[ARCHIVE] Custom Jutsu Submission - II

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RuckenTM

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Re: Custom Jutsu Submission

UPDATING — This CW is to be tied to the Bladed Hat Combat CFS I am re-submitting [ ]
(Kamisori en no Bōshi) — Razor-Rimmed Hat
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The Razor-Rimmed Hat is a customized barber's bowl hat with a short spherical crown and elongated circular brim with bladed edges. The hat's material is incredibly strong, durable, and lightweight, being virtually indestructible. The hat naturally reacts to chakra. When placed on the head of a person for prolonged periods, it familiarizes itself with the chakra of the wearer. This way, it can naturally recognize the chakra of the wearer, and uses it as a sort of homing beacon, wanting to go back to the wearer's head. If foreign chakra makes contact with the hat, whether through techniques or by another person, the blades of the hat spin rapidly, freeing itself from whatever made contact with it before flying back to the user. Whenever the Hat returns to the owner, it is known as Hat Call Back (Damage applies if anything hits the Hat while it is in this state). Hat Call Back is generally passively done, but the user can also control when to have the hat return with simply a thought and their chakra control. The wearer is able to naturally infuse their chakra into the hat, causing the razor edges to spin rapidly, which creates a glowing buzz-saw like effect. Even elemental chakra can be infused into it. Infusion of chakra isn't limited to the razor edges though either. Chakra can be moved through the entire hat, allowing techniques to effect the entire hat, not just the metal.

Notes: The manual version of Hat Call Back can not be performed while the user is utilizing another chakra based technique
Notes: Only one elemental chakra infusion can be made at a time
Notes: Can only infuse elemental chakra if the user completed training in the nature
Notes: Infusing elemental chakra into the hat increases the rank of the technique being used by 1 letter, as well making it bound by the natural elemental strength and weakness system
Notes: Once an elemental chakra infusion is made into the hat, it remains until the hat returns to the wearer.
Notes: Must be listed in the user's bio in order to utilize
Notes: Only usable by Bladed Hat Combat practitioners

‡ Declined ‡ Nothing new here.
(Kamisori en no Bōshi) — Razor Rimmed Hat
Type: Weapon
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The Razor Rimmed Hat is a customized barber's bowl hat with a short spherical crown and elongated circular brim with bladed edges. The hat's material is incredibly strong, durable, and lightweight, being virtually indestructible and has a look and texture akin to leather. The entire hat is also very reactive to chakra, allowing different functionalities. As a result, the hat became a perfect weapon to fight with.

Abilities of the Razor Rimmed Hat

Chakra Blades
Due to the material the hat is made out of, this weapon is able to have chakra flowed through its entirely naturally. By naturally channelling their chakra into the hat, the user can perform certain techniques. Additionally, the blades on the brim of the hat are naturally reactive to chakra, and when chakra is infused, the razor edges will begin to spin rapidly, which creates a glowing buzz-saw like effect. The color of the glow will match the user's chakra. Due to the intense chakra control, the spin of the blades is on par with the rotational power of the Rasengan. Besides that, the blades of the hat can also be infused with the Basic 5 Elements.
Katon — When infused with Fire Chakra, the blades of the hat increase in heat. It also adds the effect of causing intense burns on anything it makes contact with.

Fūton — When infused with Wind Chakra, the blades of the hat increase in sharpness. It also adds the effect of perfectly slicing through anything it makes contact with.

Raiton — When infused with Lightning Chakra, the blades of the hat increase in speed. It also adds the effect of numbing anything it makes contact with.

Doton — When infused with Earth Chakra, the blades of the hat increase in durability. It also adds the effect of petrifying anything it makes contact with.

Suiton — When infused with Water Chakra, the blades of the hat increase in mobility. It also adds the effect of absorbing the chakra of anything it makes contact with and decreasing it’s rank by one.

When applying elemental chakra, the strength of the blades increase in rank and damage, and also become affected by standard Strengths and Weaknesses.

Hat Call Back
As the hat naturally reacts to chakra as well as familiarizes itself with the wearer's chakra, it has a tendency to return to it's rightful place. The hat can naturally detect the chakra of the wearer, seeing it as a sort of homing beacon, wanting to go back to the wearer's head. If foreign chakra makes contact with the hat, whether through techniques or by another person, the hat rejects it by having the blades spin rapidly, freeing itself from whatever made contact with it before flying back to the user. Should someone besides the user forcibly try to keep hold of the hat, it will drain 50 chakra from the person each turn. This chakra drain can’t be used to restore the user’s chakra, it simply goes to waste. As a final ability, whenever the hat is thrown, the user is able to passively have it return to their side with a thought and/or hand gesture.

Note: Must be listed in the user's bio in order to utilize
Note: Can only usable by Bladed Hat Combat practitioners
Note: Only one elemental chakra infusion can be made at a time
Note: User needs to have completed Rasengan Ninjutsu for proper chakra control
Note: Can only infuse elemental chakra if the user completed training in the nature
Note: Once an elemental chakra infusion is made into the hat, it remains until the hat returns to the wearer.

Depiction of the Razor Rimmed Hat
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(Uchiha Sōshuriken no Jutsu) - Uchiha Manipulated Shuriken Techniques I
Rank: A
Type: Supplementary/ Offensive
Range: Short - Mid
Chakra cost: N/A
Damage points: 40 (-20 per turn)
Description: With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. Non-Doujutsu users will be blinded by the flashing bangs of shurikens altering directions after having thrown several shurikens. The first attack, challenging for the enemy, the course of the first launched set would've been wired shurikens as they set the trap as they'd by-pass the victim. The ninja will then ascend in the air, in fashion with skill, sending down lightning fast throws appearing and disappearing in a near instant, as their hand motions. Allowing shurikens to retreat(bounce and off across others, while reshuffle their hands with shurikens, in a way resupplying themselves), hence the blinding as they blend an attacking trap, much too suddenly. The trick in this is making the technique successful with how to somehow be able to read the enemy's movements, position them, and incredible clarity of perception to not be blinded by their own technique, which normally requires only the Sharingan. The attack of this jutsu is rather omnidirectional, for the shurikens will chop bits and bits of their enemies flesh at incomparable rates as the shurikens don't end for a while.
Note: Sharingan 3T required.
Note: User can counter all forms of lower or equal ranked shurikens jutsu with this jutsu, if they're a Bukijutsu specialist user stated on biography.
Note: Cannot be countered, if opponent would need more than two handseals to perform a jutsu counter but, not if they're specialist of that category.
Note: Sustaining the jutsu, will mean the user cannot perform any other jutsu.
Note: Can only be sustained for 2 turns.

(Uchiha Sōshuriken no Jutsu) - Uchiha Manipulated Shuriken Techniques II
Rank: D
Type: Supplementary
Range: Short - Mid
Chakra cost: 10
Damage points: 15 (+20 Damage to other forms Shuriken related Techniques used with this jutsu)
Description: With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the shuriken in any direction with just a single movement of their fingertip, whilst they apply coated chakra upon some of the launched shurikens/wires. This coat of chakra will act as second path alteration, for when once another shuriken heads into it, the coated chakra will send it opposite of course, allowing the once was coated shuriken to continue its path. The user has two applications for this, for they can choose to keep their coated shurikens going upon their path or rather have the coated shurikens bounce off walls instead. While catching the eye contact of their victim due to the distractions (ineffective, if user has completed Taijutsu and is of higher rank than user) they'll place them in a genjutsu(D-Rank) which will have the victim perceive more shurikens moving around.
Note: Sharingan 3T & Genjutsu Complete required.
Note: This jutsu can be used along passively with, Uchiha Manipulated Shuriken Techniques I

Leaving for NK
 
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Penguin

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Re: Custom Jutsu Submission

Same/Suiton: Same ya Pengin no Kyōtei ▽ Shark/Water Release: Pact of the Shark and Penguin
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Same/Suiton: Same ya Pengin no Kyōtei - Shark/Water Release: Pact of the Shark and Penguin is a very simple yet innovative jutsu that Ashitaka Emishi created shortly after Lancer, the Mizukage, taught Ashitaka the shark summoning contract. The user would first draw blood from themselves, then wipe the blood over their summoning tattoo as they release a surge of chakra that will activate a very unique summoning ability for future occurrences. This certain ability is to be able to summon a layer of countless, tiny sharks that coat water release techniques produced by the user. When water jutsu produced by the user that are coated by these miniature sharks come in contact with opposing jutsu, the sharks would actually detach themselves from the water technique they formed around and "eat" away part of the opposing jutsu's mass and physicality with their teeth's unmatched sharpness and jaw power, lessening the power of the opposing jutsu by one rank and reducing it's size significantly. In turn, the rest of the incoming jutsu would de-summon the sharks that were layered around the water technique, returning the sharks back to where they were summoned from. The reason this jutsu is instant is because there would be blood already smeared on the tattoo and chakra being passively released for summoning "basic" sharks, which is a Space/Time ninjutsu. However, if someone Ashitaka Emishi taught this jutsu to that did not have a shark summoning tattoo, they would have to perform the basic summoning ritual instead and it would not have an instantaneous affect.

Note: Lasts four turns but can be deactivated at any time
Note: Must wait three turns before using again
Note: No shark ninjutsu techniques for two turns after this technique ends
Note: Must have signed the shark contract and have mastered water release
Note: Can't be used in conjunction with forbidden ranked water techniques
Note: This technique cannot be used in conjunction with other infusions
Note: Must have a shark summoning tattoo on the bio for instantaneous activation
Note: Can only be taught by Penguin

‡ Declined ‡ I don't find the physical "eating away" at jutsu to be feasible. Doesn't make much sense. Also, remove the bolded.

Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30 (+10)
Damage: N/A (+20)
Description: After signing the shark contract, Ashitaka began to create several techniques for his new ability. One of his most useful and diverse creations was Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth. After performing the necessary hand seals, the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside. The walls and the roof of the cavern were made of a crystalline-water, allowing the light to be let in. The width of this hardened water cave, however, only extended forty meters in diameter and forty meters into the air, much like a dome. The "floor" of the crystalline-water cavern was a huge lake's worth of water. This is due to the fact that some sharks can be summoned with their own water source, and this is where they reside and it would need to come from somewhere. If the user wanted to, they have the option to release ten extra chakra and perform one extra hand seal as they reverse summon everyone, to have the crystalline-water cave walls, roof, and the water below to become littered with small and large shark teeth varying from size to size. From the highest point all the way down onto the edges of the walls, the shark teeth were pointing towards the center of the cavern except the teeth that would be summoned in the water. If the teeth were summoned and someone used the water below as a source of water for techniques, it would gain an additional twenty points of damage (not including forbidden ranked water). Plenty of "basic" shark live in the water below, and if one is not a signed contract summoner for sharks and they become submerged, the sharks speed towards whoever has become submerged and would begin to tear them to pieces with their powerful and sharp teeth.

