[ARCHIVE] Custom Jutsu Submission - II

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Re: Custom Jutsu Submission

Permission to reattempt as a CJ: .

(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique
Type: Offensive/ Defensive/ Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 10 (B-Rank Summon) 20 (A-Rank Summon) 30 (S-Rank Summon)
Description: Created by a Summoning Jutsu savant known as the Sentō Shōkan (Combat Summoner) with the specific goal of allowing the user to combine both the Summoning Jutsu and Taijutsu together, he was able to create a new form of Close Quarters Combat. In the simplest terms, the Combat Summoner technique takes the basic concept of the Summoning Jutsu and allows them to be performed in conjunction with Taijutsu. As this Jutsu has its roots set in the Summoning Jutsu, this Jutsu requires it's user to fulfil similar conditions as the Summoning Jutsu, with minor differences which are explained below. This Jutsu is primarily responsible for introducing and explaining the concept of "Combat Summoning", and acting as a reference for derived techniques, all of which will logically fall under the category of Nintaijutsu.

There are 2 key aspects to the Combat Summoner technique, the first of which is the alteration to and general application of the user's Summoning Tattoo('s). Instead of being a small, easily concealed Tattoo which is utilized for instant Summoning without Hand Seals, the Tattoo is applied to the entirety of the users body. Because of this it functions like an active map of the user's body for the Summoning Technique itself, with each part of the user's body being linked to a corresponding part of their Summoning Animal's body through their Tattoo's. This allows the user to Summon the corresponding body part of their Summon by activating the Tattoo('s) located on that specific body part. The second aspect is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then sacrificing a small portion of blood each time the user wishes to use the Summoning Jutsu, by wiping blood on their Tattoo, then applying both Chakra and pressure to a surface via direct contact. This technique's Summoning steps are almost identical, with the only real difference being a more direct approach to the "Contact" portion. Logically the user must still apply both blood and Chakra to their Tattoo's, and make contact with a surface, the surface mainly being considered the opponent's body, before the Combat Summoning actually occurs.

The following is an example of how this Jutsu would work within a standard combat scenario. A signer of the Monkey Contract performs a basic left-handed punch which connects with their target, while also meeting the conditions for the Summoning Jutsu. As they channel Chakra through the Tattoo on their left arm, which also has the necessary blood wiped across it, they become able to "Summon" the left arm of their Summoning Animal to reinforce their attack, which then almost instantly "materializes" in the area surrounding the user's left arm. The fist of the Monkey Summon also attacks the target, following the same general speed, trajectory, power etc as the user's attack, resulting in an increase in potential offensive applications for the user, such as bypassing an opponent's attempt at guarding, or simply performing two punches at the same time, and overwhelming their opponent. Upon the completion of the attack, the arm of the Monkey Summon disappears as quickly as it appeared, leaving the user to plan their next attack accordingly.

Note: The Combat Summoner Tattoo's are designed and applied by the user at their own discretion, requiring the user to post this Jutsu in the "Other" section of any Biography that wishes to use this Jutsu.
Note: Although the damage of this technique is based on the Rank of the Summon, unique effects and abilities for any Summons utilized with this technique must also be taken into consideration, whether they be a result of the Summon's Biology, or an ability they possess.
Note: Usage of this technique does not affect the user's ability to perform the regular Summoning Jutsu. In other words, if the user Summons a specific part of an Animal from one of their contracts via this Jutsu, it doesn't impede their ability to perform the Summoning Jutsu to Summon an Animal from their other Contract('s). This is because the Combat Summoner method of Summoning is achieved differently from the regular method of Summoning, and thus, doesn't affect it.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Pending - I'm a bit at war with myself on this one. I love the idea but still thinking it over and just some of the wording. Say you use the C rank punch technique in taijutsu section, and you use this with a summon that is S rank, does that now make an S rank punch on your arm to go with your C rank attack? Or does it summon another animals arm that does a C rank punch too? Meaning two C ranks = B rank overall? And then there is the fact that if you partially summon an animal this way, does that count towards the "only summoned once" effect? Or would you have this as if for example:

EG: You use this with S rank earth toad (immune to B ranks and below) summon it's leg around yours for second kick (your kick is C rank) when they go to defend do they just have to repel two C rank attacks as it's following the same power and trajectory? Or is it they have to break through the B rank skin of the toad as well as defend from your C rank punch?

Next elaborate on range and size, say gamahiro's leg is used. The tried to avoid your first kick by going backwards, use this with a giant leg does it increase the reange of your original attack?

And what about when you have an armor active? Fire armor? Summon a leg on your flaming leg would it hurt them or no modes active with this?

So it's a decline the more i think about it, but just needs clarificiation on some points.
Change Notes:

Changed some minor details in the given example, as to make the technique and it's usage generally clearer.
Clarified the technique's damage calculations when this technique is used with other Taijutsu.
Clarified this Jutsu's impact on Summoning restrictions.
Clarified the technique's range, in regards to the Summoned Animal anatomy.
Clarified how the physical positioning of the Summoned Animal anatomy works.​



(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique
Type: Offensive/ Defensive/ Supplementary
Rank: B-Rank
Range: Short - Mid (Depending on the size of the Summon)
Chakra: 20
Damage: 10 (B-Rank Summon) 20 (A-Rank Summon) 30 (S-Rank Summon)
Description: Created by a Summoning Jutsu savant known as the Sentō Shōkan (Combat Summoner) with the specific goal of allowing the user to combine both the Summoning Jutsu and Taijutsu together, he was able to create a new form of Close Quarters Combat. In the simplest terms, the Combat Summoner technique takes the basic concept of the Summoning Jutsu and allows them to be performed in conjunction with Taijutsu. As this Jutsu has its roots set in the Summoning Jutsu, this Jutsu requires it's user to fulfil similar conditions as the Summoning Jutsu, with minor differences which are explained below. This Jutsu is primarily responsible for introducing and explaining the concept of "Combat Summoning", and acting as a reference for derived techniques, all of which will logically fall under the category of Nintaijutsu.

There are 2 key aspects to the Combat Summoner technique, the first of which is the alteration to and general application of the user's Summoning Tattoo('s). Instead of being a small, easily concealed Tattoo which is utilized for instant Summoning without Hand Seals, the Tattoo is applied to the entirety of the users body. Because of this it functions like an active map of the user's body for the Summoning Technique itself, with each part of the user's body being linked to a corresponding part of their Summoning Animal's body through their Tattoo's. This allows the user to Summon the corresponding body part of their Summon by activating the Tattoo('s) located on that specific body part. The second aspect is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then sacrificing a small portion of blood each time the user wishes to use the Summoning Jutsu, by wiping blood on their Tattoo, then applying both Chakra and pressure to a surface via direct contact. This technique's Summoning steps are almost identical, with the only real difference being a more direct approach to the "Contact" portion. Logically the user must still apply both blood and Chakra to their Tattoo's, and make contact with a surface, the surface mainly being considered the opponent's body, before the Combat Summoning actually occurs.

The following is an example of how this Jutsu would work within a standard combat scenario. A signer of the Toad Contract performs the D-Rank Taijutsu technique "(Kodzuku) Punch" with their left fist which connects with their target, while also meeting the conditions for the Summoning Jutsu. As they channel Chakra through the Tattoo on their left arm, which also has the necessary blood wiped across it, they become able to "Summon" the left arm of their Summoning Animal to reinforce their attack, which for the purposes of this example is the B-Rank Summon, Gamatatsu. Gamatatsu's fist then almost instantly "materializes" in the area surrounding the user's left arm, similar in appearance and function to how users of the Mangekyō Sharingan can partially manifest their Susano'o's arm, appearing in the area surrounding the user, but not "overlapping" it. This means that any harmful Jutsu that the user may have active will not affect the Summoned fist, as they would not be able to make direct contact, unless the harmful Jutsu has an extended range. Gamatatsu's fist also attacks the target, following the same general speed, trajectory, etc as the users attack, creating a two pronged attack, one being the D-Rank (20 Damage) punch the user threw, and the other being the B-Rank (10 Damage) Combat Summoner punch from Gamatatsu, resulting in a total of 30 damage, should both punches successfully land without interference. Upon the completion of the attack, whether either attack was successful or not, Gamatatsu's arm disappears as quickly as it appeared, leaving the user to plan their next attack accordingly.

Note: The Combat Summoner Tattoo's are designed and applied by the user at their own discretion, requiring the user to post this Jutsu in the "Other" section of any Biography that wishes to use this Jutsu.
Note: Although the damage of this technique is based on the Rank of the Summon, unique effects and abilities for any Summons utilized with this technique must also be taken into consideration, whether they be a result of the Summon's Biology, or an ability they possess.
Note: Due to the unique method of Summoning that the Combat Summoner Jutsu utilizes, the partial Summoning employed by the Combat Summoner Jutsu does not affect the Regular Summoning Jutsu Method. This is because the Combat Summoning method relies solely on the actions and Chakra of the user for it's activation, and thus doesn't conflict with it. However, any Animal that has been Summoned using the Regular Method cannot be Summoned via the Combat Summoner Method. This is because when Animals are Summoned using the Regular Method, they expend their own Chakra to maintain the Summoning, and once they run out of Chakra, roughly around 4 turns later, they become unavailable to be Summoned afterwords. The Combat Summoner Method adheres to this restriction because it's based on the Summoning Animal, not the method of Summoning.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

‡ Approved ‡ At first I was daunted at the size of this submission but it was very well written. No filler details, just precisely what was needed to convey the effects of this technique. Awesome jutsu.




(Last Jutsu in Submission.)

(Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Mid
Chakra: 30 (+5 for each Nin-Tai Action)
Damage: 10 for each Nin-Tai Action
Description: Developed as a form of Taijutsu Supplement by a Shinobi, who used another one of their own technique's to help expand the Nin-Tai genre, Litmus Fist carries on the concepts of it's parent technique, Litmus Finger, into new fields of use on a much larger but narrow scale. Where the parent technique was focused on creativity and speed through lack of any Seals, this technique is solely focussed on collaboration with almost any form or stance of Taijutsu in close quarters combat, either through Free-Form combat, or established and well-known forms of Taijutsu. The user begins by gathering a decent amount of Chakra throughout their entire body, then performs various forms of Taijutsu actions or motions. Just like with the parent technique, but on a much larger scale, these Taijutsu actions and motions should each be representative of an Element (defined in the examples below), which cause the Chakra to take on the properties of, and change into, Elemental Chakra. From there, the user applies Shape Manipulation and the same level of creative freedom from the parent technique to perform various kinds of Ninjutsu enhanced Taijutsu actions, either creating the Element they wish to use from their own Chakra, or from existing sources, like a nearby sources of Water, or the ground beneath their feet, however, any offensive action involving an existing Element must originate from the user, same with Elements created by the user. Because the Nature of the Chakra is only changed when released in conjunction with Taijutsu actions , this allows the user to swiftly and accurately shift between Elements, and even perform numerous and extremely unique combinations of Elements, allowing the user to easily create their own unique "style", simply by performing a series of basic actions. However, this technique's versatility comes at a price. After the initial kneading of Chakra, the user must continue to gather and maintain the Chakra gathered throughout their body after using it for the Ninjutsu aspect of the technique, keeping a delicate balance throughout their body, which allows them to shift from one limb to another, or swap between Elements, without sacrificing the speed or power of their physical stances, motions or actions. This means that the user must remain wholly focussed on this Technique and therefore can't use other Jutsu, except Taijutsu, while they maintain this Jutsu.

The following is a list of basic examples from the 5 Elemental Natures, however, these are simply basic examples, and not the full extent of either the respective Elements, or the technique in general.

Fire - Element of Power: Among the easiest to perform, thanks to the less complicated Nature of the Element and the general ease of its creation, by performing energetic actions or generating friction in some form, the user influences the Chakra within their body, changing it into Fire Style, which they can then proceed to use in conjunction with Taijutsu, either to supplement their actions, or to engage in Mid Range combat. The types of Fire that can be used include both regular Fire, and sub-elements of the Fire Element, including Ash and other substances, such as flammable mist.

Image references: [SUB][ ][/SUB] [SUB][ ][/SUB] [SUB][ ][/SUB]​

Wind - Element of Freedom: Another simple-to perform Element, given the user has plenty of room to move without hinderance, through sharp and direct movements, the user influences the Chakra within their body, changing it into Wind Style, which they can then proceed to use in conjunction with Taijutsu, or engage in Mid Range combat. The types of Wind that can be used include sharp & precise blades of Wind, or powerful gusts of Wind, that go well with swift Taijutsu motions and evasive movements.

Image references: [SUB][ ][/SUB] [SUB][ ][/SUB] [SUB][ ][/SUB]​

Lightning - The Element of Speed: As the user performs fast, erratic movements, they influence the Chakra within their body, changing it into Lightning Style, which they can then proceed to use in conjunction with Taijutsu, or engage in Mid Range combat. The user can perform a variety of attacks, including basic usages of the Lightning Element, such as free flowing arcs, concussive blasts or solid forms of Lightning, which are best utilized in conjunction with less restrictive forms of Taijutsu, such as Free Form.

Image references: [SUB][ ][/SUB] [SUB][ ][/SUB] [SUB][ ][/SUB]​

Earth - Element of Substance: By far the hardest Element to control with this technique, the user, through performing slow, concentrated movements, influences the Chakra within their body, changing it into Earth Style, which they can then proceed to use in conjunction with Taijutsu, or engage in Mid Range combat. Through this Jutsu, the user is granted a great level of control over the terrain surrounding themselves, allowing them to utilize it to their advantage, with great effect. The types of Earth that can be used general rock, earth, mud, all of whcih can be used in a variety of ways. These types of attacks are well suited to the stances and forms of attacks found in Strong Fist Taijutsu, as they clearly represent the characteristics of the Earth Element, with dense, concentrated movements, focussed on direct damage.

Image references: [SUB][ ][/SUB] [SUB][ ][/SUB] [SUB][ ][/SUB]​

Water - Element of Change: Another difficult to control Element, the user starts by performing fluid and graceful movements, which influences the Chakra within their body, changing it into Water Style, which they can then proceed to use in conjunction with Taijutsu, or engage in Mid Range combat. The types of Water that can be used include both regular Water, and sub-elements of the Water Element, including mist, solidified forms of water and other substances, such as flammable oils, etc.

Image references: [SUB][ ][/SUB] [SUB][ ][/SUB] [SUB][ ][/SUB]​

Note: The user can keep this technique active for a max of 4 turns, and must wait 2 turns before they can use it again.
Note: The user is limited to a maximum number of actions per turn with this technique, and are as follows. A max of 6 if they use no other technique's in the same move, 4 if they use one other technique in the same move, and 2 if they use 2 other Jutsu in the same move.
Note: Can only be taught by x iiiMPerFeCT.
Revamped the technique, as I have come to realize that the mechanics for this Jutsu were unnecessarily overly complicated. It's far easier to understand now. Because there were so many changes, and because it wasn't checked in the first submission, I didn't bold the changes.

(Last Jutsu in Submission.)

(Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Developed as a form of Taijutsu Supplement by a Shinobi who used another one of their own technique's to help himself gain solid footing in the Nin-Tai genre, Litmus Fist carries on the concepts of it's parent technique, Litmus Finger, into new fields of use on a much larger but narrow scale. Where the parent technique was focused on creativity and speed through lack of any Hand Seals, this technique is solely focussed on collaboration with almost any form or stance of Taijutsu in close quarters combat, including Free-Form Taijutsu. The user begins by gathering a large amount of Chakra, distributing it equally throughout their body. Once this is done, the user then perfroms Taijutsu actions, motions, movements, etc, releasing the Chakra in conjunction with them. Just like with the parent technique, but on a much larger scale, these Taijutsu actions and motions are physically representative of the nature of an Element (An example of this would be using friction to create Fire Release Chakra, or loose, free-flowing movements for Wind Release Chakra, and fluid motions for Water Release, etc.), which cause the Chakra to take on the properties of, and change into, Elemental Chakra. From there, the user applies Shape Manipulation and the same level of creative freedom from the parent technique to perform various kinds of Ninjutsu enhanced Taijutsu actions, either creating the Element they wish to use from their own Chakra, or from existing sources, like a nearby sources of Water, or the ground beneath their feet, however, any offensive action involving an existing Element must originate from the users position, same with Elements created by the user. The user can also control incoming Jutsu, however, the Rank of the Chakra must be at least one Rank higher than the incoming Jutsu, in addition to the Jutsu having to be within Short Range of the user to infuse their Chakra into the Jutsu. Although this technique's extreme versatility comes at a price. After the initial kneading of Chakra, the user cannot perform any other Jutsu while the Chakra gathered for this Jutsu remains. The user can split this Chakra into as many attacks they wish to perform, (Within reason of course, so the user can perform 1 A-Rank, or 2 B-Rank, 4 C-Rank, or even a combination of ranked attacks, like 1 B-Rank and 2 C-Rank, Etc.), however with each division of the Chakra used, so too does each individual action logically lose power. However, this drawback is arguably the Jutsu's best quality, due to fact that the Nature of the Chakra is only changed when released in conjunction with Taijutsu actions, this allows the user to swiftly and accurately shift between Elements, and even perform numerous and extremely unique combinations of Elements. This allows the user to easily create their own unique "style", simply by performing a series of basic actions and combing the Elements those actions unleash, for devastating results.

