[ARCHIVE] Custom Jutsu Submission - II

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Akasha

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Re: Custom Jutsu Submission

I am not sure if this is approvable, anyhow I based it off a cfs that I submited recently, or well I decided to make it into a cj rather than a complete CFS. I italicized things which were suppose to be noted within the cfs' description based off the reason behind it being declined.

(Tachiaoi hanabira) - Hollyhocks Petals
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A (10 to further manipulate the sap)
Damage: N/A
Description: Hollyhock Petals are specific type of paper sheets which are similar to normal ones in length however a little bit thicker due to the sap which is filling their interior. They are used in combination with other paper technique to increase their potency.

Essentially, Yoanna was a long-lasting paper user who's weald represented her source of papers. She realised that differing trees had diverse characteristics one of which she wanted to use as per her advantage. A vast amount of trees had a substance known as sap traversing throughout their interior and then discharged on the exterior. She decided to use these trees for creation of paper sheets which have sap stored inside of them due to the way in which they were crafted. The thickness in these paper sheets came from the sap which was preserved within them.

Now, unlike Amber which is fossilized tree resin, sap is a fluid transported in xylem cells or phloem sieve tube elements of a plant (in this case trees). Essentially it is a combination of water and nutrients which molded together give out a sticky texture.

The sap inside of these paper sheets would stay dormant unless the user cause for its discharge by performing a single hand seal or if the paper sheets came in contact with a surface of sorts. Due to nature of the sap, once it has been discharged from the paper inside of which it was stored it would give out a sticky like texture to its exterior. Additionally, manipulating the paper sheets would be a hard task due to them being covered in it. However, the initial movement in which they were sent and with which they were used would be kept, hence the ability to perform what they were appointed. In addition, once the sap has been released from paper, user would be able to further manipulate it unless it has been eradicated following elemental strengths & weaknesses (having similar to basic ninjutsu) and only being able to reach short range from point of release.

Damage which is capable to be made by sap would solely depend on the technique of paper used. With increase in rank so would its power due to the amounts of it increasing. D and C ranked techniques will gain an increase of 5 damage points, B and A an increase of 10 damage and S and higher increase of 15 damage points.

Note: User is capable of causing sap to be released from the paper five times per battle by their desire, however only if B and A ranks are in questions. If it is S or F rank, they would be able to cause sap to be released beforehand twice. In this case this technique would take one technique slot out of three able to be performed per move.
Note: The rank of the sap would solely depend on the rank of the paper technique used, and it would follow elemental weaknesses and strengths of the basic ninjutsu.
Note: If applicable, further manipulating the sap would cause additional 10 chakra points to be used by the user.
Note: Must have mastery over paper ninjutsu to use these paper sheets.
Note: Must mention in their bio to use this technique.
Note: Can only be Taught by Akasha

‡ Pending ‡ LoK checked the CFS so it's only fitting he checks this.

✦ Declined, the italicized parts give an allusion to Wood Release and Plant Release as well; I don't think it's within Paper's abilities to be able to create sap within the paper or on it. ✦

(Tanensei no tane) - Seed of a Perennial
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: A technique which is quite unnoticeable to those who are not in possession of sensory or a doujutsu. Activated almost instantaneously once the target of the user comes in contact with a paper sheet of sorts. They wouldn't feel any changes however the paper sheet with which they came in contact with would attach itself onto them. Now the paper sheet itself could stay attached to the target as long as the user so wishes and as long as it is, user would be able to follow movement of them due to their connection with paper.

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

‡ Approved ‡ Simple but effective. I like it.
 
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Deviation

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Re: Custom Jutsu Submission

(Raiton: Hiken: Tsubame-Gaeshi) - Lightning Release: Concealed Sword: Swallow Return
Rank: S-Rank
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: Swallow Return is a forbidden sword technique that requires extreme precision, first in lightning chakra control and second in swordsmanship. It's a technique to where three concurrent arching blades close on the enemy from all sides to create a prison, allowing no chance for defense or evasion. While the user downplays it as simply successive slashes, it is actually using lightning chakra to the highest potential to overload one's arms and sword to increase speed and cutting ability. It starts with the user raising his sword above his shoulder, channeling lightning chakra to the nerves in the arms and to his sword. Once the user has done that, he performs a flashing slash from his right to his left, followed by two seemingly simultaneous, over-lapping flashes that appears to disregard the concept of time and space, producing a slash attack that arrives from three different directions due to the increased reflexes of one's arms. The user then lifts his sword as it gathers all his lightning chakra towards the blade and delivers another downwards slash resulting in an explosion of chakra, damaging the opponent. Due to the speed of the sword slashes, it is challenging to keep up with requiring the use of sharingan 2t and/or enhanced reflexes.
Note: Can only be used twice per battle
Note: Unable to use A-Rank or above Kenjutsu for the following turn
Note: User's arms are slightly numbed afterwards
Note: Must have lightning as a specialty

Example:
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Declined - @blue, i'm pretty sure if i use A rank wind wall around me i'd be safe :rolleyes:

*Removed that bit you pointed out. New edits in bold.


(Raiton: Hiken: Tsubame-Gaeshi) - Lightning Release: Concealed Sword: Swallow Return
Rank: S-Rank
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: Swallow Return is a forbidden sword technique that requires extreme precision, first in lightning chakra control and second in swordsmanship. It's a technique to where three concurrent arching blades close on the enemy from all sides to create a pseudo prison. While the user downplays it as simply successive slashes, it is actually using lightning chakra to the highest potential to overload one's arms and sword to increase speed and cutting ability. It starts with the user raising his sword above his shoulder, channeling lightning chakra to the nerves in the arms and to his sword. Once the user has done that, he performs a flashing slash from his right to his left, followed by two seemingly simultaneous, over-lapping flashes that appears to disregard the concept of time and space, producing a slash attack that arrives from three different directions due to the increased reflexes of one's arms. The user then lifts his sword as it gathers all his lightning chakra towards the blade and delivers another downwards slash resulting in an explosion of chakra, damaging the opponent. Due to the speed of the sword slashes, it is challenging to keep up with requiring the use of sharingan 2t and/or enhanced reflexes.
Note: Can only be used twice per battle
Note: Unable to use A-Rank or above Kenjutsu for the following turn
Note: User's arms are slightly numbed afterwards
Note: Must have lightning as a specialty

Example:
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Declined - bolded why at the end.



(Jorōgumo Hijutsu) - Jorō Spider Secret Technique
Rank: B-Rank
Type: Supplementary/Offensive
Range: Short (Mid range if using for bullets)
Chakra cost: 30
Damage points: N/A
Description: Once having learned how to create webs from one's mouth through the Blue Joro Spider Technique, the user takes the technique a step further by adding a Jorō's spider's fast-acting poison into it via his saliva using his chakra. Upon contact with the target's skin, the poison begins to set in slowly over time, causing damage. This particular webbing is much more denser than normal webbing, allowing the user to use it like a whip or rope. The user can also alternatively use it as net, albeit much heavier and poisonous. Although the side effects of the poison aren't felt on the first exposure, the longer the battle drags on the more harsher the effects on the target, eventually leading to death from the poison. Second exposure to the poison web, the target will begin to feel pain in his chest, abdomen, and back due to the poison beginning to attack his muscles. Third exposure to the poison web, the target's breathing will become much heavier and difficult due to the paralysis of the diaphragm. Fourth exposure to the poison web, the target will begin to feel strong headaches due to a change in their blood pressure. Fifth exposure to the poison web, the target's muscles will begin to spasm and cramp (not deadly but challenging to move on). By the user's sixth exposure to the poison web, the target will go into convulsions and vomiting, leading to his death. The target's skin needs to be exposed to the webbing continuously for the poison to start taking effect. While this technique may seem quite difficult to overcome, the poison can easily be expelled through the use of water over the affected area before the user's second exposure which by then the poison will already start taking its course. The web can reach up to mid-range by compressing the webbing into bullets and shooting them. The sticky nature of the dense web bullets allows them to stick to whatever it comes into contact with however they do not cause any direct damage. The user is unaffected by the poison himself as it is mixed with his chakra
Note: Must have learned Blue Joro Spider Technique
Note: Must have signed the Spider Contract

Declined - this is a form of poison manipulation which i can't approve without you having med training.

(Kumo Guraidā) - Spider Glider
Rank: C-Rank
Type: Supplementary
Range: Short
Chakra cost: 15
Damage points: N/A
Description: By being able to create webbing through one's sweat glands, the user creates small, durable webbing from one's armpits. This creates something reminiscent of a flying squirrel, allowing the user to glide while in the air as he descends from any altitude while in the air, coining the phrase, "Falling with style". The user must be careful as a slight wind can alter his course (C-Rank Wind and above) likewise the user can use a wind to change his course. The webbing follows normal strengths and weaknesses.
Note: Must have signed the Spider Contract

Approved - weird but nice
 
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Sasori

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Re: Custom Jutsu Submission

(Doragon o enge jiki rirīsu) Magnetism Release: Swallowing Dragon
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Sasori while manipulating his Third Kazekage will begin to generate a stream of iron sand from the puppet which the user will begin to send underground. Once the iron sand is underground the user will send it over towards where the target it. When the iron sand is directly below the target the user will have the iron sand begin to forcefully emerge from the ground in the shape of a dragon’s mouth basically a large gaping mouth. As the iron is emerging from the ground the sand would cause for the ground crack away seconds before when it is about to emerge. When the dragon mouth erupts from the ground it is capable of swallowing everything within short range of the target. Also the mouth rises several feet in the air as it is emerging itself. After something is captured the user will close the mouth of the dragon crushing the enemy.
Note: Can only taught by Sasori

(Purattofōmu o hasai jiki rirīsu) Magnetism Release: Crushing Platform
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: As Sasori is manipulating his Third Kazekage puppet he will then start to channel his iron sand underground, and send it towards a target. Once the iron sand reaches the location of the target it will then emerge from the ground and quickly cover where the target is standing up to short range. The iron sand coming out of the ground is enough to quickly bury someone up to their waist in iron sand. Now that the target’s body is submerged in iron sand Sasori will then swiftly control the sand where the target is, and then quickly harden into a solid form. By hardening the sand by the opponent where they are standing they will possibly get crushed due to the sheer force of the sand.
Note: Can only be taught by Sasori

Both declined - A ranks with no restrictions?