Note: Can only be taught by Penguin
Note: Can only be used by shark contract holders
Note: Can only be used twice per match
Note: No shark ninjutsu A-rank and above for a turn after this technique

‡ Declined ‡ Checked what I needed to. Reverse summons aren't allowed.
Same/Suiton: Same ya Pengin no Kyōtei ▽ Shark/Water Release: Pact of the Shark and Penguin
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Same/Suiton: Same ya Pengin no Kyōtei - Shark/Water Release: Pact of the Shark and Penguin is a very simple yet innovative jutsu that Ashitaka Emishi created shortly after Lancer, the Mizukage, taught Ashitaka the shark summoning contract. The user would first draw blood from themselves, then wipe the blood over their summoning tattoo as they release a surge of chakra that will activate a very unique summoning ability for future occurrences. This certain ability is to be able to summon a layer of countless, tiny sharks with wider heads that coat water release techniques produced by the user. When water jutsu produced by the user that are coated by these miniature sharks come in contact with opposing jutsu, the sharks would begin to do two simultaneous actions to decrease the opposing jutsu's strength (by one rank). The first action the sharks perform is to begin detaching themselves from the water jutsu they coat, taking the brunt of the opposing jutsu head on, using their durable bodies as a pseudo meat shield. While this is occurring, the wide headed sharks use their tremendous jaw strength and superb enamel to eat tiny parts of the jutsu away before they would become de-summoned. In turn, the rest of the incoming jutsu would de-summon the wide headed sharks, returning the sharks back to where they were summoned from. The reason this jutsu is instant is because there would be blood already smeared on the tattoo and chakra being passively released for summoning "basic" sharks. However, if someone Ashitaka Emishi taught this jutsu to that did not have a shark summoning tattoo, they would have to perform the basic summoning ritual instead and it would not have an instantaneous affect.

Note: Lasts four turns but can be deactivated at any time
Note: Must wait three turns before using again
Note: No shark ninjutsu techniques for two turns after this technique ends
Note: Must have signed the shark contract and have mastered water release
Note: Can't be used in conjunction with forbidden ranked water techniques
Note: This technique cannot be used in conjunction with other infusions
Note: Must have a shark summoning tattoo on the bio for instantaneous activation
Note: Can only be taught by Penguin

‡ Approved ‡ Edited.

Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30 (+10)
Damage: N/A (+20)
Description: After signing the shark contract, Ashitaka began to create several techniques for his new ability. One of his most useful and diverse creations was Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth. After performing the necessary hand seals, the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside. The walls and the roof of the cavern were made of a crystalline-water, allowing the light to be let in. The width of this hardened water cave, however, only extended forty meters in diameter and forty meters 'b]high[/b], much like a dome. The "floor" of the crystalline-water cavern was as huge as a lake's worth of water. This is due to the fact that some sharks can be summoned with their own water source, and this is where they reside and it would need to come from somewhere. If the user wanted to, they have the option to release ten extra chakra and perform one extra hand seal as they reverse summon everyone, to have the crystalline-water cave walls, roof, and the water below to become littered with small and large shark teeth varying from size to size. From the highest point all the way down onto the edges of the walls, the shark teeth were pointing towards the center of the cavern except the teeth that would be summoned in the water. If the teeth were summoned and someone used the water below as a source of water for techniques, it would gain an additional twenty points of damage (not including forbidden ranked water). Plenty of "basic" shark live in the water below, and if one is not a signed contract summoner for sharks and they become submerged, the sharks speed towards whoever has become submerged and would begin to tear them to pieces with their powerful and sharp teeth (opponent must be bleeding or be submerged for one turn).

Note: Can only be taught by Penguin
Note: Can only be used by shark contract holders
Note: Can only be used twice per match
Note: No shark ninjutsu A-rank and above for a turn after this technique

‡ Declined ‡ Still not keen on the idea of Reverse Summons but I'll allow it. As long as people don't go overkill and try to amass multiple ways of reverse summoning the opponent. This needs to have some kind of turn limit (whereby everyone that was summoned to this place is returned to the original battlefield). The damage boost is overkill and just out of place in this technique. What you could do is change the property of the water in this cave e.g. make it sticky or some kind of variant of water.

Genjutsu: Sutōnāpengin no Sukīmu - Illusionary Arts: Scheme of the Stoner Penguin
Type: Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: A genjutsu created by the Head Mand'alor and Akatsuki member Ashitaka Emishi, Genjutsu: Sutōnāpengin no Sukīmu is based off the principles of falsifying the target's brain into believing that they are several thousand meters above sea level without acclimating to the change. The first phase of the genjutsu starts by the user performing two hand seals before channeling their chakra into the opponent's brain. In reality, the victim would not be affected one bit by this jutsu, however, in the opponent's mind, they would begin to feel the affects of air shortage. After a whole turn goes by with the opponent fighting without an ample amount of oxygen to sustain their breathe during a fight, they would begin to feel light headed and winded, losing one quarter of their speed as well as only being able to use seventy points of chakra (if they use more, they would begin to breathe much harder, losing double the amount of speed). After a second turn goes by without the opponent breaking the genjutsu, they would struggle to breathe and lose half their speed, as well as only being able to use forty chakra points this turn due to the lack of air and energy. If the opponent breaks the illusion in the second turn, it would take their body one turn for them to return to normal. Unless the opponent breaks the genjutsu before the third turn, they would end up passing out from oxygen deprivation.

Note: Can only be taught by Penguin
Note: Lasts three turns
Note: No A-rank or above genjutsu during
Note: No Genjutsu S-rank or above one turn after
Note: Can only be used twice per conflict

‡ Declined ‡ Pretty sure I've seen this done (might have been an NB Genjutsu).
 
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Corazon

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Re: Custom Jutsu Submission





(Fuuin/Ototon: Tenrai Kainyū) - Sealing/Sound Release: Divine Intervention
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-5 per turn if used on techniques such as Stone Golem, etc)
Damage: N/A (+20 to Suiton)
Description: A technique created specifically to counteract the weaknesses of Water and Earth techniques, allowing them to become neutral when this is used. The user will perform an additional handseal at the end of a Suiton/Doton technique, creating a seal upon said technique. Once created, the seal will release Sound waves that the user is capable of controlling in order to give his technique, depending on the element, different properties.

Suiton - having activated the seal, the user will create low frequency, high amplitude sound waves that pass through his technique, giving it destructive properties, that allow it to fight on equal terms with Doton

Doton - differing from the Suiton version, the user will create sound waves that "hover" a few inches from Doton techniques, so as to not destroy them, that mimic the frequency given off by Lightning techniques used by your opponent, causing them to dissipate

♒ The seal is created in the same timeframe as the technique on which it is used
♒ Usable 4 times per battle
♒ Cannot be used on techniques above S rank
♒ Can only be taught by Lee

Declined - the concept of the sound part is a no.
(Fuuin/Ototon: Tenrai Kainyū) - Sealing/Sound Release: Divine Intervention
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-5 per turn if used on techniques such as Stone Golem, etc)
Damage: N/A (+20 to Suiton)
Description: A technique created specifically to counteract the weaknesses of Water and Earth techniques, allowing them to become neutral to said weaknesses when this is used. The user will perform an additional handseal at the end of a Suiton/Doton technique, creating a seal upon said technique. Once created, the seal will release Sound waves that the user is capable of controlling in order to give his technique, depending on the element, different properties.

Suiton - having activated the seal, the user will create low frequency, high amplitude sound waves that pass through his technique, giving it destructive properties, that allow it to fight on equal terms with Doton. These waves vibrate faster by passing through the water while simultaneously 'coating' the technique with sound waves that 'repel' anything in contact with the water which allows it to become destructive.

Doton - differing from the Suiton version, the user will create sound waves that pass harmlessly through the Doton technique whilst the sound waves on the outer part of the technique can be altered to mimic the frequency given off by Lightning techniques used by your opponent, causing them to dissipate.

♒ The seal is created in the same timeframe as the technique on which it is used
♒ Usable 4 times per battle
♒ Cannot be used on techniques above S rank
♒ Can only be taught by Lee

‡ Approved ‡

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

‡ Approved ‡

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

Note: Requires both Sound and the Snake Contract.
Note: Can only be used on Snakes.
Note: A rank and above can only be used 3 times in total, split across A and S rank in whichever way the user chooses.
Note: After using the A rank version, the user is not able to use it in the next turn. If S rank is used, this time doubles.

‡ Declined ‡ This needs to be explained better. How exactly does the genjutsu revert their mind to a primitive state?
 
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Edward

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Re: Custom Jutsu Submission

Katon: Seinaru Sākuru - Fire Style: Sacred Circle
Type: SUpplementary/Offensive
Rank: Forbidden
Range: SHort-Long
CHaka: 50
Damage: 90(30 to user)
Description: The user slam his hands on the ground releasing a large amount of fire chakra into the ground. Immediately, the ground around up to 30meter radius depending on how the user wants it, shatters due to fire eating through a thick portion of of the lower dermis of the earth crust. The earth shattering and caving in however, would not cause damage albeit slight burning to the legs and medium tremor aimed at making anything on the surface of the perimeter to fall. This is especially useful to fall nearby trees as their tap roots become burnt and the normally would burst into flames even before the manifestation of the real attack. The earth shatter and caving in would cause an intricate drawing to appear on the ground affected. The drawing is a pentagram with several kanji in between the spaces which are drawn from the exposure of the veins of the earth. The crevices would glow red or bring out smoke continuously due to intense burning below the earth, smoke which would cover the pentagram's vicinity in one turn. With just a clap, a pillar of flame would erupt from a crevice. or several pillars from more than one crevices, either straight upwards or elastically curving diagonally or irregularly just like a whip or parabolically to meet a certain target. Each Pillar is able to reach a maximum length of 10meters.
NOTE: Usable 1x per battle
NOTE Last 4 turns
NOTE: No Other fire jutsu the turn this is used and the user's fire jutsu looses a 10 damage the turn after this ends
NOTE: The user suffers minor speed loss, A rank drop due to straining his body to gather the enormous chakra.

‡ Declined ‡ DNR.

Fuinjutsu: Tengoku no Mon o Shatto sa Remasu - Sealing Technique: Heaven's Gate is Shut
Type: SUpplementary
Rank: A
Range: SHort-Long
Chakra: 30(-100 to victim)
Damage: N/A
Description: The user claps and erect a barrier that works in a reverse fashion as that of multiple infinite embraces. Instead of the pressure downwards caused by the former, this one cause an upwards pressure that pins the enemy to the roof of the barrier. The barrier though absorbs the user's chakra or any lingering chakra except for elemental chakra, though even techniques moving within the barrier is affected by the upward pressure and are aimed badly. The user would also create a small barrier within the barrier to isolate a portion within the barrier which would not b affected. The Barrier errects spontenously and not from up downwards or down upwards, but instead, patches of the barrier all around form almost instantly and connects to form a single barrier. WHile in the Barrier, the victim is unable to mold potent chakra to perform S-rank jutsu and above thus, He is only limited to A-ranks and below.
NOTE: Last until Broken from
NOTE: 3x per battle
NOTE: The Fuin above A-rank while active.

‡ Declined ‡ Virtually the same as a canon technique.

Katon: Sutējimajikku, Sainō - Fire Style: Stage Magic, Gifted
TYpe: SUpplementary
Rank: A
Range: Short-Long
Chakra: 30(-10 per turn)
Damage: N/A
Description: With this jutsu, the user is able to change innate property of his fire techniques. After activating this technique, his fire techniques appear cold to the feel albeit still burning as it should. This in one way would be useful to trick the senses of heat sensors or even sneak a fire jutsu past a unsuspecting enemy who could have felt the heat of the fire. For Example, With this technique, a fire could be lit from behind an unsuspecting fellow and he would not know if he has no other way to sense them apart from his heat feeling. He could however know when the fire has begin to burn him through his sense of pain.
NOTE: Activation is instant due to it being a technique that supplements others thus can be used in the same timeframe as an active jutsu
NOTE: Last 4 turns
NOTE: USable 3x per battle
NOTE: Oneturn inbetween usage.

‡ Declined ‡ You can't make fire feel "cold".
 
