. Anytime after that, the user can re-activate the Seal via mental commands. Upon activation, the ink of the Seal would spread throughout the surface of the weapon, covering it with Kanji's for "Sting". The active seal serves to supplement each strike towards opposing techniques, a body, or another weapon. If physical contact with the sword is achieved, the localized area struck would be "sealed", or rather, momentarily paralyzed. This is because the seal utilizes lightning chakra that is discharged in the target's body. The lightning chakra creates an electrical current that flows through muscles, resulting in a brief paralysis in the area struck. (For example, if a hand was grazed by the blade, the entire arm would become paralyzed). Against weapons such as projectiles, swords, katana's, and custom weapons, the seal of the users weapons would extend to the opposing weapon, and if the user were to maintain contact with the weapon, it would utilize the same lightning chakra as described before and release an electrical current throughout the limb/area exposed and paralyze that local area momentarily. The paralysis lasts 2 turns, while the seals extending onto the opposing weapons lasts 3 turns. (So, after 3 turns, the seals that extended onto the opponent's weapon would vanish).
Notes&Restrictions:
Note: Each usage lasts four turns, or until deactivated.

✦ Declined, the parts you added doesn't change much. You could apply them outside of battle and then use later in battle. Doesn't change what Typhon asked, make them applied in battle only.✦
 
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Re: Custom Jutsu Submission

Pitohui Geijutsu: Iyemoja no hōyō - Pitohui Arts: Embrace of Iyemoja
Type: Defense/Offense
Rank: S
Range: Close
Chakra: 40
Damage: 80
Description: The user claps, summons from Modakeke and clad his entire body in pitohui feathers. This feathers are light though thick as steel and able to tank B-rank and below techniques without notable effect though can be canceled out completely by A-rank elemental attack which would prompt the feathers to poof back to Modakeke. However their beauty lies in their complete immunity to pure taijutsu and in their own counter attack. If for example, an opponent tries to punch the user the feather can open up and form hard scales able to shave, pierce and impale the target's hands and because they are cursed with neurotoxins, they discharge mild toxins into the open wound of the target causing paralysis. More potent and lethal dose of toxins can be administered through a direct hit from the user's attack while wearing the feathers. The damage that would be recieved from this goes beyond total body paralysis as the target is prone to blood poisoning which could lead to neuro disfunction and cause the target to be unable to mold A-rank jutsus and above for 2 turns likewise totally rendering them unable to conjure jutsu that requires advance chakra control like genjutsu and fuinjutsu for 2 turns.
NOTE: Although the user still would be pushed by the force of the attack even if he receives no damage from them.
NOTE: Usable once per battle
NOTE: Last 4 turns
NOTE: No forbidden rank Ninjutsu(pure) while wearing the feathers.

✦ Declined, pick either no A rank jutsu and above or no advanced chakra control jutsu. Not both. ✦

Pitohui Kuchyosei: Afuape no Tsuin - Pitohui Summoning: Afuwape Twins
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user rubs blood across his Pitohui tattoo or does the summoning handseal then presses his palms on a surface or claps to execute the summoning.
The Afuape twins, Atukpa and Ewedu are a pair of pure black Hooded Pitohuis who are very powerful and special amongst the ranks of Hooded Pitohui warriors. They can be either summoned together as a pair or separately, though summoning them as a pair boost their power and will thus a +10 damage to their ninjutsu.

Atukpa
She is entirely colored black though her color changes to pure brown whenever she uses her signature jutsu. The 50m sized Pitohui is an earth specialist able to use earth techniques that her summoner knows upto S-rank and what she only needs to perform them is her to be in contact with the earth or through the flap of her wings should she be not in contact with earth(If the earth jutsu does not require a contact with earth).
Atukpa's signature ninjutsu however is her ability to turn her entire self into mud. Although she is prone to lightning, she is able to morph into any shape, extend her body, pass through intricate obstacles, harden herself at will and can be immune to physical attacks as they would just pass through her.
Like every other Pitohuis, Atukpa possesses an equally lethal amount of neurotoxins on her body giving a paralysing effect to her physical attacks.

Ewedu
Like his sister, he is also black, same sized, however a distinguishing feature he posseses is a longer hooded tendril above his head. Ewedu is a Lightning specialist able to use lightning techniques that the summoner knows up to A-rank and what he only needs to perform them is to flap his wings instead of handseals. His special ability is particularly utilized upon his summon into and when he leaves the battle field. Unlike his sister who appears and leaves in a cloud of purple smoke, Ewedu's appearance comes like a harmless translucent pop. The pop is actually a harmless barrier that instantly spread across the entire battle field. The barrier however comprises of Ewedu's lightning chakra and its composed of electromagnetic pulse. In this barrier, Nobody except Ewedu is able to use lightning jutsu. Lightning technique above S-rank however can overcome the subduction of the barrier thus the barrier does not affect Forbidden rank lightning jutsus. This barrier last until Ewedu leaves the battlefield. His leaving the battle field deactivates the Electromagnetic barrier and with the same pop sound, erects another one which last for only 2 turns. This barrier is composed and supersaturated with static electric charges. This does not hinder anyone trapped in the barrier from using lightning, albeit the reverse. Static electricity lingers and would pose a threat when there is too much friction causing a quick phenomenon called electricity by induction. this affects mostly those who runs at immense speed, because they work against air resistance, they create air friction which inturns cause the static electricity around to gather around them and generate electricity which would shock them. Lightning technique used in this barrier is faster than normal and using any kind of water jutsu in the barrier would cause conduction of the static electricity and immediate electrocution. Electocution due to air friction or water usage is A-rank.

NOTE: The twins can only be summoned once except if they are summoned separately, then the summoning can be used twice.
NOTE: Due to Ewedu"s special ability, summoning count as two moves
NOTE: The barrier erected when Ewedu leaves the field of play also counts as a move.
NOTE: They last for 4 turns on the field of play.

✦ Declined, once again, shorten this. You actually seem to have made it longer....✦

Pitohui Kuchyosei: Owanbe - Pitohui Summoning: Owambe
Type: Suplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user smears blood on the Hooded Pitohui tattoo, claps or slams his hand on a surface to summon Owambe. Owambe is a very small pitohui, size of small akamaru and can be carried on the summoners head. She has no power whatsoever nor can she use any ninjutsu by herself. However with her on the field of play, every other hooded pitohui in Modakeke, has a special link to her that makes it so that with her on the field, their morale and will to protect her and her summoner becomes tripled thus they develop an extra saturation of toxin on their entity. This makes them instead of appearing an disappearing in a cloud of smoke, the cloud of smoke is replaced by a cloud of purple neurotoxin gas. The potency of the cloud of toxin depends on the level of the hooded pitohui that is summoned or sent back. If the hooded pitohui summoned while Owanbe is on the field is B-rank, the level of damage the neurotoxin does to anyone apart from the summoner and Owambe would be equivalent to B-rank damage. However, the damage that would be caused is not lethal, B-rank summoning: Paralysis for 2 turns, A-rank: Paralysis for 3 turns: S-rank summoning: Paralysis for 3 turns with extremely itchy skin + slight respiratory problems. Regardless of rank, prolonged contact/inhalation of the toxin i.e, if the target does not get out of the fume for 2 turns, he would pass out.
NOTE: Owambe can only be summoned once but can be on the battle field until the summoner sends her back, not just because she is a harmless bird, but because she needs cudling and likes being a domestic pet.
NOTE: Once summoned though, only one other Pitohui can be in play at a time while she is on the field

✦ Declined, how does she have no power when her power is to enhance other Pitohui? She needs a usage duration limit just like any other summoning with an ability. Also, this poison isnt going to cause paralysis for 2 turns as well as make them pass out if they dont leave the mist in 2 turns, one or the other. And something else; it says that if the summoning on the field is B rank, then this would cause B rank damage, implying the damage would rise if used by an A or S rank summoning. That's another no, it should be B rank all around. ✦
Pitohui Geijutsu: Iyemoja no hōyō - Pitohui Arts: Embrace of Iyemoja
Type: Defense/Offense
Rank: S
Range: Close
Chakra: 40
Damage: 80
Description: The user claps, summons from Modakeke and clad his entire body in pitohui feathers. This feathers are light though thick as steel and able to tank B-rank and below techniques without notable effect though can be canceled out completely by A-rank elemental attack which would prompt the feathers to poof back to Modakeke. However their beauty lies in their complete immunity to pure taijutsu and in their own counter attack. If for example, an opponent tries to punch the user the feather can open up and form hard scales able to shave, pierce and impale the target's hands and because they are cursed with neurotoxins, they discharge mild toxins into the open wound of the target causing paralysis. More potent and lethal dose of toxins can be administered through a direct hit from the user's attack while wearing the feathers. The damage that would be recieved from this goes beyond total body paralysis as the target is prone to blood poisoning which could lead to neuro disfunction and cause the target to be unable to mold A-rank jutsus and above for 2 turns.
NOTE: Although the user still would be pushed by the force of the attack even if he receives no damage from them.
NOTE: Usable once per battle
NOTE: Last 4 turns
NOTE: No forbidden rank Ninjutsu(pure) while wearing the feathers.

✦ Approved ✦

PS: Removed entirely the second barrier for Ewedu and changed the A-rank to S-rank since he's a lightning specialist.

Pitohui Kuchyosei: Afuape no Tsuin - Pitohui Summoning: Afuwape Twins
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user rubs blood across his Pitohui tattoo or does the summoning handseal then presses his palms on a surface or claps to execute the summoning.
The Afuape twins, Atukpa and Ewedu are a pair of pure black Hooded Pitohuis who are very powerful and special amongst the ranks of Hooded Pitohui warriors. They can be either summoned together as a pair or separately, though summoning them as a pair boost their power and will thus a +10 damage to their ninjutsu.

Atukpa
She is entirely colored black though her color changes to pure brown whenever she uses her signature jutsu. The 50m sized Pitohui is an earth specialist able to use earth techniques that her summoner knows upto S-rank and what she only needs to perform them is her to be in contact with the earth or through the flap of her wings should she be not in contact with earth(If the earth jutsu does not require a contact with earth).
Atukpa's signature ninjutsu however is her ability to turn her entire self into mud. Although she is prone to lightning, she is able to morph into any shape, extend her body, pass through intricate obstacles, harden herself at will and can be immune to physical attacks as they would just pass through her.
Like every other Pitohuis, Atukpa possesses an equally lethal amount of neurotoxins on her body giving a paralysing effect to her physical attacks.

Ewedu
Like his sister, he is also black, same sized, however a distinguishing feature he posseses is a longer hooded tendril above his head. Ewedu is a Lightning specialist able to use lightning techniques that the summoner knows up to S-rank and what he only needs to perform them is to flap his wings instead of handseals. His special ability is particularly utilized upon his summon into and when he leaves the battle field. Unlike his sister who appears and leaves in a cloud of purple smoke, Ewedu's appearance comes like a harmless translucent pop. The pop is actually a harmless barrier that instantly spread across the entire battle field. The barrier however comprises of Ewedu's lightning chakra and its composed of electromagnetic pulse. In this barrier, Nobody except Ewedu is able to use lightning jutsu. Lightning technique above S-rank however can overcome the subduction of the barrier thus the barrier does not affect Forbidden rank lightning jutsus. This barrier last until Ewedu leaves the battlefield.