Name of Puppet: (Ani) Annie
Rank: S
Type: Human Puppet
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This is a human puppet Sasori acquired when on his hunt for special kekkei genkai. It may have taken a long time to finally find a worthy specimen for his collection, but he had finally done it. Annie is capable of using all five basic elements as well as using the special kekkei genkai known as Storm release. Annie has had a lot of modifications done to her body in order to transform her into a more powerful form than when she was once alive. The first major modification of the puppet is that she no longer stands on two legs, but instead has a pair of arms spreading out of her abdomen which allow for her to place her body on the ground on all Six. When in this state it is similar to how the salamander puppet stands. Her four arms are all capable of being protracted into long distances. On the puppet’s front arms are tags which are used to release puppet arms which the user will launch at the target And are equal to a C-rank technique. The puppet’s front arms are also capable of launching off like a grappling hook and attach itself to whatever it grabs hold of. There are holes placed on the puppet’s hand enabling it the ability to emit streams of storm release. Its mouth is capable of opening to generate chakra from within its mouth to unleash a blast of chakra.Annie is also capable burying herself underground up to long range. One ability of this puppet is that it is capable of utilizing its storm release ability to cover its body inside of a thick dark thundercloud with electricity running through it, which serves two purposes which are to attack the enemy or provide cover. In the middle of the puppet’s chest is a hole for Sasori heart compartment where he can change into the puppet quickly.
Link to Battle:
(Agreement: )
Link to Biography:
Notes: Can only be used by Sasori
Notes: Grappling hook count as a move
Notes: Can use all basic puppetry techniques.
Notes: Can only be two human puppets on field at a time.
Notes: Can only use attacks up to S-rank.
Notes: Chakra blast is a separate jutsu.
Note: Emitting streams of storm release is separate jutsu.
Note: Storm cloud is separate jutsu
Note: Puppet tags counts as a jutsu
*Removed Poisonous gas technique*
(Removed some of the puppet's abilities because I intend on making a separate jutsu for them like the above one. Just listed what the puppets are capable of doing.)

Declined - rank and chakra cost for abilities like storm cloud?


Name of Puppet: (Ani) Annie
Rank: S
Type: Human Puppet
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This is a human puppet Sasori acquired when on his hunt for special kekkei genkai. It may have taken a long time to finally find a worthy specimen for his collection, but he had finally done it. Annie is capable of using all five basic elements as well as using the special kekkei genkai known as Storm release. Annie has had a lot of modifications done to her body in order to transform her into a more powerful form than when she was once alive. The first major modification of the puppet is that she no longer stands on two legs, but instead has a pair of arms spreading out of her abdomen which allow for her to place her body on the ground on all Six. When in this state it is similar to how the salamander puppet stands. Her four arms are all capable of being protracted into long distances. On the puppet’s front arms are tags which are used to release four puppet arms which the user will launch at the target And are equal to a C-rank technique. The puppet’s front arms are also capable of launching off like a grappling hook and attach itself to whatever it grabs hold of.Annie is also capable burying herself underground up to long range. One ability of this puppet is that it is capable of utilizing its storm release ability to cover its body inside of a thick dark thundercloud with electricity running through it, which serves two purposes which are to attack the enemy or provide cover. The cloud serves as a B-rank defense and the lightning attacks are equal to B-rank. In the middle of the puppet’s chest is a hole for Sasori heart compartment where he can change into the puppet quickly.
Link to Battle:
(Agreement: )
Link to Biography:
Notes: Can only be used by Sasori
Notes: Grappling hook count as a move
Notes: Can use all basic puppetry techniques.
Notes: Can only be two human puppets on field at a time.
Notes: Can only use attacks up to S-rank.
Note: Storm cloud is separate jutsu
Note: Puppet tags counts as a jutsu
*Removed Poisonous gas technique*
(Removed some of the puppet's abilities because I intend on making a separate jutsu for them like the above one. Just listed what the puppets are capable of doing.)
Removed chakra blast attacks and Storm streams from hands.


Approved
 
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Omega

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Re: Custom Jutsu Submission

(Soshi Enmu) – Elemental Haze
Rank: D
Type: Supplementary
Range: Short
Chakra Cost: 10 (+5 for all smoke ninjutsu)
Damage Points: N/A
Description: Smoke ninjutsu is mainly used for distractions, and covert operations; however, its offensive power is minimal. Since it is not an elemental jutsu, it would be possible to combine it with other elements to make it more powerful. The trick is to not overpower the smoke itself and maintain enough balance so that the smoke ninjutsu still maintains its properties. Elemental Haze uses different elements to make smoke ninjutsu stronger.

Yellow Phantom: When the user activates yellow phantom all of his smoke ninjutsu will have various lightning particles that aren’t visible to the naked eye. The smoke ninjutsu of the user will be able to paralyze the enemy once it makes contact with the enemy. Even normal smoke bombs will carry these effects.

Red Phantom: The user mixes in superheated ash with their smoke making it thicker, and more lethal. Smoke ninjutsu of the user is capable of severely burning the opponent. The superheated ash allows smoke ninjutsu of the user to play on equal terms with Fuuton; however,the other strengths and weaknesses still apply.

Blue Phantom: The user manipulates his suiton chakra to form several sticky water droplets within his smoke ninjutsu.These water droplets cling to the enemy, and make movement extremely difficult. This also makes using Raiton jutsu very dangerous for the enemy when this smoke is around him. The suition allows the smoke ninjutsu to play on equal terms with Katon. Other strengths, and weaknesses still apply.

Green Phantom: The user adds several dust particles in his smoke ninjutsu to make it thicker and stronger. This makes the smoke more suffocating and harder to get rid of. The earth aspect of the jutsu allows the smoke ninjutsu to play on equal terms with Suiton. Other strengths, and weaknesses still apply.

White Phantom: The user will manipulate several compressed shards of wind that really serve as miniature blades. Smoke ninjutsu of the user will be more dangerous in the since that it can suffocate and cut the enemy. The wind shards would be concealed with the smoke ninjutsu. In this state, smoke ninjutsu can play on equal terms with Raiton. Other strengths and weaknesses still apply.

Restrictions/Notes:
-Can only be used 5 times
-Each “Phantom” lasts for 5 turns, or until canceled
-Once a “Phantom” is used it cannot be used again.
-Can only be taught by Omega
-Can only be used by Smoke users.

✦ Declined, this isn't a D rank jutsu nor should each usage of a "Phantom" last 5 turns each. That makes for a potentially 25 turn usage of this in all. ✦
(Soshi Enmu) – Elemental Haze
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (+10 for all smoke ninjutsu)
Damage Points: N/A
Description: Smoke ninjutsu is mainly used for distractions, and covert operations; however, its offensive power is minimal. Since it is not an elemental jutsu, it would be possible to combine it with other elements to make it more powerful. The trick is to not overpower the smoke itself and maintain enough balance so that the smoke ninjutsu still maintains its properties. Elemental Haze uses different elements to make smoke ninjutsu stronger.

Yellow Phantom: When the user activates yellow phantom all of his smoke ninjutsu will have various lightning particles that aren’t visible to the naked eye. The smoke ninjutsu of the user will be able to paralyze the enemy once it makes contact with the enemy. Even normal smoke bombs will carry these effects.

Red Phantom: The user mixes in superheated ash with their smoke making it thicker, and more lethal. Smoke ninjutsu of the user is capable of severely burning the opponent. The superheated ash allows smoke ninjutsu of the user to play on equal terms with Fuuton; however,the other strengths and weaknesses still apply.

Blue Phantom: The user manipulates his suiton chakra to form several sticky water droplets within his smoke ninjutsu.These water droplets cling to the enemy, and make movement extremely difficult. This also makes using Raiton jutsu very dangerous for the enemy when this smoke is around him. The suition allows the smoke ninjutsu to play on equal terms with Katon. Other strengths, and weaknesses still apply.

Green Phantom: The user adds several dust particles in his smoke ninjutsu to make it thicker and stronger. This makes the smoke more suffocating and harder to get rid of. The earth aspect of the jutsu allows the smoke ninjutsu to play on equal terms with Suiton. Other strengths, and weaknesses still apply.

White Phantom: The user will manipulate several compressed shards of wind that really serve as miniature blades. Smoke ninjutsu of the user will be more dangerous in the since that it can suffocate and cut the enemy. The wind shards would be concealed with the smoke ninjutsu. In this state, smoke ninjutsu can play on equal terms with Raiton. Other strengths and weaknesses still apply.

Restrictions/Notes:
-Can only be used 3 times
-Each “Phantom” lasts for 3 turns, or until canceled
-Once a “Phantom” is used it cannot be used again.
-Can only be taught by Omega
-Can only be used by Smoke users.

Declined - As smoke is seen as an element you're controlling the same as fire element for the most part, using that chakra nature and another element like this would require Y/Y

(Kemuri Ijin)-Smoke Devil
Rank:A
Type: Attack/Defense
Range: Short-Long
Chakra Cost:30
Damage Points:60
Description: The user will release smoke out of his wrist launchers and rapidly spin the smoke to create a smoke based tornado that is about double the height of the average shinobi. The tornado will travel towards the enemy and bind/suffocate the enemy. Although it is intangible, the speed of rotation is enough to sweep up small tools and anything of similar mass which would only give the twister more lethal capabilities. Can also be used from pre-existing smoke source.

Restrictions/Notes
-Can only be used 3 times
-Can only be taught by Omega
-Can only be used by smoke users.

Declined - It would just be like a wind tornado which so many already exist, if you want this to work with wind just release smoke into a wind tornado.
 
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Gin-San

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Re: Custom Jutsu Submission

Hirashin: Butai Hensen | Flying Thunder God: Element Transition
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This jutsu can only work if the user has placed a seal or has direct contact with the item/target. The technique works differently from its pattern use "Hirashin". Instead of teleporting a physical item, the user will build his electric chakra and instead of releasing it through the normal methods, he will perform a single handseal (Ram) and then teleport it from his body to a marked location, releasing it with two different intents.

High Voltage: The user discharges electric chakra from the tag with high voltage. This method does not produce any lasting damage to any physical being, but it's a good method to release user from genjutsu (If previously tagged).

High Amperage: The user discharges electric chakra from the tag with high amperage. This method produces a large discharge with high lasting damage to the area, and if done to a body, produce lethal results.

- Only Yondaime/Fourth hokage can use this jutsu and can only be used 2 times per battle with a break of at least 3 turns in between usage.
- Can only be used by Gin-San.

-------------------------


Hirashin: Teiju Kengi | Flying Thunder God: Stationary Motion
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 0
Description: It works by using the Hirashin tags within the user (The kunais in his bag or a tag placed on himself). With this technique the user is capable of teleporting in place, rearranging the position of their body or limbs, alter the velocity and momentum, stop their movement, change direction and change their orientation.