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Sasori

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Re: Custom Jutsu Submission

*Removed Firing paper bombs* *Removed Passive Ability*
Name: (Dai sanji) Catastrophe
Type: Offensive/Defensive/Supplementary
Rank: S
Range: N/A
Chakra: 40 ( If summoning)
Damage: N/A
Description: This is a puppet that Sasori will use similarly to his Hiruko puppet. Catastrophe is a puppet that Sasori will wear in battle, and will manipulate inside similar to how he is capable of using his Hiruko puppet to attack the enemy. By fighting inside of the puppet it allows for Sasori to be protected throughout the battle, and he doesn’t have to worry about using his main body. Catastrophe has also been modified to use puppetry attacks without difficulty. Sasori created this puppet in hopes of replacing his Hiruko body as the one he travels around in. Catastrophe greatly resembles a demonic knight. Catastrophe has two demonic horns on its head which are capable of being fired off at the opponent. The horns can reach up to mid range and counts as a B-rank, and will explode when it comes in contact with a target due to it having papers bombs coiled inside of it. From the inside of Catastrophe on its left and right sides there are valves with spare horns inside, and when the horns that was already in place have been used up they will begin to make their way upwards to the head which is also why it takes time for the horn to reload. After each usage the horns will automatically replace themselves. Spreading from his upper back are two large wings which give it added mobility as well can attack the enemy, and provide defense. The wings are equal to a B-rank technique together equaling an A-rank attack/defense tool. If in short range the user can use the wings in order to attack the enemy due to their large length. The wings are also capable of unleashing a gust of wind by flapping them which would produce a blast of wind equal to a B-rank Justu. From the bottom of its feet due to the wiring there it is capable of releasing a electrical current from the its feet that cover's everything up to mid-range with the puppet at the epicenter of it. Attached to its left fore arm is a large golden shield. If the shield is used as a defensive weapon it is equal to a C-rank technique. It will also be capable of unleashing gray smoke bombs from inside of it which conceal everything up to mid range equal to C-rank smoke. The Shield can also launch forth stringed kunai with poison bombs attached with up to four at a time.On the bottom of its feet are holes capable of firing out chakra blast equal to an C-rank blast. The chakra blast allows for the puppet to fly in a horizontal or vertical manner. Metal chains are capable of beings launched from inside of Catastrophe from underneath it or from its sleeves with can be used to grapple onto objects or to bind an enemy but due to the fact they are just regular chains they can be broken through with rather ease. Catastrophe also hays an extra set on arms below its first pair, that Sasori can enable when he is inside of the puppet due to the user's body and chakra system being connected. From its eyes it holds the ability to shine a bright pink light that envelope everything up to Mid range which cause blinding for up to two turns. On Catastrophes back is an array of weapons such as: Two long swords, and two long axes, there is however nothing special about the tools and are just regular weapons.
Notes:
-Can only be destroyed by a B-rank or higher technique.
-Horns can only be launched four times and takes -20 chakra, requires a turn cool afterwards.
-Gust of wind takes -20 chakra for each usage.
-Chakra blasts take -15 chakra for each usage.
- The flash ability counts as a C-rank move an can be used every two turns.
- The poisonous smoke bombs takes -10 chakra each time. Gray Smoke bombs only take -10 for each time used.
- Must be stated at the beginning of the battle whether or not the user is inside. If so then it won't count as a move.
- Wings can't be used to fly.
- Electrical Current counts as a B-rank, and requires a turn cool down after each usage.
-All chakra based attacks count as a move. ( So things like the chains and swords are free form)

Looks:
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*Removed a few of its notes and abilities that had to deal with changing forms"

Declined - you're adding too much stuff to your puppets at once, the electical current from it's feet is a no, poison bombs?


*Removed poison stuff and electrical current*
Name: (Dai sanji) Catastrophe
Type: Offensive/Defensive/Supplementary
Rank: S
Range: N/A
Chakra: 40 ( If summoning)
Damage: N/A
Description: This is a puppet that Sasori will use similarly to his Hiruko puppet. Catastrophe is a puppet that Sasori will wear in battle, and will manipulate inside similar to how he is capable of using his Hiruko puppet to attack the enemy. By fighting inside of the puppet it allows for Sasori to be protected throughout the battle, and he doesn’t have to worry about using his main body. Catastrophe has also been modified to use puppetry attacks without difficulty. Sasori created this puppet in hopes of replacing his Hiruko body as the one he travels around in. Catastrophe greatly resembles a demonic knight. Catastrophe has two demonic horns on its head which are capable of being fired off at the opponent. The horns can reach up to mid range and counts as a B-rank, and will explode when it comes in contact with a target due to it having papers bombs coiled inside of it. From the inside of Catastrophe on its left and right sides there are valves with spare horns inside, and when the horns that was already in place have been used up they will begin to make their way upwards to the head which is also why it takes time for the horn to reload. After each usage the horns will automatically replace themselves. Spreading from his upper back are two large wings which give it added mobility as well can attack the enemy, and provide defense. Each individual wing is equal to a B-rank technique together equaling an A-rank attack/defense tool. If in short range the user can use the wings in order to attack the enemy due to their large length. The wings are also capable of unleashing a gust of wind by flapping them which would produce a blast of wind equal to a B-rank Justu. Attached to its left fore arm is a large golden shield. If the shield is used as a defensive weapon it is equal to a C-rank technique. It will also be capable of unleashing gray smoke bombs from inside of it which conceal everything up to mid range equal to C-rank smoke. On the bottom of its feet are holes capable of firing out chakra blast equal to an C-rank blast. The chakra blast allows for the puppet to fly in a horizontal or vertical manner. Metal chains are capable of beings launched from inside of Catastrophe from underneath it or from its sleeves with can be used to grapple onto objects or to bind an enemy but due to the fact they are just regular chains they can be broken through with rather ease. Catastrophe also hays an extra set on arms below its first pair, that Sasori can enable when he is inside of the puppet due to the user's body and chakra system being connected. From its eyes it holds the ability to shine a bright pink light that envelopes everything up to Mid range which causes blinding for up to two turns. On Catastrophes back is an array of weapons such as: Two long swords, and two long axes, there is however nothing special about the tools and are just regular weapons.
Notes: Can only be destroyed by a B-rank or higher technique.
Notes: Horns can only be launched four times and takes -20 chakra, requires a turn cool afterwards.
Notes: Gust of wind takes -20 chakra for each usage.
Notes: Chakra blasts take -15 chakra for each usage.
Notes: The flash ability counts as a C-rank move an can be used every two turns.
Notes: Gray Smoke bombs only take -10 for each time used.
Notes: Must be stated at the beginning of the battle whether or not the user is inside. If so then it won't count as a move.
Notes: Wings can't be used to fly.
Notes: All chakra based attacks count as a move. ( So things like the chains and swords are free form)
Looks:
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Declined - Smoke doesn't really have a rank when it's a smoke bomb it doesn't need to be C rank just count as a move to fire them.
Name: (Papettorando kōzan) Puppet Land Mine
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will start off by throwing a scroll into the air. As the scroll is in the air it activates and spews out a large array of puppet pieces throughout the area which include: Arms, legs, heads, ect. Once the puppet parts have been scattered throughout the air they well seamlessly fall to the ground, seemingly have done nothing. After just a moment of being on the ground the puppet pieces begin to emit a small light from them which signals their detonation. Inside of all the puppet parts are explosive tags. The bright light represents the light paper tags give off just seconds before their detonation. So as the puppet parts go off they release an explosion throughout the entire battlefield, harming not just the opponent, but the puppet user as well if they don’t get out of way of the explosion.
Note: Can only be taught by Sasori
Note: Can only be used four times
Note: No puppetry attack above A-rank next turn after each usage.

Declined - dnr

Name: (Ningyō rirīsutekunikku) Puppet Release Technique
Type: Supplementary
Rank: E-S
Range: Self
Chakra: 0-40
Damage points: N/A
Description: This is a Genjutsu release method that Sasori developed while experimenting with his Human puppets. Once Sasori has figured out that he is inside of a genjutsu, he can begin to use his chakra threads to release himself from the genjutsu. With the Chakra threads attached to the Human puppet, now that he has realized he is in a genjutsu he begins to redirect the chakra flow of the Chakra strings into himself so now the foreign chakra of the human puppet enters Sasori’s chakra system awakening him from the genjutsu. All of this is possible because Human puppets are capable of molding chakra and have a chakra system. The user must still logically figure out that he is in a genjutsu and, does not work on Mangekyo level genjutsu.
Notes: Must have a Human Puppet
Notes: Must already have chakra threads active
Notes: Requires a turn cool down after each usage.

Declined - the way you describe it isn't possible
 
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Erzo

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Re: Custom Jutsu Submission

(Ototon: Niji Parusu) - Sound Release: Secondary Pulse
Rank: C
Type: Defence/suplementary
Range: Short - Long
Chakra Cost: 15 (-5 per use)
Damage Points: N/A
Description: A pulse based jutsu used to copy and sustain other Sound frequencies, Secondary pulse has no power to do damage of its own, whether physical or mental. The main and only aspect of this jutsu is to be used as support for other Sound techniques, mimicking their frequency when they're used and preserving that frequency continuously throughout battle. Due to its special function, it can however only be used with jutsus that are defensive and/or supplementary, making it a mostly defensive/supplementary aid to those who use it. To make up for this, however it is able to sustain multiple frequencies with the user paying -5 chakra point for per a single turn. In addition, it has the ability to change the frequency of jutsus its used on in order to effect different things. For example, a frequency which effects techniques of A-ranked can be altered so that it specifically works on C-ranked jutsus. This ability only works to lower the frequency to deal with lower ranked techniques, and cannot work to amplify sound jutsus, meaning something A-ranked will not be able to change its frequency to S-ranked, but must be kept at the same frequency, or go down lower to B/C/D-ranks.
~ Can only be taught by Erzo. This jutsu - once used - lasts a total of five turns, once those 5 turns are up, the user must wait a turn before being to use this jutsu again. Due to its simple nature, it can be used alongside a Sound jutsu which fit the criteria needed for this to work (in the same time frame), but other wise consumes its own spot in time-frame if activated independently. When used to change frequency (either same rank or lower) it counts as one of the moves per turn.

✦ Declined, the more I read this, the more I can potential issues. Like the bold part is too open and can be left to interpret any way one wants in battle; clarify what altering the frequency can and will cause. Idk about sustaining several frequencies at once either. ✦
 
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Ryūjin

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Re: Custom Jutsu Submission

(Kuchiyose no Jutsu: Draco) - Summoning Technique: Draco
Type: Summoning
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Draco is one of the three legendary snakes of the Ryuchi cave, a descendant of the great white snake sage himself. Draco is 3 meters tall and half a meter wide, and is mostly summoned around the user's body. His body color is pitch black with red scales scattered around it. Draco is capable of using natural energy although it cannot use if offensively, mainly for either defense or supplementary purposes. While on the field, Draco is capable of injecting natural energy into it's master, much like how Ma and Pa, but on a much weaker scale, using a technique that's similar to the amphibian technique but slightly different. While the amphibian technique's main effect revolves around the summon staying still in order to absorb natural energy from around him and inject it into the user, Draco only injects the user with natural energy he has in his system, not being capable of absorbing natural energy and injecting it into the user at the same time like Ma and Pa. While Draco's injection of natural energy to the user allows him to enter sage mode, the amount of turns that the user is capable of having sage mode active is the same amount of turns that the Sage Mode's activation has (Snake variant) allowing him to keep Sage mode active for the amount of 6 turns and not indefinitely like the amphibian technique. The way this works is that Draco is summoned to the field while he already has drawn sufficient natural energy into himself from the Ryuchi cave, adding it to the user's own. The second ability that Draco wields is a barrier of defense composed of pure natural energy that surrounds his body, allowing him to guard against an S-Ranked technique, he is capable of surrounding the user whole and preventing him from suffering damage, and he can be summoned around the user in that state (surrounding the user completely). This ability can be used three times per battle and against up to S-Rank techniques.
Note: Can only be summoned once per battle, and lasts 4 turns.
Note: If the user commanded Draco to inject him with natural energy in order to enter Sage Mode, after injecting the user with natural energy, Draco disappears from the field returning to the Ryuchi cave.