NOTE: The twins can only be summoned once except if they are summoned separately, then the summoning can be used twice.
NOTE: Due to Ewedu"s special ability, summoning count as two moves
NOTE: They last for 4 turns on the field of play.

✦ Declined, 50 meters is a stretch but acceptable. The barrier ability isn't and there's a difference to you going through anything and anything going through you. If it's in a mud state, then things aren't really passing through it as much as they are spreading it by pushing through. ✦

Pitohui Kuchyosei: Owanbe - Pitohui Summoning: Owambe
Type: Suplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user smears blood on the Hooded Pitohui tattoo, claps or slams his hand on a surface to summon Owambe. Owambe is a very small pitohui, size of small akamaru and can be carried on the summoners head. She has no power whatsoever nor can she use any ninjutsu by herself. However with her on the field of play, every other hooded pitohui in Modakeke, has a special link to her that makes it so that with her on the field, their morale and will to protect her and her summoner becomes tripled thus they develop an extra saturation of toxin on their entity. This makes them instead of appearing an disappearing in a cloud of smoke, the cloud of smoke is replaced by a cloud of purple neurotoxin gas. The potency of the cloud of toxin is B-rank for any hooded pitohui that is summoned or sent back, Though other distinguishing affects may be noticed; If the hooded pitohui summoned while Owanbe is on the field is B-rank, A-rank, S-rank or even D-rank, the level of damage the neurotoxin does to anyone apart from the summoner and Owambe would be equivalent to B-rank damage. However, the distinguishing affects does not add to the damage, albeit only adding taste and longetivity to the condition. B-rank summoning: Paralysis for 2 turns, A-rank: Paralysis for 3 turns: S-rank summoning: Paralysis for 3 turns with extremely itchy skin + slight respiratory problems.
NOTE: Owambe can only be summoned once and can be on the battle field for 4 turns max.
NOTE: Once summoned though, only one other Pitohui can be in play at a time while she is on the field



✦ Approved ✦
 
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Sasori

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Re: Custom Jutsu Submission

Name: (Gosai Kyuusho Gikou Massu Sureddo Shuushuu Kugutsu) Red Secret Technique: Mass Thread Collection Puppet
Type: Offensive
Rank:S
Range:short-Long
Chakra:40
Damage:N/A
Description: This entire puppet is composed of many strings and threads. The puppet is much larger than your average puppet. It is 10 meters tall, and 5 meters wide or about the size of a large summoning. After the user summons the puppet through a scroll he then opens the chest compartment on the right side of his chest which then unleashes One Hundred Chakra threads which attach themselves to the immense puppet. Once attached the user then controls the puppet at their will. The thing about this puppet is that it is not easily destroyed by enemy techniques. This puppet is able to regenerate or weld its body back together once damaged. With the 100 chakra threads attached the user is capable of quickly melding the strings back together thus reforming back its body. As an example, say it gets hit with a B- Rank Fire ball Jutsu there will be a gaping hole in its chest until the user uses the threads to quickly reassemble its body.The regeneration process is done pretty quickly. Lastly, the puppet can use its body to create a defense or weapons out of the threads which are equal to a S-Rank technique. Also the puppet’s entire body is coated in a thick layer of Sasori’s speciality poison. Lastly, it can regenerate from A rank and below techniques, but when it comes to S-Rank jutsu it takes an entire turn to recover from it.
-User cannot use any other puppet while this one is out.
-This puppet can only be destroyed by completely obliterating its body or by immobilizing it
-You can also cut off the chakra threads connected to the puppet.
-Can only be used by the User: Sasori.
-Can only regenerate from one attack in a turn.


✦ Declined, sooooo..... no usage limit at all huh? ✦

Name: (Kugutsu Junkan) Puppet Rotation
Type:Defensive
Rank:S
Range:Short
Chakra:40
Damage:N/A
Description:The user’s puppet or himself will spin at an increased speed creating a gust of wind around themselves. The user achieves this by, unlocking the joints of the puppet so that he puppet can spin around quickly at every joint therefore creating a large gust of wind around themselves protecting them from incoming attacks. As the gusts of wind are created it begins to destroy anything within its vicinity.
-Can block up to S-Rank techniques.
-Can only be taught by Sasori.



✦ Declined, is a Wind jutsu that's been done before. ✦
 
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Venom

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Re: Custom Jutsu Submission

(Fuuinjutsu: Hibiki shinkan) - Sealing Arts: Echoes of Silence
Type: Supplementary | Defensive
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: After mastering Ototon and being on the short end of some of the techniques; Venom realizes that with some Ototon techniques, they’re quite fast to the point of them being instantly casted. To avoid these techniques or rather ‘counter’ them Venom created a type of sealing jutsu that is place on the lobule of each ear. Due to the size of that ear piece, the sealing Kanji is quite small and impossible to notice unless in close range of the user and actually focusing there. The kanji is of the size of a thumb and bares the mark for Vibrations. This sealing technique passively activates when foreign chakra such as that of Ototon passes the lobule in attempts to reach inside the ear canal and to the ear drum to affect the user OR when a technique from perhaps behind the user reaches his short range. The sealing Kanji would glow to alert the user of some sort of technique being used/form near him and quickly ‘absorbs’ the foreign chakra and in some instances the entire technique before the effects could harm the user, due to him being unable to counter it in time within the correct timeframe. The way it 'absorbs' foreign chakra is simple. A transparent barrier will erect from both seals, but not a large barrier. Instead of expanding outwards the barrier spreads around and alongside the user's body and whenever the foreign chakra/techniques makes contact with the user's body, the technique will seemingly vanish. This seal doesn’t work on the destructive type sound waves but rather on any other noise/sound technique. It works best on energy type of technique because it fully absorbs them (Like fire, lightning water etc) but when it comes to techniques that are pure physical in nature they will still remain, just null of chakra once it makes contact with the barrier (Physical techniques such as earth, steel etc). Although passive in activation, the technique uses up a slot of the user’s moves per turn. Similar in terms of Fire/Water/Wind/Earth/Lightning Sealing Method (In terms of it being a B rank that can absorb a S rank), this sealing technique can absorb up to F rank techniques once per battle, S rank techniques twice per battle, A rank techniques thrice per battle and up to 3 B ranks and below max for one fight (Unless it was previously used before). Bare in mind that the sealing technique can only be used 3 times max per fight no matter the rank of technique being absorb. Though it is passive in activation when it comes to countering a technique without the user noticing, the user may also will the seal to activate by pushing forth +10 more chakra to the seal. The barrier may be worn like a secondary skin, a defensive suit that doesn't hinder the user in anyway or form.

Notes:
-Can only be used 3x per fight no matter what rank of technique absorb.
-Each use last 2 turns unless deactivated before.
-Requires Fuuinjutsu training
-Can only be taught by Venom


✦ Declined, has been done before ✦
 
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Nathan

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Re: Custom Jutsu Submission

(Kaji) - Incantation
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (+10 for every turn it is active)
Damage: N/A
Description: Sounds affect humans and the world in a lot of ways. Humans use sounds in a sequence to form words and sentences. Some can create music with sounds and music can effect the human mind in a lot of ways, even make a person suicidal. Recently, a shinobi researcher discovered that certain sounds can effect their chakra in certain ways. Using these sounds in a sequence is called an "incantation." (The incantations are just the hand seals that are required to preform the technique) Incantation exclusive techniques require a whole sentence or even a paragraph. Incantation users use these sounds to mould chakra in the same way a regular shinobi would use hands signs to preform ninjutsu or genjutsu. Users are able to preform ninjutsu and genjutsu by saying these special sounds. The ninjutsu created by this is a bit weaker then using the common way, however it does give the shinobi a huge upper hand in battle because it's a lot faster and it requires less chakra control. "Incantation Shinobi" are beings who only use this to form ninjutsu and they have devoted their entire life to learning it. Because of this, they are able to preform unique feats that regular shinobi nor regular users of incantations are able to do.
Notes:
- Once activated, the user can use any ninjutsu or genjutsu without the use of handseals. This stays activated for 6 turns, and once activated it cannot be deactivated until the turns are up.
- By using this method, it reduces the chakra usage of techniques by -15, but also reduces the damage of those techniques by -5.
- Can only be used once per-match, twice per-NW conflict.
- Must be mentioned in the bios history to how one learnt how to use incantations.
- Can only be taught by Nathan.
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✦ Declined, I asked about this before and was told it's not allowable with regular Ninjutsu or Sound jutsu, and would have to be a CC related ability in order to allow as it alters how jutsu are used too much to allow on a wide scale like that and would only be able to effect CCJ ✦

(Ototon Genjutsu: Me o kii) - Sound Release Illusionary Art: Listening Eyes
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30 (-10 per-turn it's activated)
Damage: N/A
Description: This technique utilizes the user’s knowledge of sound and its vibrations. Through years of training to recognize objects and the way they vibrate and release sound waves, the user translates that knowledge into a visual sense by inducing himself into a genjutsu. Within the genjutsu, the user is able to physically see the sound-waves released from an object when it is created, moves, or produces any sort of sound. Stationary sound waves (from something such as a tree, boulder, etc) appear as blue waves. Sound-waves from moving objects (such as a person, kunai, technique, etc) can range from yellow to red depending on the object’s speed. By color differentiating the various sound waves, it allows the user to filter out the waves that are irrelevant to the current situation. Furthermore, this technique can also alert the user to movement of an object before the object actually moves. For example, if the opponent begins to move forward, his muscles, tendons, and other tissues would begin contracting and elongating in order to produce the movement. This produces sound-waves that can alert the user to the movement before it actually occurs.
Notes:
- Once activated, lasts as long as the user wishes.
- Can only be used once per-match/twice per-event.
- Can only be taught by Nathan.

✦ Declined, if this is an A rank it will need a for sure usage limit, not potentially indefinite, and it honestly doesn't need to be an A rank. Also, as a genjutsu, you have to understand that it carries the chance to be auto negated when you use any chakra surge. ✦
(Ototon Genjutsu: Me o kii) - Sound Release Illusionary Art: Listening Eyes
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30 (-10 per-turn it's activated)
Damage: N/A
Description: This technique utilizes the user’s knowledge of sound and its vibrations. Through years of training to recognize objects and the way they vibrate and release sound waves, the user translates that knowledge into a visual sense by inducing himself into a genjutsu. Within the genjutsu, the user is able to physically see the sound-waves released from an object when it is created, moves, or produces any sort of sound. Stationary sound waves (from something such as a tree, boulder, etc) appear as blue waves. Sound-waves from moving objects (such as a person, kunai, technique, etc) can range from yellow to red depending on the object’s speed. By color differentiating the various sound waves, it allows the user to filter out the waves that are irrelevant to the current situation. Furthermore, this technique can also alert the user to movement of an object before the object actually moves. For example, if the opponent begins to move forward, his muscles, tendons, and other tissues would begin contracting and elongating in order to produce the movement. This produces sound-waves that can alert the user to the movement before it actually occurs.
Notes:
- Once activated, it lasts for three turns.
- Can only be used thrice per-match/four per-event.
- Can only be taught by Nathan.