- Only Yondaime/Fourth hokage can use this jutsu and can only be used 3 times per battle with a break of at least 2 turns in between usage.
-Can only be used by Gin-San.


✦ Both Approved, edits here and there. Took out parts that were already known about FTG, like the lines regarding S/T ✦

Hirashin: Riborubingu Tobira | Flying Thunder God: Revolving Door
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 0
Description: This is a space/time ninjutsu. This jutsu has a similar behavior as the Space Time Barrier technique, but instead of opening and closing "doors", the user will open two doors simultaneously, in essence creating an open portal from one location to the other. This can be used to either transport the user, a technique, or to fire back an attack performed on the user. Doors can only open with previous FTG tag locations, and the doors can be as small as 15 cm to 5 meters in diameter. If a tag is used that is used on a person, it will produce no damage other than creating a portal infront/beside/behind them.
-Portals stay open for 2 turns, but can be deactivated by the user any time, and size can be altered throughout its activation.
- Only Yondaime/Fourth hokage can use this jutsu and it is unavoidable unless with space/time ninjutsu or if the seal gets destroyed before its used and can only be used 2 times per battle.
-Can only be used by Gin-San.

‡ Pending ‡ These are awesome. Leaving for LoK though z.z

✦ Declined, can't allow this lol ✦
 
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Re: Custom Jutsu Submission

(Metamateriaru no kōgaku meisai to shinigami sukaru) - Reaper Skull with a Metamaterial Optical Camouflage
Type: Weapon
Rank: N/a (S - rank)
Range: Short
Chakra Cost: N/a (+40 to sustain per turn)
Damage Points: N/a (-20 to User's health per Elemental Jutsu used per turn)
Description:
The Metamaterial Optical Camouflage mantle, also refereed as to the rare Reaper's skull, hairs of the mantle within a Metamaterial Optical Camouflage. Some call it the "light distortion camouflage" reaper skull of the dead's calling and so forth. The whole cape can only be accessed, when the user places on the skeletal mask with red eyepieces. When placed on, it draws chakra from them immediately and wears down onto the user with a dark optical camouflage mantle coating around them from head to toe. This cloak is created with a thin metamaterial that can conform to irregularly shaped objects and render them invisible in wavelengths of light. The scattering the incoming light using a very thin metamaterial – a material whose physical structure, rather than its chemical composition, allow it to manipulate light making them invisible to the naked eye whenever they want.
Example:
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Usually, when light bounces off a three-dimensional object, the light is scattered and the wavefront gets distorted, which is what allows us to see the object’s angles and curves. The new and improved cloak is covered with nanoantennas made of tiny material blocks of different sizes that can counteract that distortion, making it seem to an observer like the light is coming from a flat surface. A cloak made out of this metamaterial, just 80 nanometers thick, with the same cloak, it could be used, theoretically, to also perform the opposite feat: turning a two-dimensional image into a three-dimensional one, for that's only what is within its range. Because of the substances its made of absorb optical wavelengths of light, they actually make what they’re covering seem darker than their surroundings, which can be a dead giveaway.

CW-Abilities:
Once they place on the mask and the red glowing appearing then after, which symbolizes the activation. This glow is powered with the chakra of the user, as they're powering the whole skull and cloak with it. Through the skull mask's eyepieces, the user will be able to see levels of concentrations of chakra in object or person with colors, similar to that of infrared vision. This allows the user to perceive layers of chakras as they'll be able to tell the amount of chakra within the preceded area. Meaning, if they're in a chakra fog, they'll be to tell the amount of chakra within a given place in time; i.e just like when you close your eyes and have a someone flash a flashlight right past you. Users also through observation and making an hypotheses, they'll be able to predict the rank of the jutsu.

While this skull is powered with the chakra of the user's cerebral nervous system, the stress with the chakra flow of their body is under a major strain of control. This leaves the user to feel so disengaged from your surroundings, that they wonder whether or not they're actually in their body. This effect is so powerful that they'll be experiencing a state of mind which is like they're actually someone else, watching their body walk through life, while they're like-floating in it much like a ghost trapped in a body of another. The point of that is, to present the idea of how it would appear within the body of the user. While the flow of their chakra would be manipulated by the mask to flow strictly, that any fluctuation of their chakra would not be feasible. Being in that state has its advantage, for the user becomes immune to Genjutsu equal to or below S-ranks. Sadly this still toils their health as this makes the user unable to mold effectively an advanced form of chakra control (elemental ninjutsu), that entails to defining one's chakra into an innate any-kind of chakra nature without harming themselves mentally (as if they're suffering from severe migraine headaches). For whenever that happens, the mask releases a cooling steam from the skull, this helps remove the sweat within the mask.
Example:
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Note: The color scale will be from white, for enormous chakra amount of concentration in an object then towards downwards/sideways on your scale, will be black(empty). While in-between will be pinkish, meaning quite normal chakra amounts within such and such object/person.
Note: Flame Resistant Clothing but is NOT fire proof. Quite durable and extremely hard to rip apart/ break.
Note: Costs 1 move slot: To remove the mask/ stop sustaining it Or, activate the mask (wear it), becoming invisible, using inferred vision.
Note: The chakra within the cloak, happens to influence user's scent, changing it to the any-type as that of the field surrounding the user. While as they're invisible, their shadow isn't viable. Additionally, the cloak prevents the user from being detected by sound, for it hinders the opponents by coating the user in the chakra that muffles simple sound movement from them.

(Kuchiyose no Jutsu: Jenerikku Kyojin Hoatzins heishi) - Summoning Technique: Generic Giant Hoatzins Soldiers
Rank: A-Rank
Type: Supplementary
Range: Short-Long (Depending on summon-type)
Chakra cost: 30
Damage points: N/A
Description:
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The user will summon a generic giant Hoatzins whose size can vary from a 10 meter long to ones the size of a boss summon, rivaling 100 meters long. These birds vary in appearance and size and serve only as basic warriors, having only the basic abilities of normal classed Hoatzins. Although they are quite simple birds, they are very enduring and resistant and, when big enough (about 50 meters long) they can take up to B-Rank damage. Dependent on the summon they carry the basic abilities of their clan, they have the ability to swim through very strong currents and are talented in climbing & balance; they also have the capability to climb fast/ stay in balance whenever naturally. Having hands, they have the great ability to using ninjutsu or kenjutsu styles of their own. It's known that, they very excessively mannered and respectful to the summoner who holds the master contract and indifferent toward those who don't.

Note: Requires Hoatzin contract.
Note: They can only be summoned every 4 turns (with the master contact) after first summoning or every 8 turns.
Note: They have specialized fighter groups that correspond with the type of battle talents i.e; long range fighters can fly-tend to use more of their natural abilities than the other groups, mid-range fighters are to be thought of being supporters as they utilize more ninjutsu than the other groups, close-range fighters are skilled in taijutsu, genjutsu & kenjutsu than the other groups. These groups have different tattoos as well, for the normal contract users, they'll need all three tattoos/ the Master-contract tattoo in order to summon any of them.
Note: The user can summon up to 2 both being B-rank summons.


(Kuchiyose no Jutsu: Meraday & Sarfree, Inkurūdo Kakusu Masutā) - Summoning Technique: Meraday & Sarfree, the Conceal Masters
Type: Supplementary
Rank: S-Rank
Range: Short to Mid-Range
Chakra: 40 (+20 to sustain hide)
Damage: N/A
Description:
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Meraday & Sarfree, like all other Hoatzins, they have the basic normal abilities, pertaining to the Short-Mid range. In contrast to boss summons, its a bird of similar the size, Meraday & Sarfree have a personality that isn't surprising as the two twins always ague. The brother and sister combination leads to fight always with each other, though this happens, never have they ignored the battle field. In unison with their skills, but not with their language. The twins have a unique skill which makes then known for their own name "hide masters". Whenever they're either to be killed or attacked for a moment, they'll summon a summoning seal that will appear upon the ground, then as they quickly place their hands (appears as though they close their wings) poofing out of existence (considered S-Rank jutsu). Moved back home, await for their second summon by the user, who'd not need to place a second blood contact but rather simply make a handseal to release them(summon them). While if the summon seal placed upon the ground is damaged, it disappears, resulting in the user unable to summon the summoning. Strange enough, the summoning seal is able to appear within sights of the user's choice shifting places within Mid range limit. The summoning's tracking movement speed (it can track and see twice up to 2 times a sharingan user's level) and its resilience to damage (immune to B-Ranks) as well as the physical power it possesses (its physical blows and attacks are B-Rank) is rather outstanding.


Note: Requires Hoatzin contract.
Note: Can only be summoned once per battle except by effect.
Note: Can only sustain the summoning in hiding for 2 turns, before it summoning seal fades.
Note: It's re-summoning effect can only be used once per battle.

Contact:

✦Declined, reduce, reduce, REDUCE ✦

You mean to tell me all of this was one technique? That's it. I'm done. I quit.

When you get three declines for one CJ being too long :|

I'll throw a Declined in here too, i felt left out :shy:
 
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Detective L

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Re: Custom Jutsu Submission



(Fuuinjutsu/Fuuton: Ōbu no kokoromi) | Sealing Arts/Wind Release: Trial of Orbs
Type: Offensive | Defensive
Rank: A rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: A simple technique where the user will combine a concept of Fuuinjutsu, and Wind Release together. Initially created to take on speedsters, the user will focus his Wind based chakra all around the battlefield, and through intense manipulation, form a large amount of Wind based orbs. These orbs range in size, from a small pebble to a large beach ball. These balls are strongly condensed Wind based orbs, which hang slightly above ground, from where they are created and appear to manifest within mere moments. The user will then slam his hands/foot, onto the ground, and focus his chakra into the orbs. This creates the Kanji of "Contain" on the orbs, manifesting as black marks that spreads upon them. This would allow the orbs to violently explode outwards as the seal will release itself in activation to the opponent's chakra signature, which is unique to each person. This happens if the opponent enters close range of the orbs. This causes all orbs in a short range area to explode, harming anyone within it. Since it has been made with the user's chakra, this would not harm them. Alternatively, the technique can be used defensively, as the orbs act as absorbers for close combat hits (and can also cause the opponent to "bounce" off them), and also to protect against Lightning based techniques, utilizing Wind's strength against Lightning.

Notes:

-Can only be taught by Detective L.
-Can only be used twice per battle.
-No Fuuinjutsu A rank and above in the next turn, and S rank in the one after that.
-No S rank Wind in the same turn.

Declined - similar to existing jutsu but at the same time it doesn't need to be fuuin really even if it hadn't been done.