‡ Pending ‡ Leaving for Pervy.



Declined - summoning a snake that pretty much instantly gives you sage mode like this for a full 6 turns is just too much. Tone that down.
 
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Nathan

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Re: Custom Jutsu Submission

(Genjutsu: Hakutaku) - Illusion Techniques: White Marsh
Type: Supplementary, Offensive, Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A (80)
Description: To utilize this technique, one must understand the nature of Genjutsu combat. Two users engaging in a battle of Genjutsu are engaging in a battle of wills, intellect, and most of all, deception. Therefore, the use of illusions to fight against illusions is something most users tend not to utilize unless absolutely necessary. In order to escape from Genjutsu, one must take the obvious steps: identify they are in an illusion, take control over the chakra flow in their brain, release a wave of chakra powerful enough to dispel such control and retain control. However, by utilizing this technique, one is able to avoid the use of the last step and instead employ a method that revolves around chakra control and illusory proficiency in order to grasp the opponent's illusion and project it against them.

When one is subjected underneath the illusion, they must be capable of retaining control and subsequently employ a Genjutsu onto the opponent while remaining within the supposed "confines" of the fantasy (or hell) that their opponent has made for them. This illusion must be one that is "complementary" to the effects of the one projected towards them (an example would be an illusion used to burn the illusory plants formed by an opponent). In turn, the opponent is afflicted with the power of two Genjutsu, and will generally be in a mental state which is so deteriorated that their physical body would be incapable of moving an inch as a consequence.

While this technique is highly beneficial, it is crucial that it be used correctly, for if not done so, the user will be afflicted with the power of two illusions against him, something which is undesirable by many. Furthermore, if the opponent is skilled enough in the use of illusions, they would be capable of reverting the effects of the dual Genjutsu with their own against the user through the use of the same technique, something which would almost certainly cause extreme mental damage.
Notes:
- The genjutsu that is sent back gains +1 rank.
- Can only be used three times per-match.
- Cooldown of one turn.
- No genjutsu above A-rank on the next turn.
- Can only be taught by Nathan.

‡ Declined ‡ DNR.

(Taijutsu: Fuzeki) - Body Arts: Floating Stone
Type: Supplementary
Rank: A-rank
Range: Short (Self)
Chakra: 30
Damage: N/A
Description: is an extremely high-level Taijutsu, and occasionally Kenjutsu, skill available to high-ranking Taijutsu masters. However, the rendition labelled the Floating Stone is the embodiment of perfect bodily control in all of its forms. Floating Stone is a technique, or rather, attribute associated with an exceptional master of Taijutsu. Through extreme control over their body's physical strength, control over their breathing rate and highly precise footwork, one can virtually eliminate their presence from all of their movements. The most basic application of Floating Stone enables the users to remove all impact from their movement on the environment: they create no sound nor traces. At its highest level, the Floating Stone is an attribute that causes virtually all of an individual's movement to be categorized under the opponent's sub-conscience, primarily because all masters of Floating Stone possess such silent, receptive movement that the conscious mind is simply incapable of registering it as necessary information. Although it might appear to be an impenetrable maneuver, the simplest way to break through the highest-level of Floating Stone is to examine one's unconsciousness. Although stating that is simple, the amount of control that would require would be akin to noticing the finer details of an opponent's jewelry despite them surrounding your body with blades. As a result, without extensive training in the control of one's body and conscious perception — a skill only available to the most dedicated Taijutsu masters — or possessing a dōjutsu that overrides the brain's natural categorization of information, it is impossible to defeat the Floating Stone.
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Notes:
- Lasts three turns.
- Can only be used twice per-match/twice per NW event.
- Cool down of two turns, before reuse.
- Can only be taught by Nathan.

Declined - You need to explain what effects this has the in the RP, apart from making you silent (have silent homicide) or not moving the environment around you. To me it seems like a cfs

(Ninjutsu/Kuchiyose: Enbasha) - Ninja Arts/Summoning: Scorching Chariot
Type: Offensive, Defensive, Supplementary
Rank: A-rank
Range: Short - Long
Chakra: 30 (-10 per turn the diamonds are active)
Damage: 60
Description: is a unique set of items. By conjuring the appropriate hand seals, the user is able to summon light blue diamond-like objects near his proximity. These diamond-like objects are filled with residual chakra from the environment and, are therefore, quite varied in what they accommodate within them. There are exactly five of these diamonds, each of these diamonds are filled with one of the basic five elements (water, fire, earth, wind, lightning). By releasing this chakra periodically by combining it with other elemental based techniques, the user is able to make interesting combos, which usually would be harder, or need the use of yin/yang. These diamonds in a sense negate the need for yin/yang.
Notes:
- Can be used three times per-match.
- Last for three turns, unless used or destroyed.
- Each diamond is the same blue colour, so the target cannot tell the difference by just looking at them, they'll need some sort of doujutsu, or sensing.
- The diamonds can be destroyed by the element they are weak to. A-rank and above will destroy it.
- Cool down of two turns before reuse.
- Can only be taught by Nathan.

Declined - this would fall under the CW slot, or a c.e as you're essentially using diamond release containing chakra.
Note to checker: Below explains how Floating Stone is achieved, and what effects it has in this RP - The new bolded. And, sorry it is so long. :| Ca't really be shortened down. :|

(Taijutsu: Fuzeki) - Body Arts: Floating Stone
Type: Supplementary
Rank: B-rank
Range: Short (Self)
Chakra: 20 (-20 per turn)
Damage: N/A (+10 to taijutsu and kenjutsu as per of "Complete Breath")
Description: is an extremely high-level Taijutsu, and occasionally Kenjutsu, skill available to high-ranking Taijutsu masters. However, the rendition labelled the Floating Stone is the embodiment of perfect bodily control in all of its forms. Floating Stone is a technique, or rather, attribute associated with an exceptional master of Taijutsu. Through extreme control over their body's physical strength, control over their breathing rate and highly precise footwork, one can virtually eliminate their presence from all of their movements. The most basic application of Floating Stone enables the users to remove all impact from their movement on the environment: they create no sound nor traces. At its highest level, the Floating Stone is an attribute that causes virtually all of an individual's movement to be categorized under the opponent's sub-conscience, primarily because all masters of Floating Stone possess such silent, receptive movement that the conscious mind is simply incapable of registering it as necessary information. Although it might appear to be an impenetrable maneuver, the simplest way to break through the highest-level of Floating Stone is to examine one's unconsciousness. Although stating that is simple, the amount of control that would require would be akin to noticing the finer details of an opponent's jewelry despite them surrounding your body with blades. As a result, without extensive training in the control of one's body and conscious perception — a skill only available to the most dedicated Taijutsu masters — or possessing a dōjutsu that overrides the brain's natural categorization of information, it is impossible to defeat the Floating Stone.

The below are more in-depth explanation of Floating Stone, and the mechanics on how it is achieved. The below are categorised in the following "completes".

Complete Circle (全丸, Zenmaru): The first stage of mastery over the self is the mastery over one's physical strength. By controlling the output of one's power in every conscious instance, the very act becomes an unconscious maneuver and one is capable of restraining their strength to the lowest possible margin. the user, upon reaching this stage, has noted that traditional chakra control training has become an almost redundant concept when it comes to solid terrain. He is capable of standing atop thin branches, wooden poles and various other light-weighted objects without any sort of disturbance whatsoever. It is this very balance that enables the user thoroughly developed agility to be a life-saving skill. By maneuvering through solid terrain with unorthodox stances and positioning, the user is capable of removing himself from all manners of dangerous situations without giving his enemies so much as a hint towards his true location. When enhanced with the basics of chakra control — specifically localized to his feet — the user can surf across almost any substance without so much as a hindrance to himself, thus allowing him to rather easily walk through torrential flames, tidal waves and galeforce winds sent towards his direction with little issues, making conventional elemental techniques — besides lightning — almost useless against to the user.

Complete Breath (全息, Zeniki): The second stage of mastery over the self is mastering one's breath. This particular stage of mastery is a necessity for the Floating Stones skill to extend from silence at a stationary position to silence during movement, and is quite difficult to master given its intricacies. The Complete Breath, in its totality, is a form of breathing that must be cultivated through consistent training. Its overall purpose is to expand lung capacity, slowing unconscious breathing and allows for smooth and regular intervals between each breath. Its most significant trait is to maximize oxygen intake and allow oxygen-rich blood to flow to its greatest potential, ultimately allowing for exceptional physical enhancement but, in this particular case, extended movements of pure silence. Such an effect is due to the nature of the Complete Breath; it is constituent of four stages: inhalation, retention, exhalation and suspension. While all stages of this cycle are paramount to achieve the ideal effect, the one truly evoking the silence of the Floating Stone lies in Retention (保持, Hoji). Upon inhalation, the user holds his breath for a period of 10 counts. Within this period, the user's body is suffused with an incredible amount of oxygenated blood, thus enhancing his physical power by a considerable margin. Simultaneously, the user's movements are not accompanied by the sound of his breathing, thereby retaining the silence and weightlessness necessary to successfully move across vast terrains without disturbance.

Complete Step (全歩, Zenpo): The third and final stage of mastery over Floating Stones lies within the footwork the user employs with every movement. It is a skill of paramount importance and has been internalized within every single step and movement the user makes, thus allowing him to make every single deliberate motion of his be completely weightless and next-to-impossible to trace with conventional sensory perception. His footwork is, retrospectively, viewed in the same light as "a leaf blowing in the wind." Specifically, the user focuses on passive movement, rather than active movement. His body does not move against the flow, rather, he moves with it. In accordance, all of his movements, despite possessing virtually no impact to the environment, are further concealed through nature itself. It is this stage that truly brings about the full essence of the Floating Stone. For, not only is the skill a reflection of the user's personal control and achievements, but it also imposes the illusion of absence upon any who bear witness to his movement. Through following nature's flow, the user's presence is diminished by the enemy's conscious senses and rendered as irrelevant information, making even simple movements impossible to view unless one has experience in combating such physical illusions; although the number are very limited.

Notes:
- Lasts six turns.
- Can only be used thrice per-match/four per NW event.
- Using one of the following Complete, Circle, Breath or Step deduces the lasting turns by one. But if used together, they don't deduct any turns from the skill.
- Each "complete" counts as a move per-turn if used individually, and used all at the same time, the technique counts as all three moves a user can use per-turn.
- Cool down of three turns, before reuse.
- The user is only able to use kenjutsu, taijutsu, ninjutsu and elemental attacks that only incorporate hand to hand combat, or are released via a sword while this is active.
- This technique may mention some sort of passive aspect but, there isn't any.
- Can only be taught by Nathan.

‡ Pending ‡ Woah woah woah. How did this technique increase five times in size in one cycle? Tempted to decline this but I'll let Pervy be the judge of this.

Damn you NK <_<

Declined - The reason being is i feel the first two parts clash with other jutsu, being silent without a trace clashes with silent homocide and Muu's advanced use of hiding in camoflauge. Not only that but the third i feel is just a variation from the drunken fist and other cfs to not be tracked by the sharingan.