.

(Gurifon Gijutsu: Alfheim no Hane Ame) - Griffin Art: Feathered Rain of Alfheim
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long (Short AoE)
Chakra: 20
Damage: 40
Description: Many Flying Contracts have their Animals utilize their feathers in combat, giving them such special effects as exploding upon contact with a solid medium etc. The Griffin's of the Griffin Contract utilize this ability to great effect with their own Elemental Affinities. By channelling Elemental Chakra within their feathers, then firing them at their designated target, the Griffin's utilize their projectile-like feathers as a form of "Chakra Dampener". Because the feathers are loaded with a great amount of Elemental Chakra, once fired and separated from their Griffin, these feathers slowly "leak" this Chakra into their surroundings. This "leaked" Chakra acts as a buff or debuff to Jutsu, depending on the Element of the Jutsu being formed. For example, if a Water Style Griffin performed this technique, and the opponent is unaware of the influence it exerts into it's surroundings, and attempted to perform a Fire Style Jutsu, the leaked Water Style Chakra from the Griffin's feather would affect the Fire Style Jutsu, decreasing it's Rank by 1, affecting it's power and effectiveness as a result. The opposite is also true. If the same Griffin performed this technique, and fired a feather next to their Summoner, who then proceeds to use a Water Style Jutsu, it's Rank would be increased by 1, thus affecting it's power and effectiveness as a result. This technique can only detrimentally affect a Jutsu of the same Rank, or lower, while it can reinforce any Jutsu from E-Rank to A-Rank.

Note: Can only be used by each Griffin Summon four times per battle/ event..
Note: Must have signed the Griffin CSC.

✦ Declined, the first note is entirely too much. That would mean a full contract of 10 summonings will have collectively 40 usages of this. The jutsu itself needs a usage limit, especially seeing how it can affect jutsu quite a lot. No more than 6 times max altogether. ✦
(Gurifon Gijutsu: Alfheim no Hane Ame) - Griffin Art: Feathered Rain of Alfheim
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long (Short AoE)
Chakra: 20
Damage: 40
Description: Many Flying Contracts have their Animals utilize their feathers in combat, giving them such special effects as exploding upon contact with a solid medium etc. The Griffin's of the Griffin Contract utilize this ability to great effect with their own Elemental Affinities. By channelling Elemental Chakra within their feathers, then firing them at their designated target, the Griffin's utilize their projectile-like feathers as a form of "Chakra Dampener". Because the feathers are loaded with a great amount of Elemental Chakra, once fired and separated from their Griffin, these feathers slowly "leak" this Chakra into their surroundings. This "leaked" Chakra acts as a buff or debuff to Jutsu, depending on the Element of the Jutsu being formed. For example, if a Water Style Griffin performed this technique, and the opponent is unaware of the influence it exerts into it's surroundings, and attempted to perform a Fire Style Jutsu, the leaked Water Style Chakra from the Griffin's feather would affect the Fire Style Jutsu, decreasing it's Rank by 1, affecting it's power and effectiveness as a result. The opposite is also true. If the same Griffin performed this technique, and fired a feather next to their Summoner, who then proceeds to use a Water Style Jutsu, it's Rank would be increased by 1, thus affecting it's power and effectiveness as a result. This technique can only detrimentally affect a Jutsu of the same Rank, or lower, while it can reinforce any Jutsu from E-Rank to A-Rank.

Note: Can only be used a total of six times per-match/event..
Note: Must have signed the Griffin CSC.

✦ Both Approved ✦
 
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Summer

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Re: Custom Jutsu Submission

Changed rank and added an extra effect to the descending earth. All changes bolded.

Doton Gi Sochi- Earth style deception step
Type: Supplementary
Rank: B Rank
Range: Short
Chakra:20
Damage:40
Description:
This jutsu is primarily used in short range and close combat fighting. The user can focus their earth chakra into the ground at any point where the enemy is about to step, and proceed to lower that small portion of earth for that step. The earth section being lowered is very precise to the enemies foot size, and also the exact moment the enemy steps onto the ground. The section of earth will drop down one foot into the ground and will delay an enemies movements and creativity for defending briefly, hopefully causing an opening to attack. This jutsu is fast as it is simply focused on one foot of the enemy while they are in movement. The moment the earth begins to drop down under the enemies foot it also begins to rotate by churning the earth as it drops. This can do serious damage to an enemies knee/ Achilles' tendon, either tearing muscles or blowing them out completely with the stress of being twisted

Restrictions:

+ can only be used 5 times per battle

+ can only be used on land

+ can only drop down the earth not lift it.

+ can only be taught by Juha


✦ Declined, collides with Musa'a Earth Breakdown jutsu; the original did as well, but this update really clashes with it too much to allow ✦


(Doton: Kokeru) - Earth Style: Breakdown
Type: Attack
Rank: B
Range: Short-Mid-Long
Chakra: 25
Damage: 40
Description: The user will perform a seal and send earth chakra through the ground from where they stand. The earth chakra will create holes beneath the opponents feet in a very quick manner since it doesn't need to move a lot to make your feet fall in. Then right when about the earth with crush the ankles of the victim lowering foot movement. This is very quick and subtle making it hard for inexperienced fighters unable to track it.
Note: Only Musa can teach this.
Note: Can only be used twice times and must wait a turn to use again.
Note: User can not use another earth move this turn.
Note: Movement speed will go down a rank the first time this hits, then 2 more ranks if successful once again due to broken bones.
Note: Speeds of the Fifth Gate and above cannot be caught in this technique.

Sakanade Shoton ( Counter Stroke Crystal )
Type:attack
Rank: S Rank
Range: short- long
Chakra: 40 (-10 for every turn active)
Damage: Na
Description: guren upon making two hand signs releases from her mouth a mist like granule crystal into the battlefield in the air, the Crystal is also clear. The crystal will hover in the air like normal mist however this particular crystal has been imbedded deeply with Guren's chakra and will harness the sunlight in the battlefield to refract and create optical illusions through the crystal. The user has the ability to imbed two different types of commands into the chakra/light illusions. These projection/illusions are able to completely harness the colour pallete to project any colour needed to make a full projection of the imbedded chakra's desire.


Shunpo- an illusion cast by the light being refracted and reflected through the crystal mist which will project five copies of Guren scattered around the enemy. These copies cannot do any actual damage as they are simply a projection from the light through the crystal. The projections cannot be dispelled unless the crystal is disrupted or dispersed completely.

Taorero- this ability of the reflecting projection is able to project the landscape upside down by basically mirror imaging the landscape and twisting it to make it seem like you are standing in the air while the ground and landscape is above you. Although it is simply a projecting illusion the enemy will be able to still notice the solid surroundings around them by feeling/touch.


restrictions
: can only be used once per battle
: lasts for 3 turns or until dispersed.
: the projections/illusions will be seen by both the enemy and user.
: can only be used by guren
: can only be taught by juha
: cannot use A rank crystal or above in the same turn or next.


✦ Pending, not sure if Crystal can be created in this gaseous form. Will get confirmation on it before checking. ✦
_____________
Contract:

Kuchiyose Roku - Meerkat Summoning Roku
Type: summoning
Rank: A rank
Range: Short-mid
Chakra: 30
Damage: 60
Description: this young meerkat is the smallest meerkat ever seen as it is 7" tall and very tiny in figure and can stand on two legs and use hand signs Roku is a unique meerkat as he cannot be effected by genjutsu because his fur is statically charged and he is a lightning user which he is able to maintain a full charge on his fur at all times. As long as his fur is statically charged to A rank he cannot be effected by B rank and below genjutsu. Should the summoner fall under genjutsu Roku needs only to rub up against the summoner to dispel the genjutsu.

Roku is only able to use lightning when his fur has a full charge, then he can use up to A rank Lightning jutsu to combat enemies. He is also able once per turn absorb one lightning blast of B rank strength and fire it back at the enemy without taking damage because he is statically charged. The lightning used on him will go around his fur and be sent back towards the enemy using motions and gestures. The redirection will only be able to reach back to the same range upon which it was fired from.

Restrictions
stays active for 4 turns
can only be summoned 2 times per battle.
must have signed meerkat contract to summon.

✦ Declined, the portion about dispelling Genjutsu needs to go. You are basically saying that your meerkat attacks you with A rank lightning that causes the genjutsu to end, which would mean that you take A rank lightning damage. Also, your second portion negates part of your first one. It states it can only perform lightning jutsu when he has a charge yet the first paragraph states he has a full charge at all times. The absorption and redirection has been done with other summonings as well. Plus, this can be only summoned one time. Any summoning that has abilities cannot be summoned more than once. ✦
(Katon :Katon rasen kiri ) – Katon release: fire spiral drill
Type: Supplementary
Rank: A rank
Range:short
Chakra: 30
Damage: N/A
Description: simply an overzealous waking this jutsu is used from your feet. You will proceed to make 4 handsigns and the Fire chakra will begin to swell up around your feet. The chakra is then expelled into the earth in giant spiralling drill like manner. The fire goes down to fifteen feet and will cover a 8 foot diameter under the user. This prevents enemies from manipulating certain things from under you but also gives you a slight boost into the air from the sheer force/pressure released. The boost is a minimal of 10 feet. So once released the fire is not visible above ground but the force of the release lifts you above into the air.

~note: can only be used three times during battle
~note: no fire jutsu's above A rank the next turn.
~note: cannot be used more then once in the same turn.
~note: can only be taught by me.



(Ransotengai) Heavenly wild puppet
Type: Supplementary
Rank: A rank
Range: Short-mid
Chakra: 30
Damage: N/A
Description: This jutsu requires the user to make in either hand, forming a one large Makibishi like grenade in there hand. The chakra infused crystal Makibishi is able to be left on the ground or thrown at something. Upon touching something solid or liquid the crystal infused Makibishi will crystallize what it hits in a mid range diameter. Should the crystal be dropped on a water source or water in general it will normally crystallize a large size source or jutsu. Things larger in scale like S rank size will require more then one attempt to crystallize. The user can only create up to one large Makibishi in either hand at a time, and these can only be thrown with kunai thrown speeds up to mid range of your target(s).


Restrictions:
Note: Can be thrown up to mid range
Note: Useable 4 times
Note: Can only make one crystal per use
Note: Can crystalise a area with a mid range diameter or a solid/liquid jutsu A rank and below
Note: The crystal can then be used as a crystal source.
+ can only be taught by Juha



Contract:

Kuchiyose Roku - Meerkat Summoning Roku
Type: summoning
Rank: A rank
Range: Short-mid
Chakra: 30
Damage: 60
Description This young meerkat is the smallest meerkat ever seen as it is 7" tall and very tiny in figure and can stand on two legs and use hand signs Roku is a unique meerkat as he cannot be effected by genjutsu because his fur is statically charged and he is a lightning user which he is able to maintain a full static charge on his fur at all times. As long as his fur is statically charged to A rank he cannot be effected by B rank and below genjutsu.