All of the Elements utilized by this Jutsu can be used to either supplement the user's Taijutsu strikes, or to engage in ranged combat by firing the produced Elements towards their target, allowing the user to seamlessly shift between close quarters combat and ranged combat, without it affecting the flow of the users moves. In addition to this, the user is able to utilize more than the standard form of the Elements they perform, so for example, when the user performs this Jutsu in conjunction with Fire Release, they don't have to use simple flames, they could also use ash or flammable mist should they desire, as both exist within the canon list for Fire Release. A more detailed list of the available variants for the basic 5 Elements is already provided within the parent technique, "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger", however as a rule of thumb, if it exists in the canon list for the Element, it can potentially be utilized in some shape or form through this Jutsu.

Note: The user can keep this technique active for a max of 2 turns, and must wait 2 turns after it's deactivation before they can use it again. If the user does not use the full amount of Chakra gathered for this technique by the end of the 2 turn limit, they lose the remaining Chakra.
Note: This Jutsu can be used a max of 4 times per battle. This restriction relates to the number of times this Jutsu can actually be activated, not the number of individual attacks allowed while using this Jutsu, as those are already clarified and restricted by the amount of Chakra the user gathers and expends on each attack.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger".



Leaving both for NK

‡ Approved ‡ Same comment I gave Yusei. I don't mind if a technique is long provided it doesn't consist of filler info but this could have been shorter.

Also, I'm assuming the bolded means this can only be used on B-Ranks and below? PM me to clarify this in case I need to edit as necessary.
 
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Vegeta

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Re: Custom Jutsu Submission

(Ameton/Fuuinjutsu - Tefunuto no arashi) - Rain Release/Sealing Technique - Storm Of Tefnut
Type: Supplemental/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By manipulating chakra in a preexisting source of rain the user of this technique is capable of manipulating the rain to become heavier than normal, much heavier as well as increasing it's velocity drawing all the rain to a central point of his choosing, usually the opponents body capable of causing considerable damage due to the blunt force, even rendering some unconscious. Once this is done the rain will cover the opponent forming a large orb roughly 8 meters in diameter trapping the opponent inside the orb. By making an additional handseal the user will cause a sealing symbol to appear on the orb creating an A ranked barrier around the outside of said orb. The water prevents the opponents movement and in a similar way to the Kirigakure unique rain jutsu, will be capable of draining the opponents chakra however the drained chakra will be used to fuel the barrier increasing it's rank by one for each turn the opponent remains trapped inside. Culminating with a barrier of forbidden ranked integrity trapping the opponent inside and causing him to drown after being trapped for three turns.

~Notes~
- While maintaining the barrier the user may not use any jutsu above A rank.
- Usable 1x per battle
- Must be taught by -Vegeta


‡ Declined ‡ Great concept but chill out with the OP rank increasing/decreasing lmao. Take out the damage if you want this to be a prison type technique, the rest of this is pointless if the opponent is a corpse or on the verge of death. The chakra draining is fine and you need to clarify the strength of the rain jutsu. Are both parts of this jutsu initially A-Rank? If so, you can up the barrier to S-Rank by the next turn but that's it.
-Resub-
(Ameton/Fuuinjutsu - Tefunuto no arashi) - Rain Release/Sealing Technique - Storm Of Tefnut
Type: Supplemental/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: By manipulating chakra in a preexisting source of rain the user of this technique is capable of manipulating the rain to become heavier than normal, much heavier as well as increasing it's velocity drawing all the rain to a central point of his choosing, usually the opponents body capable of causing moderate damage due to the blunt force, temporarily dazing them (This is an S ranked attack). Once this is done the rain will cover the opponent forming a large orb roughly 8 meters in diameter trapping the opponent inside the orb. By making an additional handseal the user will cause a sealing symbol to appear on the orb creating an A ranked barrier around the outside of said orb. The water prevents the opponents movement and in a similar way to the Kirigakure unique rain jutsu, will be capable of draining the opponents chakra however the drained chakra will be used to fuel the barrier increasing it's rank by one for each turn the opponent remains trapped inside. Culminating with a barrier of forbidden ranked integrity trapping the opponent inside and causing him to drown after being trapped for three turns.

~Notes~
- While maintaining the barrier the user may not use any jutsu above A rank.
- Usable 1x per battle
- Must be taught by -Vegeta

‡ Approved ‡ Bear in mind once the opponent's trapped this is just an A-Rank defense at first (it isn't an S-Rank Rain + An A-Rank barrier that needs to be countered). Otherwise, nice technique.

(Katon - Shakunetsu no Bakuhatsuha) - Fire Style - Scorching Exploding Wave
Type: Defensive/Offensive
Rank: Forbidden
Range: Mid-Long
Chakra Cost: 50
Damage Points: 90 (-15 to the user)
Description: After using Scorching Berserker, the fiery chakra that rages around the user can be concentrated and drawn in tighter to the users body while molding massive amounts of fire chakra into it. The user will then focus the chakra downwards thru their legs entering into the ground, which will then travel towards the target. By forming a special 2 fingered seal while lifting their hand upwards, they will cause the concentrated fire chakra to explode upwards violently like a volcano erupting spanning from mid to long range in width and height causing devastating damage to the field creating a crater short range in depth with golden flames covering the area and debris and smoke littering the air.

~Notes~
- This will end the effects of Scorching Berserker, after which Scorching Rage cannot be used again for 3 turns
- No Katon over A rank the next turn due to over using ones Katon chakra
- Due to the fiery aura drawing in so close to the body, the user suffers minor damage from excessive heat
- If caught in the explosion, the user will take the full brunt of it
- Due to the needed process to reach this stage (Ie; using Scorching Rage/Scorching Berserker first) this jutsu can be used 2x per battle
- Must be taught by -Vegeta

‡ Declined ‡ This doesn't really relate to the other techniques in any way. It's just a way of getting a Forbidden Rank Fire that encompasses a ridiculous area.

-Reference-
You must be registered for see images
to Scorching Rage approval
to Scorching Berserker approval

(Taijutsu: Koshi Guruma) - Body Technique: Hip Wheel
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while turning, grabbing his upper body while twisting his hips and pressing in to his opponents side, the users body behaves as a lever for the opponent causing him to be thrown in to the ground with considerable force, because this attack uses the opponents own momentum against him the opponent will suffer detrimental effects should this attack be successful. Due to having the wind knocked out of him and probably broken ribs, losing 25% of his total speed and tracking ability for three turns after this jutsu due to a lack of oxygen in the body and brain.

~Notes~
- Usable 3x per battle
- Must be taught by -Vegeta

-Reference-
You must be registered for see images

‡ Declined ‡ Didn't know Karate could be so OP. Tone this down.
 
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Omega

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Re: Custom Jutsu Submission

(Raiton:Ikatsui Enkou)- Lightning Arts:Grim Halo
Type: Offensive/Defensive
Rank: Forbidden
Range:Short-Long
Chakra:50
Damage:90 (-20 to the user due to exhaustion, and debris)
Description: The user will create a halo of Raiton with a radius of 5 meters, and 15 meters above his head. The halo will be made with large amounts of Raiton chakra and compressed tightly. After performing 3 handseals the halo will expand toward long range while lightning bolts continuously jump from the halo and down to the ground with such a tremendous force that even some debris will be sent flying from the powerful strikes as it continues to expand. Some of this debris even hits the user when the Halo first begins its expansion. After the techniques Is finished the battlefield will be damaged greatly, and the user will take damage from debris and exhaustion.

Restrictions/Notes
-Must be taught by Omega
-Can only be used 1 times
-No Raiton for the next turn
-No F rank raiton during the turn this is used

‡ Declined ‡ Clarify what the bolded means. It can have a max distance of short-range (so five meters). The restrictions are off/unbalanced. Look at my CJ thread and check out the Sulphur technique Colossal Desolation. Use restrictions like that for something more balanced. You can keep these if you want but clarify that the damage you take isn't from debris but using the jutsu itself i.e. first degree burns from the use of high ranked lightning.This also needs three handseals.
(Raiton:Ikatsui Enkou)- Lightning Arts:Grim Halo
Type: Offensive/Defensive
Rank: Forbidden
Range:Short
Chakra:50
Damage:90 (-20 to the user due to exhaustion, and burns)
Description: The user will create a small Halo above his head. The Halo itself starts at a 1 meter radius. The halo itself is located roughly 10 meters above the users head. It will be made with large amounts of Raiton chakra and compressed tightly, and then released after performing 3 hand seals. This release will cause the halo will expand out toward short range while lightning bolts continuously jump from the halo and down to the ground with such a tremendous force that even some debris will be sent flying from the powerful strikes as it continues to expand. Since the user is close to such powerful lightning strikes, he suffers from 1st degree after the performance of such a high risk technique. After the technique, the area around the user is significantly damaged.

Restrictions/Notes
-Must be taught by Omega
-Can only be used 1 time
-No S-Rank or above Raiton for the user's next two turns
-The user attains first degree burns from the technique.

‡ Approved ‡ Went from overly restricted to under-restricted in one cycle. Edited.

(Genjutsu/Kenjutsu|:Houshoku ) - Illusionary Arts/Sword Arts:Gula
Rank: B
Type: Defensive/Supplementary
Range: Short-Mid
Chakra cost:20
Damage points:N/A
Description: This attack is a kenjutsu developed by religious monks who refused to stain their swords with the enemy's blood. This attack is meant to purify the enemy of their gluttony, the sin of over indulgence and consumption. In this world the punishment for consumption is death by consumption. The user's blade will glow purple, and then the user will perform a slash aimed at one of the users limbs, or a weapon. Whichever limb/weapon was targeted will appear to grow numerous mouths that begin to completely "eat" the object so that it eventually consumes itself into nothingness. Because the enemy believes the targeted area to be completely consumed he will be unable to utilize that said area. (i.e if the user targets the enemy's left leg he would lose balance if he tried to move as he truly believes his leg had disappeared.)

Restrictions/Notes
-must be taught by Omega
-Can only be used 4 times
-The enemy will feel no pain, but rather only see the consumed object disappear

‡ Approved ‡ Cool technique.

(Genjutsu/Kenjutsu:Shussa ) - Illusionary Arts/Sword Arts: Temperare
Rank:S
Type: Attack/Supplementary
Range: Short-Mid
Chakra cost:40
Damage points:80
Description: This attack is a kenjutsu developed by religious monks who refused to stain their swords with the enemy's blood. This attack is meant to gift the enemy for their temperance. The act of moderation and self control. For having the ability to control one's gluttony is admirable, and the gift would be to remove the temptation all together. The user's blade will attain a lavender glow and then he will perform a normal horizontal slash toward the enemy. Immediately afterward a wide slit will appear on the users stomach. This slit will turn into a giant mouth that begins to open up and violently spew out the enemy's intestines. The enemy will experience tremendous pain akin to that of his stomach turning inside out, coupled with the shock of what he views makes it laboring for the enemy to move. The enemy will pass out from mental stress after 1 turn if this is not countered.

Restrictions/Notes
-Can only be used 2 times
-Cannot be used back to back
-No genjutsu S rank and above during the same turn
-No genjutsu above A rank the next turn
-No kenjutsu S rank and above next turn

‡ Declined ‡ Rewarding them for their temperance isn't even worse than the punishment for gluttony? That's sadistic man. Anyway, this feels too similar to Nathan's Evisceration technique.
 
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Kai NB

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Re: Custom Jutsu Submission

(Fūton: Shūmatsu Sokudo) — Wind Release: Terminal Velocity
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: By focusing their chakra, the user will cause the air in their surroundings to wrap around the target’s body. In doing so, the air will condense and act as a barrier which will constantly push against the target’s body. This causes the target to become locked in a state of terminal velocity, capping their current speed. Trying to overwhelm the state of terminal velocity will work against the target, as the more they attempt to overwhelm it, the more air condenses to counter in response.

Note: Lasts 2 turns
Note: Can affect up to and including 3 targets at a time
Note: Can only be used once

‡ Approved ‡
UPDATING

(Fūton: Shūmatsu Sokudo) — Wind Release: Terminal Velocity
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique involves the user focusing his chakra throughout the air within the terrain. While focusing his chakra in the air, it generates a sort of field of intangible wind chakra. Most of the chakra is focused within a short-range radius of the user, with less chakra the further the technique chakra spans out. This type of chakra is dormant in the air and reacts based to the physical movement of immense foreign chakra bodies (people). At any time, when there is a significant boost in speed coming from another user (Leg Weight Removal, Eight Inner Gates Activation, Custom Speed Boosting Techs, etc.) the chakra will detect it and the technique will automatically activate, serving it's true purpose. The dormant wind chakra found all throughout the air will condense around the detected area and forcibly harden into a solid state of wind and apply pressure to slow it down, capping it at the current speed it was at. This causes the target to become locked in a state of terminal velocity, capping its current speed. Trying to overwhelm the state of terminal velocity will work against the target, as the more they attempt to overwhelm it, the more air condenses to counter in response. As the chakra is made from the user, he won’t be affected though. As the jutsu is in effect, the wind naturally gathers material from its terrain, such as water or dust. This can simply be used to assist in inhibiting vision or other small obstacles, but does not actually damage the target in any significant way. Besides that, the user is able to forcibly control the amount of wind in a specified local area with their chakra control at any time. So, the user can make the wind condense even more in a local area, essentially inhibiting movement in that specific area. By doing so, the user can effectively stop the target's movements from happening, such as halting a punch or kick. Naturally, the user would have to preemptively focus the chakra in order to prevent their movement from occurring. Finally, as there is naturally a more condensed focus of wind chakra within short-range of the user, there is much more force brought by the wind. However, because the chakra originated from the user, it naturally allows the user to maintain their speed. This results in everything within short-range of the user to move slower than him for as long as the technique remains active.

Note: Can only be used once
Note: Technique lasts 3 turns after activation
Note: Can only use the localized effect of this technique 3 times
Note: Using the localized effect of this technique costs as 1 of the user's moves per turn
Note: During the turn this technique activates, the user can not use Wind Release techniques

‡ Declined ‡ I'm inclined to allow this but you need to elaborate on the effects of capping the opponent's speed at it's current level. Do they just keep moving with the inability to stop? Wouldn't something like this require them to be mid-air rather than moving across the ground?

(Fūton: Fūryoku Tābin) — Wind Release: Wind Turbine
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (+20 to Chakra-Based Techniques)
Damage Points: N/A (+20 to Chakra-Based Techniques & Taijutsu)
Description: This technique was developed after studying the mechanics of tornados and achieving incredible chakra control. Tornados work by having the air currents chase each other in a circular fashion. The energy gathered by this chases actually speeds up the tornado even more, causing it to go faster and faster in an extremely short amount of time. The Rasengan is the result of ultimate chakra control, and has the user focus on spinning chakra rapidly and maintaining the shape. These two understandings are then combined together. The user focuses wind chakra within the tenketsu, and will have the wind chakra spin around itself within the tenketsu. Due to the addition of wind chakra, the chakra within the tenketsu will naturally speed up over time. The built up speed that accumulates will reach a point where the chakra can no longer be held within the tenketsu and will forcefully release itself and flow out of the chakra point and into the entire network. This will cause the overall chakra flow to increase tremendously. Due to the chakra network suddenly working at an incredibly high rate so suddenly, the body's respiratory system and over physical systems will be overclocked so that the user can maintain the rush of chakra, resulting in a rise in power and speed for a brief period of time. This increase in speed is directly proportional to the increase in chakra flow. (Diagram below can be used for exact representation) Additionally, the increase in chakra flow will cause the user's chakra based attacks to increase in power by utilizing more chakra within each attack. When put into comparison to the Raikage's Lightning Armour, however, this technique shows its troublesome flaws. In comparison to the other technique, this technique has the downside of requiring a large charge time, is still not as fast as the other, and doesn't even last as long. Above all, this technique still comes at a greater cost than all of those due to the incredible amount of chakra the user spends as the technique is active and the negative after effect that happens as a result. The technique is very chakra taxing, as every technique will utilize more chakra and cause a faster drain. On top of that, after the technique is over, the user's chakra control actually becomes slower than it originally was, resulting in the user's own body to begin reacting slower than his original speed because of the high toll made by overclocking the body, losing two ranks in speed. The decreased flow in chakra than normal will have the user be unable to perform several techniques, limiting their chakra usage, and the strength of the techniques will weaken. After some time, the user should be back to normal. Besides the drawbacks, this technique is especially dangerous to the user against Gentle Fist users. While other Doujutsu will not be able to see the chakra building up in the individual tenketsu, Byakugan users can. Should the Gentle Fist style be used on the tenketsu throughout the user's body while the technique is charging or active, the jutsu will be rendered inert, wasting the user's chakra and the whole jutsu.