(Ninjutsu/Kuchiyose: Enbasha) - Ninja Arts/Summoning: Scorching Chariot
Type: Offensive, Defensive, Supplementary
Rank: A-rank
Range: Short - Long
Chakra: 30 (-10 per turn the spheres are active)
Damage: 60
Description: is a unique set of items. By making themselves bleed similar to that of the summon technique, they clap their hands, the user is able to summon light blue spherical objects near his proximity. These may be called spherical objects, they are just merely hollow spheres of the users raw chakra These spherical-like objects are filled with residual chakra from the environment and, are therefore, quite varied in what they accommodate within them. There are exactly five of these spheres, each of these spheres are filled with one of the basic five elements (water, fire, earth, wind, lightning). By releasing this chakra periodically by combining it with other elemental based techniques, the user is able to make interesting combos, which usually would be harder, or need the use of yin/yang. These spheres in a sense negate the need for yin/yang.
Notes:
- Can be used three times per-match.
- Last for three turns, unless used or destroyed.
- Each spherical is the same blue colour, so the target cannot tell the difference by just looking at them, they'll need some sort of doujutsu, or sensing.
- The spheres can be destroyed by the element they are weak to. A-rank and above will destroy it.
- Cool down of two turns before reuse.
- Can only be taught by Nathan.

‡ Declined ‡ The last line of your technique pretty much explains why this won't be approved.
 
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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 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. ✦
Valyrian Fuuin | Valyrian Seal
Type: Fuuinjutsu
Rank: A
Range: Short
Chakra: 30
Damage: +10 (Bukijutsu or Kenjutsu)
Description: Valyrian Seal is a form of sealing jutsu. Based on a very rare and ancient form of chakra metal. It helps keep weapons exceptionally sharp and tremendously strong, yet light, keeping its edge forever without the need for sharpening. Valyrian seal is recognizable from its sharpness, as well as a distinctive rippled pattern visible in blades coated by 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 sealing based on this myth 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 chakra coating placed on the weapon by the sealing jutsu that allows them to hold more chakra in their blades by doing so by forming an almost invisible barrier around the weapon serving as a bolster to chakra focused in to the blades and preventing the chakra from causing damage to the weapons form, 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 five times as effective when having chakra focused in to weapons coated in Valyrian Seal. While not being an actual custom weapon Valyrian seal is treated as more of an accessory type seal 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 simply too exploitable and really reminiscent of Keotsu's HAET technique. I mean just look at the bolded. I know you want this to be useful but this is the kind of technique that will either be useless or overpowered. There's no real middle ground.

Overhauled the technique making it a sealing jutsu that enhances weapons.

(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: 50
Damage Points: 90 (-20 to the user)
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 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.

‡ Approved ‡

Fixed damage and chakra. Changed the cost back to two slots.

(Ameton/Fuuinjutsu: Chimei-tekina ame no seisei) - Rain/Sealing Technique: Lethal Rain Generation
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: +10 (Rain Jutsu)
Description: This technique is a unique usage of fuuinjutsu coupled with the rain element. By focusing chakra in to a pre-existing source of rain or water. The user will make a single handseal taking control of said water or rain, causing it to ascend higher in to the atmosphere than normal. In a similar fashion to the frozen rain style canon techniques. However the user will cause the water or rain to travel even higher than techniques of that nature would, until the rain reaches the point where oxygen ceases to exist in any concentrated state. This will cause the water to reach a height where condensation and the creation of water vapor is formed. This is where the sealing technique comes in to play. By using the water or rain as a container, the user is capable of sealing excess water vapor inside the rain. This will cause all rain jutsu used by the user to take on more concussive properties than usual. Being able to shatter rock and stone more easily than before, but the main benefit of the water vapor is that any rain jutsu used after this technique will take on a higher wind based ratio than normal. Making the rain entirely non conductive to electricity. However this is merely the primary usage, the secondary usage is the exact opposite. The user will be capable of infusing his rain jutsu with the stormy conditions found in the upper atmosphere. Adding a lightning based element to all of his rain jutsu, this causes them to paralyze any opponent struck by a considerable amount preventing movement for one turn and lowering the opponents overall speed by 20% for the following three turns.
*Note* Usable twice per battle.
*Note* While it can be used on a water source it can not be used on an opponents water jutsu unless it is devoid of chakra.
*Note* This technique takes one full turn to activate and the user must state if the rain will be infused with the wind or lightning aspect as they use it.
*Note* Once activated this technique lasts till the rain is stopped.

‡ Declined ‡ I don't see how the sealing of water vapor would have the described effects. The 2nd part of this technique clashes with certain Storm Release techniques.
 
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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. ✦
(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. The user then concentrates their chakra into the sky above, and, through the use of nature manipulation, forms a single lightning bolt that travels at an awesome speed. The bolt will strike the area around the target(s), releasing a blinding flash to all within short range of the strike. 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. Changed so that it doesn't include a bow or arrows, so hopefully it will no longer clash with Sniper Arts.

‡ Declined ‡ You have no idea how many abilities you managed to clash with in such a short technique. The reason this can't be approved is it goes even beyond the realm of Genjutsu...and it's a lightning technique.
 
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Re: Custom Jutsu Submission

[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: 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. Lightning jutsus used through this seal cannot be erected directly beneath an opponent or within a 5m radius of their current position to offensively harm the opponent(s) in any form or way.

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 ‡ Sorry but I've thought about it and I can't approve this without having serious doubts. The concept in itself doesn't feel feasible and when I think of all the different possible applications this could have CJ I have no choice but to decline this.

[Fuuinjutsu: Boukun no Ryoudo] – Sealing Technique: Tyrant’s Dominion
Type: Supplementary
Rank: B
Range: N/A (+1 range to technique applied to)
Chakra Cost: N/A (+20 to the technique used prior to this)
Damage Points: N/A
Description: he user will have a seal on their body that can be activated whenever they use a technique that sends chakra through or into the ground. Upon activation, the seal will pump extra chakra into the technique and thereby extend it’s range by one (e.g. short-range techniques will be able to reach mid-range and mid-range techniques will be able to reach long-range). The chakra used for this technique will be added to the cost of the jutsu that preceded this. This technique counts as a move but occurs in the same timeframe as the technique it's applied to.

Note:
Last 3 turns
Can only be used thrice per battle
Must have a one turn cool down the least between each usage

Declined - State the seal needs to be in your bio and it can be used 3 times but i wont allow it to last, even though it's only B rank it's OP in the effect. APart from that it is a nice jutsu.

[Doton: Tougijou no Gaiten] – Earth Release: Arena of Apocrypha
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will focus their doton chakra into the ground and raise countless pillars from within it all across the terrain, each pillar comparable in size to the ones created in Earth Release: Destructive Rising Rock Pillars. Instead of spiked tips however, each pillar has small circular platforms (diameter of two-meters) that can be stood upon with no threat to the user or the opponent. Each platform is positioned a few meters from the others surrounding it, meaning the user/opponent can jump from platform to platform to navigate the new terrain. While this technique is largely supplementary in use, the one danger it poses occurs when their party falls off the structure. After emerging fully, a multitude of protrusions of mud will surface from inside each of the large pillars of stone. Along the “body” of every pillar will be countless tendrils of sticky mud that are semi-sentient. These writhing tendrils cross and overlap, creating a veritable forest void of light. Anyone who falls off the structure will have these tendrils lash out at him/her, capturing them due to it’s adhesiveness and subsequently suffocating them as they “sink” into the tendril (similar to Swamp of the Underworld). This technique will last for three turns on creation before becoming a “lifeless” structure devoid of any chakra. The pillars and platforms will remain if not destroyed before then and the mud that constituted the tendrils will simply fall back to the ground in a cascade, burying anyone unfortunate enough to be beneath them.

Note:
Lasts for three turns
Can only be used twice per battle, must wait 2 turns between re-using
No A-Rank or above Earth in this turn or the user’s next turn

‡ Both Pending ‡ Leaving for Pervy.

Approved made edits
 
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Re: Custom Jutsu Submission

(Doki No Sono Bibu Shikon) – Wrath of the Tail Fang
Type:Attack/Supplementary
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description: Following the same concept as the tail fang technique but, rather than forming a defense the user will use it to attack by forming through their tail while focusing water chakra to make a dense spear-like drill before either thrusting it or firing it from the tail to impale the target and penetrate them. The user can also, by focusing more chakra, the user can form smaller drill-like spikes on the surface of the spear before binding the enemy and dealing shredding and piercing damage.

-Can only be used in one of the wolf transformations
-Must be a member of the Inuzuka clan

(Clawing Ōkami) – Clawing Wolf
Type:Attack/Defense
Rank:B
Range:Short
Chakra:20
Damage:40
Description:The user will create a modified clone of their ninken with larger and sharper claws, and bulkier legs. To attack, the clone uses their huge claws and once the target is within range, the user will trap the target between its claws, and release their killing intent (B-rank) onto them before slashing by crossing their claws as if they were a pair of scissors. The claws are very hard, able to withstand C-rank taijutsu and D-rank ninjutsu.

-Can only be used three times per battle and the user can only create one clone at a time.

‡ Both Pending ‡ Leaving for another mod.

✦ Both Approved. Been saying that too much in this thread....✦

(Koton: Toreddo Jitensha) – Steel Release: Tread Bike
Type:Offensive/Defensive/Supplementary
Rank:A
Range:short-long
Chakra:30 (-20 per turn)
Damage:n/a
Description: The user creates a bike of black steel by using a pre-existing source of earth and molding the earth with their fire chakra. Much like a motorcycle, the user can perform freeform moves with the bike such as wheelies or spins but, also in conjunction with elemental attacks. On the Bikes tread wheel, are spikes that run along its surface and is used for dealing extra damage when the user races through the targets. By focusing his fire chakra into the bike, the user can leave behind trails of fire from the wheel and inflict damage, move, or release an A-ranked backfire from the engine’s valves. By focusing earth chakra, the user can form a B-ranked dust cloud to slow down targets or spray rocks to inflict damage. While using the tread bike, the user is limited to earth, fire, and steel techniques. Outside of battle, the user can use this as a means of transportation. Twice per battle and at the cost of 30chakra, the user can boost their speed (though still traceable by normal eyes) by focusing a great amount of fire chakra.

-Can only be used by steel bios
-Lasts for four turns
-Can be used once per battle

‡ Declined ‡ Spikes on the wheels? Also, this is three techniques in one. You can make the fire out of the "engine" and the dust cloud as separate techniques.
-Updating-

(Clawing Ōkami) – Clawing Wolf
Type:Attack/Defense/Supplementary
Rank:B
Range:Short
Chakra:20
Damage:40
Description:The user will create a modified clone of their ninken with larger and sharper claws, and bulkier legs. To attack, the clone uses their huge claws and once the target is within range, the user will trap the target between its claws, and release their killing intent (B-rank) onto them before slashing by crossing their claws as if they were a pair of scissors. The claws are very hard, able to withstand C-rank taijutsu and D-rank ninjutsu. The clones can also combine to increase their size and power (much like the transformations), as well as their killing intent and claw resistance, but the user can’t use them as replacement ninken to perform the transformations. They can also move on their hind legs instead of just on all fours when fighting.