Roku is only able to use lightning up to an including A ranks in the canon list. However he is more feared for his Taijutsu skills being able to apply his natural static charge to taijutsu usage. He is also able to use up to A rank taijutsu and apply his static charge to the taijutsu and boosting the damage of the taijutsu by +10.

Restrictions:

+Can only be summoned once per battle.

+ Can only use lightning from the canon list once per turn.

+ Can use taijutsu and Static twice per turn.

+ Stays on the field for four turns

+ must have signed meerkat contract to summon.

✦ All Approved, made a few edits. ✦
 
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Twilight

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Re: Custom Jutsu Submission

Seidai Hoippu | Justice Whips
Type: Weapon
Rank: A rank(S rank when coated with elemental chakra)
Range: Short-Mid
Chakra: 30(40 if coated with elemental chakra)
Damage: 60(80 if coated with elemental chakra)
Description:
These are special thick whips made from the thickest rubber and leather they are unbreakable and when waved, they can extend up to mid range from the user and can deliver massive pain and suffering if used ordinarily to whip a target. Apart from all these, the whips has one special ability which develops from the materials that the whip is made of, this is the ability of the whips to be coated with elemental chakra which gives the whips the power of the element it is coated with. If the element is coated with wind, it deals slicing damage. If coated with fire, it deals burning damage. If coated with lightning, it deals electrocuting damage. If coated with earth, it deals crushing damage. If coated with water chakra, it deals slashing damage.
Note
- The coating with elemental chakra is an A rank technique and is counted as one of the user's techniques.
- Each coating lasts for 3 rounds and deducts 5 chakra for each round maintained.
- Can only be given out by Shonnen.
- The user must have two whips in total at all times to be able to use it.
- The user must state having both whips at the beginning of each battle to use them.
- Each of the two whips can be coated with different elemental chakra at the same time.


✦ Approved ✦

Genjutsu: Chishio Bendingu | Illusion arts: Blood Bending
Type: Attack
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description:
The user makes 2 handseals and using his raw chakra, he traps the target in an illusion where the target sees his body fluids being controlled by the user with the simple movement of the user's hand which makes the target being controlled by the user anyway the user wishes which makes the target unable to move any part of his body while in reality, the target is standing still, motionless.
Note
- The illusion lasts for one round.
- No other genjutsu techniques can be done for the rest of the round when it is used.
- Can only be done thrice with one turn cool down.
- No A rank and above genjutsu technique for the next round after the technique is done.
- Can only be taught by Shonnen.

✦ Pending, I think this has been done before but I have to double check later. ✦

Genjutsu: Bangai Kajuu | Illusion arts: Extra Weight
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description:
The user makes a single handseal and by utilizing his chakra, he traps the target in an illusion where the target suddenly feels and believes he is a 100 times heavier than before. This makes the target unable to move any part of his body and he will eventually fall to the ground helplessly unable to move. While in reality, the target is standing still suffering from great mental stress.
Note
- The technique lasts for a round.
- No other genjutsu techniques can be done for the rest of the round when it is used.
- Can only be done thrice with one turn cool down.
- No A rank and above genjutsu technique for the next round after the technique is done.
- Can only be taught by Shonnen.

✦ Declined, has been done before. ✦
 
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Akuma

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Re: Custom Jutsu Submission


(Kuchiyose no Jutsu: Sukuro No Ki) ≈ Draco Summoning Technique: Zephyr √ Scrolls Guardian
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Zephyr is the Draco in charge of storing the important contract scrolls of the signers and other important contract information. Though it rare carries this specific scroll. Zephyr is a human sized (when standing on two hinder legs it's twice as tall) Draco of green scales, it is clad in golden colored armor with several compartments in the limb guards. In these guards it carries small scrolls (one on each leg) which it uses to use Ninjutsu technique that use scrolls as a medium and/or to summon swords and weapons/shields for itself to wield. While carrying a larger scroll on it's back. Like most Draco, it is able to jump high into the air and glide in it for three turns before coming back down to take charge once more. Zephyr has an affinity for Fuuinjutsu, being able to use it up to the user's rank without seals. It has a total of 4 seals beneath it's arm wings, two on each side and the same 4 seals are also located in the scroll it carries on it's back for alternative use so that it can allow the user to use the ones on the scroll themselves. The Four seals each posses a unique purpose, be it for defense or offensive purpose. Zephyr has enough control to cast easier handseals with it's claws and has control over it's 2 meter tail. By channeling it's chakra into a seal it can active that sea's ability:

Seal of the Underworld: By activating the seal located in the scroll or in the left wing-like membrane a wave of thin but durable chains with larger sized kunai on the ends shoot out from the seal all showered in exposive tags that activate on Zephyr's command. These can be used to restrain the target and consequently blow them up, or use the chains to spin around while the tags explode, creating a constant wave of localized explosions to damage the target(s). Seal of the Underworld has B rank strength with a Mid range reach.

Seal of Al-Thais: The second seal in the left limb's membrane and in the scroll. This seal summons a countless number of weapons or only a few depending on the situation and on Zephyr/user's need. The weaponry contained within includes swords, pole-arms, lances, hammers, shields, and a number of weapons unidentifiable at first sight, because of their age and rarity. Each treasured weapon is decorated with dazzling ornaments and polished to a mirror-like shine, all clearly sporting the sparkling energy to define them as divine mysteries without exception. These can be summoned in waves to impale targets from wide ranges or scattered them through the field, for the user to wield at their whim. The seal has a B rank with Long range reach.

Seal of Aspis: The first seal in the right limb's wing membrane and in the scroll. It summons an ethereal chakra cladded large shield of scales encompasing a wide range around it's caster from the Draco Lands. The greek-designed shield is capable of blocking techniques up to A rank despite being an B rank shield, because it has both ethereal properties and made mainly of flexible Draco scales of the highest resilience and durability. The shield despite having large width and diameter, cannot go past short range of the caster. It however can be summoned as a flat shield, a round dome, as a wall or even a cone, etc. Depending on the type defense required.

Seal of Judar: The second seal in the right arm membrane and fourth seal overall in the main scroll. The seal unleashes a long torrent of paper tags that resemble explosive tags with only a minor diference in the Kanji, these are however half as small as a regular tag and are actually ash releasing tags. Only 5 paper tags are of normal size and are actual real explosives, though in the waves of paper they can't be found. Upon release the torrential tags activate to "explode" however only to release what appears to be ash, giving the thought that they were all duds, failed explosives. This would probably put most targets at ease, however as the ash accumulates over an area it begins to be notable that it has a vigorous odor. The real seals that were mixed into the torrent of papers then activate, setting of an even larger explosion by igniting the ash.

≈ Can only be summoned twice (with 3 turns interval)
≈ Remains five turns on the field, three the second time.
≈ Fuuinjutsu techniques used count to the user's 3 slots.
≈ It can only use each of the 4 Special Seals once per summon itself, and once the user each.

☼ Declined DNR ☼

No fuuinjutsu summons.


(Suiton: Posei-dawōn) - Water Release: Ennosidas ♒ Poseidon
Type: Supplementary/Attack/Defence
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: N/A (-10 to user per turn)
Description: Posei-dawōn, also known as the "God of the Sea", is a Forbidden and highly advanted water technique, reserved for the direst of situations. It creates a gigantic body of water to gather around the user in a humanoid shape, this technique uses unmeasureable amounts water, causing the waters to quake and manifest large waves when used in the middle of a large body of water (oceans, lakes, etc). Alternatively used by drawing water from the ground, however because of the amount required, it takes 1 full turn to be cast on solid grounds, without losing focus or using other techniques. This warrior shaped as Poseidon appears virtually from his waist and up, with a long beard and even longer hair, everything composed of flowing water. Even though it envelopes the user, they can move around within Poseidon freely. Despite it's defensive capabilities, it does not provide the perfect shield, as it follows element strength and weaknesses to some extent. This warrior can manifest numerous weapons from it's arms using it's own body as a source to forge them. Any weapon known to exist can be made with water and hardened into solidity. They can be made one for each hand, with a long range reach and an S-Rank damage (divided through all the weapons 4=B-Rank each, 3= 2 B-Rank, 1 A-rank, 2= A-Rank each, 1= S-Rank). When used on open waters, the sea basically becomes an extension of the Poseidon's body which reaches down up to 15 meters underwater beneath and 10 around itself, making this area unstable and thus techniques cast inside this vicinity are rapidly taken apart or cancelled by his streaming body. For the same reason, it can manipulate surrounding body as an extension of itself and cast water bodies such as creatures, orbs, etc and waves to manifest up to Long range. Having an A rank strength, or devided equally on the amount of structures made. Poseidon can at will open sections of it's body to allow passage, big enough depending on the need. It's fists alone are enough to dwarf any structures and smash through defenses of S rank. It's punches leave medium sized craters when hitting the ground and always release small omni-directional waves of water from the impact. It's defense is such that it grants protection up to equal rank for Water and Fire while granting A rank defense to all other ninjutsu techniques. The water forming Poseidon is such that it makes it near impossible to clearly see the user inside, however from the inside it looks completely transprent and clear. They are also able to user Poseidon as a water source for water techniques up to S rank, using them from it's body and not directly from their own.
Note: After using the user is unable to use S rank or higher Water for the next 4 turns. Neither can they use S-ranked or higher elemental techniques 2 turns afterwards.
Note: Can only be used once and last up to 5 turns, after which the user is exhausted, reducing his body strength by half for the next 3 turns (Taijutsu does half damage, as do any techniques that rely on body strength).
Note: With Poseidon active the user is only able to use two other techniques per turn due to the extreme chakra consumption the first 3 turns it's active.
Note: No S rank water jutsu can be used in the same turn it is cast nor the next turn.
Note: No other Foribidden techniques can be used while it is active.
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☼ Declined ☼

Too much going on here. Tone it down a little.


(Hokuin Fuuinjutsu: Haji Naraku Ki-Pa) ⚘ Sealing Bone Arts: Grasp of the Hell Keeper
Type: Offensive
Rank: A
Range: Short/Long
Chakra: 30
Damage: 60
Description: The user channels chakra into the ground beneath/around the target and rapidly raises a thick amount of bone in the shape of a human's silhouette behind the target. The blanket proceeds to entrap the target within a body-adapting casket using the claw-like protrusions around the edges to grab and pull the target in and once it does so numerous bone slabs shoot from the ground around, forcing the steel-hard bone onto the target's body by stabbing into them. Four floating skulls with glaring eyes tied with chains surround the blanket acting as the seals which the user activates immediately that keep the target in place and sealed. The chained skulls extend five meters around the bone silhouette. Once the target has been trapped and sealed all four skulls opening their jaws and they begin to compress on themselves, causing the bone to crush inwards in which the bone and anything inside is crushed. Unless the user wishes to keep the target alive, in which case the skulls act as guardians.

- Can only be used x3 per battle.
- No A rank Fuuinjutsu & S rank Shikotsumyaku in the same turn.

☼ Declined ☼

Explain this: Four floating skulls with glaring eyes tied with chains surround the blanket acting as the seals which the user activates immediately that keep the target in place and sealed.

Sealed in what way?
 