Note: Can only be used once
Note: The jutsu requires two turns to charge before actually taking effect
Note: Effect occurs automatically after charging is complete and lasts for 3 turns
Note: Once the effect is over, the body enters a recuperation period that lasts a turn
Note: During the recuperation period, the user is capable of only performing 2 techniques
Note: During the recuperation period, the user's Chakra-Based Techniques & Taijutsu will lose 10 damage point
Note: User needs to have completed both Wind Release & Basic Ninjutsu (Including Rasengan Techniques) Training

The following image can be used a direct and proper representation of the strength and mechanics of this technique
You must be registered for see images

‡ Declined ‡ This just isn't feasible. DNR.
 
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Joker

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Re: Custom Jutsu Submission

(Doton: Doki no Jaaku) - Earth Release: Wrath of the Wicked
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The user passively activates an innate ability of theirs which allows them to create earth techniques normally constructed from the ground from nearby mud/swamp sources. Techniques created via this mechanism will not differ in any way to those "grown from the ground", not even in composition as the mud/swamp they're made from will harden/petrify into solid rock virtually immediately on being used. This process highly resembles the seamless transition of the fluid earthly material spewed in several doton techniques into the sturdy, solid structures they become. The petrification of the mud used to create any given technique will happen as the structure is created rather than when its completed so that during no point in time will it be anything other than solid rock in composition. One limitation to this ability is that the source of mud/swamp used to construct a technique must be sufficient in size/quantity to create the structure in question. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. Earth techniques which remain on top of and/or connected to the ground after creation will not sink into the swamp but will be capable of remaining on top of it. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques.

Note: Can be used twice
Note: Lasts four turns


Declined - make it so you have to activate this a move per turn each time you use it, taking up a jutsu slot, it wont effect the timeframe and can be used 4 times.
(Doton: Doki no Jaaku) - Earth Release: Wrath of the Wicked
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The user activates an innate ability of theirs which allows them to create earth techniques normally constructed from the ground from nearby mud/swamp sources. Techniques created via this mechanism will not differ in any way to those "grown from the ground", not even in composition as the mud/swamp they're made from will harden/petrify into solid rock virtually immediately on being used. This process highly resembles the seamless transition of the fluid earthly material spewed in several doton techniques into the sturdy, solid structures they become. The petrification of the mud used to create any given technique will happen as the structure is created rather than when its completed so that during no point in time will it be anything other than solid rock in composition. One limitation to this ability is that the source of mud/swamp used to construct a technique must be sufficient in size/quantity to create the structure in question. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. Earth techniques which remain on top of and/or connected to the ground after creation will not sink into the swamp but will be capable of remaining on top of it. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques. This technique can only be applied to one technique per use and takes up a jutsu slot. However it occurs in the same-timeframe as the jutsu it's applied to.

Note: Can only be used four times per battle
Note: Can't be used with other instant activation jutsu or jutsu that work in the same timeframe

✦ Approved ✦

(Doton: Doki no Jaaku) - Earth Release: Wrath of the Wicked
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The user passively activates an innate ability of theirs which allows them to create earth techniques normally constructed from the ground from nearby mud/swamp sources. Techniques created via this mechanism will not differ in any way to those "grown from the ground", not even in composition as the mud/swamp they're made from will harden/petrify into solid rock virtually immediately on being used. This process highly resembles the seamless transition of the fluid earthly material spewed in several doton techniques into the sturdy, solid structures they become. The petrification of the mud used to create any given technique will happen as the structure is created rather than when its completed so that during no point in time will it be anything other than solid rock in composition. One limitation to this ability is that the source of mud/swamp used to construct a technique must be sufficient in size/quantity to create the structure in question. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. Earth techniques which remain on top of and/or connected to the ground after creation will not sink into the swamp but will be capable of remaining on top of it. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques.

Declined - no limits on this at all? Just an instant effect that lasts forever?

(Doton: Subarashī no akuji o Hatarakimasu) - Earth Release: Maleficent the Marvelous
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: (+10 to infused techniques, -20 to the opponent's)
Description: The user will forcefully insert their chakra into the ground below them; conjuring a layer of mud no larger or smaller than ten meters just beneath the surface. The purpose of the adhesive liquid is to coat all tangible techniques that stem from the ground itself in a layer of thick mud with unique properties. This mud when used on the user's moves will encase the structure in it's entirety, giving it a newfound level of durability and strength in order to heighten it's full potential. Though, because of the fact that the layer of mud is underneath the surface in an substantial amount, this means that attacks (which stem from the ground), used by the opponent would also receive their very own coating as well. The mud is set to detect chakra that isn't the users own, using it's parasitic like properties to essentially leech the construct of it's own strength. While sapping the technique of it's strength, the mud will also harden in a quick fashion in an attempt to slow down the structure's movement. Once hardened, the mud loses it's effect on whatever it was casted on, rendering it useless. Because this technique lacks any affect on it's own, it's capable of being activated instantly and passively.

Note: Lasts four turns
Note: Can only be used thrice

Pending - i could swear this is a copy of a jutsu i recently approved but uses mud on the earth jutsu instead of dust

Declined - Pretty sure it was either detective L or Kamishiro have this jutsu but use it with dust, need permission from which ever one owns it.




(Fuuinjutsu: Herarudo no And)- Sealing Arts: Herald of Andraste
Type: Supplementary/Offense/Defense
Rank: A
Range: Short-Long (Short range contact ; long range reach)
Chakra Cost: 30
Damage Points: N/A (depends on technique)
Description: The user will contact physical objects and place a chakra seal on them. The seal will act as a source for elemental techniques to be created, beforehand the user must place what type of elemental seal they want. In order to access the seal when needed, the user will form the sign of confrontation. This seal allows the user to spawn techniques of a certain element from it's being (the nature of the seal must be stated once it's placed and can not be switched). Once chosen, the user will perform the handseals (if any) for the technique they which to use, directing it towards the opponent. All in all, this seal is almost a substitute for the user, and while they're streaming technique like they would on their person, no other attacks are capable of being used.

Note: The seal lasts for three turns
Note: Can only used thrice
Note: Can't be used consecutively after it dissipates

Declined - similar to existing jutsu (pretty sure zanda or someone has it) also the way you have done it is just so OP.


(Doton: Subarashī no akuji o Hatarakimasu) - Earth Release: Maleficent the Marvelous
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: (+10 to infused techniques, -20 to the opponent's)
Description: The user will forcefully insert their chakra into the ground below them; conjuring a layer of mud no larger or smaller than ten meters just beneath the surface. The purpose of the adhesive liquid is to coat all tangible techniques that stem from the ground itself in a layer of thick mud with unique properties. This mud when used on the user's moves will encase the structure in it's entirety, giving it a newfound level of durability and strength in order to heighten it's full potential. Though, because of the fact that the layer of mud is underneath the surface in an substantial amount, this means that attacks (which stem from the ground), used by the opponent would also receive their very own coating as well. The mud is set to detect chakra that isn't the users own, using it's parasitic like properties to essentially leech the construct of it's own strength. While sapping the technique of it's strength, the mud will also harden in a quick fashion in an attempt to slow down the structure's movement. Once hardened, the mud loses it's effect on whatever it was casted on, rendering it useless. Because this technique lacks any affect on it's own, it's capable of being activated instantly and passively.

Note: Lasts four turns
Note: Can only be used thrice

✦ Declined, lower how long this lasts and add a cool down period in between usages. And a note stating it can't be combined with similar techs of this nature, ones that are activated instantly and passively because their effects only apply to other jutsu. ✦

(Ooi no Kumori) - Shroud of Shadows
Type: Weapon
Rank: A
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: After exploring several methods of augmenting their abilities of stealth, Joker developed a special-made outfit (hooded cloak, gloves and shoes) tailored to those who wish to specialize in the art of assassination. The outfit is made of a special, water-proof material which produces neither sound nor friction, allowing for silent footsteps and the ability to move without generating noticeable disturbances. The pigmentation of the attire is a light blue, specifically the colour of mist. This makes the wearer even harder to see while surrounded by mist or while inside of a water source. The clothes also mask the user's scent and partially conceal chakra emission (in a similar manner to the chakra suppression technique), making it harder for sensory ninja to discern or pinpoint the exact location of the user. The real special ability of this outfit is exhibited only when the cloak comes into contact with substantial amounts of moisture (e.g. rain, mist, submerging one's self in water). This will result in both the cloak and the wearer becoming invisible (Similar to Hiding in Camouflage) as long as contact with the source of moisture is maintained. However, this invisibility will not be initiated due to naturally occurring air moisture.

Note: Can only be Taught by Joker

✦ All Declined, resubmit when unbanned✦
(Ooi no Kumori) - Shroud of Shadows
Type: Weapon
Rank: A
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: After exploring several methods of augmenting their abilities of stealth, Joker developed a special-made outfit (hooded cloak, gloves and shoes) tailored to those who wish to specialize in the art of assassination. The outfit is made of a special, water-proof material which produces neither sound nor friction, allowing for silent footsteps and the ability to move without generating noticeable disturbances. The pigmentation of the attire is a light blue, specifically the colour of mist. This makes the wearer even harder to see while surrounded by mist or while inside of a water source. The clothes also mask the user's scent and partially conceal chakra emission (in a similar manner to the chakra suppression technique), making it harder for sensory ninja to discern or pinpoint the exact location of the user. The real special ability of this outfit is exhibited only when the cloak comes into contact with substantial amounts of moisture (e.g. rain, mist, submerging one's self in water). This will result in both the cloak and the wearer becoming invisible (Similar to Hiding in Camouflage) as long as contact with the source of moisture is maintained.

Note: Can only be Taught by Joker

✦ Declined, besides needing permission to submit fro the original submitter as this was first tried as a VCJ, there are no types of restrictions at all to this; this is also just an enhanced version of the E rank Invisibility Cloak jutsu mixed with Hiding in Camouflage. And this wont mask your chakra source nor will I allow it to be used with all forms of Water, including rain and mist. ✦
 
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ReXii

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Re: Custom Jutsu Submission

Valyrian suchīru | Valyrian Steel
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: +10 (Bukijutsu or Kenjutsu)
Description: Valyrian steel is a form of metal that was forged in the days predating the otsutsuki incident. A very rare and ancient form of chakra metal. It is exceptionally sharp and tremendously strong, yet light, keeping its edge forever without the need for sharpening. Valyrian steel is recognizable from its sharpness, as well as a distinctive rippled pattern visible in blades made from it. According to legend, Valyrian steel was forged with dragon-fire and infused with magical spells - some say with blood magic, literally requiring "fire and blood". What is for sure is that Valyrian steel is incredibly resistant to damage making any weapons forged from it become twice as durable as before. For example if a weapon would be destroyed by S rank damage it could now take two S rank attacks before being destroyed. Though it should be noted this doesn't allow swords to cause more damage just absorb more. The element that allows the sword to do more damage is the capacity for sharpness given by such a tough material, all bladed or blunt weapons forged from this will be capable of causing +10 damage and will be vastly superior to standard chakra metals, being at least five times as effective when having chakra focused in to weapons forged or coated in Valyrian Steel. While not being an actual custom weapon Valyrian steel is treated as more of an accessory and must be stated in the users bio. Additionally it can be used on custom and canon weapons but may only be used on one CW per bio. Which must also be stated in the biography.

Notes:
-This unique alloy can be added to any weaponry the user carries and must be stated in the users biography.
-Can only be taught by ReXii.

‡ Declined ‡ Nice idea but not happening. The bolded is too OP.

(Hiraishin: Kurai mayonaka no uta o hauringu hareyaka.) - Flying thunder god: Radiant Howling Song Of The Darkest Midnight.
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 20 (Per Rasengan) 80 (Final Odama Rasengan)
Description: This technique is unique to Minato Namikaze, the technique begins with the user drawing and holding six flying thunder god kunai, three in each hand between his fingertips, then using his unique variation of body flicker he dashes towards the opponent in a blur of speed, untrackable to anyone without the sufficient reactions to follow his movement, however as he begins to run he releases the kunai one at a time, to his left and right in sequence, merely releasing them, he reaches the opponent with one rasengan formed, moving behind the opponent and slamming the rasengan in to his back to knock the opponent down the line of FTG kunai, then as the opponent passes each kunai, Minato will teleport to the said kunai and hit the opponent with another rasengan. This can happen up to five times with the sixth kunai striking the opponent with a huge two handed oodama rasengan blasting him in to the earth.
*Note* Usable once per battle.
*Note* This technique takes two jutsu slots.
*Note* Due to stress on the user they are limited to A rank and below the following turn and S rank and below for three turns after that.

‡ Declined ‡ Top marks for the name. Sounds like something Minato would come up with. This blur of untrackable speed needs to be clarified in this technique (assuming you're referencing his flicker evasion but it's still necessary). This also does 180 damage, so you'll need to tone this way down. I'm not going to allow a Forbidden that does double the damage it's supposed to.

(Fuuinjutsu: Fantomu ken o hauringu) - Sealing Technique: Howling Phantom Swords
Type: Offensive/Defensive/Supplemental
Rank: A Rank
Range: Short
Chakra: 30 (-10 per weapon)
Damage: 60
Description: The user after placing a unique version of the lightning blade creation seal on his body. Will perform two handseals before clapping his hands. Activating a powerful sealing jutsu on his body that allows him to summon a grand armory of weapons from his body at any point. Once activated the sealing technique remains able to summon and replace destroyed weapons from the users body. The weapons summoned can be hugely varied basic weapons of the users choice and when summoned will hover around his body within a 5 meter radius being controlled by his hand gestures in a similar fashion to the floating ninja tools jutsu. These weapons carry a static damage property of D rank damage each and the user is capable of having up to six weapons summoned at any one time. If destroyed another weapon can be summoned in it's place, upon summoning the weapons initially appear somewhat ethereal before forming completely, while this is only momentary it prevents the weapons just popping up in mid air with no forewarning. Essentially this jutsu gives the user a unique ability to have weapons readily available to him at any point. This jutsu is the cornerstone of the phantom swords techniques.

Notes:
-Once activated remains active until the battle ends-
-Summoning additional swords costs a move slot, but the user can summon between 1-6 swords for a single move slot depending on his needs-
-Must be mentioned in the users biography-
-Each individual blade is capable of taking D rank damage before breaking.
-May not be used to summon weapons that can not normally be sealed such as SSM swords.
-Can only be taught by ReXii-

‡ Declined ‡ Clashes with Crutch's Unlimited Blade Works.
Valyrian suchīru | Valyrian Steel
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: +10 (Bukijutsu or Kenjutsu)
Description: Valyrian steel is a form of metal that was forged in the days predating the otsutsuki incident. A very rare and ancient form of chakra metal. It is exceptionally sharp and tremendously strong, yet light, keeping its edge forever without the need for sharpening. Valyrian steel is recognizable from its sharpness, as well as a distinctive rippled pattern visible in blades made from it. According to legend, Valyrian steel was forged with dragon-fire and infused with magical spells - some say with blood magic, literally requiring "fire and blood". What is for sure is that Valyrian steel is incredibly resistant to damage making any weapons forged from it become One rank more durable than before. For example if a weapon would be destroyed by S rank damage it could now take forbidden rank damage before being destroyed. Though it should be noted this doesn't allow swords to cause more damage just absorb more. The element that allows the sword to do more damage is the capacity for sharpness given by such a tough material, all bladed or blunt weapons forged from this will be capable of causing +10 damage and will be vastly superior to standard chakra metals, being at least five times as effective when having chakra focused in to weapons forged or coated in Valyrian Steel. While not being an actual custom weapon Valyrian steel is treated as more of an accessory and must be stated in the users bio. Additionally it can be used on custom and canon weapons but may only be used on one CW per bio. Which must also be stated in the biography.