(Fokkusu Kuchiyose no Jutsu: Kitsukaze ♦ [Fox Summoning Jutsu: Kitsukaze]
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user summons a slender white and silver Fox, around 18 meters in height, by either swiping the Fox summoning tattoo with blood, or forming five hand seals, drawing blood and slamming one's hand onto the ground. Kitsukaze is considered to be Kitsuha's younger sister, and unlike her sister, she tends to be very aggressive both in speech and the actions she does. She is able to manipulate Wind Style up to (and including) S rank techniques, both canon and custom. By focusing her Wind chakra into her fur, Kitzukaze gains the ability to repel off Wind techniques, C rank and below. Kitzukaze, specializing in Wind, is capable of manipulating the air currents around herself, in order to increase her overall speed (Kage rank by default) This allows her to, twice per battle, manipulate the Wind around her and cause it to have no resistance. Her speed would then increase by 50% her initial speed, allowing her to escape close encounters or attack the opponent. Though whilst at this speed, its only her running speed that increases. Alternatively, she can alter the area around a certain part of her body, like her tail, only enhancing said parts' speed.

Notes:

♦Stays on the field for up to four turns and can only be summoned once per battle.
♦Must have signed the Fox contract.
♦Can only be taught by Detective L.

Declined - i'll allow the repel the wind of C rank to be repelled, just describe it as a wind user her fur is infused with wind chakra and pushed weaker wind away. The speed increase needs to be a jutsu, have a chakra cost ect... minor things





(Fokkusu Kuchiyose no Jutsu: Kitsukaze ♦ [Fox Summoning Jutsu: Kitsukaze]
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user summons a slender white and silver Fox, around 18 meters in height, by either swiping the Fox summoning tattoo with blood, or forming five hand seals, drawing blood and slamming one's hand onto the ground. Kitsukaze is considered to be Kitsuha's younger sister, and unlike her sister, she tends to be very aggressive both in speech and the actions she does. She is able to manipulate Wind Style up to (and including) S rank techniques, both canon and custom. By focusing her Wind chakra into her fur, Kitzukaze gains the ability to repel off Wind techniques, C rank and below, thanks to her being Wind natured and that her fur produces Wind stronger enough to repel C rank and below by canceling out against it.. Kitzukaze, specializing in Wind, is capable of manipulating the air currents around herself, in order to increase her overall speed (Kage rank by default). This ability counts as a move of the user per turn, and is ranked at A rank. This allows her to, twice per battle, manipulate the Wind around her and cause it to have no resistance. Her speed would then increase by 50% her initial speed, allowing her to escape close encounters or attack the opponent. Though whilst at this speed, its only her running speed that increases. Alternatively, she can alter the area around a certain part of her body, like her tail, only enhancing said parts' speed.

Notes:

♦Stays on the field for up to four turns and can only be summoned once per battle.
♦Must have signed the Fox contract.
♦Can only be taught by Detective L.

Approved

(Genjutsu: Baghuul no hōyō) | Illusionary Arts: Baghuul's Embrace
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user will start off by forming three hand seals, and induce a dormant Genjutsu on the opponent. The Genjutsu would cause the opponent experience effects based on the materials they come into contact with, as it encompasses three materials, namely; mist, dust, and steam. Through either the opponent's mist, or the users, the opponent will experience the mist to become colder to the touch and start to constrict them as it gets more compressed, and presses against their body, limiting their movements within the mist and making it difficult for them to traverse through it. Through dust formed with Earthen/Wind techniques, or the user/opponent's, and when under the effects of this Genjutsu, the opponent will encounter a tingling sensation, as it feels like the dust enters into their pores, or through every open orifice and drastically increase the opponent's weight, of their clothes and their own body, making them slower as they perceive themselves to be heavier, and causing them to move at two ranks lower than their normal rank when affected by the Genjutsu. Through either the opponent's steam, or the users, or when two techniques clash and create steam, the Genjutsu will take effect. The opponent would perceive the steam as having acidic properties, as their skin begin to form boils and sores, and the acidic nature of the steam would affect the opponent's clothes as well.

Notes:

-Can only be taught by Detective L.
-Can only be used four times a fight.
-No A rank and above Genjutsu in the next turn, and S rank and above in the one after that.
-Only one of the variations, mist, steam or dust, may be used to cause the Genjutsu to take effect, per turn.

Declined - give it a turn limit, reduce it to three times per battle, each use of this jutsu can only give one effect, two turn cool down, and just say in actuality nothing around them changes. But apart from that nice idea.

(Doton: Suphlatus `kanashimi ) | Earth Release: Suphlatus' Sorrow
Type: Supplementary
Rank: A rank
Range: (Can be infused short or long range)
Chakra: 40 (+10 for alternative use)
Damage: N/A
Description: A technique created to enhance the effectiveness of an Earth Release user. Through the formation of two hand seals, the user will sacrifice a portion of their chakra, in order to enhance their Earth based techniques which are released from the ground, for the next three turns. Utilizing the concept from the technique, (Doton: Hokoriheki no Jutsu ) - Earth Release: Dust Wall Technique, the user will cause all their Earth based techniques which rises/emerges from the ground, to release a wave of dust based particles outwards, to a short range area around the technique's emergence, and affect anyone close to it. The bigger the emergence of the technique, the more dust is created (comparing Stone Spikes, and Earthen Golem). The dust is capable of blinding the opponent, or simply creating an efficient smoke screen for the user to attack the opponent. Alternatively, the construct can maintain the dust within it, and with either two hand seals, or two turns, it can explode outwards, due to the build up of dust based particles within the solid structure, similar to how pressure builds up within a closed container and gas. This would release both the dust particles, and send debris flying outwards in an area directly proportional to the size of the construct affected.

Notes:


-Can only be taught by Detective L.
-Can only be used three times per fight.

Declined - great idea, but can't approved the exploding part. You can rephrase it so the dust is released off the object like when you blow dust off an old item, but the exploding is a no. Then you shall teach me U_U
 
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Wakizashi

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Re: Custom Jutsu Submission

(Doragon no bōei)-Dragons defense
Type:defense/attack
Rank:S-rank
Range:self
Chakra:40
Damage:80
Description: With both sets of claws in hand, without movement, the user would mold a large amount of chakra and utilize shape manipulation to cause the chakra to take the shape of 3 ethereal dragon claws that closes in the user and protects them from any opposing forces s-rank or below. Using the users advance chakra control, he could cause the claws to redirect the attack back to the opponent.
note: can redirect attacks twice per battle.
note: can only be used 4 times per battle.




‡ Declined ‡ CFSJ are now submitted
 
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Punk Hazard

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Re: Custom Jutsu Submission

(Genjutsu: XO/Hosuto)Illusionary Arts: XO/The Host
Type:Supplementary
Rank:S
Range:Short-Mid
Chakra:40
Damage:N/A
Description:This technique is a double layered Genjutsu, with each layer being A-rank due to their complexity. The user will form the Tiger-Hare handseals and induce the illusion, with first layer immediately taking effect. The first layer, XO, affects the target's memories and moods. XO causes the target to believe and remember their life to be extremely depressing, with details of their life being changed to one of extreme poverty, isolation, and with the threat of eviction looming over them. The sudden replacement of memories for these depressing ones cause the target to become emotionally shut down, immobilizing them as their minds become to numb to will them to move.

Should the XO layer be broken, the second layer, The Host, kicks in. The Host causes a trance-like state of euphoria to fill the target's body, similar to the effects of an intense drug high. This intense euphoria enhances, rather than hinders, the target's five senses, but is in no way beneficial. Sensations that the target perceives become multiplied and compounded onto each other. For example, when the target hears a sound, it will appear to be coming from multiple places at once, echoing off of each other and create a cacophonous mess. Vision and touch would similarly be hindered, with images the target perceives being multiplied and compounded onto each other, with sensations of touch feeling as though they are coming from all over the user's body. Essentially, The Host ruins the target's ability to perceive their environment by causing the mind to believe the potency of their five senses have increased to a point where the sensations they pick up become indecipherable and confusing. This causes extreme disorientation to the target, making movement extremely difficult and leaving them dangerously vulnerable if not countered.
-Can only be used one per battle
-Technique takes up to of the user's move slots when used
-No Genjutsu of any kind in the same and following turn
-Technique lasts for four turns total, regardless of what layer is in effect.

‡ Declined ‡ Lol at the first part. Not allowing it. I like the 2nd part but it's too powerful as it is. Mainly the sense of sight. I'm fine with the other senses being they way they are but tone down the sense of sight.

(Genjutsu: Sū no Itan-sha)Illusion Arts: Numerical Heretic
Type:Supplementary
Rank:B
Range:Short-Mid
Chakra:20
Damage:N/A
Description: A Genjutsu simple in concept but complicated in the nature of its usage, it is instilled through the formation of the Bird-Hare handseals. The Genjutsu affects the target's memory, rewriting them all to make the opponent genuinely and completely believe that all of their jutsu require 30 handseals.
-Can only be used four times per battle-
-No S-rank Genjutsu in the same turn
-Can affect multiple opponents at once
-Lasts for four turns


‡ Declined ‡ Genjutsu can't do this but nice try.






Resubmitting:

(Fuuinjutsu: Negasonic Jūdai no Dantō)Sealing Arts: Negasonic Teenage Warhead
Type:Offensive/Defensive
Rank:A
Range:Short-Mid
Chakra:30
Damage:60
Description:The user will form the Dragon-Tiger-Snake handseals and release from their bodies several red, transparent barriers. The barriers are extremely condensed and malleable, giving the appearance of several "streaks" or "bands" that surround the user's body in a spinning motion. Three created in total, one of the barriers circulate around the user horizontally and two of them diagonally(one clockwise and one counterclockwise). The barriers are all spaced three feet apart, with the one closest to the user located a foot away from the user's body, covering a total area of four feet. The velocity and strength of the three barriers causes them to resonate off chakra, with the rapid speed causing these resonations to overlap and appear to meld together into a force field. The three spinning barriers offer protection to the user, preventing any objects or techniques of lesser rank from penetrating through and touching the user. The technique also offers offensive usages, as any persons that make contact with the barriers would be met with damage through the concussive force of the barriers slamming into their bodies at high speed, sending them flying backwards from the damage. At any point during the technique's activation, the user can form the Hare handseal establishing control over the barrier and manipulating the barrier to forcefully expand outwards in all directions up to Mid-Range. This will, however, cause the barrier to deactivate at the expense of increasing its offensive usage. Due to being transparent, the barriers do not impair the user's vision.
-Can only be taught by Riker Slade
-Must have mastered basic Fuuinjutsu
-Can only be used twice per battle with a two turn cooldown between usages. Expanding the barriers outwards increases this cooldown to three turns and reduces the amount of usages to twice. If the user creates the barrier on the third usage, it cannot expand. Each usage lasts for 3 turns.
-The barriers are capable of moving with the user, remaining in their perspective positions. As they are manifested around the user's body and are self-sustaining(due to being barriers), he is free to perform other techniques while it is active.