-Can only be used three times per battle and the user can only create one clone at a time.
-These clones follow the same rules as the clones in the BA/NW.
-Two clones combining make an A-rank Clawing Wolf and Three make an S-rank Clawing Wolf
Note: Counts towards the clone limit in battle


Approved -added a note
signing:
wave:

(Kuchiyose: Dākunaitosōdo) – Summoning: Dark Knight Sword
Type:Attack/Defense
Rank:S
Range:Short
Chakra:40(-10 each turn)
Damage:80
Description: The user will offer blood, make the Boar hand-seal, and slam his hand to summon Wave’s weapon, but “adjusted” to be held by humans. It is a batarang-shaped broadsword coupled with a sheath. It can be used to break free of bindings by manipulating the blade using chakra, having it “stretch” and “bend” before using the wings of the “bat ornament” to cut loose the restraints. Be it the flesh of a snake or steel chains, this sword will tear it off. Like any sword it can be used for cqc purposes. The user can also return it to its original size after stabbing it into ground and have it act as a defense against large-scale attacks by making the ram hand-seal. The sword itself has the ability to enhance the bat controlling: ultrasonic mind waves by either being able to affect crystal style techniques of higher ranks or to actually cause damage (40) to the body instead of the brain, knocking target(s) back.
-Can only be used once per battle and lasts for four turns
-The user must wait a turn after enhancing the bat controlling: ultrasonic mind waves.
-While the sword is on the field, the user is unable to summon Wave.
-Must have signed the Bat Contract

Declined to use this you'd need to have a form of sound release, even with the bat contract.

contract:

technique:

(Kuchiyose: Furui rokkīton' neru kōgyō ransu) – Summoning: Furui rokkīton'neru Mining Lance
Type:Attack/Defense
Rank:A
Range:Short-Mid
Chakra:30 (-10 each turn)
Damage:60
Description:After offering blood the user will make two hand-seals (Boar->Dog) to summon one of the weapons of the personal guard. A weapon wielded only by those who have pledged their lives to the Mole King and it is also a technique linked to the excavating drill technique. The lances appears similar to the material that makes up Excadrill’s helmet and claw pieces, with the ‘head’ resembling a drill and is mainly used for melee purposes. The base is surrounded in very dense mole fur, and the top part of the lance resembles a moles head, and on the sides the paws, both brown in color. When not used for cqc, the “head” will spin as the user will plunge the lance into a surface and cause a great eruption of mud under and around the target(s).

-Must have signed the Mole Contract
-Can only be used once per battle and lasts for three turns before dispersing.

Declined - if you want to use a weapon even if it belongs to a summon like the two jutsu above, then you can only do it with one as your custom weapon.
 
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Re: Custom Jutsu Submission

CSC Approval:

(Tategami Ōkami Gijutsu: Wairudohanto) Maned Wolf Art: Wild Hunt
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (25 to the user)
Description: The user, through basic Shape Manipulation, gathers a massive amount of Chakra, divides it into equal portions, and creates an innumerable army of Maned Wolf-shapes from that Chakra. But they are more than simply Chakra in the shape of animals, they are very deadly walking, or in most cases running, bombs. They take the generic shape of a Maned Wolf, but have no proper distinguishing features, besides glowing eyes. Since they are created in the dozens, their numbers easily being split into the hundreds, their individual strength is laughable at best (Being equivalent to an E-Rank technique), but their power lies in their sheer numbers, overwhelming the target through quantity over quality. Another drawback is their detonation radius, only being a couple of feet, this means they need to bite or rush into their target to guarentee a successful hit. The latter is preffered as it provides the other bombs a higher rate of success for a hit. The wolves are directed by the user through either gestures or vocal commands, "Fetch" being the most common and ironic. As they are composed from Chakra, they can effortlessly fly towards their designated target, like most projectile technique's, the largest differnce being that these Maned Wolf-Bombs appear to be living, at least mimicking the habits and actions of their realistic counterparts.

Note: No S-Rank or above Techniques for 2 turns.
Note: No Maned Wolf Summons can be Summoned for 2 turns.
Note: Requires Maned Wolf Summoning Contract.

You must be registered for see images

‡ Declined ‡ Remove the E-Rank reference bit (64 E-Ranks are the equivalent of a Forbidden). Simply state that their individual power is equivalent to and slightly greater than ordinary paper bombs. Are these wolves on par with elemental techniques? Since its advanced shape manipulaiton, I wouldn't say its a stretch to assume they are. Clarify that. Also, Forbidden Ranks require taxing restrictions, they can only be used once (for the most part) and the damage they inflict on the user has to be tangible. Your current restriction is way too taxing, you didn't specify the kind of damage the user takes (damage points without a description is a little more than meaningless) and you need to specify this can only be once per battle.
Change Notes:

Improved wording in parts all over the Custom Jutsu.
Changed the individual strength of the Wolf-Bombs from E-Rank Jutsu to that of a generic bomb-type tool.
Added that the user must remain focussed on the Jutsu, due to the advanced nature of the Jutsu, and thanks to this Advanced Nature, it can compete on-par with Elemental Ninjutsu.
Clarified how the user takes the recoil from this Jutsu, in the form of physical damage and fatigue.
Removed the Summoning Restriction, as it seemed out of place on a Ninjutsu technique.​

(Tategami Ōkami Gijutsu: Yaseikari) Maned Wolf Art: Wild Hunt
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-15 to the user)
Description: The user gathers a massive amount of Chakra, divides it into small equal portions and, through advanced Shape Manipulation, creates an almost innumerable army of Maned Wolves from that Chakra. However these are more than simply Chakra in the shape of animals, they are very deadly walking, or in most cases, running, bombs. They take the generic shape of a Maned Wolf, but have no proper, physical features, besides their glowing eyes. Since they are created in the dozens, their numbers easily being split into triple digits, their individual strength is laughable at best (Each individual Wolf being able to recreate the approximate force, range and damage of an explosive tag), but their power lies in their sheer numbers, easily overwhelming the target through quantity over quality. Another drawback is their detonation radius, only being a couple of feet, this means they need to bite or rush into their target to guarantee a successful hit. The former is preferred as it provides the other bombs a higher rate of success for a hit, due to the opponent being physically restrained in some manner by one of the Wolves. The Wolves are directed by the user through either gestures or vocal commands, "Fetch" being the most common and ironic, which requires the user to remain focussed on this Jutsu for as long as they wish to maintain it. As the Wolves are composed from Chakra, they can effortlessly fly towards their designated target, like most projectile technique's, the largest difference being that these Maned Wolf-Bombs appear to be living, or at least mimicking the habits and actions of their realistic counterparts. Thanks to the Advanced form of Shape Manipulation required to perform this Jutsu, these Wolves can compete on-par with Elemental Jutsu, should they be directed against an incoming Jutsu, however it requires a sizeable number of Wolves to take on higher Ranking Jutsu, due to the overall Chakra, and subsequent power, of the technique being divided amongst so many Wolves. In addition to this, the large amount of Chakra and level of Chakra Control required to achieve this Jutsu takes it's toll on the user, causing a fair amount of fatigue after performing this Jutsu that manifests in the form of physical damage to the users body and a temporary inability to perform Jutsu that require large amounts of Chakra.

Note: Can only be used once per battle/ event.
Note: No S-Rank or above Techniques for 2 turns.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC have their Wolf-Bombs effectiveness increased, resulting in increased force, range and damage from all Wolf-Bombs that successfully detonate.

‡ Approved ‡ Cool technique.

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Maned Wolf CSC Approval: .

(Tategami Ōkami Kuchiyose Gijutsu: Ragunaroku no Kiba) M. Wolf Summoning Art: Apocalyptic Fangs
Type: Offensive/ Defensive (Summoning)
Rank: B-Rank
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon a from the ground directly beneath, or up to Mid Range of, themselves by slamming their fist into the ground. Whenever the user wishes they can perform the Seal of Confrontation to end this Jutsu, which signals the jaws to sink back into the ground. This technique is a physical mouth of a M. Wolf, and not say a wolf's mouth created via Chakra. This mouth consists of a great number of long sharp fangs which around 1m long, with the diameter of the jaws being around 5m, and everything inside that Short Range is considered the "mouth". Anyone or anything within this vicinity is susceptible to any action the jaws can mouth perform which include generic and rudimentary motions, such as biting, chewing, clamping, etc. The most common purpose of this mouth is offensive, ensnaring the designated target, then tearing them to shreds by having the fangs "chew" them. The jaws are also quite durable, and if need be, make a very suitable shield to defend from most kinds of attack (Classified as a B-Rank Elemental Ninjutsu Jutsu in terms of durability, and follows Elemental Interaction guidelines). However the mouth has one other, far more diverse usage, which is the ability to "eat" whatever is within it's range. This single simple action forces a Reverse Summoning on anything within the mouth, transporting whatever is inside into the stomach of the wolf which lends it's jaws. This ability can only be fully realized in the Ninja World, as when it's performed in the battle arena, only 3 possible scenario's may occur; First, the user is able to "escape" the battle, ending in a successful retreat. Second, the opponent is caught and Reverse Summoned, leading to another draw, as they have been removed from the battle. The only scenario that works in the Battle Arena is if both parties are caught, and this only forces a change in the battlefield, from it's current situation to the stomach of a giant wolf. When performed in the Ninja World, this Jutsu forces the same changes listed before, but with more context and room for escape, continuation, etc. For example, this Jutsu could be used to allow the user to quickly escape a battle that would result in their death, or if used on a target, it can act as a means to capture Bounty. Finally it can be used to performed the aforementioned change in location, which would cause both the user and the target being Reverse Summoned into the stomach of a M. Wolf in the Land of Wolves. The stomach itself is rather large, similar in appearance and usage to the that Jiraiya uses with his Toad Summons. The gastric acids of the stomach are able to quickly eat away at whatever falls into them, meaning death within mere moments for anyone who is unlucky to be caught within this stomach. Escape from the stomach is possible, however it requires a tremendous amount of effort, requiring at least 2 S-Rank techniques to be aimed directly at the walls of the stomach to break through, which forces another Reverse Summoning to be performed, and any contents of the stomach, including people, weapons, tools, etc, are instantly transported out of the stomach and into the Land of Wolves Landmark.

Note: Can only be performed twice per battle/ event.
Note: As a defence, lasts for a max of 2 turns, unless overpowered, or the user undoes the Summoning.
Note: Requires M. Wolf CSC, and biographies that specialize in the M. Wolf CSC have this Jutsu's durability increased to that of an A-Rank Elemental Ninjutsu instead.

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Declined - the transfering to the stomac is too much like toad jutsu. Now for the jaws, if it reaches up to mid range 15m radius, thats a 30m diameter, how can the mouth chew someone who gets to the center?
Change Notes:

Clarified the techniques range. The overall range that the user can Summon the jaws is Mid Range (15 meters), and the area that the jaws themselves cover are 5 meters.
Removed the Reverse Summoning ability, not just because it was similar to the Toad Contract Ninjutsu, but also because I've realized that it makes the Jutsu too complicated when it comes to fighting in the Battle Arena and Ninja World.​

(Tategami Ōkami Kuchiyose Gijutsu: Ragunaroku no Kiba) M. Wolf Summoning Art: Apocalyptic Fangs
Type: Offensive/ Defensive (Summoning)
Rank: B-Rank
Range: Short - Mid (5m Diameter for the technique itself)
Chakra: 20
Damage: 40
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon a from the ground directly beneath, or up to Mid Range of, themselves by slamming their fist into the ground. Whenever the user wishes they can perform the Seal of Confrontation to end this Jutsu, which releases a small amount of Chakra, signalling the jaws to sink back into the ground. This technique utilizes a physical mouth of a M. Wolf, and not a Wolf's mouth created via Chakra. This mouth consists of a great number of long sharp fangs which are each roughly around 1m long, with the diameter of the jaws being around 5m, and everything inside that 5m diameter is considered the "mouth". Anyone or anything within this vicinity is susceptible to any action the jaws can mouth perform which include generic and rudimentary motions, such as biting, chewing, clamping, etc. The most common purpose of this mouth is offensive, ensnaring the designated target, then tearing them to shreds by having the fangs "chew" them. The jaws are also quite durable, and if need be, make a very suitable shield to defend from most kinds of attack (Classified as a B-Rank Elemental Ninjutsu Jutsu in terms of durability).