Notes:
-This unique alloy can be added to any weaponry the user carries and must be stated in the users biography.
-Can only be taught by ReXii.

✦ Declined, this is practically the creation of a CE; chakra blades like Asuma had is completely different than this. He had a normal blade enhanced by chakra. This is a type of metal created that enhances chakra based weapons, said to predate the Otsutsuki who gave us chakra is something else that's conflicting. Then you say this can be applied to any weaponry which means you have a CW that enhances other CW basically. The actual effect you are trying to reach can be achieved via a seal, which would be best imo ✦

Lowered the overall damage resistance increase.

(Hiraishin: Kurai mayonaka no uta o hauringu hareyaka.) - Flying thunder god: Radiant Howling Song Of The Darkest Midnight.
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 20 (Per Rasengan) 80 (Final Odama Rasengan)
Description: This technique is unique to Minato Namikaze, the technique begins with the user drawing and holding six flying thunder god kunai, three in each hand between his fingertips, then using his unique variation of body flicker he dashes towards the opponent in a blur of speed using his unique body flicker, untrackable to anyone without the sufficient reactions to follow his movement, however as he begins to run he releases the kunai one at a time, to his left and right in sequence, merely releasing them, he reaches the opponent with one rasengan formed, moving behind the opponent and slamming the rasengan in to his back to knock the opponent down the line of FTG kunai, then as the opponent passes each kunai, Minato will teleport to the said kunai and hit the opponent with another rasengan. This can happen up to five times with the sixth kunai striking the opponent with a huge two handed oodama rasengan blasting him in to the earth.
*Note* Usable once per battle.
*Note* This technique takes three jutsu slots.
*Note* Due to stress on the user they are limited to A rank and below the following turn and S rank and below for three turns after that.

Edited to clarify it uses body flicker. Also made it use all three of my jutsu slots. Whilst it does the damage of two forbidden ranks. Hopefully that's acceptable.

✦ Declined, CJ have to strictly follow the damage and chakra cost rules, meaning it can't deal more than 90 damage on it's own. ✦

(Fuuinjutsu: Fantomu ken o hauringu) - Sealing Technique: Howling Phantom Swords
Type: Offensive/Defensive/Supplemental
Rank: A Rank
Range: Short
Chakra: 30 (-10 per weapon)
Damage: 60
Description: The user after placing a unique version of the lightning blade creation seal on his body. Will perform two handseals before clapping his hands. Activating a powerful sealing jutsu on his body that allows him to summon a grand armory of weapons from his body at any point. Once activated the sealing technique remains able to summon and replace destroyed weapons from the users body. The weapons summoned can be hugely varied basic weapons of the users choice and when summoned will hover around his body within a 5 meter radius being controlled by his hand gestures in a similar fashion to the floating ninja tools jutsu. These weapons carry a static damage property of D rank damage each and the user is capable of having up to six weapons summoned at any one time. If destroyed another weapon can be summoned in it's place, upon summoning the weapons initially appear somewhat ethereal before forming completely, while this is only momentary it prevents the weapons just popping up in mid air with no forewarning. Essentially this jutsu gives the user a unique ability to have weapons readily available to him at any point. This jutsu is the cornerstone of the phantom swords techniques. These weapons are formed from raw chakra focused in a similar fashion to the rasengan making them capable of competing with elemental jutsu equally when released they are raw chakra which the user focuses causing the slight delay.
[video=youtube;zdPA9LX2pC0]https://www.youtube.com/watch?v=zdPA9LX2pC0[/video]
Notes:
-Once activated remains active until the battle ends-
-Summoning additional swords costs a move slot, but the user can summon between 1-6 swords for a single move slot depending on his needs-
-Must be mentioned in the users biography-
-Each individual blade is capable of taking D rank damage before breaking.
-Can only be taught by ReXii-

Edited to make the weapons chakra based hopefully this will prevent it being too similar.

✦ Pending, leaving for NK; UBW is too long to read so I'll let you handle this. ✦

‡ Approved ‡
 
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Excālibur1

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Re: Custom Jutsu Submission

(Doragonsureiyaato: Doragonkingumodo) - Dragon Slayer Art: Dragon King Mode
Type: Offense/Defense
Rank: S
Range: Short
Chakra: 40
Damage: 80 (for earth jutsu) / +1 rank
Description: This technique was formed from the bond between Natsu and Laxus when Laxus passed over his power of lightning element to Natsu. The user will start off by releasing a mass of chakra into the sky as he does a large bolt of lightning shoots down like Kirin and hits the user with shocking force but the user is ready for this. He will have released his chakra around his body to take in this bolt of lightning and focus it on impact to give power to his own fighting style (This bolt is purely cosmetic when it comes to the mode and offers no offense or defensive properties when it strikes, it's more of a controlled jump start to the users chakra system). This bolt would have a few properties which helps the user enter a sort of mode. Giving a few different effects:

The user will have to focus on his lightning and fire chakra to take control of the bolt due to the heat within the lightning and the lightning itself, in doing so they will cause of surge of lightning to rush through their body with the heat of the lightning burning in their chakra system. Due to this though it cuts off the use of non energy based elements (earth/wind/water) as the user has to focus to keep the power in check. Due to this mass power surging in them, though they can only use fire and lightning both elements gain +1 rank in power up to S rank, and S rank and above gain +20 damage points.

The second property is one that is common in natural storms, the air around the user becomes thick and tense with static energy from the lightning surging through them creating a static aura short range around them, this reacts with foreign earth chakra in an explosive burst of static lightning like Nagashi tearing through all S rank earth and below while active. It has no effects on other elements

The third proper goes hand in hand with the static orb around the user, if an opponent enters short range the hair on their body wiill stand up as they become charged themselves from the aura, and due to this they will attack lightning jutsu causing lightning jutsu to move at them at twice their normal speed.

This armor, doesn't allow the user to use fire and lightning at the same time, but restricts him to being only able to use them due to the focus they need. Aside from the static aura this mode has no defensive propperties. The reason fire is boosted aswell as lightning is due to the immense heat that is naturally within lightning and the roar energy that has been transformed and harnesssed.

Note: Lasts 4 turns
Note: Can only use fire and lightning elements while active
Note: Can be used twice but must wait two turns to use it again
Note: After the mode ends the user can't use fire/lightning above B rank for two turns
Note: Due to the concentration needed to channel the power of the lightning this mode takes up one of the users three moves per turn



✦ Declined, DNR. Not even looking at the name, the first paragraph alone is crazy lmao. Lemme break this down real quick, check it:

Alright so first you send a large amount of chakra into the sky and bring down Kirin. Forgetting that it takes a full turn before this can be done as per RP rules, but lol okay. Then you say Kirin hits you head-on. Kirin. Hits you. Head on. But you channel chakra around your body beforehand so this is cool, I get it fam.

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So this bolt has some mythic properties that allow you to enter some mode from it? Like you write that it's Kirin hitting you and now it has some ability that enhances you, like Barry being hit by lightning or some shit. Now it gets good after this; you need to use Fire and Lightning chakra to control it. Well damn. If I knew I could have gotten my Raging Thunder CE through a simple Lightning jutsu, I'd have never made the CE. Brb, bout to get hit by a Rasenshuriken and use Wind and Fire to control it.

So this ALSO seals off your other elements by getting hit with Kirin and increases your Fire and Lightning somehow 1 rank.

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To add on, somehow Static energy, or static electricity, destroys Lightning of up to S rank. Static electricity. Creates a forceful explosion of foreign chakra enhanced earth up to S rank around the user. Lmao, that's so far from what Static Electricity is man. Static electricity is a form of electromagnetism, and is "an imbalance of electric charges within or on the surface of a material. The charge remains until it is able to move away by means of an electric current or electrical discharge." Lightning itself is a form of this, for example. So you're saying you have a Lightning armor that releases lightning that destroys up to S rank earth passively it seems as well boosting Fire and Lightning.


We're not even at the last point yet lmao. You also say it makes lightning jutsu move twice as fast due to static electricity. "They will attack lightning jutsu causing lightning jutsu" They attacking lightning makes it move twice as fast?

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Oh, my bad I didn't read right. It's not the lightning that increases Fire damage, it's the roar energy. my bad fam.

(Raiton: Hanpatsu no firudo)- Lightning Release: Field of Repulsion
Type: Offense/Defense
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This technique has been created with the influence of the words "fight fire with fire". By channeling large amounts of lightning chakra throughout their body, the user releases it out at once in a short range radius of himself albeit invisible to the naked eye due to the pure energy state of this lightning. The said lightning contains high level of positive charge (similar to that of normal lightning but with more postive concentration) due to the high level of concentration put in to making this technique. Once done, this lightning field has the capabilility of deviating the path of incoming lightning attacks from any angle automatically.

Due to the presence of lightning field, the user cannot make use of techniques that are non energy based i.e, the user cannot make use of wind, water and earth while this technique is active. By spending a move, the user also has the capability of rebounding the lightning attack almost by 180 degrees making it head towards where it came from though it will proceed in somewhat of a weakened form and takes up one of the three moves per turn.

Note: Lasts for 4 turns when used
Note: Can only be used twice with two turn intervals
Note: Cannot use Earth ,Wind and Water while active
Note: The user will be unable to mold lightning chakra above B-Ranks for two turns after the effect ends

✦ Declined, this has been done before and partially collides with Raging Thunder CE with the positively charged lightning aspect. ✦
 
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Hell Autarch

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Re: Custom Jutsu Submission

Changed name. Other changes in bold


(Raiton: Anzū no Asento) - Lightning Release: The Ascent of Anzû
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a stream of lightning that surrounds the users body. The stream of lightning is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of lightning, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and numbness, the effect can be drastically increased when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body, forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user.
Note: Commanding these creatures counts as one of the three jutsus per turn, regardless of the extent of their manipulation in a single turn.
Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: These creatures collectively add up to a single S Rank. Therefore, a quarter of these creatures would be equal to B Rank, and half of these creatures would be equal to A Rank.
Note: These creatures can only disperse if they're destroyed, the user deactivates the technique or if the user performs a technique from another element. Manipulation of these creatures for offensive or supplementary purposes does not make them get used up.
Note: The user cannot use any technique from any element other than Lightning, as long as this technique is active. Doing so would result in these creatures dispersing. The only case or scenario where this is not applicable is when the user has mastered Yin and Yang.
Note: The user cannot use Lightning A Ranked or above the turn after deactivating this technique.
Note:
Can only be used twice per battle
Note: Can only be taught by Hell Autarch

Approved

(Katon: Hephaestus Hono Buritt) - Fire Release: Hephaestus's Burning Blade

Type: Offensive/Supplementary
Rank: S
Range: Short -Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs a single (Tiger) handseal and spews out a single large kunai shaped projectile of fire. The kunai is really dense thus allowing it to penetrate through most defenses as well. At any point after the kunai is released, the user can perform a single hand seal causing the single kunai to explode, releasing a large number of normal sized kunai in the direction in which the large kunai had been heading, The large number of normal sized kunai would then in turn explode on contact releasing a lot of heat as well as a bright light. The light can lead to temporary blindness for the opponent if he sees it.
Note: In case the user does not perform a single hand seal for the large kunai to split, the single large kunai would then simply explode releasing heat and a bright light just like how the normal sized kunai would
Note: The single large kunai is the same size as the large shuriken used by Toroi
Note: The normal sized kunai spread over an area of 10m wide when the large one explodes into smaller ones
Note: Can only be used thrice per battle
Note: Can only be taught by Hell Autarch

Declined - S ranks are strong techniques and require a drawback to the user. A ranks and some B ranks only need a useage limits, but S rank needs a drawback, like no lightning above A rank in the next turn or something

New Submission

(Katon: Kami Kuriēshonzu) - Fire Release: Divine Creations
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short -Long
Chakra Cost: 40 (-10 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single handseal and spits out a specific amount of ash from their mouth, infused with their chakra. The user then manipulates the ash to create animate creatures from the ash including humanoid figures, beasts or chimeras of both, with the size of each figure being dependent upon the user; ranging from a height of 1.5m to around the same size as the Great Stone Golem. The technique primarily serves to create these creatures from ash which can then further be manipulated by the user for their own specific purposes.
With the technique being Fire Style at core, the creatures constructed using this technique are extremely hot and have the ability to spew out A Rank Fire from their mouth, counting towards the users jutsu per turn. Additionally, these creatures can normally withstand the physical brunt of an attack as they are more or less composed of ash, which cushions the impact of an attack and as such; these creatures are able to withstand B Rank and below Taijutsu. The physical composition also allows these creatures to reform similarly to Earth Mud Clones, although this can primarily be done to reform a destroyed limb or similar, and cannot take place of the creation has been totally destroyed. With this technique itself having been derived from the canon Fire Release: Ash Pile Burning, the user can by weaving an additional handseal cause these creatures to ignite and explode, engulfing everything within Short-Range.

Note: Maintaining and manipulating the creations count towards as one of the three techniques per turn.
Note: A single creature would be equal to S Rank. The user can however choose to create two creatures in which case they would individually be considered as A Rank.
Note: The technique can be used thrice per battle
Note: Can only be taught by Hell Autarch

Leaving for NK

‡ Declined ‡ This is just a more versatile version of existing Ash familiars. If I recall correctly, Noni has two or three of these, Naruto/Deadppol has one and there are bound to be others. This doesn't have enough unique traits or abilities to be approved. Using Fire techniques from an Ash familiar is a no.
Updating Ascent of Anzu

(Raiton: Anzū no Asento) - Lightning Release: The Ascent of Anzû
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a stream of lightning that surrounds the users body. The stream of lightning is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of lightning, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and numbness, the effect can be drastically increased when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body, forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user.
Note: Commanding these creatures counts as one of the three jutsus per turn, regardless of the extent of their manipulation in a single turn.
Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: These creatures collectively add up to a single S Rank. Therefore, a quarter of these creatures would be equal to B Rank, and half of these creatures would be equal to A Rank.
Note: These creatures can only disperse if they're destroyed, the user deactivates the technique or if the user performs a technique from another element. Manipulation of these creatures for offensive or supplementary purposes does not make them get used up.
Note: The user cannot use techniques from any other element from the Basic 5 except Lightning, for as long as this technique is active. Doing so would result in these creatures dispersing. The only case or scenario when this is not applicable is if the user has either mastered Yin and Yang or has prepared scrolls beforehand, such as is in the case of Earth Release: Mud Wolves
Note: The user cannot use Lightning S Ranked or above the turn after deactivating this technique.
Note:
Can only be used twice per battle
Note: Can only be taught by Hell Autarch


✦ Declined, imo, this can be kept how it is now for the better ✦

Resubmitting Divine Creations

(Katon: Hāpī no Sanzu) - Fire Release: Sons of the Harpy

Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short -Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs a single handseal and spits out a specific amount of ash from their mouth, infused with their chakra which is subsequent shaped into a bird capable of flight, with the size of each figure being dependent upon the user; ranging from a height of 10 inches to around the same size as the Great Stone Golem. The user can alternatively channel his chakra to 'ash' anywhere on the field and mold it into a bird. This technique primarily serves to create these creatures from ash which can then further be manipulated by the user for their own specific purposes. With the technique being Fire Style at core, the creatures constructed using this technique are extremely hot, capable of dealing 1st degree burns upon contact and can utilize either their claws or beaks for offensive purposes. The heat generated by the bird however can be suppressed by the user, so as not to deal any damage to the user or any ally. Additionally, while the user can only create a single S Ranked creature with this technique, the single bird can subsequently split into two or more birds.. The manipulation of the birds can be mentally governed by the user. The physical composition also allows these creatures to reform similarly to Earth Mud Clones, although this can primarily be done to reform a destroyed limb or similar, and cannot take place of the creation has been totally destroyed. With this technique itself having been derived from the canon Fire Release: Ash Pile Burning, the user can cause these creatures to ignite and explode in a burst of flames, engulfing everything within Short-Range.
Note: Maintaining and manipulating the creations count towards as one of the three techniques per turn, regardless of the extent of their manipulation in a single turn.
Note: A single bird would be equal to S Rank, the bird can however split into two A Rank bird. If the S Ranked bird splits into four birds, they would each individually be B Rank. If the S Ranked bird splits into eight birds, they would each individually be C Rank and if it splits into sixteen birds, they would each individually be D Rank. The birds cannot however divide into an odd number, so to prevent any confusion. The damage dealt from each individual bird exploding depends upon its rank.
Note: Upon division, the size of bird does not change, being the same as the size of the original bird.
Note: The birds last for four turns, starting from the turn when the first bird is created.
Note: The user cannot S Rank and above Katon techniques in the turn after this jutsu deactivates.
Note:
The technique can be used thrice per battle
Note: Can only be taught by Hell Autarch

‡ Declined ‡ There's nothing unique or original here. It's just a sentient creature made of ash with abilities that have been done or aren't entirely logical.