‡ Declined ‡ I like the first part but remove the bit about expansion.


(Suiton: Dorai Dekishi)Water Release: Dry Drowning
Type:Offensive
Rank:A
Range:Short-Mid
Chakra:30
Damage:N/A
Description:The user will perform the Bird handseal and infuse their chakra into a technique-produced mist, adding copious amounts of water molecules. The resulting increase in volume of water causes the mist become much thicker, making it harder to be blown away than ordinary mist. However, the real usage of this increase in mist lies in respiration. The increased volume of water molecules in the mist causes anyone, aside from the user of the technique himself and his allies, to inhale copious amounts of water. The inhaled water, which cannot be manipulated further once inside, clings to the linings of the targets respiratory system, causing them to choke and suffocate, simulating the experience of drowning on dry land. Due to the simulated experience of drowning, the body would respond as it naturally would when actually drowning: with an intense panic attack. The induced panic would render the opponent's ability to concentrate severely hindered, slowing their handseals and preventing them weaving more than two in a row without significant pause. Should they leave the mist, the water inside will dissipate, leaving them back to their normal state. However, remaining inside and exposed to the mist for more than one turn will cause them to pass out. Water Specialists are able to invoke this technique within the same timeslot as they create the mist by adding the Bird handseal during the process of creating the mist, though this will still take up one of the user's three moves per turn.
-Can only be taught by Riker Slade
-Must have mastered Suiton
-No S-rank or above Water techniques in the same or following turn
-Can only be used twice per battle
Re-submitting
(Fuuinjutsu: Negasonic Jūdai no Dantō)Sealing Arts: Negasonic Teenage Warhead
Type:Offensive/Defensive
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user will form the Dragon-Tiger-Snake handseals and release from their bodies several red, transparent barriers. The barriers are extremely condensed and malleable, giving the appearance of several "streaks" or "bands" that surround the user's body in a spinning motion. Three created in total, one of the barriers circulate around the user horizontally and two of them diagonally(one clockwise and one counterclockwise). The barriers are all spaced three feet apart, with the one closest to the user located a foot away from the user's body, covering a total area of four feet. The velocity and strength of the three barriers causes them to resonate off chakra, with the rapid speed causing these resonations to overlap and appear to meld together into a force field. The three spinning barriers offer protection to the user, preventing any objects or techniques of lesser rank from penetrating through and touching the user. The technique also offers offensive usages, as any persons that make contact with the barriers would be met with damage through the concussive force of the barriers slamming into their bodies at high speed, sending them flying backwards from the damage. Due to being transparent, the barriers do not impair the user's vision.
-Can only be taught by Riker
-Must have mastered basic Fuuinjutsu
-Can only be used twice per battle with a two turn cooldown between usages. Each usage lasts for 3 turns.
-The barriers are capable of moving with the user, remaining in their perspective positions. As they are manifested around the user's body and are self-sustaining(due to being barriers), he is free to perform other techniques while it is active.

‡ Approved ‡
 
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Shroud

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Re: Custom Jutsu Submission

ok here we go again

(Kaminari no kaminoyari) spear of the lightning god
Type:Weapon
Rank:B
Range:short
Chakra:for (ability one) 10 (ability two) 30 (plus 10 for each turn active)
Damage:40
Description:the Kaminari no kaminoyari is a spear recovered by Zero karoshi from the ruins of a temple in the land of lightning on a mission he gave it to the raikage but he Decided to let him keep it as a reward for finding all the other artifacts and important documents so he took it home with him to konoha where he studied it and learned of it's abilitys and started to learn how to use it in combat.
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Kaminari no kaminoyari has two main abilitys
Ability #1
Mōdoshifuto shōmei tanken where the spear turns into lightning and changes shape into a small dagger for easy storage.
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Ability #2
Kaminari no kami no eikyō or influence of the lightning god is a unique ability put on it by the monks. when it was forged they fused part of the element raiton into it making the it part raiton the monks then put a seal on it that stores chakra to replenish its raiton chakra putting chakra into the seal overflows it thus releasing all extra raiton into nearby freindly raiton attack boosting all lightning attacks by 5% and becuse of it being part raiton it has natural resistance to the element which blocks 10% of all raiton damage up to b Rank while held for a activation cost of twenty chakra and 10 chakra per turn to keep it activealso during this its covered in lighting electricuted anyone who touches it for ten points of damage

Notes:
Kaminarino kami no eikyō can last for a maximum of four turns and can only be used twice a battle and activation counts as a move
Mōdoshifuto shōmei tanken counts as a move
by defualt the spear is in dagger form
when
Kaminarino kami no eikyō is deactivated by the user or the seal stop accepting chakra [aka after the max ammount of turns it can active has passes] the user must wait 3 turns before using it again

sorry if stuffs mispelled im drunk and tired right now




‡ Declined ‡ I'm guessing this is your first post so I won't hold all the rule breaks against you. You can't use different fonts and colours in CJ submissions. Make the formatting of this simpler. Just fill out the template, bold the title and have one image at the end of the technique.
 
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Yuse

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Re: Custom Jutsu Submission

Updating

Resubmitting

(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. Meaning that it will only absorb water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique. 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. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it absorbs the heavier it becomes. There will obviously be a difference of heaviness in contrast to absorbing a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely (nothing beyond this point, such as crushing the opponent or breaking bones). 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

~Leaving for Typh~

☼ Declined ☼

It still has the issue where I have no clue how long it takes for the mist to get heavy enough to slow someone down or stop them completely. It feeds off your chakra, so thats 10 chakra a turn, and it absorbs chakra from other techniques. So tell me that at X chakra it has Y effect.
I Have permission to resubmit this from Jakai as it was originally my jutsu and he was submitting it for me


Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth
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. Meaning that it will only absorb water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique. 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. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it absorbs the heavier it becomes. There will obviously be a difference of heaviness in contrast to absorbing a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely which equates to the absorption of S-rank water (nothing beyond this point, such as crushing the opponent or breaking bones). 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 Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Creating the chakra cloak costs one of the users three moves
Note: Lasts a max of five turns, and can be stopped by the user whenever


Declined - You make a mist, the absorbs water, and grows. If the mist grows in volume this would just create a new water source where it's absorbed the other water would it not? Or is this your way of stopping them from using water release? Either way can't approved this as it's an absorbing technique.

(Suiton: Shinbiōto no akui ni michi hason ) — Water Release: Venomous Corruption of the Symbiote
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Depending on the Technique used upon)
Chakra Cost: 40 (-10 for every turn active) (additional -20 upon reaching 4 turns)
Damage Points: (Depends on the Technique used upon)
Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and black in color making it more goo like. Only this goo carries a unique symbiotic property towards the user with the special ability to absorb liquids. Upon forming the symbiote can attach itself to the user covering their entire body causing their appearance to become completely black, with large white eyepieces and white patches on the back of each hand. The symbiote then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark appearance and water absorbing properties.The liquid absorption of the goo is also unique in the sense that it gains some properties of the water it absorbed although limited. Only being able to take on elemental properties like the burning properties of fire or corrosive ones, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the goo. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiote retains the ability to absorb liquids, through touch. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiote absorbed, for instance if the user were to absorb a corrosive liquid while bonded, and proceed to taint a water technique, that water technique would now also have the corrosive property due to being converted by the symbiote. Also in the event that the user is bonded with the symbiote and it is affected in some negative way such as it burning or ect. The following will happen. The symbiote will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiote is effected it will separate entirely from the user. However the symbiote's protective nature becomes null upon reaching its limit of 4 turns in which it will sense the user unable to give it anymore chakra ( Due to the user passively giving the symbiote chakra to sustain it), and thus try to sustain itself by exhibiting a parasitic trait of leaching the users chakra -20. (This is but an attempt for the symbiote to try to sustain itself, it will not stay afterwards it will simply leach 20 chakra from the user then disperse).

Note: Can only be taught by AnbuKirito
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of four turns, and can be stopped by the user whenever
Note: Can not use another S-rank water technique in the same turn.
Note: If used for the full duration of 4 turns, the symbiote will leach 20 chakra from the user to try and sustain itself.

Declined - Not having you passively tainting water jutsu that way. Will take chakra and one of your 3 jutsu per turn to do so. Rework that and resubmit.
I Have permission to resubmit this from AnbuKirito as it was originally my jutsu and he was submitting it for me


Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Depending on the Technique used upon)
Chakra Cost: 40 (-10 for every turn active)
Damage Points:
Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and black in color making it more goo like. Only this goo carries a unique symbiotic property towards the user with the special ability to absorb liquids of the same rank and lower. Upon forming the symbiote can attach itself to the user covering their entire body causing their appearance to become completely black, with large white eyepieces and white patches on the back of each hand. The symbiote then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark appearance and water absorbing properties (Costs an additional five chakra points per use and counts as a move).The liquid absorption of the goo is also unique in the sense that it gains some properties of the water it absorbed although limited. Only being able to take on elemental properties like the burning properties of fire or corrosive ones, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the goo. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiote retains the ability to absorb liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiote absorbed, for instance if the user were to absorb a corrosive liquid while bonded, and proceed to taint a water technique, that water technique would now also have the corrosive property due to being converted by the symbiote. Also in the event that the user is bonded with the symbiote and it is affected in some negative way such as it burning or ect. The following will happen. The symbiote will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiote is effected it will separate entirely from the user an srank defense following waters S&W.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of four turns, and can be stopped by the user whenever
Note: Can not use another S-rank water technique in the same turn.
Note: Tainting techniques takes one of the three jutsu slots

Declined - the whole symbiote thing is too similar to an existing CW, and can't approve absorbing things.


Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 for every turn active)
Damage Points: 20 (per attack)
Description: The user will focus his suiton chakra to create a sentient creature composed of water, whose appearance is always a feline, most commonly a lion. The creature is sentient due to being linked to the users chakra. The creature regardless of its form will always have a light misty blue coloration and the creature's size can vary depending on the users wishes, but at most can be slightly larger then the user. The creature upon being created passively releases mist from its body covering that of long range and continues to do so whenever there is a lack of mist. The mist itself is equivalent to the cannon D-rank version. It is used well in conjunction with the creatures special ability. The creature has the ability to disperse itself into mist and merge with any existing mist in the area and travel through it at the speed of an arrow. Able to reform part of its body or its entire being at anytime to attack a target. Its body due to its feline characteristics will always have a sharp property meaning its attacks consist of sharp slashes and bites although the slashes can not tear off a limb or pierce deeply into flesh and muscle. While it is traveling through the mist it is extremely hard to locate due to it being made of mist itself, even fooling chakra sensory and doujutsu due to being composed of the same chakra as the mist it released or any mist it merges with due to them both being composed of suiton chakra.

Note: Lasts three turns
Note: Can only be used three times
Note: Can not be used in consecutive turns
Note: Can only be taught by Yusei

Declined - the mist should cost a jutsu, fooling doujutsu is a no as the mist doesn't fool byakugan, moving at the speed of an arrow like that is a no also
 
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Ańbu Juniør

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Re: Custom Jutsu Submission

(Nezumi Shuhō: Hāmerun No Fuefuki) Rat Technique: The Pied Piper
Type: Supplementary/Defense
Rank: S
Range: Short
Chakra: 40
Damage: N/A (-30 to user)
Description: The user summons a rat that specializes in chakra control, which will position itself atop the his shoulder. Once positioned the rat will cover it’s tail with chakra and insert it into the back of the user’s neck in order to connect to his chakra network. The pain from the tail being inserted is enough to break the user out of A-ranked or lower genjutsu, and once there the rat will begin to periodically insert its chakra into the user. Since the user’s chakra flow is being repeatedly altered by the periodic introduction of foreign chakra, he will be unaffected by S-ranked and below genjutsu techniques. After five turns of transferring all it's chakra, the rat will remove its tail from the user's body, shrivel up, and die.
*Note: Last for five turns.
*Note: Can only be used twice per battle.
*Note: Can only be used again after two turns.
*Note: Can be used to combat up to S-ranked Genjutsu.
*Note: While this jutsu is active, no other rats can be summoned
*Note: Must Sign Rat contract to use.

Declined - 5 turns is to long, make it once per battle.
(Nezumi Shuhō: Hāmerun No Fuefuki) Rat Technique: The Pied Piper
Type: Supplementary/Defense
Rank: S
Range: Short
Chakra: 40
Damage: N/A (-30 to user)
Description: The user summons a rat that specializes in chakra control, which will position itself atop the his shoulder. Once positioned the rat will cover it’s tail with chakra and insert it into the back of the user’s neck in order to connect to his chakra network. The pain from the tail being inserted is enough to break the user out of A-ranked or lower genjutsu, and once there the rat will begin to periodically insert its chakra into the user. Since the user’s chakra flow is being repeatedly altered by the periodic introduction of foreign chakra, he will be unaffected by S-ranked and below genjutsu techniques. After five turns of transferring all it's chakra, the rat will remove its tail from the user's body, shrivel up, and die.
*Note: Last for four turns.
*Note: Can only be used once per battle.
*Note: Can be used to combat up to S-ranked Genjutsu.
*Note: While this jutsu is active, no other rats can be summoned
*Note: Must Sign Rat contract to use.


Approved
Contract Validation:

(Fuuton/Kenjutsu: Ijū No Surasshu) Wind Release/Sword Art: Transmigration Slash
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique is a combination that utilizes wind chakra in conjunction with kenjutsu. By channeling wind chakra into a weapon the user is able to generate a thin blade of wind that is released by executing a slash. Once the wind blade leaves short range it will seemingly vanish into the air, but it would have simply slowed to the point where it no longer disturbed the air around it, making it appear as though the wind blade wasn't moving. Upon reaching short range of the opponent the user will swing his sword to mimic the earlier slashing motion, causing the blade of wind to move at it's original pace, now much closer to its target, which makes it difficult to counter unless done quickly.
Note: Can only be used three times per battle

Declined - clarify the distance at which it reforms again

(Kenjutsu: Senbu) Sword Art: Whirling Dervish
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is a powerful utilization of the user's sword and their quick movement speed, by channelling chakra into their blade(s) and spinning rapidly in a circular motion, the user is capable of covering a 360 degree area around himself due to their spinning motion and the constant slashing of their sword(s). If used in close range against an opponent, it would be almost impossible for those without a form of enhanced perception to follow the wild swings of the blade, and would likely end with them being cut down before they understood the direction an attack was coming from. When used in a defensive capacity this technique is capable of slicing through tangible techniques up to it’s own rank, leaving the user completely unharmed. However it won’t block energy based techniques such as lightning and fire.
Note: Can only be used three times per battle

Declined - S rank that can be used 3 times with no real restrictions? You know better U_U
 
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The_Empire

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Re: Custom Jutsu Submission

Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. His senjutsu abilities him to use all snake jutsus and Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite or as a mist(reaches up to mid range but with a wind jutsu can increase it to long range). The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Biting or Mist release of Gokudere's poison counts as a jutsu slot
-Can only be used by those who has learned Snake Sage Mode since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.

Pending - Not too sure on this, will come back to it.

Declined - biting for poison i can allow but not a mist.
Removed: Mist poison and biting used as a move which took that part out because biting should be passive just like throwing a punch

Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. His senjutsu abilities him to use all snake jutsus and Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.

Declined - The more i think about this, it's so OP, having a summon that can use senjutsu as a custom, i know most if not all existing senjutsu cj and know how OP they are, to have a custom snake use it is too much. Gathering and transfering the sage chakra i'll allow. Or maybe limit it to 1 Sage jutsu S rank below?

(Senpo: Burasuto Jutsu) Sage Art: Blast Technique
Rank: B
Type: Offensive
Range: Short-Long(length it is thrown)
Chakra Cost: 20
Damage Points: 40
Description: The user while in Sage Mode or out(have to stand still or using a Kabuto or Orochimaru can move around) of Sage Mode the user channels senjutsu chakra into an inanimate objects and can either throw the object or leaving it on a surface(ground, table, dresser etc). With a object hitting the inanimate object or the user perform the Seal of Confrontation, the channeled senjutsu chakra is released out into a small blast similar to that of Deidara's C-1 explosions so the radius of the blast is one meter around the object. The blast releases all the senjutsu chakra out in a 360 degrees pushing force of but would cause the air to push away and would be seen by none senjutsu users as a wind jutsu. The force is enough to destroy B rank and below elemental and raw ninjutsu jutsus.
Note: Would reduce Sage Mode by one turn
Note: Can be used six times per battle

Declined - make it only useable in sage mode and 3 times per battle
Senpo: Burasuto Jutsu) Sage Art: Blast Technique
Rank: B
Type: Offensive
Range: Short-Long(length it is thrown)
Chakra Cost: 20
Damage Points: 40
Description: The user while in Sage Mode the user channels senjutsu chakra into an inanimate objects and can either throw the object or leaving it on a surface(ground, table, dresser etc). With a object hitting the inanimate object or the user perform the Seal of Confrontation, the channeled senjutsu chakra is released out into a small blast similar to that of Deidara's C-1 explosions so the radius of the blastis one meter around the object. The blast releases all the senjutsu chakra out in a 360 degrees pushing force of but would cause the air to push away and would be seen by none senjutsu users as a wind jutsu. The force is enough to destroy B rank and below elemental and raw ninjutsu jutsus.
Note: Would reduce Sage Mode by one turn
Note: Can be used by other users that has access to senjutsu but not Sage Mode
Note: Can be used three times per battle

Declined - That doesn't make sense to me? Do you mean to say it can be used by any who know how to control senjutsu without entering sage mode?

(Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplmentary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy to the user after four turns. After the four turns the scales merge with the user's body increasing sage mode by four turns.
-Only summoned in Sage Mode
-This technique last four turns and after this it merges with the user increasing Sage Mode by four turns
-Can only be used once per battle

Approved - changed it to once per battle.
-No other sage jutsu in the same turn
-One turn cool down after merging
 
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Cursed Prince

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Re: Custom Jutsu Submission

Kenjutsu: Hentai no | Sword Technique: Kinky
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: A technique only able to be used in conjunction with a bladed weapon that possesses a chain. Using chakra and an opportune moment, the user will have that chain encircle an opponents torso and then wrap tightly around the opponent's torso, causing significant internal injury including broken ribs and squashed organs.
Note: Can only be used 2 times

Declined - what makes this A rank? I can do this without needing a jutsu also.
 
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Shady Doctor

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Re: Custom Jutsu Submission





( Senpō: ēesupī no hitokuchi | Sage Art: Bite of The Burrowing Asps )
Type: Offensive
Rank: S-rank
Range: Short
Chakra Cost: 40 (upon initial activation)
Damage Points: 80
Description:
ēesupī no hitokuchi is based off of the frog kata passed down in the toad contract, using Senjutsu to enhance the user's close quarters combat. The user would make use of the technique by creating an aura of Senjutsu around the limbs; specifically the arms, legs and the head. The aura would take on the shape of many snake heads, each limb having the head of the snake encompassing it, leaving the limb to act as the "tongue" within the snake mouths. Each snake head would be based off a specific species of snake, specifically the Burrowing Asp. The Burrowing Asp has a pair of fangs which are very flexible, enabling them to independently move each fang which in different directions when biting. The snake aura would act exactly like the Asp's bite, using the two fangs to make separate attacks simultaneous to Taijutsu used in conjunction. When the user does an attack, the snake heads extend from the user's limb about 1m, striking with the fangs in the most flexible manner if needed. The fangs would be capable moving around small obstacles to hit the target and even hit places that aren't typically reachable with an average close quarters assault. This allows the sage to become very dangerous, dealing piercing damage with his blows along with the actual blunt force of taijutsu.