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Kryptiic

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Re: Custom Jutsu Submission

Link to signing Toad contract;

(Hikigaeruātsu: Ima Hizu Hikigaeru no I) – Toad Arts: Stomach of the Great Water Toad
Type: Offensive | Defensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The justu, being almost identical to the '(Gamaguchi Shibari) - Toad Mouth Binding' technique, summons the belly of one of the Great Water Toads. The stomach walls posses the same abilities as the original, being able to digest/capture the opponents within them. It also has the ability to absorb water from the outside and inside. Another of its abilities is that it can produce its own water within the stomach. Either upon summoning or on command, water fills the cavity, much like an advanced '(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment'. The water can either be dense, restricting movement or free flowing allowing movement. The toad also has ability to section off portions where the water is produced, allowing the summoner to be safe in a different part of the stomach should they also be inside. While this toad is unable to produce flammable oil, it does have the unique ability to change the acidity of the water within its stomach. The acidity isn't capable of immediately burning away flesh, though if caught in the water the burning sensation becomes increasingly worse as the first layers of flesh are slowly removed.

Restrictions
– Usable twice per match
– Can only be taught by Kryptiic
– Needs to have signed the Toad contract.
– Capable of absorbing A ranked and below water jutsu.

☼ Approved ☼

(Hikigaeruātsu: Ima Kaminari Hikigaeru no I) – Toad Arts: Stomach of the Great Lightning Toad
Type: Offensive | Defensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The justu, being almost identical to the '(Gamaguchi Shibari) - Toad Mouth Binding' technique, summons the belly of one of the Great Lightning Toads. The stomach walls posses the same abilities as the original, being able to digest/capture the opponents within them. It also has the ability to absorb lightining from the outside and inside. Another of its abilities is that it can produce its own lightning within the stomach. On command, lightning fills the cavity, much like an advanced '(Raiton: Chidori Nagashi) - Lightning Release: One Thousand Birds Current', also possessing the same paralysing effects. The toad also has ability to section off portions where the lightning is produced, allowing the summoner to be safe in a different part of the stomach should they also be inside. While this toad is unable to produce flammable oil, it does have the unique ability to produce a slime which acts as a conductor for electricity. Being the lightning stomach, the slime allows the vibrations of the stomach to be amplified continuously. As a result, when standing within the stomach the vibrations begin to cause numbness within the legs, and should any other part of the body come into contact the same effect will happen. The summoner, having trained within the toad has become used to the vibrations and is otherwise unaffected by it.

Restrictions
– Usable twice per match
– Can only be taught by Kryptiic
– Needs to have signed the Toad contract.
– Capable of absorbing A ranked and below lightning jutsu.

☼ Declined ☼

Rather than being able to absorb lightning make this one resistant to lightning, i.e. no paralysis. The vibrations part is a little iffy as well.
 
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Vegeta

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Re: Custom Jutsu Submission

(Hayaton - Supīdofōsuwan) Swift Release - Speed Force One
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (-20 to the user)
Description: Forming the Boar seal, the user molds their Swift chakra and begins to run at the opponent. As the user runs they move their arms in circular opposite directions aside of one another which builds up winds that clash causing static electricity to surge throughout the winds and the user. This causes electrons to build up all over their body looking for another surface without a charge to jump onto. As the user runs with the winds encircling them they can form the winds into an animal of the users liking, the animal surrounds the user a couple meters around and causes an insulation type effect not allowing the electrons to move away from the user. Therefore the electrons build up more and more within the wind currents and the user themselves. The jutsu ends with a punch to the opponents chest where the winds explode upon the target impacting them severely. This also causes the electrons to jump from the user to the target causing an isolated electrical shock, shocking the target which coupled with the slicing attack of the wind also causes electrical damage to the opponent it also gives the opponent a negative electrical charge for a brief period as well as a positive charge to the users fist, though the force from the wind and blow would send the enemy flying away up to mid range. The negative charge lasts for one turn, and makes them slightly magnetized, not enough to fully attract metal directly to them but enough to pull things towards them somewhat as if entering a gravity field briefly

~Notes~
- No Swift jutsu the next turn, and no other lightning or wind jutsu the turn this is used.
- The release of the electrical charge causes damage to the users fist, causing them to only be able to perform 1 hand seal for 2 turns after use.
- Usable 1x per battle
- Can only be used by -Vegeta

Declined - i think this is from the flash but it's not within the power of swift release to create this technique.

(Hayaton - Watashi no menomaede furasshu) Swift Release - Flash before my eyes
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user makes the Boar seal, molding his swift chakra thru out their body, then run in a circle around the opponent at Swift speed surrounding them in a short-mid range radius. This will lead to a funnel effect, creating a cylindrical shaped tornado from the pure speed of the user running cutting thru the viscosity of air. The tornado will draw out oxygen from the inside which will begin to asphyxiate the person inside, as well as make all Katon jutsu the same rank and below fail as there will be no oxygen left to fuel them inside of the massive churning vortex of wind. As the tornado like vortex reaches it's apex, it would begin to spill inward on itself from the top like a hole filling with water for example. The wind vortex would slam down upon the opponent, causing slicing damage as well a bluntly smashing them into the ground.

~Notes~
- Usable 3x per match
- Can only be used by -Vegeta

Declined - I'll allow the running to create the vacuum, just like the flash lol but bringing the the force from above no, that bit doesn't even make sense, also mention it will take a few seconds for the vacuum effect to take effect.

☼ Both Pending ☼

Not all too sure if these are within the limits of swift.


(Fuuinjutsu - Tadashī ōto) - Sealing Arts - Auto Correct
Type: Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Having a seal located on their body with the Dragon symbol in it, the user channel chakra to the seal while making the Dragons seal, releasing a stored amount of chakra from it, that quickly coats them and launches them up to short range in the direction of their choosing like a reflective force had just shoved them.

~Notes~
- Must be stated on the users bio that they have this seal already placed on their body.
- Can be activated 3x's, but not consecutively
- Must be taught by -Vegeta

☼ Declined DNR ☼
 
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Kai NB

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Re: Custom Jutsu Submission

(Raiton: Yoki Senu Ratio) — Lightning Release: Unforeseen Light
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-10 per turn active)
Damage Points: N/A
Description: This is an advanced utilization of lightning release derived from the ninjutsu technique, (Meisaigakure no Jutsu) — Hiding with Camouflage Technique. This technique essentially allows the user to have any of his lightning techniques refract light, thus appearing invisible (in a ripple-like fashion) to the naked eye. Only those that can detect minuscule changes in detail would be able to tell. This is done by haveing the jutsu passively refract the light of a lightning technique as its being formed (still costs a move). This technique also shares basic principles from its Parent technique, including the ability to erase its own shadow.

Note: Doujutsu/Senser Users can still percieve the chakra within the technique.
Note: Can be Used 3 times per battle.
Note: The refraction of light can last a maximum of 3 turns.
Note: Can only be taught by Jakai.

☼ Declined DNR ☼



(Suiton: Kyōsei Chinokawaki) — Water Release: Symbiotic Blood Thirst
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 for every turn active)
Damage Points: N/A
Description: The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It absorbs any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by absorbing these elements the Mist naturally expands in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent, but simply harm their vision and produce similar effects that the canon mist technique can do. It can absorb techniques up to S-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. Coincidentally, this technique helps prevent water users from performing water within the mist when fully grown, and if the user is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it absorb the water and grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water it absorbs it is obvious the mist will become thicker and thicker, the such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techs are not effected.

Note: Can only be taught by Jakai
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of five turns, and can be stopped by the user whenever

☼ Declined ☼

You say it can absorb any and all water sources including water jutsu, but then say it won't act to combat against jutsus. Sort that out. Also, give a better description of what needs to be absorbed to create what level of heaviness within the mist.



(Kuchiyose Doton no Jutsu: Futago no Gōremu) — Summoning Earth Release Technique: Twin Golems
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: N/A
Description: These Twin Golems (双傀儡, Dorō Gōremu) are a pair of summons, similar to how The Earth Prison Golem was the personal summon of Jirōbō of the Sound Four. Their names are Lightweight and Heavyweight. Despite being twins, the two look nothing alike. True to their names, Lightweight is a more refined construct that is more lean and Heavyweight is an incredibly large stone construct that resembles an exceedingly muscular bodybuilder with each stand tall at a height of 7 feet. As being similar to the Summoning Earth Release Technique: Prison Golem technique, these summons are also able to act independently from the users will, similar to any summoning animal, with their own unique abilities. What sets these summons apart from the Prison Golem summon is that these two can each perform the canon weight-altering earth techniques.

Lightweight — Due to his leaner figure, Lightweight is able to move at the speed of an Official Sage user but it's physical attacks only have A-Rank power. Being made of rock, it is extremely durable and strong, capable of taking B-Rank attacks without visible damage and being able to use nearby rock and earthen materials to recover from A-Rank attacks. As a master of the light weight altering techniques, Lightweight can use the Earth Release: Light Weight Rock Technique passively and Earth Release: Ultra Light Weight Rock Technique only once passively. Lightweight has mastered this ability to such a degree that he can make himself lighter in order to avoid a single S-Rank technique by running from it, but only once.

Heavyweight — Due to his larger figure, Heavyweight is only able to move at the speed of a Kage user but it's physical attacks have S-Rank power. Being made of rock, it is extremely durable and strong, capable of taking A-Rank attacks without visible damage and being able to use nearby rock and earthen materials to recover from S-Rank attacks. As a master of the heavy weight altering techniques, Heavyweight can use the Earth Release: Added Weight Rock Technique passively and Earth Release: Super Added Weight Rock Technique only once passively. Heavyweight has mastered this ability to such a degree that he can make himself heavier in order to withstand a single F-Rank technique by increasing his durability against it, but only once.​

Note: Can only be taught by Jakai
Structural Size Estimate of Lightweight
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Structural Size Estimate of Heavyweight
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☼ Declined DNR ☼
 
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Selendrile

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Re: Custom Jutsu Submission



(Ken’nomai o Nageki: Bushi Sapōto)- Wailing Sword Dance: Samurai Sostenuto
Type: Offensive/Supplementary
Rank: B-A
Range: Short-Mid
Chakra cost: 20-30
Damage points: 40-60
Description: The user unsheathes his weapon (most commonly a sword but others can be used) and uses this sound as the medium for the technique. The act of unsheathing the sword creates a loud rasping sound which causes the sound-waves to bounce along the inside of the sheathe. The rasping sound itself becomes increasingly painful, going from a slight, disorienting annoyance (B-rank and capable of stumbling a moving opponent or interrupting a chain of hand seals of more than 3) to paralysis (A-rank and of the body and limbs) as the unsheathing is prolonged. This effect would last until the sword is fully drawn and is capable of affecting all enemies up to mid-range. Furthermore, the sound waves become incredibly compacted as they rebound within the sheathe, creating a high pressure area. This pressure causes the sword to be propelled from the sheathe at a much higher speed than normal draws. Due to the massively pressurized sound waves within the sheathe, it can cause the sword to be unsheathed with speed rivaling that of Iado. Because of the quick-draw nature surrounding this ability, the user sacrifices the ability to create the hindering sound waves because the quick draw does not allow the user to sustain the sound. Regardless of either method of release, the sound waves also create a loud, sharp, audible noise while the sword is swung. A wave of sound is released alongside the sword, with the sound-waves vibrating adjacent to the length of the blade which in turn enhances the sword's lethality and sharpness (as per the ability of this style). This enables the sword to cut through S-rank and below solid objects and elements, while also doing grievous damage to an enemy’s body.
- Usable three times per battle
- No Wailing Sword Dance techs in the same turn