Changes in bold.

(Zōfuku Gurōbu) - Amplification Gloves

Type: Weapon
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn passively)
Damage: 80
Description: The Amplification Gloves were first developed by members of the Bartholomew Clan, designed to enhance their Clan Kekkei Genkai, which was the ability to 'push' and 'pull'. Although referred to as the Amplification Gloves, they reach up to and including the shoulders of the user, covered completely with an near indestructible metal; and multiple suction cups all over the arms and a single one present between the palm and the middle finger. These gloves are worn on both arms, distinctively only leaving out the paws of the user, who in this case is a member of the Bartholomew Clan. Once worn by the user, the Amplification Gloves are active each turn, and passively absorb chakra from the user regardless of whether the Gloves are at use or not.

There are multiple abilities limited only to the Amplification Gloves. The first ability of the Amplification Gloves is simply unique to its design, as it allows the user to store multiple weapons inside 'pockets' present in the glove. The user can stockpile a definite number of weapons, smoke bombs, scrolls inside the Amplification Gloves; remaining inside the laws of nature. Logically, the Amplification Gloves cannot store massive objects inside it; and can store a maximum number of 10 items, regardless of whether they're all kunai, shuriken or scrolls. These weapons that are stored inside the gloves can be shot out as projectiles and count as one of the three techniques per turn.

The second ability of the Amplification Gloves is its ability to be used for defensive purposes, by exploiting the near impenetrable quality of the metal from which the Gloves have been constructed. This makes the glove completely impervious to any C Rank or below techniques, regardless of the nature of the technique. The Amplification Gloves individually can also be used to defend against A Rank techniques once although jointly, they can defend against an S Rank once as well. Utilizing the Amplification Gloves to defend after the said limit against any A Rank or below/above technique would not only be futile, it would render the Gloves useless for the rest of the match. Utilizing this ability of the Amplification Gloves to defend against A Rank techniques costs extra chakra (40), much more than the passive absorption of chakra by the Gloves each turn and also counts as one of the three techniques per turn.

The third and final ability of the Amplification Gloves revolves around its original development as an aid for the Bartholomew clansmen. The first variation involves utilizing the suction cups that surround the Amplification Gloves, which absorb the air from their surroundings, pulling them inside the glove. This pressurized air is channeled to the palm of the user and concentrated at one point before being released either as a massive burst of wind or as a penetrative beam of wind (S Rank). By concentrating the chakra at a single point, the released Fuuton jutsu gains a more violent and deadly nature. Alternatively, the second variation of this involves the user pulling in a Fuuton jutsu (S Rank or below) of the opponent through the suction cup present in palm region before redistributing it to the various suction cups in the arms and releasing it out in a docile form. The second variation acts as a vacuum, pulling in anything within Short Range of the user, and can hence also be used to pull in the target towards the user.

Note:
The second ability of the Amplification Gloves can only be used to defend against attacks targeting the arm, or if the user uses his arm to defend the specific region being attacked. Otherwise, the Gloves cannot defend the user by themselves.
Note:
A single glove can individually perform the third ability.
Note:
The third ability of the Amplification Gloves can be used twice per battle, regardless of which variation is used. It counts as move per turn and can't use A rank or above wind in the next two turns
Note: When wielding the Amplification Gloves, the Gloves are surrounded by the chakra of the user and have a specific color. Alternatively, if another person wields or his chakra comes into contact with the Gloves; the color of the chakra surrounding the Gloves would change.
Note: The user does not necessarily have to be part of the Bartholomew Clan to wield the Amplification Gloves. His gloves would naturally be designed differently to cover up the 'paw' region.
Note:
Can only be wielded by Hell Autarch, and those he allows.
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Approved
Updating Amplification Gloves

(Zōfuku Gurōbu) - Amplification Gloves

Type: Weapon
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn passively)
Damage: 80
Description: The Amplification Gloves were first developed by members of the Bartholomew Clan, designed to enhance their Clan Kekkei Genkai, which was the ability to 'push' and 'pull'. Although referred to as the Amplification Gloves, they reach up to and including the shoulders of the user, covered completely with an near indestructible metal; and multiple suction cups all over the arms and a single one present between the palm and the middle finger. These gloves are worn on both arms, distinctively only leaving out the paws of the user, who in this case is a member of the Bartholomew Clan. Once worn by the user, the Amplification Gloves are active each turn, and passively absorb chakra from the user regardless of whether the Gloves are at use or not. There are multiple abilities limited only to the Amplification Gloves, as stated below.

The first ability of the Amplification Gloves is simply unique to its design, as it allows the user to store multiple weapons inside 'pockets' present in the glove, present at the palm region, forearm, elbow, finger tips and backhand. The user can stockpile a definite number of weapons, smoke bombs, scrolls inside the Amplification Gloves; remaining inside the laws of nature. Logically, the Amplification Gloves cannot store massive objects inside it; and can store a maximum number of 10 items, regardless of whether they're all kunai, shuriken or scrolls. These weapons that are stored inside the gloves can be shot out as projectiles and count as one of the three techniques per turn. The weapons, such as a kunai or shuriken can be infused by the user with elemental chakra and they count as C Rank each.

The second ability of the Amplification Gloves is its ability to be used for defensive purposes, by exploiting the near impenetrable quality of the metal from which the Gloves have been constructed. This makes the glove completely impervious to any C Rank or below techniques, as long as the gloves are passively kept active. The Amplification Gloves individually can also be used to defend against A Rank techniques once although jointly, they can defend against an S Rank once as well. Utilizing the Amplification Gloves to defend after the said limit against any A Rank or below/above technique would not only be futile, it would render the Gloves useless for the rest of the match. Utilizing this ability of the Amplification Gloves to defend against techniques greater than C Rank costs as one of the three jutsu per turn, and extra chakra, 20 for B Rank, 30 for A Rank and 40 for S Rank.

The third and final ability of the Amplification Gloves revolves around its original development as an aid for the Bartholomew clansmen. The first variation involves utilizing the suction cups that surround the Amplification Gloves, which absorb the air from their surroundings, pulling them inside the glove. This pressurized air is channeled to the palm of the user and concentrated at one point before being released either as a massive burst of wind or as a penetrative beam of wind. By concentrating the chakra at a single point, the released Fuuton jutsu gains a more violent and deadly nature. Alternatively, the second variation of this involves the user pulling in a Fuuton jutsu of the opponent through the suction cup present in palm region before redistributing it to the various suction cups in the arms and releasing it out in a docile form. The second variation acts as a vacuum, pulling in anything near the user reaching as far as Mid-Range. Both variations of the third ability however have specific ranks, and the user has to mention the rank of the third ability.

Note:
The second ability of the Amplification Gloves can only be used to defend against attacks targeting the arm, or if the user uses his arm to defend the specific region being attacked. Otherwise, the Gloves cannot defend the user by themselves.
Note:
A single glove can individually perform the third ability.
Note:
The user can utilize the S Ranked version of the third ability twice per battle, but is unable to perform A Ranked and above Wind techniques in the next turn. The A Ranked version can be used four times per battle, and the user is unable to perform S Ranked and above Wind techniques in the next turn. The B Ranked version can be used eight times per battle with no restrictions. The rank of the Third ability cannot be decreased any further, and the restrictions apply regardless of whether the first or second variation of the Third ability is used. If a person were to utilize the S Ranked version of the technique twice in a battle early on, he would be unable to perform the Third Ability until the battle ends. The result would be the same if a single S Rank and two A Rank were used. To be precise, by using the Third Ability to such an extent that the total adds upto two S Rank, it becomes impossible to use the Third Ability anymore.
Note: When wielding the Amplification Gloves, the Gloves are surrounded by the chakra of the user and have a specific color. Alternatively, if another person wields or his chakra comes into contact with the Gloves; the color of the chakra surrounding the Gloves would change.
Note: The user does not necessarily have to be part of the Bartholomew Clan to wield the Amplification Gloves. His gloves would naturally be designed differently to cover up the 'paw' region.
Note:
Can only be wielded by Hell Autarch, and those he allows.
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‡ Update Approved ‡

✦ Pending, leaving both for NK ✦
 
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Sinthorus

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Re: Custom Jutsu Submission

(Doton: Numa Numa youshiki) - Mud Mud Form
Rank: A
Type: Supplementary - Defense
Range: Mid
Chakra cost: 30 (-10 per turn)
Damage points: N/A
Description: The user will release their chakra into part/parts of their body which they will name as they use this jutsu, turning that part of their body into mud, much like people can turn their bodies to sand, water, ect.. As they turn there body to mud they will say which state of mud it is. If it's the liquid state, the can stretch that part of their body. An example of this would be if the user used this jutsu on their arm explaining the liquid state, they could stretch there arm up to mid range to hit or grab someone throught the sticky stetchyness of mud. If the user's limbs get cut off while in this form, they must touch them to reattach them, or replace them with earth/mud from a source. This is instant and activates until canceled. The other state is the solid state of mud, where it can be compact to a dense form to absorb impacts of solid projectiles or a punch. The user can only use earth Jutsu in the form, but can turn back to normal at any point. When condensing the mud in this form it takes on a form almost like rubber, it wouldn't break and crack like earth but would more absorb the impact of an attack and go back to it's normal shape afterwards

Note: In this form the user will be more vulnerable to the earth's weaknesses
Note: Can only have a caramel limb for up to 2 turns

Jutsu based on the approval of the above jutsu.

(Doton: Numa Numa youshiki renda) - Mud Mud Gatling
Rank: S
Type: Supplementary - Defense
Range: short-Mid
Chakra cost: 40
Damage points: 80
Description: This is a jutsu that can only be used once the user has used Mud Form. Aftey have turned their arms to mud, the user will compact the mud to a rubber like state but not as hard as earth so it wont crack. They will that unleash a barrage or 20 punches in such a quick succession, a rapid fire of punches if you will. Enhanced with chakra and the shear force behind the punches allows this attack to deal severe damage. Due to the mud state of the users arms they can stretch up to mid range and draw their hands back further to increase the power and damage of the punch. The user can stop this at any point but using this jutsu takes it's toll on the user.

Note: Useable twice
Note: No taijutsu above B rank for two turns.
Note: can only be used with mud form.

(Doton: Numa Numa Hari no rijekuto) - Mud Mud form stetch and repel.
Rank: S
Type: Supplementary - Defense
Range: short-Mid
Chakra cost: 40
Damage points: 80
Description: This is a jutsu that can only be used once the user has used Mud Form. Based on the users body being turned to mud the user is able to stretch their compact mud body in an elastic like manor through chakra control. When a solid attack hits the user they will take one of two forms using this.

First form: body will be hit by projectile of some sort, a weapon, or an attack like earth attack, wind bullet, water bullet, pretty much anything but fire/lightning and or energy based attacks, their body will will get hit by the attack and turn to mud stretching in the direction of the projectile up to a meter, then with the chakra infusion the user will causes the mud to snap back like elastic band firing the project back to where it came from with the same force going up to mid range.

Second form: The user expands their torso in a mud form like a mud balloon that acts like a compact so when solid items or water projectiles hit in them bound back, this is so they don't get hit by larged projectiles expanding their stomac the size of a car.

Note: Useable twice
Note: Only useable in mud form
Note: Only one form can be used at a time
Note: Can only use earth in this form

‡ All Declined ‡ Collides with the Mud CE and techniques from the Rubber CE.
 
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Klad

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Re: Custom Jutsu Submission

Katon: Nivuruheimu no Niwa | Fire Release: Garden of Niflheim
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 -5 per turn
Damage: N/A
Description: Through a combination of contact with the ground, the formation of two handseals, and the rapid release and conversion of fire chakra, the user is capable of spreading multiple vines, branches and roots of condensed fire throughout the earth - the network of roots holding a property similar to that of 'Dragon Flame Song' in that they will mimic a state of solidity due to their density. These roots generally tend to form a central hub deep beneath the ground as they do so; with said bulb usually being formed directly beneath the user, and, as long as it stays intact the roots will continuously spread and regenerate throughout the duration of this technique. While for the most part this technique manifests beneath ground, surfacing roots and more importantly Rafflesia like flowers made of ash and fire can be seen dotted throughout the techniques reach - with said protrusions forming three vital functions. Firstly, each and every flower exhales noxious and flammable gasses for the techniques duration that creates a fire promoting habitat. Secondly, through utilising the roots as a medium to both transfer and manifest fire chakra, the user is capable of utilising each flower or root protrusion so as to produce fire techniques of choice - utilizing the network of roots as an extension of their body so as to produce fire techniques from virtually anywhere on the battlefield. The last application is similar to the second, in that the roots act as a transportation vessel just as their organic counterparts do, however instead of transporting nutrients these roots can instead be used to transport flames. The user of this technique can direct a flame or fire technique towards a root protrusion or flower and, through their will the roots will absorb the flame and transfer it to a new location, wherein it will be released to do the users bidding. Transfer of a flame through the network of roots is incredibly quick, with a fire technique being capable of travelling from one end of mid range to the other faster than an arrow.

Note:
- Can only be used 2x
- Has a four turn duration, after which the roots wither into ash.
- The flammable gasses culminate into fire techniques over time, as such from the next turn onwards, all produced fire techniques will receive a +20 bonus damage.
- The user cannot utilize water techniques above S-rank cannot be used while this technique is in play.
- Once over, the user cannot use Fire techniques above A rank on the next turn.
- Roots can be destroyed by an equal or higher damage attack - respective of elemental strengths and weaknesses, however unless the bulb which acts as the nucleus for the Roots is also destroyed, the roots will have regenerated by the next turn (Counts as a move). As such a widespread attack that can target all roots and the core bulb at once is best.

✦ Declined, you really like ripping techs, huh Scaze? Second and third ability rips a Fire jutsu I have that releases additional Fire jutsu through an existing Fire source anywhere on the field, and the last one. The actual roots and first ability and +20 part is okay, though you and this obsession of -5 chakra per turn will continuously get declined. ✦

Katon: Sureipuniru no Shuryō no Megamidearu | Fire Release: Sleipnir's Huntress
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user, by releasing and concentrating chakra will create up to four self-sustaining wolves made of pure, dense fire chakra near their body. These wolves, marginally sentient in nature, can be made to strike at a structure or opponent. Upon coming in contact with a targeted structure, the Wolves will leap into the structure in question before bursting into a blast of raw heat that will serve to immediately heat, evaporate, melt, and undermine the structure in question. When used against Earth, Water, fire or Wind techniques of lower power, the initial momentum of the wolves and their eruption will result in a backwards spray of lava, super-heated steam or scorching wind that will burst towards the opponent as the wolves essentially override the velocity of the incoming technique. As a result a new combination technique will be formed that will continue on towards the wolves initial direction as a combination attack with strength slightly weaker than that of the original sum of the techniques that now comprise it (Weaker by 20 damage points) as a result of the inharmonious and violent merger. However in reverse, should the incoming technique be stronger it will consume the heat of the wolves - becoming hotter and a rank (+20 in the case of S rank and above) stronger as it continues unhindered. When used against humans, this technique typically has gruesomely lethal effects. Should the wolves be obstructed on the course to their targeted structure, they will, provided the obstruction is weaker, simply burn their way through it. The wolves interact with lightning normally.

Note:
- Can only be used 3x.
- Cannot be used on consecutive turns.
- Respects elemental weaknesses and strengths, is also effective against Earth/Wind/Fire/Water based CEs.
- Wolves are created within Short range near the users body, and can be sent into Long range.
- The wolves eruption is up to the users discretion, they can be designated to erupt only once they come into contact with a specific target on creation, or the user can decide when to erupt them and do so through the sacrifice of 5 chakra.
- Wolves can be made large enough to go against large techniques such as Great Stone Golem, and are capable or running across the earth or air.
- No Fire techniques above A rank for the rest of the turn.