Note: Can only be used by Snake Sage Mode users.
Note: Can be activated simultaneously to the activation of Sage mode with a Chakra sacrifice, then no more Chakra is needed to further the already made aura.
Note: Can only be used Once
Note: Lasts 4 turns and will shorten Sage Mode by 2 turns.
Note: The Fangs power are S-rank damage split into two, unless only using one fang, which would cause the full 80dmg

Declined - DNR

( Senpo: Muki shīru no hitsugi) Sage Art: Inorganic Enhancement )
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will perform a simgle hand seal to take control of any inorganic material in the area. Once the user has done this, they will combine the inorganic matter with a pre-existing technique of theirs, whether it is a sentient technique, or a projectile. This wouldn't be used increase the power of the technique, but depending on the inorganic material used it can enhance the effects of the jutsu. Using inorganic earthen material in combination with fire for example would create a sort of pseudo magma technique, while using earth with water will create a type of pseudo mud jutsu. This technique can be performed quickly, and due to its nature of being only usable to aid/change other techniques and can't be used on its own, it can be activated in the same time frame of the coupled technique. The affects of adding a dual element nature to techniques would always follow elemental strengths and weaknesses, I.E you couldn't combine inorganic water with a fire technique they'd just cancel each other out.
Note: Can be used thrice per battle
Note: Can only be taught by Nak Le Vaar.
Note: Can only be used on streams or techniques that need the user to main them, if they have Y/Y training. This is simply because without Y/Y training, one could not perform both techniques simultaneously

Declined - DNR

( Senpo: Haku ryū no kakō) Sage Art: Descent Of The White Dragon )
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user while in Snake Sage Mode will focus his chakra performing two handseals and releasing a large dragon made of pure sage chakra into the clouds above him, being composed of pure sage chakra would make the dragon invisible to anybody who hasn’t also learned sage mode or the ability to recognise natural energy. Once airborne the dragon behave similarly to the technique used by Kabuto, however it inverts the properties of the dragon causing the vibrations to travel inwardly. This will draw in any clouds in the vicinity of the technique drawing them inside the dragon along with any general wind present in the utter atmosphere, this causes the dragon to begin to swell and grow taking on the shape of a huge chinese dragon made entirely of wind and clouds encompassed and given tangible form by the sage chakra making up the outer shell of the dragon. The total time that it takes this dragon to form is two turns, once this is completed the user can call down the dragon in a similar way to Kirin by using a hand movement. Upon this gesture the dragon will drop from the sky with incredible speeds, now clearly visible however. Upon impacting the dragon will explode the outer layer of sage chakra and behaves like a hugely compressed grenade with it’s explosion reaching 5 meters in every direction from the point of impact causing tremendous destruction. Due to the sage chakra encompassing the wind and clouds this technique actually behaves on equal terms with fire release instead of being weak to it.
Note: Would reduce Sage Mode by two turns
Note: Can be used once per battle
Note: Can only be taught by Nak Le Vaar

Declined - DNR, not gonna approve an F ranked invisible dragon, nevermind one that only reduces sage mode by two turns as a drawback
 
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Illyasviel

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Re: Custom Jutsu Submission

I changed everything,it's not really the same technique so idk should I even quote this but it kinda looked related so:


(Koton:Shādo)-Steel Release:Shards
Type:Supplementary/Offense
Rank:C
Range:Mid
Chakra:15
Damage:30
Description:The user will gather chakra into his dominant foot and proceed to stomp the ground with it,releasing the previously gathered chakra into it.He will then use it to create a large amount of triangular black steel shards from the ground.They can either be erected so the unwary can step on them,piercing their feet.They are quite difficult to spot especially in the dark as they are black and don't reflect much light.Or they can just be created to lie latent on the ground like somebody left them there.In which case,the user can use some wind or water technique of adequate scale and form to carry the shards at the opponent,adding to the damage of his techniques.Depending on the strength of the carrying technique,the shards can shred skin and muscle from the opponents body as they cut him.However nothing prevents the opponent from utilizing the steel shards in the same way against the user.
~Note:Can be used three times.
~Note:The shards can be created in mid range from the user,however as a technique picks them up,they don't effect that techniques range in any way.

Declined - Just stamp your foot and steel razor sharp spikes cut your oponents foot as they shoot up? No warning? Nope
(Koton:Shādo)-Steel Release:Shards
Type:Supplementary/Offense
Rank:C
Range:Mid
Chakra:15
Damage:30
Description:The user will gather chakra into his dominant foot and proceed to stomp the ground with it,releasing the previously gathered chakra into it.He will then use it to create a large amount of triangular black steel shards from the ground.The shards begin erupting first just in front of the users foot and then span outwards in the desired direction.As they come from underneath they move the soil as they are created and also are created like a wave moving in the same direction they can be spotted.They can either be erected so the unwary can step on them,piercing their feet.They are quite difficult to spot especially in the dark as they are black and don't reflect much light.Or they can just be created to lie latent on the ground like somebody left them there.In which case,the user can use some wind or water technique of adequate scale and form to carry the shards at the opponent,adding to the damage of his techniques.Depending on the strength of the carrying technique,the shards can shred skin and muscle from the opponents body as they cut him.However nothing prevents the opponent from utilizing the steel shards in the same way against the user.
~Note:Can be used three times.
~Note:The shards can be created to span up to mid range from the user,however as a technique picks them up,they don't effect that techniques range in any way.

Approved
 
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Vegeta

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Re: Custom Jutsu Submission

(Fuuinjutsu - Shiketsu no Rikudo) Sealing technique - Six paths of Hemostasis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: A unique sealing jutsu designed with the sole intent of sealing the natural flow of chakra through a persons body temporarily. The technique is applied to any weapon the user happens to be wielding at the time. Covering the weapon in visible sealing script that differs from traditional sealing scripts in color. Being a dark crimson almost black still but more red. This script can also be applied to the opponent via direct touch, cutting out the middleman so to speak. When applied this technique directly targets the chakra flow of the opponent. Causing it to move much slower throughout the body in a similar way to hemostasis in medical fields. Hence the name of the technique. By causing the opponents chakra to move throughout the body slower it can create clots of sorts around the tenketsu. Not only does this cause the afflicted person to take longer to mold chakra it can also prevent them from using certain powerful jutsu over time as the chakra flows slower over time. Provided the seal remains. Overall the effects of this jutsu effectively adds three handseals to the required number for techniques. A technique that requires one handseal would now require four. Two hand seals, five would be required. Additionally the afflicted will find themselves requiring two hand seals for techniques that usually require none. This is applicable the moment the seal is applied.
In terms of limiting the usage of powerful ninjutsu. The moment this seal is applied the afflicted loses access to techniques of a forbidden ranked nature. The afflicted then lose access to S ranks on their next turn, then each one of the afflicted subsequent turns they lose access of an additional rank this effect stops at rank B. The afflicted would always be able to access B ranks and below. The clotting of the Tenketsu causes chakra to leak from the afflicted body, causing them to lose 20 chakra each one of their turns by default before using any jutsu. In a similar way to how the Hyuuga expel chakra forcefully the clotting causes this without the afflicted intending it, thus the chakra is wasted.

~Notes~
- This seal lasts for five turns, at which stage the afflicted regains usage of up to S ranks however the clots of chakra prevent access to enough chakra for higher ranks.
-This seal can be removed prematurely by one skilled in fuuinjutsu, practicioners in fuuinjutsu can remove it with a sealing displacement technique.
- Must be taught by -Vegeta
- Can be used 2X per battle‏


Declined - slower chakra flow can't add seals to a jutsu. Though it could double the time it takes to create a jutsu. I feel this would require medtraining to be doable though.

(Suiton: Uchi hasui seru) - Water Release: Imploding Water Cell
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: This technique requires a water source to be used, or a source of rain. Should the user be versed in rain release. It works by focusing the users chakra in to the source of water or rain. Altering the pressure of the water, and it's density through shape manipulation while causing it to raise around the opponent rapidly engulfing them in a large orb of water roughly 4 meters in diameter. Once engulfed in the water, the opponent will be unable to move or make handseals very easily, taking twice as long to form them. Additionally once engulfed in the water the opponent would become aware quickly that this does not behave like a traditional water prison, the waters density and aggressive nature causes it to directly flow in to the opponents body invading his pores, mouth ears and nose, and essentially any available orifice, attempting to aggressively drown the opponent as the water forces itself in to their body.

~Notes~
- Must be taught by -Vegeta.
- Can be used 3x per battle.

Declined - similar to existing jutsu

(Suiton/Taijutsu: Mizu dokuhebinokiba) - Water Release/Body Technique: Fangs Of The Water Viper
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: This technique is a unique combination of both the water element and the users natural skill in taijutsu, by forming their hand in a snake hand strike fashion. The user will channel their chakra to the tips of their fingers creating a sharp point of water chakra along the edge of their hands, then by following the traditional practice of snake style fighting they will target a soft spot on the opponents body, namely anywhere that is vulnerable such as the throat, eyes, or any of the nerve clusters in the body. Striking these locations will have detrimental effects as the water will pierce the body causing great harm to the opponent depending on the location struck, if striking a nerve cluster the closest limb to that nerve will become dead for two turns. I.E striking a nerve cluster under the left armpit will cause the opponent to lose feeling in the left arm entirely. If striking an area such as the eyes the effect is relatively obvious, it will blind the opponent. If used to strike the throat it will inhibit breathing severely lowering the opponents speed level by 25% for four turns. If used to strike any main arteries in the body thereby compressing them, the effect will be the same as striking the throat.

~Notes~
- Must be taught by -Vegeta.
- Can be used 2x per battle.

Declined - how does hitting them in the throat slow them for four turns? Does it cut the veins? Either way this is just like kabuto's medjutsu but using water to achieve the same effect.
 
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Pyro NB

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Re: Custom Jutsu Submission

(Ōkami saishū keitai) - Wolves final form
Type: Weapon
Rank: S-Rank
Range: Short
Chakra Cost: N/A(-40 to Rotate)
Damage Points: N/A

Description:
Ōkami saishū keitai is a giant war fan but unlike most war fans has blades on its edges. The core of the fan is made up of black and white titanium with Okami engraved in red. As the metal spreads to the sides it turns into a black and red tungsten carbide edge. The fan has a long hilt with a golden pommel with three wolves head's just above that to represent his original team. The fan is about 6ft tall and 2ft wide all together and is naturally attuned to the wind element.

Abilities:
Due to its wind affinity the fan is naturally lighter than it appears in varying degrees. Users who don't have a wind specialty can't lift the weapon by normal means, primary wind specialty will have to use two hands to wield this weapon, and those with primary wind specialty can wield it with one relatively easy. When the user channels futon chakra into fans edges coating them with wind they begin to rotate at high speeds allowing for the fan to be used as a blade(S-Rank wind technique) but looses the ability to use fan specific jutsu as the fan would no longer be able to hold an air flow.

Notice:
~Can only rotate the edge if you have wind specialty
~Edge rotation counts as a move
~Edges only rotate for 2 turns
~Can not use fan specific jutsu in same turn as edge rotation
~Can only be wielded by Keji

S rank wind blade with no drawbacks?