♪ Approved, edits made. ♪

(Ken’nomai o Nageki: Suzumebachi no Chōwa)- Wailing Sword Dance: Hornet Harmonium
Type: Offensive/Defensive
Rank: A-S
Range: Short-Mid
Chakra cost: 30-40 (-10 per turn to sustain)
Damage points: 60-80
Description: The user will begin to move their weapon (a bladed weapon such as a sword, tanto, kunai, etc) around their entire body in a series of fluid, sweeping motions that are indicative of the style. Each movement of the weapon creates a sound wave which is then manipulated by the user in order to produce rapid pulses of sound. These pulses of sound emanate from the user’s body in all directions around them in the rough shape of a sphere, combining to create an omnidirectional defensive sound sphere. As long as the user continues the movement of the weapon, he is able to continually sustain this sound sphere which is capable of defending against various attacks following elemental strengths and weaknesses. Of course sustaining the technique against multiple techniques will cost multiple turns out of the user’s limit/uses. The standard sound pulses are A-rank and are capable of extending up to short range. However, the user can also increase the speed of his movement in order to augment the number of pulses being made in a given time. This will expand the sound sphere (due to the increased motions) up to mid-range and is considered S-rank. If caught within the sphere, an enemy is assaulted with intense screams and wailing released by the blade, as if thousands of people were being tortured before their eyes. Within the sound sphere, the opponent will experience a paralyzing-like affect that would seize their limbs unless the sound is somehow stopped or they can escape the range of the technique.
- Usable three times in total; S-rank is usable twice
- If S-rank version is used, no sound above A-rank or above the same turn

♪ Approved ♪

(Ken’nomai o Nageki: Kussaku De~Yuetto)- Wailing Sword Dance: Drilling Duet
Type: Defensive
Rank: B
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user will move their wielded weapon in order to defend them from an enemy strike. Immediately when the enemy’s weapon/limb makes contact with the user's weapon (producing the sound which the user then manipulates), the user releases the sound chakra into the opponent’s blade. The sound waves resonate within the opponent’s weapon and limb, severely numbing the nerves. This effect is severe enough to completely numb the limb which forces the opponent to release their grip on the weapon. Their limb then becomes useless for the remainder of the turn, while also preventing the use of hand seals (if the affected limb is the arm). This attack can defend from normal kenjutsu techniques of A-rank, while elementally infused kenjutsu strikes follow sound’s normal strength and weaknesses.

♪ Approved ♪

☼ For MU ☼
 
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Re: Custom Jutsu Submission





(Kage no Sento: Dakushadou no noroi) | Shadow Combat Style: The Curse Of Dark Shadow
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: A simple yet effective technique, The Curse Of Black Dust is a technique that will cover up your disadvantage up to a certain level. During a battle, often times it happens that the user looses a limb or two. The user can in these situations, channel his Shadow Chakra into that limb and re-create the limb. This will cause the bleeding to stop momentarily as the black shadow limb replaces the lost limb. However the catch here is that, the shadow limb does not function as effective as the original limb, but is simply, a replacement. If the user creates a hand, he can perform hand seals, but can never release elemental chakra through that arm. Same goes to all limbs. The user can however, use shadow jutsus without any problem. The user can use this technique to re-create any part of his body, as long as he is alive. The technique even be used to fill up small cuts or bruises if the user so wishes. However, the technique only lasts for a certain amount of time after which the shadows will disappear and the wounds will open up and the user will have to seek medical attention.
Note:
Lasts for 4 turns
Can only be taught to Shadow Combat Students
Can be used twice.






(Kage no Sento: Gekido fugu no fukushu) | Shadow Combat Style: Vengeance of an Furious Pufferfish
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By using the ability of the shadows to materialize, and also their own ability to use it directly from their body, the users of Shadow Combat will form two handseals [Boar - Rat] and place both their palms on the ground to release a large amount of shadows from his palms into the ground. The user will infest the entire battlefield with his chakra before creating an entire forest of shadow spikes that rise from underground, which can be as many as thousands, up to the tens of thousands (similar to "Dance of the Young Ferns"). The chakra in the ground is released in a way, similar to sharp and durable roots, that will hold the earth from moving (not allowing anyone to perform ground altering Earth techniques of up to S-Rank) and also killing anyone who might be hiding underground. On the other hand, the spikes of shadows that rise from the ground, indiscriminately slaughter whoever stands on the ground's surface. The shadow spikes can even reach up a little higher than the height of the greatest summon Gamabunta. The user can freely manipulate the spikes as long as his hands are in contact with the ground. Straight after creation, the user can detach themselves from the created source after which he will no longer be able to control the spikes. Until the user detaches himself from the spikes, he won't be able to use any other jutsu other than Shadow manipulation. Even if the opponent destroys part of the forest, the user can simply recreate it by adding +15 more chakra.
Note:
- Lasts three turns after which the shadows fade away.
- Can only be used by the users of Shadow Combat.
- Only two techniques in the same turn.
- No other shadow Combat jutsu above A-Rank in the same turn.
- Cannot use any other jutsu (except Shadow Manipulation) while still connected to the spikes.
- Can only be used twice.

‡ Pending ‡ Leaving for Modara.

? Declined, this is too much. An instant burst all over the field of shadow spikes at one time unlike Dance of the Seedling Ferns which spreads out omnidirectionally is ehhhh, especially given that you try to restrict all Earth up to S rank jutsu from being used with this. The height of the spikes is waaaayyyy too high and recreating it will be a no if destroyed. ?
(Kage no Sento: Gekido fugu no fukushu) | Shadow Combat Style: Vengeance of an Furious Pufferfish
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By using the ability of the shadows to materialize, and also their own ability to use it directly from their body, the users of Shadow Combat will form two handseals [Boar - Rat] and place both their palms on the ground to release a large amount of shadows from his palms into the ground. The user will infest the entire battlefield with his chakra before creating an entire forest of shadow spikes that rise from underground, which can be as many as thousands, up to the tens of thousands (similar to "Dance of the Young Ferns"). The chakra in the ground is released in a way, similar to sharp and durable roots, that will hold the earth from moving (not allowing anyone to perform only ground altering Earth techniques, that change the physical structure of the terrain like creating a Golem or Moving Earth Core of up to S-Rank) and also killing anyone who might be hiding underground. On the other hand, the spikes of shadows that rise from the ground, indiscriminately slaughter whoever stands on the ground's surface. The shadow spikes can even reach up to a height of 20-30 meters. The user can freely manipulate the spikes as long as his hands are in contact with the ground. Straight after creation, the user can detach themselves from the created source after which he will no longer be able to control the spikes. Until the user detaches himself from the spikes, he won't be able to use any other jutsu other than Shadow manipulation.
Note:
- Lasts three turns after which the shadows fade away.
- Can only be used by the users of Shadow Combat.
- Only two techniques in the same turn.
- No other shadow Combat jutsu above A-Rank in the same turn.
- Cannot use any other jutsu (except Shadow Manipulation) while still connected to the spikes.
- Can only be used twice.

☼ Leaving for MU ☼

(Futon: Roki no maindogēmu) | Wind Release: Loki's Mind Games
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A (80)
Description: A simple and effective technique that this is, it requires the user to manipulate the air in the atmosphere to form a "dome" of intangible wind. The dome can be created small, or huge, depending on the user's requirement. The creation of the dome is instant as the dome contains no offensive power to it. Now what happens really is, inside the dome, the user coats any and all inanimate object with his wind chakra passively, forming a dense cover over it. Once the coat is created, the user can manipulate the coat(s) to move the objects to different places mentally. For example, the user can coat an inanimate Stone Golem with his wind chakra and use it to punch his target. Or maybe he may coat any kunai lying on the ground and make it come back to him. Since the object is coated with the user's wind chakra, it also allows him to levitate the object in question, regardless of the weight of the object (since he will require proportional amount of wind chakra to coat that object). The strength of the object imbued will be equivalent to its size and the chakra coated on it. For example, a Stone Golem will still have its normal strength even if it is being manipulated externally. Now coating the objects is not the only thing that the user can do inside the dome. He can, create objects like say Kunais, or even hands made of wind inside the dome. The limitations are the user's imagination. These constructs however, do not have much strength (they can be, at max be compared to D-Rank techniques). So creating a hand in the air to slap the target etc is possible.
Note: Can only be used on solid objects.
Note: Can only be used on inanimate objects.
Note: Can only use Wind techniques when the dome is active.
Note: Dome lasts a maximum of 3 turns.
Note: Can be used 3 times.
Note: User can at max, only control 1 S-Ranked figure or 2 A-Ranked Figures at once.
Note: User can control any number of B-Rank and below figures.
Note: Can only be taught by Flásh

☼ Declined DNR ☼
 
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Gutsy

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Re: Custom Jutsu Submission

(Hikigaerusuraimu) – Toad Slime
Type: defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The toads of Mount Myoboku have glands that produce a slime that serves many different purposes. This is something that Jiraiya studied for many years before he perfected into a technique of his own. The toads produce this goo like substance from their glands all over their body, making them very slippery which could not only make it more difficult for an opponent to strike the user of this technique with Taijutsu, seeing that this slippery feature could be used to let the strikes somewhat slide off of him. Furthermore this slime like substance also makes the user taste and smell revolting to anyone who may taste or smell him. This would turn out to be quite troublesome for opponents such as the Inuzuka or anyone with enhanced smell and taste, as they would be able to experience the foul smell and taste of the Toad Slime to its fullest, causing them to feel their stomachs turning and making them vomit continuously, for several moments, being unable to control them self. For someone with enhanced smell or taste this can be tasted or smelt all the way into mid-range from the user of this technique, yet for normal people it is only going to affect them if they are within short-range. The final feature of this technique is that this Toad Slime that the user may produce from his glands keeps his body moist, and it also serves as a sort of barrier which prevents infections and fungus and other sorts of illness that may come from the outside to harm the user. The user himself is resistant towards the smell and taste it emits, similar to the toads whom are also naturally resistant towards it themselves.
Note:
- This technique requires signing the Toad Contract
- The technique may be performed trice per battle
- When activated the technique stays active for 4 turns
- This technique makes the user resistant towards C-rank and below Taijutsu
- This technique may be used by the user or any of the toad summonings

‡ Declined ‡ Tone down the whole vomiting thing. This technique shouldn't have such a powerful effect. At most, you can overwhelm Inuzuka/Ganmi sensing for a small duration after they've been affected by this.