Note: Can only be performed twice per battle/ event.
Note: As a defence, lasts for a max of 2 turns, unless overpowered, or the user undoes the Summoning.
Note: Requires M. Wolf CSC, and biographies that specialize in the M. Wolf CSC have this Jutsu's durability increased to that of an A-Rank Elemental Ninjutsu.

‡ Approved ‡

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(Amaterasu no Hakudatsu) Heavenly Illumination's Deprivation
Type: Supplementary/ Defensive
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description: The user performs a swift series of powerful sweeping and arcing punches and/ or kicks, all performed at the air surrounding themselves and their intended target. The intent is not to actually land a hit on the opponent, or for the attacks to even be remotely within the vicinity of the opponent, only to have the opponent be within the "zone" of this technique. By successfully performing this series of sweeping and arcing Taijutsu motions, the user disrupts and shifts the flow of air around themselves and their target, forcing the air within the area to be "pushed" out of the area. This is semi-visible in the form of a translucent "dome" around the user (5m Radius), and within this dome the quantities of all elements found in the air, especially oxygen, are severely reduced thanks to the air being forced back. After a few turns this lack of oxygen would cause suffocation in living beings, but isn't actually the focus of the technique itself. Instead, the focus is to deprive Fire Style of oxygen. This technique's very namesake is derived from it's original purpose, which was to deprive the Forbidden Technique of the Uchiha Clan, Amaterasu, of oxygen, thus causing the "unextinguishable flames" to die out at a much more rapid rate than the "Seven days and seven nights" that it's legends state. Of course, this also prevents regular Fire from being created, while also weakening and starving existing flames within the area of oxygen, until they splutter and die.

This technique's original effects persist for two turns before the air rushes back to the area, returning oxygen levels to normal. The duration of this technique can be increased two more times in rapid succession, one turn per each additional usage, thus extending the duration which Fire Style is almost completely negated. However, each turn the technique is extended, the user (and any other oxygen-dependant organisms present) run the risk of succumbing to oxygen deprivation themselves. After one additional usage, anyone within the area of effect of this technique would start to feel the effects of oxygen deprivation, feeling light-headed, in addition to a pounding headache, and other such symptoms. After the second follow-up usage, anyone present within the technique's area of effect will collapse and, without immediate aid, die due to oxygen deprivation.

Note: Can only be performed twice per battle, with at least 2 turns between the end of the first usage (including any extensions) before the second usage may be performed.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Declined - You're using motions of kicks to create a vacuum that lasts. This i can't allow. If you made it a one off jutsu that you punch and create vacuum drawing the air out of that area for one turn taking the fire from oxygen and such it might be approvable. But as it stands it's a no.
Change Notes:

Removed the sustained/ sustainable aspect of the Jutsu. This also removed the oxygen deprivation concept from the technique, leaving it solely focussed on the concept of neutralizing Fire.
Changed the usage limit and restrictions to better suit the Jutsu as is.​

(Amaterasu no Hakudatsu) Heavenly Illumination's Deprivation
Type: Supplementary/ Defensive
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description: This technique's very namesake is derived from it's original purpose, which was to deprive the Forbidden Technique of the Uchiha Clan, Amaterasu, of oxygen, thus causing the "inextinguishable flames" to die out at a much more rapid rate than the "Seven days and seven nights" that it's legends state. To achieve this, user performs a swift series of powerful sweeping/ arching Taijutsu actions, all performed at the air surrounding themselves, or their intended target. The intent is not to actually land a direct hit on the intended target, or for the attacks to even be remotely within the vicinity of the target, only to have the target be within range of this technique's effect. By successfully performing this series of sweeping and arcing Taijutsu actions, the user disrupts and shifts the flow of air around their target, forcing the air within the area to be "pushed" out of the area. This is semi-visible in the form of a semi-translucent "dome" around the target, with the area inside this "dome" possessing lower quantities of all elements found in the air, especially oxygen, thanks to the air being forced back. For example, if the users right arm has caught fire, the user can perform the actions and motions with their left, using their strength and speed to remove the elements in the air that allow the fire to continuously burn, causing it to die out almost instantly. The user can also use this technique to neutralize flames that have hit and are burning a partner of the user. The user simply performs the same kind of actions and motions, with the target area being within the range of those actions. Of course, this Jutsu doesn't heal any damage done to anyone hit by a Fire Release Jutsu, it's merely a defensive measure to prevent further damage from remaining flames. Another way this Jutsu can be used is defensively, as a preventative measure, rendering Fire Jutsu inert before they either hit the user, their intended target, or if the user has impeccable timing, as they are released. If the user can recognize that a Fire Release Jutsu is about to be performed, through whatever Sensory ability they may possess, and through reasoning that is logical, this Jutsu can be performed to counter an enemy Fire Release Jutsu either before it's fully performed, or before it reaches the user. The effects of this Jutsu only persist for a few seconds before the air quickly rushes back to the spot the user performs this technique on, meaning if this Jutsu is used defensively, the users timing must be impeccable, otherwise their Jutsu would fail to achieve it's goal, leaving the user open, thus more than likely be hit by the incoming Fire Release Jutsu.

Note: Can only be performed a max of 3 times per battle/ event.
Note: After the first usage, the user cannot perform this Jutsu for 1 turn. After the second, the user cannot perform this Jutsu for 2 turns. After the third usage, the user cannot perform Taijutsu of A-Rank or higher for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Declined - i already spoke to you about this.
‡ Pending ‡ Leaving for Pervy.
 
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Gutsy

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Re: Custom Jutsu Submission

(Tsunami O Nenshō) Burning Tidal Wave
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra cost: 50
Damage points: 90 (-20 to the user)
Description: A powerful technique where the user utilizes a vast amount of their chakra to create surge of chakra that rushes through their body and is released out in omnidirectional tidal wave of oil. When the oil is released it does not touch the user at any moment. The amount of oil that is released from the body in this surge quickly adds to a enormous proportions that creates enormous waves of oil covering the field while pushing anything and all away from the user. When the tidal waves of oil are released from the body, it is ignited creating massive waves of flaming oil that will stick and burn the enemy until nothing is left of them. The user sustain minor first degree burns upon using this across their body.
Note:
- No Fire the following two turns
- Usable only once
- No Jutsu above S-rank the next turn
- Must have signed and mastered the Toad Contract

‡ Approved ‡ Forbidden Ranks need to damage the user in some way. Edited to account for that.
 
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Re: Custom Jutsu Submission

~Major changes to the nature of the ash, slight rewording overall

(Katon: Kuryouken)- Fire Release: Baskerville
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-15 to user)
Description:
The user will begin this technique by channelling fire chakra through their arms and into their hands. Due to the amount of chakra that travels through their arm, the user experiences an incredibly painful level of damage to the limb which causes a degree of numbness. The user then proceeds to clap their hands together and from them a huge amount of superheated ash will spew forth. This ash has a unique composition that unlike normal ash is formed of dense, heavy particles that would fall to the ground shortly after being created if not for the aid of chakra.(As a secondary effect the heavy ash is unaffected by conventional wind blasts that could disperse regular ash.) Upon being formed the ash will first quickly surround the user before it billows upwards to form into a large cloud of ash shaped like the head of a Hellhound.

As it surrounds them the user will manipulate the ash so as to not come into direct contact with it, keeping it a safe distance from their body without jeopardizing its form.Due to the ash's density and heat it will not allow any threat to effect or pass through it unscathed(following elemental adv/disadv). The user can form either one, two or three heads depending on their needs but doing so however will decrease the rank for each respective head (eg. S rank each for two heads).

The Hellhound is intangible in form, allowing it to pass around and through physical/solid obstructions that would hinder tangible objects while remaining unaffected. As the Hellhound makes contact with and passes through targets or techniques it would incinerate them from the exposure while causing a layer of ash to stick to them. The layer of ash would encase the target or technique, forming a compact shell over them that would make it quite difficult to move. The heavy ash by nature is sparingly spread out while in the air which makes it impossible to ignite under normal circumstances, however when it is concentrated in a layer it is able to be ignited by external sources which has explosive results.

Note:
~Can only be used twice
~No katon techniques above S rank in the same turn or the next
~Due to the damage to the users arms they cannot use arm-based taijutsu attacks in the same turn or the next.
~Can only be taught by xHoudinii

Declined - you've got F rank ash, that surrounds you, so it's like a perfect defense in that sense, it can't be blown away and you can control it to go around things? So as someone can't blow the ash away they use S rank water bullet, but you decide to just have your F rank ash avoid that and hit them? xd
~slight rewording, added a note

(Katon: Kuryouken)- Fire Release: Baskerville
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-15 to user)
Description:
The user will begin this technique by channelling fire chakra through their arms and into their hands. Due to the amount of chakra that travels through their arm, the user experiences an incredibly painful level of damage to the limb which causes a degree of numbness. The user then proceeds to clap their hands together and from them a huge amount of superheated ash will spew forth. This ash has a unique composition that unlike normal ash is formed of dense, heavy particles which without the aid of chakra, would only hang in the air for a limited time before falling to the ground.(As a secondary effect the heavy ash is unaffected by conventional wind blasts that could disperse regular ash.) Upon being formed the ash will first quickly surround the user before it billows upwards to form into a large cloud of ash shaped like the head of a Hellhound.

As it surrounds them the user will manipulate the ash so as to not come into direct contact with it, keeping it a distance from their body without jeopardizing its form.Due to the ash's density and heat it will not allow any threat to effect or pass through it unscathed(following elemental adv/disadv). The user can form either one, two or three heads depending on their needs but doing so however will decrease the rank for each respective head (eg. S rank each for two heads).

The Hellhound is intangible in form, allowing it to pass around and through solid/physical obstructions that would hinder tangible objects while remaining unaffected. As the Hellhound makes contact with and passes through targets or techniques it would incinerate them from the exposure while causing a layer of ash to stick to them. The layer of ash would encase the target or technique, forming a compact shell over them that would make it quite difficult to move. The heavy ash by nature is sparingly spread out while in the air which makes it impossible to ignite under normal circumstances, however when it is concentrated in a layer it is able to be ignited by external sources which has explosive results. When the hellhound is sent to attack the entirety of the ash goes with it, so it no longer surrounds the user.

Note:
~Can only be used once per battle
~No katon techniques above S rank in the same turn or the next
~Due to the damage to the users arms they cannot use arm-based taijutsu attacks in the same turn or the next two turns.
~Can only be taught by xHoudinii

‡ Approved ‡

~New Submissions, apologies for the second one. It turned out so long 0_0

(Hebi Kuchiyose: Kuakki)- Snake Summoning: Alastair
Rank: B
Type: Offensive
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A(30 from gen)
Description:
To begin the user will draw blood from their hand and wipe it across their summoning tattoo as their slam their hand downwards, summoning Alastair a 3m long anaconda with white eyes and a unique pattern across its scales. The snake can use its strength and sharp teeth to physically attack the opponent, crushing or biting them but Alastair’s stand out trait lies within genjutsu.