Declned


Ōkami saishū keitai
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Blades rotating
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Summoning Animal: Springhare
Scroll Owner: Kēji Kurai
Others who have signed contract: N/A
Summoning boss if existing: N/A
Other summoning animals tied to contract: N/A
Description and Background: There are two types of Springhare left in the world and both belong to the genus Pedetes, the third has long been extinct. Though the species look alike at a casual glance, scientific study can easily determine which is which. The springhare can range anywhere from 35 cm to the size of a large toad summoning. The springhare resembles a small kangaroo (though unrelated) with well-developed hind legs, which allows the smallest to leap over 2 m (6 ft 7 in) in a single bound. It is for this ability that it gets its name. The colour of this mammal varies from a reddish-brown to a pale grey, with a black tip on the tail. They have four toes on their hind feet with claws that look like small hoofs; these are wider than those found on the forefeet. They have a thick muscular neck supporting their short head. They also have large eyes, and their ears have a tragus that prevents sand from entering when they are digging. Springhares are mostly nocturnal but are occasionally active in the day. During the daytime, they live in tunnels that they dig. They plug the entrance of the hole with soil from the inside of the tunnel. It is easier for them to dig during the rainy season when the soil is wet. Springhare summons are land based summoning's and because of their natural relation with earth are doton masters preform jutsu's with a single seal but are not limited to this one element. They also perfected taijutsu to take advantage of their natural leg strength which allows them allows for greater manueverability, jumps and kicks than toad summons. As they live in burrows springhare are able to free form dig in both solid and wet ground. Due to being nocturnal they have exceptional eye sight in low light. The springhare don't trust many outside species so getting them to allow a human to sign the contract is very difficult.

~Leaving for Typh~


Declined - We have enough rodent based summons unless there is something to make these special?
Summoning Animal: Springhare
Scroll Owner: Keji
Others who have signed contract: N/A
Summoning boss if existing: N/A
Other summoning animals tied to contract: N/A
Description and Background: There are two types of Springhare left in the world and both belong to the genus Pedetes, the third has long been extinct. Though the species look alike at a casual glance, scientific study can easily determine which is which. The springhare can range anywhere from 35 cm to the size of a large toad summoning. The springhare resembles a small kangaroo (though unrelated) with well-developed hind legs, which allows the smallest to leap over 10m (30ft) in a single bound. It is for this ability that it gets its name.

The colour of this mammal varies from a reddish-brown to a pale grey, with a black tip on the tail. They have four toes on their hind feet with claws that look like small hoofs; these are wider than those found on the forefeet. They have a thick muscular neck supporting their short head. They also have large eyes, and their ears have a tragus that prevents sand from entering when they are digging. Springhares are mostly nocturnal but are occasionally active in the day. During the daytime, they live in tunnels that they dig. They plug the entrance of the hole with soil from the inside of the tunnel. It is easier for them to dig during the rainy season when the soil is wet. The springhare don't trust many outside species so getting them to allow a human to sign the contract is very difficult.

Abilities:
-Springhare summons are land based summoning's and because of their natural relation with earth are doton masters performing earth jutsu without hand seals but they are not limited to this one element.

-They also perfected taijutsu to take advantage of their natural leg strength which allows them allows for greater maneuverability, jumps and kicks than toad summons. (Tai specialty and +10dmg to leg based tai)

-As they live in burrows springhare are able to free form dig in both solid and wet ground.

-The springhare also have a heightened sense of hearing, smell, and vision.
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*Added bolded and Abilities list, if declined suggestions would be appreciated ^^

Approved.
 
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Lord of Kaos

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Re: Custom Jutsu Submission

Snake Training here:
First is based on the concept of basic, generic summonings having an indefinite summoning time while the second is the utilization of Sound Genjutsu to create suggestive commands.

1. ( Kuchiyose: Nagini ) - Summoning: Nagini
Type: Offensive/Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: Nagini is a large, green snake, roughly twelve feet long and as thick as a man's thigh. Nagini is completely loyal to Lord Voldemort. While she remained aloof, if not malevolent, to most others, she obeyed Voldemort completely. She is also shown to be very intelligent and was able to understand the concept of strategies and plans, and seemed to have understood how humans behaved. Nagini possess the same, average strength as most snakes as well as having a deadly bite. What is unique about Nagini, however is the fact that nothing is actually unique about her. Possessing no abilities of her own, Nagini is only able to use the very basic abilities generic summonings are capable of performing. What marks her from the basic summoning is essentially her connection to her master, Voldemort. Being the only snake he regularly uses, Nagini is capable of being on the field for the entirety of an event given that she mirrors a basic snake greatly.

2. ( Ototon: Parseltongue ) - Sound Release: Parseltongue
Type: Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: N/A
Description: The user channels Ototon chakra and speaks in a snake like dialect called Parseltongue, aimed at various snakes. This serpentine language allows the user to talk to snakes in a language only the user and the animal can understand. The purpose of this is to deliver special coded messages that can't be deciphered by others. This however is only the basic application; by applying Ototon chakra, the user uses sound waves to cast a genjutsu upon the beasts that allow him to revert their minds to a primitive state, one where they rely on their normal, primal instincts and capabilities. The purpose of this is to break them down and weaken mentally to a state where the user is able to use the same Sound waves to implant ideas into the snake's mind, encoding specific commands to them. This allows the user to "control" the snakes in a way that appears like the user in a way similar to Kotoamatsukami, but only works on beings of a lesser kind, only affecting snakes. The power needed to sustain and control a snake is based on it's individual ranking, allowing him to control up to S ranked snakes, i.e. to speak and control an A ranked snake, a genjutsu of A rank is needed to be cast. The user is able to use the C and B ranked variants without restraints; the A ranked version can only be used 5 times while the S ranked variant can only be used twice. The S ranked version lasts only two turns, which each lower rank lasting one turn longer than the previous rank, going from 2 for S up to 4 turns for C rank.

Note: Requires both Sound and the Snake Contract.
Note: Can only be used on Snakes.
 
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Six Paths

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Re: Custom Jutsu Submission

(Doton: Ashikase no Reijuu) - Earth Release: Shackles of Servitude
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: This technique is part of a set of three. Each ability is symbolic of one of the principal qualities exhibited by one of the most tyrannical shinobi to have ever lived: his cruelty, his malice and his will to dominate all life. This ability is symbolic of "his cruelty" and acts as a testament to his total enslavement of every creature within his dominion. It makes it so sentient creations constructed from Earth Release can be made to be inexplicably linked to the user's bodily movements. Every movement or motion the user makes is mirrored exactly by the creature. There is virtually no delay between their respective movements, so little so that to the untrained eye the two appear to move simultaneously. Unfortunately this technique doesn't make it capable of performing elemental techniques but it does make it capable of complex taijutsu maneuvers such as flips, somersaults and rolls. Chakraless taijutsu maneuvers accomplished through the use of techniques will be mimicked but will not count towards the user's jutsu limit per turn. This ability can only be applied to creations such as the Stone Golems but not the Stone Dragon (essentially bipedal creatures). If more than one creature is created, then every creature will become linked to the user's movements as long as they were made through a single usage of the same technique. Activating and applying this ability to techniques is instant and does not consume any time whatsoever. The reason this ability's activation is instant is because stand alone it does not do anything and its effects are only realized when the user utilizes another jutsu. Also, solely for this technique’s duration, earth techniques which require maintenance (such as the Stone Golems) can be sustained passively rather than actively.

Note: Lasts for four turns
Note: Can only be used twice per battle
Approved - I was going to just put approved from the moment i started reading this for the LOTR reference, but i was a bit disappointed in the end, it's a nice jutsu but doesn't relate to Sauron :(

(Doton: Kigen no Yokushin) - Earth Release: Awakening of Avarice
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description The second ability is symbolic of "his malice" and acts as a testament to the tortured mockeries of human beings he created in life through grotesque experimentation. The user activates an innate ability of his that affects his earth techniques for the next four turns. It makes it so sentient creations constructed from Earth Release can be made with additional features, body parts or limbs such as wings capable of flight or prehensile tails. The added features can be anything from conventional limbs such arms and legs or they can be body parts exhibited by animals/summons such as horns, claws, tentacles, tendrils, spiked protrusions, scales and so on. The size of these added features will be proportional to the size of the sentient creation. The extra bodily enhancements can be made from solid rock or they can be made purely from sticky mud. Tentacles, tendrils and any structures which aren't rigid/sturdy by nature must be constructed from mud rather than solid rock. If more than one creature is created, then every creature will be made with the added feature. Activating and applying this ability to techniques is instant and does not consume any time whatsoever. The reason this ability's activation is instant is because stand alone it does not do anything and its effects are only realized when the user utilizes another jutsu.

Note: Lasts for four turns
Note: Can only be used twice per battle

Declined - remember, with the jutsu above, you can only control the arms and legs as it mimics your movements. If you make a tail or winds they will be inanimate, so if you take control of say a stone golem with the first jutsu, then make wings with this jutsu, the wings would be useless through your own controlling method, unless you want to reword it. Also also it can't be instant say they grow and form fast like earth spikes do or something.

(Doton: Shouri no Soushi) - Earth Release: Conquest of Creation
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The third and final ability is symbolic of "his will to dominate all life" and acts as a testament to the hordes of "living weapons" he assembled in life. This ability makes it so every earth technique the user uses becomes a "sentient creation" (much like the Stone Golems or the Earth Dragon). Now with most techniques, this added sentience doesn't really provide anything due to their structure e.g. Rock Scale Slab will just remain a cuboid slab of rock incapable of doing anything more. However, combining this ability with Awakening of Avarice will make it so the earthen creation will develop limbs/body parts, granting it the capability to move around and act on its own. For example a slab of rock can grow arms and legs, dropping lid can grow writhing tendrils, destructive rising rock pillars can grow smaller thorn-like spikes from the main body of the spiked pillars, etc. Through mental commands alone, the user can freely govern the actions of their earth techniques. Activating and applying this ability to techniques is instant and does not consume any time whatsoever. The reason this ability's activation is instant is because stand alone it does not do anything and its effects are only realized when the user utilizes another jutsu. Sentient creations (such as the Stone Golems) used while this is active are maintained passively rather than actively for this jutsu's duration.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Sentience lasts as long as this technique is active

Declined - Now, i'd rather you make all this into one jutsu with three abilities. Each one taking up a move per turn and that it can only be used on one thing at a time. So with this one jutsu i'll give you an example:

You create an earthen lid:
You then use one move to take control of it
Second move to grow tendrils as it drops that you use as arms to pull them back under the lid. Have it as a mode of activation and while using any of the three effects you can't perform any other jutsu, it's almost like a elemental puppetry jutsu if you will with broken down effects to control, mimic and grow.


‡ Pending ‡ Leaving for Pervy.

As for you NK, i can see why you left it <_<
 
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