(Hikigaeru No Shita Baindingu) – Toad Tongue Binding
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A unique technique developed by the toads and taught unto the ones who have signed the contract. The toads can utilize this technique without using any hand seals or hand gestures, while the user is required to perform the serpent hand seal. This technique allows the user or a toad to release their tongue out, extending its width and length drastically, shooting out of their mouth at intense speed, like when a frog attempts to catch a fly with their tongue, a high speed reflexive movement. The tongue of both the user and the toads using it, have the unique toad characteristics, as they are extremely sticky and it is used to catch and wrap around the opponent. This would effectively render the opponent incapable of moving at all, due to the tongue wrapping around every single limb, while strangling them. To make this technique more lethal towards the enemy, the toads developed a unique property that allowed the toads and the ones who signed the contract to change the properties of their own tongue after having caught the opponent. This is done by the user releasing a wave of chakra through his tongue, which then causes the tongue that is wrapped around the enemy to change into the same flesh like substance as the one found inside the fire breathing toad, causing the tongue to swell up rapidly consuming the enemy while digesting them completely. Another ability of this technique may be that during the entire time that this technique is utilized, the tongue will release acidic stomach liquid from itself, similar to the one found in the Fire Breathing Toads Stomach, which corrodes and melts through human flesh and bone. When the technique is used and the tongue is shot out, the user is capable of maneuvering between objects with his tongue and aim for his target.
Note:
- May be performed trice per battle
- Can be used by both the user and Toads
- Must have signed the Toad contract

‡ Declined ‡ I believe Teno submitted a CFS based on this. You need his permission to make something like this.

(Hikigaerubōkarusakku) – Toad Vocal Sac
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: This technique was invented by the toads themselves and taught unto the ones who have signed the toad contract. The vocal sac of the toads is generally used to emit their frog calls from, yet it can also be used in another way. This technique requires the user to perform the Boar hand seal, while then with a powerful inhaling action, he will form a vocal sac similar to the one the toads have, inhaling and storing incoming techniques of tangible matter, such as mist, smoke, gasses and the likes. Storing it inside the vocal sac where it will then cause no harm to the user, while then the user is capable of redirecting the entire gas, mist or smoke in any direction he desires, in a powerful stream like fashion, and depending on the technique or tangible matter that is stored in the vocal sac, it may cause harm to the opponent if sent directly back at him. This technique is also usable by Toads. The technique only allows a toad or user to suck up A-rank or below tangible techniques like mist, gas and smoke, and release it back towards the enemy.
Note:
- This technique requires signing the Toad Contract
- The technique may be performed trice per battle

‡ Declined ‡ All the things you mentioned are intangible, not tangible. Also, is this usable on poisonous gases? Wouldn't the summon using this be affected by the poison?
Resubmitting:

Permission from Teno (Answer):

(Hikigaeru No Shita Baindingu) – Toad Tongue Binding
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A unique technique developed by the toads and taught unto the ones who have signed the contract. The toads can utilize this technique without using any hand seals or hand gestures, while the user is required to perform the serpent hand seal. This technique allows the user or a toad to release their tongue out, extending its width and length drastically, shooting out of their mouth at intense speed, like when a frog attempts to catch a fly with their tongue, a high speed reflexive movement. The tongue of both the user and the toads using it, have the unique toad characteristics, as they are extremely sticky and it is used to catch and wrap around the opponent. This would effectively render the opponent incapable of moving at all, due to the tongue wrapping around every single limb, while strangling them. To make this technique more lethal towards the enemy, the toads developed a unique property that allowed the toads and the ones who signed the contract to change the properties of their own tongue after having caught the opponent. This is done by the user releasing a wave of chakra through his tongue, which then causes the tongue that is wrapped around the enemy to change into the same flesh like substance as the one found inside the fire breathing toad, causing the tongue to swell up rapidly consuming the enemy while digesting them completely. Another ability of this technique may be that during the entire time that this technique is utilized, the tongue will release acidic stomach liquid from itself, similar to the one found in the Fire Breathing Toads Stomach, which corrodes and melts through human flesh and bone. When the technique is used and the tongue is shot out, the user is capable of maneuvering between objects with his tongue and aim for his target.
Note:
- May be performed trice per battle
- Can be used by both the user and Toads
- Must have signed the Toad contract

☼ Approved ☼


(Bubun-tekina Hikigaeru no Henkan) – Partial Toad Transformation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The toad is a unique animal which the user of this technique have studied and befriended through signing the toad contract. This technique was designed to give the user more of the toads’ abilities in combat as well as granting them a distinct advantage over the enemy. The idea came from when people saw Jiraiya enter sage mode and how he took on toad features, so instead he used the ability to his advantage. The technique is activated when the user releases chakra into their body turning part of their body to that of a toad feature for various benefits.


Partial leg transofromation: The first body part that is able to be turned into the toads is the users’ legs. The user will be capable of transforming their legs into toad legs temporarily, causing them to be granted with more agility as well as more powerful legs that make them capable of jumping much higher than the average ninja and at higher speeds as well, due to the toad leg mechanism. The user can jump up to 50m in the air with these legs and land without hurting himself. The user can release chakra into their legs, to spring forwards shooting forwards like most combat toads, launching in a direction with immence speed.

Note: Doing the jump is C rank technique, counts as one of the jutsu per turn and can be used once ever two turns.
Note: Legs are A rank defence on them and have the power of A rank tai when used in combat

Arm transformation: The second body part that is able to be transformed into a toads’ body part, is the users’ arms. While the arms have been turned into the toads arms, it makes the users hand to hand combat stronger due to the size and strength difference of the large arms. This is used in combination with hand based Taijutsu, making it more devastating as it has a larger impact surface as well as greater force behind it (+10 to hand based Taijutsu). The user is capable of converting his arms back to normal within moments notice.

Note: The skin on the users arms are immune to jutsu of B rank and below while in this form due to toads tough skin.
Note: The arms have the power of an A rank tai attack when used in combat

Chest transformation: The user will release their chakra into their chest changing it to an inflated toad stomac that expands outwards. This is like an inflated balloon with super tough skin. This can be used as a defence against solid attacks such as tai and earth jutsu as they would push into the toad stomac and then be pushed straight back out leaving the user unharmed.

Note: A body part can be transformed for up to two turns and only one part can be transformed at a time.
Note: To use the leaping jutsu, it counts as one of the three jutsu per turn and can only be used once every two turns.
Note: The stomac technique can be used once every two turns up to 3 times per battle


☼ Declined ☼

This needs to be restricted to people who can use toad sage mode.



(Hikigaeru No Hansha; Samā Modo) – Toad Reflex; Summer Mode
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: A highly advanced toad technique, developed by the Great Toad Sage, Gamamaru. The technique was developed after he witnessed several of his toad friends experiencing this effect on their own body. It was derived from a natural effect. Some toads experience when the winter and cold arrives that they freeze, their bodies completely shut down and they become completely “dead”, yet when the heat returns in the spring, the toads’ heat up and their bodies begin to function again, and they continue on with their lives as if nothing had happened. The technique itself is a technique that is developed to help someone from escaping Illusions as well as surviving deadly combat. The technique works in a unique fashion as it is a technique which automatically activates whenever the person in question is placed under an illusion or is experiencing a near death or dying moment. The technique activates the ninjas toad reflex called “Summer Mode”, causing the ninjas chakra to rapidly rush through his body as well as heating up his entire body. This causing a chakra disruption and immediate effect that result in the breaking of the illusion in question. The technique also works in the fashion where it is also a toad reflex to prevent immediate death, as it is also the same reflex “Summer Mode” which causes the chakra flow to rapidly increase and the body to heat up, to awaken the person keeping them alive with a rush of energy. This means that whenever a ninja is struck with a fatal blow the so called Toad Reflex is activated within them as it is something they have mastered and learned, to make them survive for a longer period of time if not surviving everything.
Note:
- Can break A-rank and below illusions but requires near death experiences
- A ninja who have mastered this reflex is capable of taking a full A-rank attack of logical proportions and continue fighting at full strength
- Requires one to have mastered Toad Summonings and Arts
- This technique activates automatically upon one of the described situations above
- Must be stated in your biography for it to be part of your abilities
- Summer Mode allow the user to avoid the fatal blow for 4 turns

☼ Declined DNR ☼
 
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Re: Custom Jutsu Submission

(Koton: Gōma Tetsu Rasen) - Steel Release: Iron Spiral
Type: Attack
Rank: A - S
Range: Short
Chakra: 30 - 40
Damage: 60 - 80
Description: Seemingly his second ultimate move, Gajeel transforms his legs or arm into a giant drill, which rotates at high speed, heavily damaging and piercing through whatever it strikes. The drill is either 0.5m (A rank) or 1.5m (S rank in diameter and it rotates so fast it creates a current of pure force pushing away from the sides of the drill much like the taijutsu technique "leaf dragon god". The user does the same method for both A and S rank but simply adds more chakra to make it bigger and stronger. Can piece any element of the same rank due to the force of the rotation and how sharp the drill is.

Note: A rank useable three times
Note: S rank Useable twice
Note: No lightning jutsu in the same turn.
Note: No S ranks in the same turn if used for S rank

‡ Declined ‡ Pick a rank and remove the last line.

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(Koton: Koton Sao) Steel Release: Steel rod

Type: Offensive
Rank: A-rank
Range: Short - long
Chakra: 30
Damage: N/a
Description: The user can do this technique in two different ways. The first is to create a 1 meter long rod made of steel from their body that they then throw to where they need it, the second is to release their chakra into the groups causing a steel rod to shoot up. The user will then focus their chakra into the rod to use it's special ability. As with all lightning jutsu, they would be attracted to metal like natural lightning, the user uses this principle with their chakra to draw lightning attacks towards this rod like a lightning magnet causing the lightning to hit the rod, channel down it then be dispersed into the ground. If the rod is in the air the lightning remains in the rod until it touches the ground, if the lightning rod touches water, the lightning will be discharged through the water.

Note: Can draw in 1 jutsu up to and including S rank.
Note: Useable twice
Note: No lightning jutsu in the same turn.

‡ Declined ‡ Similar techniques exist.

CW: I don't currently own a CW
(Katon: ketatamashii ) Steel Release: Studs
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: The user will have made 100's of steel studs using their steel release and have placed them into their body having them run through their entire body. All these studs will be infused with the users chakra and at any point could be used as a source of steel. And image of how the use looks with these studs can be seen below. These studs have three abilities.

Ability 1: when the user is hit with a lightning jutsu, they can use these steel studs as charka recievers to draw in the lightning preventing the user from being stunned or worse. This can only be done twice per battle, and it has a 3 turn cool down so that the lightning can be slowly dispersed into the air from the studs. If used on an S rank, it can only be used once, if used on an A rank or below it can be used twice.

Ability 2: The user, having focussed his chakra into the studs before planned for the future. The studs were designed to recognise any disterbances in the users chakra and if they do, they will release a wave of steel chakra through the users entire body equal to an S rank surge of chakra. As the studs are in the users entire body it would effect every point.

Ability 3: The studs will act on their own when the user is attacked and spread out on the users skin creating armour to cover the needed body part as a defence. This defence is A rank, and if it's used to counter S rank the studs will be destroyed and no longer useable. This defence can happen up to 4 times and has a two turn cooldown.