✦ Declined, 3 usages is too much for an S rank imo; how long do these last? The increase in damage when overcoming these beasts needs to go as well; that defeats the point of elemental interactions. And again with the -5 chakra. S ranks that have additional abilities that only drain -5 won't be approved ✦

Katon: No Tenioenai Ingotto Khalkeús | Fire Release: The Unruly Ingot of Khalkeús
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40 (-5 per turn if sustained)
Damage: 80
Description: Mimicking Chidori: Sharp Spear, this technique allows for the extension of a beam of condensed, translucent orange flames from the users body. The beam of flames, like 'Dragon Flame Song', is manipulated to have an extremely dense, almost solid like constitution that allows it to interact with, and carve through physical constructs. The unique characteristic of the beam is that when it comes into contact with an enemy technique it's tip will explode, and should the enemy technique not be neatrualized by the initial explosion then successive explosions will be triggered as latter sections of the beam attempt to advance but are met with opposition, until the opposition is either completely neutralized, allowing the beam to continue, or until the beam has been completely used up, with triggered explosions always being angled away from the user to prevent any kind of backlash. Singular beams can be released from extremities such as the users hands or feet, or the user can opt for a more indiscriminate approach that involves releasing chakra from all over their body to fire beams in all directions. Beams can either be utilised as spear like projectiles, or they can remain attached to the users body and used like swords and spears, in which case the user can fine tune their length.

Notes:
- Can only be used 3x
- Two turn cooldown in between usages.
- No fire techniques above A rank for the rest of the turn.
- The explosive capabilities of the beams can be suppressed, allowing them to function as dense weapons capable of carving through earth like hot knives through butter.

✦ Declined, I need you to rewrite parts of this because as it stands, it seems like you can use this against, for example, a Forbidden ranked attack and several explosions would keep occuring until it's destroyed, which would be a no. Also, a no on the sustained usage given how it can be used. and if sustained and attached to your body, then a mid range reach max is needed. ✦
 
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Akasha

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Re: Custom Jutsu Submission

Summoning Animal: Viverrinus (Fishing Cat)
Scroll Owner: Akasha
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: Little known to the inhabitants of the dry world, Eingana Estuary is a place where the worst of living world strays bide. A razor barbed entrance to the gutter where only the vicious ones survive. And along the brute who endures in the location, so do the Viverrinus. An animal, whose size varies from summoning to summoning. Characteristic to them are their prolonged bodies, shorter legs and terse tails. Heavy coat protecting their body which they use in battle. However, the most notable feature of these feline is their ability to swim underwater and stay prolonged periods of time in the same, hence use the ability as their asset. In addition they use their shortened, flattened tail like a rudder, helping control their direction within the water. Their abilities vary from summoning to summoning, however each can communicate with their summoner through mental means which are unknown to non-signers of the contract.

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✦ Approved ✦




(Tanpopo no haishutsu-ryō) - Emission of a Dandelion
Type: Supplementary / Offensive
Rank: C
Range: Short
Chakra: 15 (-2 per each turn)
Damage: 30 (N/A)
Description: Emission of a Dandelion is a technique which uses paper from which user's body is created to release needle like projectiles in an omni-directional wave all around the user. The omni-directional wave of projectiles would have use mostly to protect user from projectiles which are coming their way, such as shurikens, kunais and others. Each projectile released would be quite thin, however sturdy, hence able to easily re-direct and defend user from other projectiles. To keep the technique active, user would be drained 2 chakra points per each turn and per each turn there would be a release of the needle like projectiles which can't make much damage (albeit can defend from shurikens, kunais and other small weapons), however in case user wishes to increase their potency, they'd be able to sacrifice 15 chakra points to increase their strength. In addition, user would be able to mix up explosive tags with other paper sheets.

Note: Must have paper biography
Note: Can only be Taught by Akasha​

✦ Declined, -2 chakra per turn is way too low. Also wary about allowing the explosive tags bit given you know the HAET tags and that creates I think 300 damage C ranks...✦
 
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Priest

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Re: Custom Jutsu Submission

Katon: Amai Seinaru Masshu - Fire Style: Sweet Holy Mush
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user focus his fire chakra into anywhere on the terrain or any object within the terrain up to 30 meters with a single handseal and grows from one to hundreds of tiny brown mushrooms. The mushrooms are manifestation of chakra though contained in them is compressed fire that each of them burst into a geyser of flame with a single snap of the user's finger. The mushrooms though before they release the pent up fire within them, appears cold and like a normal plant as the chakra coat mask the heat they supposed to be containing.
Manifestation of the mushrooms is immediate as the real attack comes only when the user snaps his fingers and the mushrooms burst or a physical object touches them.

NOTE: 3x per battle
NOTE: 2 turns in between usage
NOTE: No katon above S-rank the turn which this is used.

✦ Declined, For one, I'd feel a lot better if you worded that first sentence differently; your wording implies that you create mushrooms, like actual mushrooms which isn't possible with Fire as well as not being able to use mushroom release. If you're aiming to create real mushrooms with this, you can hang that up. Second, 30 meters is waaaaayyyy too much, shorten it to mid at max and creation isn't "immediate" either; I'm not a fan on any of these immediate jutsu people attempt. Third, if you're able to create these and not use them immediately, then use ( i.e snapping a finger ) will cost a move per turn and they can only last 2 turns before becoming inactive. ✦

Erementarudaipōru - Elemental Dipole
Type: Supplementary/Defensive
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage: N/A
Description: The user would focus chakra into his entire self and turn himself diamagnetic to elements. The amount of chakra imbued to the technique determines the diamagnetic separation between the user and the said technique thus the power of technique the user can repel. The user would choose a particular element of the basic five and while he radiates the diamagnetic energy of the element all over his body, elemental technique of that nature would be repelled away from him or perhaps unable to touch him due to the repelling force between the induced user and the opposing technique. This make the user seems able to walk through the said elemental jutsu but what is really happening is that the elemental jutsu would pave way as they are repelled only some centimeters away from the user albeit from a third person view, they seem both too embracing to distinguish a separation between them. Depending on the level of the chakra infused, the diamagnetic separation differs by 2 centimeters. That is, D-rank: 2cm, C-rank: 4cm, B-rank: 6cm, A-rank: 8cm and S-rank: 10cm. While in the user is in this form, they are unaffected by natural properties of the said element. For example: Even if the fire is just centimeter close, the user won't feel the heat. Secondly if it were to be doton, the user won't be affect by tremor from quakes, etc.
The user can apply this to weapons and projectiles inform of weapons or jutsus, sentient techniques, etc. and make them exhibit the diamagnetic nature to a particular element, although they have to be at least mid-range from the user.
NOTE: The user can not use the said element he is diamagnetic to until the technique is over
NOTE: A-rank and above infusion can only be used 3x per battle
NOTE: 2 turns rest after an S-Rank usage and a turn rest after an A-Rank usage.
NOTE: Last 3 turns

✦ Declined, you can't turn yourself diamagnetic to an element without the use of magnetism release and diamagnetic energy doesn't exist either lol, I've seen roar energy and now this one today. ✦

Fuinjutsu: Arakune no Okubyō - Sealing Art: The Cowardice of Arachne
Type: Supplementary
Rank: A
Range: Close
Chakra: N/A (-5 when the user forcibly moves it from a spot)
Damage: N/A
Description: The use has a fuin tattoo in form of a large spider on his body which passively can move around the body of the user like a tattoo moving around a body. The spider has nothing much to do than respond whenever a foreign seal(which is not of the user or allies) is marked/placed on the user. The spider moves immediately towards the seal and devours it and becomes bigger. The cowardice value of the spider is that whenever a jutsu or weapon enters short range of where the spider is currently on the body of the user, it senses it and panics in fear, trembling and quickly moving away from that spot to avoid harm. For example, if the spider is currently situated on the user's back, he'll be able to sense things short range that approaches from behind the user(mid range if the user is not wearing clothes). His cowardice however, has some usefulness to the user as the user is able to feel his movement and he knows that the spider only cowers at the presence of something approaching it thus alerting the user.
NOTE: Arachne leeches the user's chakra for it to devour sealing marks. The rank of the foreign fuin seals determines the amount of chakra Arachne leeches. 20 if the seal is B-rank and 30 if the seal is A-rank in nature.
NOTE: Can devour fuin seals upto A-rank 4x per battle and able to devour one S-rank seal.
NOTE: Must be mentioned on bio about Arachne passive ability as Arachne is a tattoo that is drawn on the body before hand
NOTE: By default, it is drawn on the user's back. But the user can spend 5 chakra to change its position. This is different to when he moves in fear of a foreign body which is passive.

✦ Declined, uhh this is confusing because it says supplementary and the description refers onl to sensing things yet the Notes mention "devouring sealing marks" and implies that it can destroy, or devour, enemy seals. If it's not in the description, it cant do this so....✦
 
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Korra.

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Re: Custom Jutsu Submission

Since I have to keep linking this bio with snakes, SM and Rain

(Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-5 per turn)
Damage: 80
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. This jutsu has two usages for the user one offensive and one supplementary usage. The offensive usage is when the rain hits the opponent it at first does nothing but after a while as their body absorbs the water it also absorbs the senchakra along with it forcing senchakra into their bodies. After their body absorbs enough senchakra their body will turn into stone (takes 4 turns to complete have the opponent turn into stone). The supplementary usage is the user has the rain hit their body and has their body absorbs the natural chakra. The user can use this to enter Sage Mode directly after 1 turn of getting hit by enough rain or have it prolong their usage of Sage Mode but only by 3 turns longer. If used to prolong Sage Mode than the rain stops after 1 turn. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away. The user will be fine due to them being taught in Sage Mode will know to be able to balance out the the natural chakra in their bodies. The rain keeps going until either the user stops it (if used for offensive purposes) or the clouds are blown away.
Note: Must know Sage Mode
Note: Usable 3 times a match
Note: Requires a 2 turn cool down between uses
Note: Must be taught by Korra.

✦ Declined, you can't really force a person to absorb Senjutsu unless they do it actively on their own via an ability lol. The second usage is nice, I like that though Not the 3 turn extension, that should only apply if the user is still in Sage Mode and it's still being used. When the jutsu is defeated/canceled then the extended Sage Mode should also end. ✦

Updating again with new stuff

(Pawāringu) Power Ring
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost N/A (40 for creating Tools/Weapons)
Damage Cost: N/A
Description: This Power Ring is worn by the user and glows different colors depending on the users emotion when activated. Green - Will, Indigo - Compassion, Red - Rage, Blue - Hope, Star Sapphire - Love, Yellow - Fear, Orange - Greed, while there is also two strong modes with Black - Death and White - Life. The user can switch between with each Corps/Emotion containing different abilities. To switch to a new emotion the ring deactivates and takes 1 turn completely to switch to a new emotion. Even though each emotion gives the user different abilities each emotion have some shared abilities.
Shared Abilities - By channeling their chakra into the ring, it glows the color it is on and can be used to create weapons like hammers, swords, kunai, and shields made up of pure chakra that stay connected to the ring by a chakra chain. Weapons created by the ring cause A rank damage. When creating a shield the shield can block up to B rank elemental jutsus (within reasonable size) and ninja tools. If the shield goes against an A rank jutsu, the shield will block it but be destroyed and will automatically loose to S rank jutsus. The ring can also release A rank blast that can stun opponents and have them stop moving for a turn. The ring can be programmed. It can be coded to the wearer so as to make them unusable if stolen. Commands can be stored in the ring to be executed at a later date, even if the bearer is not wearing the ring.
Green/Will – When the ring is set to Green Lantern mode they gain certain abilities and is powered by Willpower. One is the ability is to render him/her/itself invisible by willing the ring to bend light waves around his/her/its form, as well as that of the power ring. They are also able to create power ring illusions of people and objects using light waves. The power ring allows the wearer to create an "energy twin" of his/her/itself that can travel at far greater speeds than that of the ring wielder's physical form. While the energy twin is active the ring wielder remains motionless, his/her/its life force is needed to guide the energy twin. The energy twin cannot alter its surroundings and is perceived as a ghostlike image. Any knowledge gained by the energy twin is transferred back to the ring wielder's physical form upon recontact with the body.
Indigo/Compassion – Indigo comes set with a limited set of abilities and is powered by Compassion. A power unique to Indigo can emulate the other energies of the other abilities but a weaker version (a rank lower than what the ability would be using other emotion/modes) when they are in close proximity to them and use those energies for their own use. This ability has been shown to allow the wielder to copy the power of other power rings with the exception of Black or White. Indigo can render him/her/itself invisible by willing themselves to bend light waves around his/her/its form. Presumably, a similar action allows an experienced wielder to create objects of colors other than indigo. As the most elusive light in the emotional spectrum, the Indigo Lanterns cannot be easily traced by normal means. The ring allows the user to surpass their chakra signature and smell to make it hard for someone to find them if they hiding.
Red/Rage – When set to Red Lantern Ring the ring is powered by Rage. The Red Lantern can vomit plasma (A rank, up to Mid-Range), which has been described as napalm and acid mixed together, it burns away at anything and he effect it has on living beings allows it to ignite the flames of rage in a victims' blood and has the effect of burning through clothes and low rank defenses greatly weakening the structures they create. The outfit of a Red Lantern can be made invisible to any who the user does not want to see it by bending light waves around them.
Blue/Hope – When set to Blue Lantern the ring is powered by Hope. As fear is the belief of imminent demise, hope is the belief of imminent success. As such, Blue Lantern Rings are capable of being able to break through C rank and below genjutsu by having the ring send a pulse of electricity to shock the user out. The ring can also take the moisture in the air and for a medium water source throughout the entire field for the user to use for water jutsus.
Star Sapphire/Love – When set on Star Sapphire Lantern the ring is powered by Love. One ability is to ignite the glow of a star sapphire crystal onto an opponent. Those who gaze at it can see their hearts desire, the love they are missing making them caught into a genjutsu (B rank). They are also able to release a blast of water onto the opponent and then crystallize the water on the opponent to stop them from moving and keep them in their place. A unique ability to sense when their fellow villager is in jeopardy. By attuning the heart of their fellow villagers to the heart of the Star Sapphire, a tether is created connecting them across vast lands. The tether pulls the Star Sapphire across vast lands to the villager so that she may save them. This attunement allows a Star Sapphire to also tell when others are in need of help and where they are exactly.
Yellow (Sinestro)/Fear - The Power Ring is unique in that its base of power, fear, can be manipulated by the ring user, doubling the user’s murderous intent. An opponent's fears can be laid bare by delving into their minds. This allows them to create the energy constructs of an opponent's worst nightmare. Also, once that fear is exposed, the ring's ability allows the wielder to amplify the fear to the point of irrationality and true horror on the part of victim and conversely empowering the ring wielder. They can also render him/her/itself invisible by willing the ring to bend light waves around his/her/its form, as well as that of the power ring. The power ring allows the wearer to create an "energy twin" of his/her/itself that can travel at far greater speeds than that of the ring wielder's physical form. While the energy twin is active the ring wielder remains motionless, his/her/its life force is needed to guide the energy twin. The energy twin cannot alter its surroundings, and may only be perceived by another ring wielder as a yellow, ghostlike image. Any knowledge gained by the energy twin is transferred back to the ring wielder's physical form upon recontact with the body.
Orange/Greed – When set to Orange Lantern the ring is powered by greed. The Orange rings have the unique ability to absorb the chakra from opponents or summons by creating a construct chain and has it wrap around them. Another ability is being capable of creating chakra avatar Orange Lanterns of the beings the user kills, literally stealing their identity postmortem. This avatar is avarice corrupted version of its former self, possessing no thought pattern besides the insatiable greed. In all other circumstances they act as individual but collective soldiers to the user, as they are an extension of his power. The avatars are able to use taijutsu and up to B rank ninjutsu. They can take up to B rank jutsus. They can also create powerful blasts of concussive force that knock out opponents.
Black/Death – When the ring is set to Black Lantern the ring is powered by Death and is one of the strongest mode. The Black Lantern rings are capable of scanning a being's current emotional state and where it falls onto the Emotional Spectrum. The user can create a chakra copy of the ring and latch it onto a corpse, and downloads all the memories of the corpse giving them information they might need. The user can also create chakra copies of the ring and have them attach to opponents. Once attach the user has the chakra copies slowly send pulses of electricity into the opponent constantly. After 1 turn the opponent will just feel a weird shock. After 2 turns the opponent will start feeling numb. After 3 turns the opponent will become paralysis and unable to move. After 4 turns the opponent will become unconscious and after 5 turns the shock becomes lethally enough to kill the opponent. (The Chakra rings can be destroyed with an A rank jutsu and up)
White/Life – When set to White Lantern the ring is powered by life and is the strongest mode. The user of a white ring can generate any color of the emotional spectrum and use the powers of each color (can only use 1 of the other corps abilities once a turn and cannot use two different corps/emotions abilities in the same turn). A white lantern can render him/her/itself invisible by willing themselves to bend light waves around his/her/its form. Upon their will, the white lantern can recreate a holographic environment based on data in its memory banks to trick the opponent into thinking they are in a different terrain.
Note: Have to be taught how to use the ring by Korra
Note: When creating weapons and shields it counts as a move.
Note: When using any Emotion/Corps ability it counts as a move.
Note: If the ring comes off the user it deactivates and the user must wait 3 turns so it can charge.
Note: The user has to state in the beginning of the battle which emotion they start off with. If they don’t they have to state later in the battle what emotion they want to use and then have to wait 1 turn for it change into the emotion.
Note: The user cannot start in White or Black Lantern mode. The user has to wait 4 turns in a battle before switching into White or Black Lantern. Once in White or Black Lantern Mode the user is stuck into that mode and cannot switch into any other Emotion/Corps for the rest of the fight.