Note: Each ability has it's own restrictions and only one ability can be used per turn.
Note: The chakra nodes almost look like the paths of pein.

How it looks:
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‡ Declined ‡ First ability is illogical, second ability is yet another way to counter Genjutsu without having to realize it and the third ability is just a rip of Gaara's ultimate defense.
 
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Re: Custom Jutsu Submission

(Futon: Teito no sōdō)- Wind Release: Tumult of Tate
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique revolves around the vacuum aspect of Wind. With a clap of his hand, the user is able to create two golem-shaped entities of wind anywhere within range, though outside of a 3 meter radius of the opponent. These humanoid figures of wind are composed of highly compressed wind, that functions like a vacuum. The golems are roughly the size of the Earth Release: Stone Golem technique, and are, of course, A-rank in strength each. Upon creation, the golems begin to grow in size rapidly, using the terrain(dirt, rubble, soil, rocks, water etc.) to fuel their growth by drawing smaller particles in through the vacuum. Within a turn, each golem will be able to grow to the size of the Earth Release: Great Stone Golem technique. Of course, in spite of the increased size, the strength of either golem remains the same. Both golems function as sentient entities, and are able to move and attack much like humanoid figures. They are also able to gravitate throughout the air due to their wind composition. When in Great Stone Golem form, the golems have a reach of long-range. Due to the strength of the vacuum, being within a 3 meter radius of either golem will make movements and gesticulations highly difficult. The unique nature of this golem makes it highly invulnerable to damage - so long as it is not completely destroyed, it will be able to feed on the terrain and regenerate to its original strength and size, regardless of the damage sustained. Regeneration takes one turn. The A-rank golems are capable of combining together at any point in time to form a larger golem that is S-rank in strength, in which case the size would be twice of its original counterpart. Each golem is capable of imploding, creating a much stronger vacuum that would suck in everything within short-range towards itself (including the user if applicable), whilst shredding it to bits. However, this would cause the golem to vanish. This counts as a move. The strength of the vacuum is approximate to the strength of the golem, and can be done independently of each other. That is to say, one of the A-rank golems may choose to implode, creating an A-rank vacuum, whilst the other remains. The golems may also choose to combine, creating an S-rank vacuum instead that is larger in size, drawing in everything within an 8 meter radius.

Notes:

-Can only be used twice per battle
-Golems last for 4 turns, before they dissipate
-No Wind above A-rank for the rest of, and the next turn

‡ Declined ‡ I'm not allowing this to be combined with Pull of Pazuzu or Erzo's Sickle Draws, so add a note stating that. If both golems implode individually, will that count as two of the user's moves?
(Futon: Teito no sōdō)- Wind Release: Tumult of Tate
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique revolves around the vacuum aspect of Wind. With a clap of his hand, the user is able to create two golem-shaped entities of wind anywhere within range, though outside of a 3 meter radius of the opponent. These humanoid figures of wind are composed of highly compressed wind, that functions like a vacuum. The golems are roughly the size of the Earth Release: Stone Golem technique, and are, of course, A-rank in strength each. Upon creation, the golems begin to grow in size rapidly, using the terrain(dirt, rubble, soil, rocks, water etc.) to fuel their growth by drawing smaller particles in through the vacuum. Within a turn, each golem will be able to grow to the size of the Earth Release: Great Stone Golem technique. Of course, in spite of the increased size, the strength of either golem remains the same. Both golems function as sentient entities, and are able to move and attack much like humanoid figures. They are also able to gravitate throughout the air due to their wind composition. When in Great Stone Golem form, the golems have a reach of long-range. Due to the strength of the vacuum, being within a 3 meter radius of either golem will make movements and gesticulations highly difficult. The unique nature of this golem makes it highly invulnerable to damage - so long as it is not completely destroyed, it will be able to feed on the terrain and regenerate to its original strength and size, regardless of the damage sustained. Regeneration takes one turn. The A-rank golems are capable of combining together at any point in time to form a larger golem that is S-rank in strength, in which case the size would be twice of its original counterpart. Each golem is capable of imploding, creating a much stronger vacuum that would suck in everything within short-range towards itself (including the user if applicable), whilst shredding it to bits. However, this would cause the golem to vanish. This counts as a move. The strength of the vacuum is approximate to the strength of the golem, and can be done independently of each other. That is to say, one of the A-rank golems may choose to implode, creating an A-rank vacuum, whilst the other remains. The golems may also choose to combine, creating an S-rank vacuum instead that is larger in size, drawing in everything within an 8 meter radius. Imploding both Golem's individually will indeed cost two moves of the users moves.

Notes:

-Can only be used twice per battle
-Golems last for 4 turns, before they dissipate
-No Wind above A-rank for the rest of, and the next turn
-Can not combine with Pull of Pazuzu or Erzo's Sickle Draws

☼ Declined ☼

Remove the sentience. Either make them controllable or give them a preset attack pattern.


(Suiton: Carcinus no kōra)- Water Release: Carapace of Carcinus
Type: Defensive/Supplementary/Offensive
Rank: S
Range: Short-Long (Created Short)
Chakra: 40 (-15 per turn to sustain)
Damage: Depends
Description: This is a technique that utilises the versatility of the water element in the form of a sentient armour. To initiate this technique, the user simply surges chakra throughout his entire body in a fashion similar to the Hardening technique, erecting a layer of water over his entire body(certain parts may be excluded but it would not be a full-body surge). This water can take on any of the following three forms, with each composition having its own benefits. The first form comprises of solid crystalline water. This form is more offensively oriented. In this form, unfocused electricity is unable to affect the armour since crystalline water does not conduct electricity. However, focused electricity is still capable of dealing damage. The second comprises of a sticky, syrupy fluid much like the Starch Syrup Capture Field technique. This form is more geared towards supplementary usages, such as immobilising the opponent or anchoring the user. The fluid spreads quickly upon contact with another surface, weighing them down, making it ideal for trapping others. Of course, this doesn’t immobilise the user. The third form comprises of water derived from the Grudge Rain technique. This form is unique in that when it comes into contact with a foreign chakra substance, it will absorb chakra from them, reducing its damage by 20. When in contact with a human, it will absorb 50 chakra per turn. This makes it ideal for weakening others. This also applies to the user in some ways, since the user is in contact with the armour. However, the armour doesn't absorb the user's chakra, but foreign chakra (eg. genjutsu). When foreign chakra enters the user, this armour, in this form, would serve to nullify it by absorbing it, thus rendering the effects useless. This means that the user is immune to genjutsu insofar as the armour remains in this form, as foreign chakra will be absorbed. This ability is also not limited to genjutsu, but also applies to other supplementary techniques that directly affect the user (eg. added/light weight, etc) that involves foreign chakra. The effects of these techniques will also be nullified as the foreign chakra would be absorbed, making the user impervious to such techniques for the duration of this technique. Passively, the user may switch freely between all 3 forms. The user is also capable of passively reshaping the armour to cover only specific body parts and vice versa. Both of these happen near instantaneously. Of course, this armour does not only serve defensive purposes. It can be used offensively as well. The armour is capable of launching attacks using itself as the source; this includes various shapes, such as projectiles, spears, needles, and waves. Additionally, the armour can be reshaped to form extensions for varying purposes, such as swords, sticks, or even take on the shape of various exoskeletons/animal parts for close-combat. Each of these usages count as one move, and are A-rank in strength - while multiple constructs may be formed with a single usage, the cumulative strength and size should be that of an A-rank. Without a usage of these offensive applications, the armour itself is incapable of dealing any substantial, non-freeform damage, as it adds little offensive power to the user’s close-combat moves. So long as the armour is not fully destroyed, the user’s constant supply of chakra will replenish its strength.

Notes:

-Can only be used 2x per battle
-Lasts for 4 turns, though it may be terminated early
-Offensive applications can only be used 4x per usage of this armour, after which the armour will deactivate by itself
-No Water techniques above A-rank for the rest of the turn
-One turn cooldown before re-use

‡ Declined ‡ Great technique. The crystalline armour has already been done by Moofy. So only two forms remain. You can combine them into one so there's no need to switch forms. Regardless, the instantaneous changing form/shape needs to go. The genjutsu immunity is something I tried before and the mod checking it threw on a heap of restrictions, and this was only to stop S-Ranks and below. Also, I'm not sure if something like that is even viable. Can you really absorb the opponent's foreign chakra that's now embedded in your chakra system? I'll discuss this with another mod. Keep it for now but I may remove it on my next check.
(Suiton: Carcinus no kōra)- Water Release: Carapace of Carcinus
Type: Defensive/Supplementary/Offensive
Rank: S
Range: Short-Long (Created Short)
Chakra: 40 (-15 per turn to sustain)
Damage: Depends
Description: This is a technique that utilizes the versatility of the water element in the form of a sentient armor. To initiate this technique, the user simply surges chakra throughout his entire body in a fashion similar to the Hardening technique, erecting a layer of water over his entire body(certain parts may be excluded but it would not be a full-body surge). This water's form is sticky water that has traits of the Grudge rain's chakra absorption abilities. The syrupy fluid much like the Starch Syrup Capture Field technique. This form is able to immobilize the opponent or anchoring the user. The fluid spreads quickly upon contact with another surface, weighing them down, making it ideal for trapping others. Of course, this doesn’t immobilizing the user. The chakra absorption is unique in that when it comes into contact with a foreign chakra substance, it will absorb chakra from them, reducing its damage by 20. When in contact with a human, it will absorb 50 chakra per turn. This makes it ideal for weakening others. This also applies to the user in some ways, since the user is in contact with the armour. However, the armor doesn't absorb the user's chakra, but foreign chakra (eg. genjutsu). When foreign chakra enters the user, this armor, in this form, would serve to nullify it by absorbing it, thus rendering the effects useless. This means that the user is immune to genjutsu insofar as the armour remains in this form, as foreign chakra will be absorbed. This ability is also not limited to genjutsu, but also applies to other supplementary techniques that directly affect the user (eg. added/light weight, etc) that involves foreign chakra. The effects of these techniques will also be nullified as the foreign chakra would be absorbed, making the user impervious to such techniques for the duration of this technique. Of course, this armour does not only serve defensive purposes. It can be used offensively as well. The armour is capable of launching attacks using itself as the source; this includes various shapes, such as projectiles, spears, needles, and waves. Additionally, the armour can be reshaped to form extensions for varying purposes, such as swords, sticks, or even take on the shape of various exoskeletons/animal parts for close-combat. Each of these usages count as one move, and are A-rank in strength - while multiple constructs may be formed with a single usage, the cumulative strength and size should be that of an A-rank. Without a usage of these offensive applications, the armour itself is incapable of dealing any substantial, non-freeform damage, as it adds little offensive power to the user’s close-combat moves. So long as the armour is not fully destroyed, the user’s constant supply of chakra will replenish its strength.

Notes:

-Can only be used 2x per battle
-Lasts for 4 turns, though it may be terminated early
-Offensive applications can only be used 4x per usage of this armour, after which the armour will deactivate by itself
-No Water techniques above A-rank for the rest of the turn
-One turn cooldown before re-use

‡ Approved ‡ Amazing technique.
 
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