How the ring looks like.
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Example of using shields and weapons
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‡ Update Declined ‡ I don't know how I did it but I somehow read this. The majority of the abilities in this have been done, this submission is overall too long (I'd consider quitting the fight if I had to read this CW in a battle) and the formatting isn't ideal (needs spacing). If you want some of these abilities, pick out the ones you like and submit them as CWJ. Not all of them are needed or necessary (of the ones that work). The Sapphire and Yellow abilites will definitely not work. I'm not sure what's special about the Green one. The Black one I'm iffy about. I have no idea what the Indingo one does. The Red and Blue ones seem like elemental abilities and pseudo-CE due to the properties they have but they're the most reasonable I suppose.

‡ Declined ‡ This comes under summoning hybrid techniques and currently those aren't allowed.
NK said I could try this again to keep this into one CW still xd

(Pawāringu) Power Ring
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost N/A (40 for creating Tools/Weapons)
Damage Cost: N/A
Description: This Power Ring is worn by the user and glows different colors depending on the users emotion when activated. Green - Will, Indigo - Compassion, Red - Rage, Blue - Hope, Star Sapphire - Love, Yellow - Fear, Orange - Greed, while there is also two strong modes with Black - Death and White - Life. The user can switch between with each Corps/Emotion containing different abilities. To switch to a new emotion the ring deactivates and takes 1 turn completely to switch to a new emotion. Even though each emotion gives the user different abilities each emotion have some shared abilities.

Shared Abilities - By channeling their chakra into the ring, it glows the color it is on and can be used to create weapons like hammers, swords, kunai, and shields made up of pure chakra that stay connected to the ring by a chakra chain. Weapons created by the ring cause A rank damage. When creating a shield the shield can block up to B rank elemental jutsus (within reasonable size) and ninja tools. If the shield goes against an A rank jutsu, the shield will block it but be destroyed and will automatically loose to S rank jutsus. The ring can also release A rank blast that can stun opponents and have them stop moving for a turn. The ring can be programmed. It can be coded to the wearer so as to make them unusable if stolen. Commands can be stored in the ring to be executed at a later date, even if the bearer is not wearing the ring.

Green/Will – When the ring is set to Green Lantern mode they gain certain abilities and is powered by Willpower. One of the Green Mode is to absorbs a jutsu (A rank and below) through making a chakra construct and send it back at their opponent by using their chakra and will power to redirect the jutsu.

Indigo/Compassion – Indigo comes set with a limited set of abilities and is powered by Compassion. A power unique to Indigo can copy the other abilities of the other modes but a weaker version (a rank lower than what the ability would be using other emotion/modes). This ability has been shown to allow the wielder to copy the power of other power rings with the exception of Black or White. As the most elusive light in the emotional spectrum, the Indigo Lanterns cannot be easily traced. The ring allows the user to surpass their chakra signature and smell to make it hard for someone to find them if they hiding if their opponents are using chakra sensing abilities (i.e. Chakra sensing or Rain at Tiger Will).

Red/Rage – When set to Red Lantern Ring the ring is powered by Rage. The Red Lantern can release a blast of mud that is mixed with fire chakra so that it is super heated (A rank, up to Mid-Range), which has been described as napalm and acid mixed together, it burns away at anything and he effect it has on living beings allows it to ignite the flames of rage in a victims' blood and has the effect of burning through clothes and low rank defenses greatly weakening the structures they create.

Blue/Hope – When set to Blue Lantern the ring is powered by Hope. As fear is the belief of imminent demise, hope is the belief of imminent success. As such, Blue Lantern Rings are capable of being able to break through C rank and below genjutsu by having the ring send a pulse of electricity to shock the user out. The ring can also take the moisture in the air and for a medium water source throughout the entire field for the user to use for water jutsus.

Star Sapphire/Love – When set on Star Sapphire Lantern the ring is powered by Love. The user can use the ring to trap the opponent in a genjutsu (B rank gen, up to Mid Range) where the opponent sees a bright violet light shine from the ring than has them see the one person they love the most instead of the user to keep them distracted to attack.

Yellow (Sinestro)/Fear - The Power Ring is unique in that its base of power is fear. The yellow mode can create holorgrams (like Haze Clone Technique) but can have control of what the holograms look like. This would help distract the opponent and make him think that they are fighting against different people and different KGs even tho their attacks would be intangible.

Orange/Greed – When set to Orange Lantern the ring is powered by greed. The Orange rings have the unique ability to absorb the chakra from opponents or summons by creating a construct chain and has it wrap around them. Another ability is being capable of creating chakra avatar Orange Lanterns of the beings the user kills, literally stealing their identity postmortem. This avatar is avarice corrupted version of its former self, possessing no thought pattern besides the insatiable greed. In all other circumstances they act as individual but collective soldiers to the user, as they are an extension of his power. The avatars are able to use taijutsu and up to B rank ninjutsu. They can take up to B rank jutsus. They can also create powerful blasts of concussive force that knock out opponents.

Black/Death – When the ring is set to Black Lantern the ring is powered by Death and is one of the strongest mode. The Black Lantern rings are capable of scanning a being's current emotional state and where it falls onto the Emotional Spectrum. The user can create a chakra copy of the ring and latch it onto a corpse, and downloads all the memories of the corpse giving them information they might need. The user can also create chakra copies of the ring and have them attach to opponents. Once attach the user has the chakra copies slowly send pulses of electricity into the opponent constantly. After 1 turn the opponent will just feel a weird shock. After 2 turns the opponent will start feeling numb. After 3 turns the opponent will become paralysis and unable to move. After 4 turns the opponent will become unconscious and after 5 turns the shock becomes lethally enough to kill the opponent. (The Chakra rings can be destroyed with an A rank jutsu and up)

White/Life – When set to White Lantern the ring is powered by life and is the strongest mode. The user of a white ring can generate any color of the emotional spectrum and use the powers of each color (can only use 1 of the other corps abilities once a turn and cannot use two different corps/emotions abilities in the same turn). A white lantern can render him/her/itself invisible by willing themselves to bend light waves around his/her/its form. Upon their will, the white lantern can recreate a holographic environment based on data in its memory banks to trick the opponent into thinking they are in a different terrain.

Note: Have to be taught how to use the ring by Korra
Note: When creating weapons and shields it counts as a move.
Note: When using any Emotion/Corps ability it counts as a move.
Note: If the ring comes off the user it deactivates and the user must wait 3 turns so it can charge.
Note: The user has to state in the beginning of the battle which emotion they start off with. If they don’t they have to state later in the battle what emotion they want to use and then have to wait 1 turn for it change into the emotion.
Note: The user cannot start in White or Black Lantern mode. The user has to wait 4 turns in a battle before switching into White or Black Lantern. Once in White or Black Lantern Mode the user is stuck into that mode and cannot switch into any other Emotion/Corps for the rest of the fight.
How the ring looks like.

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Example of using shields and weapons
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✦ Declined, alright so I found the needed time to check this lol. Starting from the top.

Green absorbing jutsu directly clashes with several abilities, Preta Path, Uchiwa Gunbai, even a few CJ related. A suggestion to relate it more to Willpower would be to make it grant partial resistance to Genjutsu up to X rank while in use as well as other mind invasive abilities. Since these work on your willpower, it'd allow you some degree of immunity to these abilities like Genjutsu and Yamanaka techs.

The abilities of Indigo don't exactly fit the ring; it's supposed to be based on compassion but it only allows you to use the other "rings" abilities on a weaker scale. It should relate to compassion and empathy in some way imo, the usage of other ring abilities waters them down when you can just use them again via proxy by this ring.

Red ring is lowkey a CE lol. It should be related to Rage; i'll even allow an ability similar to my CFS where your rage empowers you or you use it some other way, like it increases the strength of your constructs or something like causing the opponent to become enraged and limiting their ability to use high ranking chakra via anger or something.

Hope is weird; I cant immediately think of an actual RP usage of it so yours fit lol. But the release of Gen and the water ability are two separate things that arent related. I can't allow both for one ring ability.

Not a fan of this ability tbh, but that's because I dislike Gen. Still, if you want this one, yat seems okay but the person they love thing will be difficult to RP out if you don't know the person they love; maybe causing them to become smitten with you or a gender flipped version of you they see when they look at you if they are same ***? Idk lol

Fear is good, though I'd make the figures appear as scary looking humanoid creatures that cause paralysis due to fear.

Greed is cool, I like this one.

I honestly think Black and White are too much here, combined with the rest though I won't rule them out completely yet; I'll have to see the next version with the other updates to see if this would be too much altogether. But I gave some tips because I like comic based abilities so I want to see it as close as possible lol ✦
 
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Shady Doctor

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Re: Custom Jutsu Submission



( Senpō: 2014 Sēji no reiku ) | Sage Art: 2014 Forest Hills Drive
Type: Supplementary/Defensive
Rank: S-rank
Range: Short/Long
Chakra Cost: 40
Damage Points: N/A
Description:
Sēji no reiku is a Senjutsu technique which replicates the feel of using water techniques by molding the Senjutsu chakra in a specific way. The user gathers Senjutsu chakra in a specific area and begins deeply thickening it. The chakra begins to take on a liquid-like state, becoming almost like an invisible source of water (unless you can perceive Senjutsu ofc) which is then manipulated by the user. The liquid senjutsu takes up a 10m radius with the user as the epicenter, making a sort of "pool" of the chakra around him. Due to the new liquid-like form of the Senjutsu, it would be very identical to being inside of a pool, movement wise. This means, anything within the pool of Chakra has its movements drastically slowed down to the point that even minute movements are sluggish and outrageous speeds are nearly impossible to actually reach. Though the main purpose of this technique is to stop speedster type fighters, it can also be used in a unique defensive way. Controlling the "currents" of the liquid-like Senjutsu, the user can forcefully "push or pull" objects and people within the pool. This is identical to being tossed around by strong currents or waves in an ocean, though the direction and strength of these currents are completely manipulated by the user's hand gestures. This allows the user to not only move a target in specific ways (i.e. pointing him a different direction as they stream fire etc.) But also change the trajectory of projectiles inside the pool to be aimed differently or moved completely.

Note: Only usable twice and reduces SM by 2 turns per use
Note: Lasts 3 turns with 2 turns to cool down before using again
Note: Needs to have Completed SM training
Note: Can only affect S-rank and lower techniques within reason.
Note: Halves the speed of anything/Anyone in the currents bar the user due to him naturally flowing the currents with his movements to keep at normal speed.
Note: Besides the initial usage, it will cost a move per turn to move things with the currents of chakra

✦ Declined, this is essentially a Senjutsu version of a jutsu Penguin has, if I recall correctly. ✦
 
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Xicer

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Re: Custom Jutsu Submission

(Raiton: Riraito- Ranpu) Lightning Release: Rewrite Light
Type: Supplementary
Rank: S-Rank
Range: Mid-Long
Chakra: 40
Damage: N/A
Description: The user weaves a series of five hand seals to concentrate their lightning chakra. Using shape manipulation, the user forms their chakra into a compound bow comprised entirely of lightning and lightning chakra. Using a full grip on the string of this bow, the user releases a torrent of lightning arrows (that can hit multiple enemies at once). Once the arrow makes contact with one's person, the electrical energy is released in a blinding flash. The remaining electrical chakra would infiltrate the targets body, somewhat like genjutsu. It would reroute synaptic fire in the targets' brain, causing the target to recognize the unfamiar user as a long lost friend or family member, instead of an unknown person or stranger. It does this by triggering parts of the brain that are responsible for recognition of these people. After a moment to realize the differences in certain memories, all effects of this Jutsu shall fade. If the target has met the user before, this Jutsu will have no effect.

-Can only be used once
-No S-Ranks+ for 2 turns
-Effects last one turn
-Must be taught by Xicer

I'm trying to replicate the technique that the guy with glasses does, starting on the last panel of this page, and a couple pages after.

✦ Declined, directly clashes with Sniper Arts. ✦
 
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Ańbu Juniør

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Re: Custom Jutsu Submission

Morigan no Sasayaki | Morrigan's Whisperings
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description:This technique is activated through usage of a chakra infused shout, roar, whistle, howl or any similar such sounds. The produced noise will resonate at an uncopiable pitch that an Inuzuka and Ninken, through years of training and bonding will instantly recognise as it will strike a chord within the deepest levels of their psyche, triggering memories that the user and targets have shared together and will provoke feelings such as loyalty, and will also serve to spark an immense rage towards the opponents who would seek to subvert or end their bond. As a result the Inuzuka and Ninken will be freed of any and absolutely all adverse mental stimuli such as control through pheromones, unique sounds or smells that seek to undermine their enhanced senses, and even Genjutsu as a reflexive full body surge will automatically be utilised by each participant upon hearing this sound, draining up to 50 chakra, and flushing through their system to act as a cleanser that will reject all foreign energies from their body (Excluding the chakra of their Inuzuka/Ninken partners/chakra that they willing accept i.e Senjutsu). Additionally, Ninken who hear this will be sent into a heated fervour that will immunise them to adverse mental and sensory stimuli for the next three turns (Not Genjutsu), while also gaining an increase of one rank to all Inuzuka techniques that they utilise within this time period as a result to their now excited temperament.

Notes:
- Each Inuzuka/Ninken can use this technique twice.
- Reflexive chakra wave is a trained response to the usage of this technique, and can release S rank and below Genjutsu.
- Once used, cannot be used again for three turns.
- In the case of High Breeds or High Breed Bonded Inuzuka, this technique can be utilized through their mental link instead/also, and it's strength is increased as a result since the user can also transmit impressions, specific memories and similar such things alongside the mental shout to achieve a more profound effect.

✦ Declined, this is A rank Ninjutsu that dispels S rank Genjutsu??? Two; the effects and trigger for this seem like a Sound jutsu itself, based on the registering of a sound produced by the user. And this also makes small sense the more I read it; you hear a sound that makes you immune to smells, sounds or other pheromones you don't want to experience? The Genjutsu part I can see, but this won't release 50 chakra from hearing the sound and still be an A rank and no to the mental link; this is clearly based on being heard and perceived in real time, not telepathically. The last line also, just like the part about being immune to pheromones seems oddly placed; getting angry doesn't make you immune to sensory or other mental attacks..... ✦

Fenriru no Busō | Fenrir's Armament
Rank: S
Type: Supplementary/Defensive
Range: Self
Chakra: 40
Damage: N/A
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken so that they would be more resilient in fights. By channelling chakra to their skin and fur a Ninken is capable of causing all of their hairs to stand on end and, through use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy based techniques such as fire and lightning are neutralized by this defence, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine tuning this technique as they wish, so that their Inuzuka partners can still freely come into contact with the user.

Notes:
- Functions as a standard armour, and is capable of defending a normal Ninken from A rank and below elemental attacks, anything greater however will destroy and overwhelm the defence. Normal Ninken will have their fur damaged by elemental attacks blocked through use of this technique, resulting in the armour weakening. High Breed Ninken however, as a result of their enhanced constitution will be capable of sacrificing 20 chakra to completely replenish the strength of the armour when it is damaged, requiring for the armour to be destroyed in one hit to neutralize this technique.
- Lasts for up to four turns, unless destroyed.
- Can only be used twice per Ninken, and a Ninken must wait a turn before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilised by one clad in Fenrir's Armament will gain an additional rank.
- Drains 5 chakra per turn.

✦ Declined, no to the regenerating armor. Two turns cool down period minimum, and -5 chakra per turn for an S rank is way too low. The hairs also can only protect against what they need to actually touch, just a forewarning and Gatsuuga/Gatenga techs up to A rank gain 1 rank, S rank and Forbidden not included. ✦
 
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Zaphkiel

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Re: Custom Jutsu Submission

(Futon: Usuguraikara sasayaki)- Wind Release: Whispers from the Dim
Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80 (+20 to Katon techniques)
Description: The user will stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area as well as empower any underground Katon techniques that happen to pass through it by (+20), but also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as viscious, slicing winds meaning anything caught in the hole would be sliced to pieces in mere seconds. This technique was made primarily to prevent earth technique coming from deep in the ground.Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique is performed, after these 2 turns the winds will leave but the ditch remains.
- No Futon techniques above A ranked in the same turn.

☼ Declined ☼

The wind cuts up and grinds down the earth under the surface...but where does that earth go? Grinding it up doesn't make it just disappear, and given that this makes a 20x20 meter cavity that's a lot of unexplained dirt to account for.
(Futon: Usuguraikara Sakebimasu)- Wind Release: Cries from The Dim
Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80
Description: The user will form the Tiger and Ram hand seals and stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area, and also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as vicious, slicing winds as well as grounded up earth which would be reduced to the point of dust. These winds and dust raging beneath the surface would have the faint whirling sound which could be misinterpreted as crying sounds. Anything or one caught in the hole would be sliced to ribbons in mere seconds. Although the technique lasts 2 turns, the user may flash the Dog hand seal and have all that cooped up wind explode upward from the ground in a massive column of slicing winds and rocks of a diameter 15 meters and an indefinite height whereas the column can continue all the way into the clouds before dispersing. This technique was made primarily to prevent earth technique coming from deep in the ground however.
Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique is performed, after these 2 turns the winds will leave but the ditch remains.

✦ Approved, edited parts. ✦

(Kumo Kuchiyose: Erebosu, Hanto no Omo)- Spider Summoning: Erebus, Lord of The Hunt
Type: Summon
Rank: A
Range: Short (Summoned) - Long (Reach)
Chakra cost: 30
Damage: 60
Description: Erebus, one of the few Old World Huntsman spiders who weren't swayed into living among humans, lives by himself in the Great Spider Forest where he hunts animals and any other thing that would be foolish enough to wander into his lair. Due to years and years of training Erebus had evolved to a stance and demeanor very much like his sensei, Kidomaru where he even the human. As one would imagine, Erebus carries with him a broad bow with a tensile strength far beyond the physical capabilities of a human, this means, only he can fire it, and its power would be much greater than the average shot arrow or thrown kunai. Being a Huntsman spider Erebus is very fast, moving at the speeds of an Official Sage and with eight eyes (five at the fore of his head, one of the left and right of his head each, and the last one directly on the back of his head) he is able to even keep up with objects that are moving at his speed or less. Huntsman spiders are swift killers who often very rarely depend on the use of webs, as such Erebus has 3 small tantos on his person at all times, a small supply of kunai, and the bow on his back. Ever so often he can secrete enough web to fire and arrow from the bow but he doesn't really rely on it all the time. Erebus is capable of any and all Kenjutsu and Ninjutsu techniques the user knows up to A ranked. However, for speed and accuracy Erebus has traded in durability, where an attack of B ranked and above is capable of incapacitating him and sending him back the Great Spider Forest where he's from. To summon Erebus the user must swipe blood across their contract tattoo and Erebus will be called to their position anywhere within short ranged.
Note(s):
- Can only be summoned twice
- Lasts 4 turns
- The user can not have any of the Spider summons on the field at the same time.

✦ Declined, just because Kidomaru has the anatomy of a spid does not mean you will be able to have humanoid spiders lol. ✦
 
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Re: Custom Jutsu Submission

Kuchiyose no Jutsu: Jigoku no Banken) Summoning Technique: Hellhounds
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The hellhounds are guardens of Mount Fang. These two hounds are the most devlish looking dogs on the island. The dogs are said be Satan's own personal dogs but really who knows besides the Dogs and Wolves that live on Mount Fang. Each hellhound has its own personal name and can be summon together or separt times. The hounds are mangled black fur, glowing red eyes, and a breath and body odor of death(dead body sitting for over a week). The size of the hounds are roughly the same size as Akamaru Part 3 each.

These hounds have some unique abilities. The hounds are able to use S rank and below fire jutsus. The hounds have two special abilities that either require eye contact and just slashing their claws. The hounds when they are stared at in the eyes or when they are on the field both doesn't require any eye connection. The genjutsu is called, "Death of the Hounds"(A rank). This genjutsu is unique because the hounds puts the person into a genjutsu where all five senses are taken over and literally feel as if they are in Hell its self. They seem to have appeared to be in hell also and the hounds standing in front of the person still. The hounds can even slash their claws to release out a crescent shape of fire up to five crescent shapes.

When the user wants to summon both of the hounds the user must mark both palms with blood and channel fire chakra for one full turn. With this the user can't use any hand seals nor any other elemental chakra while channeling their fire chakra.

-Can only be summoned once per battle
-Can use fire ability every other turn per hound
-Hounds only stay on the field for five turns each
-Genjutsu used only two times per battle per hound



Declined - the removal of all 5 senses is OP, i did the same as a normal gen before and it got DNRed so i can't allow that.
Kuchiyose no Jutsu: Jigoku no Banken) Summoning Technique: Hellhounds
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The hellhounds are guardens of Mount Fang. These two hounds are the most devlish looking dogs on the island. The dogs are said be Satan's own personal dogs but really who knows besides the Dogs and Wolves that live on Mount Fang. Each hellhound has its own personal name and can be summon together or separt times. The hounds are mangled black fur, glowing red eyes, and a breath and body odor of death(dead body sitting for over a week). The size of the hounds are roughly the same size as Akamaru Part 3 each.

These hounds have some unique abilities. The hounds are able to use S rank and below fire jutsus. The hounds have two special abilities that either require eye contact and just slashing their claws. The hounds when they are stared at in the eyes or when they are on the field both doesn't require any eye connection. The genjutsu is called, "Death of the Hounds"(A rank). This genjutsu is unique because the hounds puts the person into a genjutsu where Sight, Hearing, and Touch are taken over and literally feel as if they are in Hell its self. They seem to have appeared to be in hell also and the hounds standing in front of the person still. The hounds can even slash their claws to release out a crescent shape of fire up to five crescent shapes.

When the user wants to summon both of the hounds the user must mark both palms with blood and channel fire chakra for one full turn. With this the user can't use any hand seals nor any other elemental chakra while channeling their fire chakra.

-Can only be summoned once per battle
-Can use fire ability every other turn per hound
-Hounds only stay on the field for five turns each
-Genjutsu used only two times per battle per hound

Declined - still op, two times per hound? Now on top of that, sight, hearing and touch, no touch means you can't hurt yourself to break it, can't see what you're doing and can't hear a thing so while in it you're a sitting duck. You just took out taste and smell from the effects, unless your fighting ganmi taste would of been pointless anyway, and smell, is lik inuzuka only and smell wont help you much in a fight.
 
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Re: Custom Jutsu Submission

Fuuin:

(Fuuinjutsu: Gaidoku) - Sealing Arts: Mischief
Type: Supplementary
Rank: A
Range: Short/Mid
Chakra: 30 (+10 per turn active)
Damage: N/A
Description: Mischief is a special barrier dedicated to seperate original techniques or objects from reinforcements or enhancements. This works by having the user do two handseals and proceed to clap both hands together, at this point the barrier activates. When activated, a light green hue wave spreads across the field, not harming anyone or anything, much like a simple breeze. However on it's wake, it diffuses an "extra" chakra in an original object. In other words, techniques enhanced through other techniques will loose that enhancement, by the barrier eliminating the additional chakra layer that has been added to the original technique. Be it another layer of rock, thicker flames, etc. It also works on objects, such as weapons that originally hold no chakra enhancements or people, such as those who enter chakra based modes. For people though, it only works on techniques using their own chakra, thus Sage Mode users who rely on nature energy or EIG users won't be effected, given EIG users use more chakra than this technique can handle. This works on enhacements up to A rank. Once the barrier is set, it creates a light hue dome up to mid range around the user, and any attempts to apply an enhancement or start one, will immediately fail.

- It effects techniques used by both the opponent(s) and the user.
- It can only used twice per battle and lasts 3 turns, 2 turns the second time.
- No other Fuuinjutsu can be used in the same turn.

‡ Declined ‡ What are the limits on this? Does it only extend to modifications that affect the exterior of the technique? Since the examples you gave seem to give that impression. I can only think of a handful of techniques that do that making this very situation-specfic but again that's up to you. If I recall correctly, someone submitted a chakra absorption custom that accomplishes a similar thing but I'll need to double check. As this is though, it doesn't clash with the former. The problem comes however if this affects any kind of chakra enhancement/infusion.
Nah, it takes affect onto any chakra that takes influence in techniques, that originally shouldn't. Be it exterior or interior. I'll add it in.

(Fuuinjutsu: Gaidoku) - Sealing Arts: Mischief
Type: Supplementary
Rank: A
Range: Short/Mid
Chakra: 30 (+10 per turn active)
Damage: N/A
Description: Mischief is a special barrier dedicated to seperate original techniques or objects from reinforcements or enhancements. This works by having the user do two handseals and proceed to clap both hands together, at this point the barrier activates. When activated, a light green hue wave spreads across the field, not harming anyone or anything, much like a simple breeze. However on it's wake, it diffuses an "extra" chakra in an original technique. In other words, techniques enhanced through other techniques will loose that enhancement, by the barrier eliminating the additional chakra layer that has been added to the original technique. Be it another layer of rock, thicker flames, etc. This takes place by neturalizing the added chakra with the barrier, thus be it an empowerment from within or as an exterior one, any "extra" chakra on a technique is removed. It also works on objects, such as weapons that originally hold no chakra enhancements or people, such as those who enter chakra based modes. For people though, it only works on techniques using their own chakra, thus Sage Mode users who rely on nature energy or EIG users won't be effected, given EIG users use more chakra than this technique can handle. This works on enhacements up to A rank. Once the barrier is set, it creates a light hue dome up to mid range around the user, and any attempts to apply an enhancement or start one, will immediately fail.

- It effects techniques used by both the opponent(s) and the user.
- It can only used twice per battle and lasts 3 turns, 2 turns the second time.
- No other Fuuinjutsu can be used in the same turn.

‡ Declined ‡ Sorry for the confusion but this is the same cycle. I realized I closed the thread a day early and re-opened it when it was pointed out to me.
Nah, it takes affect onto any chakra that takes influence in techniques, that originally shouldn't. Be it exterior or interior. I'll add it in.

(Fuuinjutsu: Gaidoku) - Sealing Arts: Mischief
Type: Supplementary
Rank: A
Range: Short/Mid
Chakra: 30 (+10 per turn active)
Damage: N/A
Description: Mischief is a special barrier dedicated to seperate original techniques or objects from reinforcements or enhancements. This works by having the user do two handseals and proceed to clap both hands together, at this point the barrier activates. When activated, a light green hue wave spreads across the field, not harming anyone or anything, much like a simple breeze. However on it's wake, it diffuses an "extra" chakra in an original technique. In other words, techniques enhanced through other techniques will loose that enhancement, by the barrier eliminating the additional chakra layer that has been added to the original technique. Be it another layer of rock, thicker flames, etc. This takes place by neturalizing the added chakra with the barrier, thus be it an empowerment from within or as an exterior one, any "extra" chakra or enhancement provided by a second technique is removed. It also works on objects, such as weapons that originally hold no chakra enhancements or people, such as those who enter chakra based modes. For people though, it only works on techniques using their own chakra, thus Sage Mode users who rely on nature energy or EIG users won't be effected, given EIG users use more chakra than this technique can handle. This works on enhacements up to A rank. Once the barrier is set, it creates a light hue dome up to mid range around the user, and any attempts to apply an enhancement or start one, will immediately fail.

- It effects techniques used by both the opponent(s) and the user.
- It can only used twice per battle and lasts 3 turns, 2 turns the second time.
- No other Fuuinjutsu can be used in the same turn.

‡ Declined ‡ My main problem comes when I consider the possible combinations of this technique. It doesn’t affect EIG, SM, modes or NB swords (since they get their boosts without the addition of chakra) and so that creates a certain imbalance. How can someone be expected to counter these boosts? Or techniques that already have excess damage (mainly in regards to oldie customs but also canon jutsus with 100+ damage). I’m willing to allow something like this given a few conditions. The user can’t enter any modes (SM, EIG, etc) or use any kind of boosts while this is active (includes CWs, NB Swords and etc).
 
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Re: Custom Jutsu Submission

[Fuuinjutsu: Poseidon Shuku Zeus] - Sealing Art: Poseidon Blesses Zeus
Type: Supplementary
Rank: B
Range: Short (Long)
Chakra Cost: 20 ( 5; 10)
Damage Points: N/A
Description: Basic water seal that acts to actually aid lightning. The user will place a simple seal on their body which will act in conjunction with electricity. The seal will constantly leak excess amount of water and water vapors in a form of a see-through mist. The moment the user decides to perform a lightning jutsu, the water vapor will morph into a orb of regular water. Due to water's ability to conduct electricity, the user can release electricity chakra into the leaking water seal and allow lightning jutsus to be created within the confines of the released water. This mist extends long range, but depending on the range of the lightning jutsu being performed from the mist will equal to excess amount of chakra being spent (5 CP for mid range; 10 CP for long range).

Note:
Lasts 5 turns
Can only be taught by Venom

‡ Declined ‡ DNR.

[Raiton/Fuuinjutsu: Tōkyoku no Hajimari] - Lightning/Sealing Art: Beginning Of Authority
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30 (+5)
Damage Points: N/A
Description: One of the underlying issues when performing lightning jutsus is the lack of source. This basic fuuinjutsu essentially attempts to disregard this weakness for the user to have an easier access to a source of continuous electricity to be used for lightning jutsus. The user will place a tag, with channeled lightning chakra, titled in Kanji (限) meaning "Authority". This tag will preferably be on the ground, or any solid areas. The seal will then create a barrier on the ground around the entirety of the solid area to a max of long range. The barrier will seep into the ground. The steps might seem long, but this process is done rather quickly. The entire area that was covered by the seal is now a barrier, a source of the electricity. The barrier is the holding of the lightning, and the user consistently channeling chakra into the seal allows for the source to remain replenished and active. From here, the user can perform lightning jutsus out of the ground, or any solid material (water can be included, metal terrain, etc). Most jutsus that would had required to be made from the body or sky can now be accessed from the ground, this adds a new dimension in performance for lightning. The key to unlock the barrier and summon the lightning is specifically the chakra of the user to activate the barrier and unleash the source to be used. These are required to prevent the opponent to have any sort of benefit with the source, making this a user-only access jutsu. Nothing else changes from the jutsus, rank, damage, length (not distance of creation, but the reach of the jutsu itself), ability, duration, etc are all relatively the same.

Notes:
Can only be taught by Venom
Can only be used twice
Lasts four turns
Can not be used in consecutive turns
Can not be used with forbidden ranked lightning
Must specialize in Lightning

‡ Declined ‡ So you could create techniques with the scale of Chidori Raimei directly beneath an opponent?

[Raiton/Fuuinjutsu: Eien] - Lightning/Sealing Art: Eternity
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user will perform this jutsu by placing a tag on their body and performing lightning jutsus, or creating a barrier for lightning jutsus to contact through as they travel, effectively granting the ability to that lightning jutsu since the seal sets itself upon the body of the lightning. The seal is written in Kanji form (永) meaning "Eternity". The moment a lightning jutsu is created or dislodged and detached from the users control or body (projectile for example) the seal will allow the lightning to remain "active". In reality, the seal allows for the energy of the lightning to remain active and present, while also maintaining its shape and ability instead of just crashing down into a continuous current of electricity or disappearing. An example of this in action is sending a spear at a rock, on contact, instead of piercing the rock and then dispersing, the spear will pierce but remain active on the battlefield. This can range from extremely large lightning jutsus, or smaller ones. In usage, it allows the user to have a easy source of lightning or re-use the original lightning jutsu from a different spot, but also lightning will remain active in how its used for terrain manipulation. The seal around the body of the lightning allows for the user to interact with the object without being shocked. The seal/barrier in short is just a sustaining life, a life support for lightning and its aftereffects of the jutsu to remain present, consider the lightning to almost be a statue to be brought back to life or usefulness when needed by the user.

Notes:
Can only be used four times
Can only be taught by Venom
Must be a lightning specialist

‡ Approved ‡
 
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