While in the opponent's field of view the serpent uses its unique scale pattern as a medium to effect the opponent with a weak C rank illusion, the genjutsu is simple in nature giving the opponent the sensation of a snake bite. The opponent would experience sudden sharp pain in an area chosen by the snake, designed to hinder and distract them as they wince from the pain. The genjutsu would make it seem as if the bite was real, producing an illusionary wound and bleeding at the site. The snake can use this genjutsu once per turn while it remains on the field.

Note:
~Can only be summoned twice
~Alastair lasts on the field for 3 turns
~Must have signed the Snake contract
~Can only be taught by xHoudinii

‡ Approved ‡

(Soudaigen: Koukyoukyoku)- Grand Illusion: Symphony
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description:
The user will form four hand seals and initiate this powerful and unique genjutsu which consists of a single base concept that is broken up into 3 different applications called Movements, this division is for clarity and to limit what the caster is able to accomplish in a single use of this technique. The root concept of the illusion involves the user casting an illusion upon themselves and the target simultaneously, bringing them into the same illusion hosted by the caster. This illusion is a complex projection of the users own ‘mental realm’ formed through genjutsu and this allows the caster to exert their dominance of this field over their opponent. When initiated each of the movements allows the illusionary projection of the opponent to move and act freely until it is altered further.

First Movement
The opening and most offensive of the Movements, after performing the hand seals the illusion will pull both the user and the opponent into the mental realm, in which the opponent is able to move and attack freely but any techniques they would attempt to use would seem to lack power and fail(eg Great fireball technique producing a small fire that sputters and goes out). Initially the opponent may not notice the change as the illusion will replicate the battlefield down to almost the smallest detail. However this may become more apparent as the illusion progresses as it allows the caster to attack in unusual and illogical ways. Using hand movements the caster is able to manipulate a Base 5 element of their choice within the illusion, attacking as they wish. The illusion would replicate any damage the opponent would seem real as their body seems to take damage associated with the attack, however in reality they would simply take mental damage. Note that while using this application any attack within the illusion has to come from at least 3m away from the opponent.

Second Movement
The chorus or second movement focuses more upon defense and is utilized when the user has recognised they are under the effects of an enemy genjutsu. Following their hand seals they will cast this illusion upon both the opponent and themselves, pulling them into the mental realm. This technique does not dispel the original enemy illusion however as after casting this technique the powerful genjutsu will impose itself on the original allowing the user to bend it to their will, turning it back on the enemy. They cannot alter the genjutsu in drastic ways however they can only work within the confines of the original illusion. For example if this was used upon an illusion that bound a target’s feet with chains the user could then control the chains and use them to bind or attack the enemy. The illogical nature of the change could give away the technique however, and this application only affects equal or lower ranked illusions.

Third Movement
The crescendo and final movement focuses upon mental pain, fatigue and trauma including what the opponent has previously experienced. In this application the user is able to manipulate the illusionary environment to hinder the opponent but they are unable to directly attack or bind them. The single purpose of this application is for the projection of the user to come into direct contact with the projection of the opponent, which upon completion will cause the illusion to end. By coming into contact with the opponent the caster will use the link to force thousands of sights, sounds, etc onto the opponents mind, overloading them with pure information. By doing so this would cause great mental strain and fatigue upon the opponent which would have a lasting effect after the illusion has ended. If this application was successful when the opponent comes back to reality they would find it quite difficult to organise their thoughts or plans, taking longer than usual while they would find their movements sluggish. Due to their hazy minded state quick or complex movements would become a liability and prone to errors as their mind would still be attempting to recover from the strain of all the information, this takes two turns for the opponent to recover. An additional effect is that due to the sheer amount of strain and stress that this application causes, if the target had been previously affected by S rank or above mental damage compounding this technique would cause them to pass out.

Note:
~Can only use one application per use of the technique
~Due to the user and the target being linked in the mental plane if the user were be removed from the illusion or take enough pain to break it this would ripple across the link and shatter the illusion completely and vice versa
~When under the influence of this technique both the users and the opponents bodies are unable to move in reality due to the minds focus on the illusionary realm
~Only two applications of this technique can be used per battle, with at least a 2 turn cooldown between each
~After using one application the user cannot use S rank and above genjutsu for 2 turns. After using two applications they cannot use genjutsu for the rest of the battle.
~Can only be taught by xHoudinii

‡ Declined ‡ This was an interesting read but the first concept clashes with Zaphkiel's technique while the latter two clash with techniques Lili has. I'm also not sure if the idea of casting both yourself and the opponent to enter the same illusionary world is entirely feasible.
 
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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. ✦
Permission to submit a Custom Jutsu similar to the Authority ability of Scaze's CW for the Inuzuka techniques that we're working on;

Link to Scaze's Custom Weapon;

Link to High Breed;

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 willingly accept i.e Senjutsu) (This is a completely trained response similar to that developed by dog training or martial arts training in which the Inuzuka and Ninken will respond to this cue with a chakra surge reflectively). 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 two turns (Not Genjutsu) (This works as this techniques induces Ninken who hear it into a state of single-mindedness wherein they will become desensitised or outright incapable of registering adverse mental Stimuli, and is essentially a form of self hypnosis that is induced upon hearing this sound), while also gaining an increase of one rank to all S rank and below 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 two turns.
- In the case of High Breeds or High Breed Bonded Inuzuka, this technique can be utilized through their mental link instead/also, and when doing so its effectiveness is arguably increased as a result since the user can also transmit impressions, specific memories and similar such things alongside the mental shout - which in effect acts the same way as a physically audible one, except that it is transmitted alongside the mental bond of a Ninken and thus is undetectable by adversary, to achieve a more profound effect. (Boosts the fervour effect to three turns instead of two)

‡ Approved ‡ Awesome technique.

Fenriru no Busō | Fenrir's Armament
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 40
Damage: 80
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 quickly growing their hair back and through the sacrificing of 20 chakra be capable of completely restoring 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 two turns 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, this works on A rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost.
- Drains 10 chakra per turn.
- Naturally the armour will persist during transformations if the user has fur.

‡ Approved ‡

(Ninjutsu: Shinku Ōru) Ninja Art: Crimson Oar
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: The user will channel chakra beneath him and condense it to create a solid, circular platform that can be used to glide through the air. The platform would adopt a crimson-like color, is only large enough to carry the user, and travels at the user's current speed. The user can have the platform dissipate upon command, or sustain it at the cost of -5 chakra per turn. Since the Oar is a construct made purely of chakra, elemental attacks can easily break through it.
- Cost -5 chakra per turn to sustain.

‡ Declined ‡ Clashes with LoK's Levitating Plateau.
 
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Beifong

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Re: Custom Jutsu Submission

(Kōton: Gikyou no Gareth) – Steel Release: Generosity of Gareth
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (80 damage if used on a offensive technique)
Description: The user will focus their chakra into an existing source of steel in order to break it down into the elements it’s comprised of. The steel transforms into equal parts earth and fire, with some of the earth being made molten by the heat of the flames. If the broken down technique was an S-Rank steel jutsu, the result will be an A-Rank Earth jutsu covered in A-Rank flames. The flames continue to burn for four turns after this technique’s use if not doused or countered by then. However if the earth itself isn’t destroyed, the user can passively reiginite the flames without costing a move and at the cost of 30 chakra. They will once again be A-Rank in potency and will last another four turns. Ultimately, the key to countering this technique is to destroy the earth underneath the flames through the use of an A-Rank or above lightning technique since it would phase through the flames and have no interaction with it.

Note: Can only be used twice per battle
Note: No S-Rank Fire or Earth in the user’s same turn

Declined - passively reigniting them, needs to count as a move, reduce that to 4 turns. And a suggestion, you should make it so it can be earth around fire aswell, so that when the earth is destroyed the fire is released, would be more versatile then
(Kōton: Gikyou no Gareth) – Steel Release: Generosity of Gareth
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (same as original damage if used on a offensive technique)
Description: The user will focus their chakra into an existing source of steel in order to break it down into the elements it’s comprised of. The steel transforms into equal parts earth and fire, with some of the earth being made molten by the heat of the flames. If the broken down technique was an S-Rank steel jutsu, the result will be an A-Rank Earth jutsu covered in A-Rank flames. The flames continue to burn for three turns after this technique’s use if not doused or countered by then. However if the earth itself isn’t destroyed, the user can passively reiginite the flames at the cost of a move and 30 chakra. They will once again be A-Rank in potency and will last for two turns. Ultimately, the key to countering this technique is to destroy the earth underneath the flames through the use of an A-Rank or above lightning technique since it would phase through the flames and have no interaction with it. Alternatively the user can also use this technique so the fire is contained within the earth jutsu rather than coating it so that when it's destroyed, the flames will be released.If the earth is destroyed the flames will disipate as their is nothing to bind them in place.

Note: Can be Use 4 times
Note Must wait two turns between uses
Note: Can only be used on steel the user has created
Note: Only fire, earth and steel can be used in the turns when this is used.


(Koton: Kasei no Gaheris) – Steel Release: Growth of Gaheris
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Before performing their next koton technique that emerges from the body, the user activates an instant ability and infuses additional chakra into it. The technique will be created seemingly as normal but in reality it will be constituted of thousands upon thousands of extra fine wires. This difference to normal steel jutsu will be imperceptible to the naked eye, at least until the technique is struck by an attack insufficient in destroying it. Any damage dealt to the technique will be rapidly undone (within the same turn) as the wires rearrange and sew back together as necessary to undo the damage sustained by the technique. This regeneration can happen once but will sap the users charka and so it will take 40 chakra to restore an S-Rank. The purpose of this chakra is to replenish any wires that were destroyed in the clash and restore the technique to full power. As a result, this technique a very double-edged sword as relying on regeneration will rapidly deplete the user’s chakra reserves. Regeneration counts as a move but it doesn't need to be initiated and the user is free to perform other techniques while it occurs. This technique makes armours more flexible, enabling seamless movement inside of them even at the joints (back of the knees, elbows, etc).

Note: Can only be used thrice per battle
Note: Can only be applied to one technique per use
Note: Cannot be used on Forbidden Ranks
Note: Can only regenerate once

Approved - made edits.

(Koton: Chishio no Doragon) – Steel Release: Blood of the Dragon
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20 (+10 chakra to every technique this is applied to)
Damage Points: N/A
Description: The user will activate an ability that will allow them to completely liquefy their steel techniques for the next four turns. When applied to techniques, the user can either choose to have the steel technique retain it's shape and form and essentially behave like a solid (much like Water Release: Sword of Draining) or for it to be used in a formless wave/mass of liquid. An example of the latter would creating pillars of steel from the ground but upon emergence they are released as geysers. An example of the former is creating an armour of molten steel from the body but retaining it's shape, form and structure so it doesn't fall to the ground as a formless mass. This means any techniques this ability is applied to will behave as they usually do but with exception they will deliver severe burns upon contact with the opponent. When created from the user's body, this molten steel will not harm the user (similar to how Fire Release is released from the body). The user will not be burned if he's in contact with the molten steel after creation as long as it originated from his body (and not the ground). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Steel Release techniques. Applying this ability to techniques is both passive and optional (this doesn't have to be applied to every compatible jutsu while this is active).

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

Declined - this is strong, but make it so you have to use this before releasing a steel jutsu and say it adds fire chakra to it increasing it's heat to molten steel that can retain it's shape. Useable 3 times per battle and only earth, fire and steel in the same turn.

‡ All Pending ‡ Leaving for another mod.
 
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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
Updating

(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. 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. The user cannot use any technique from the Basic Five, except for Lightning for 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. However, the user is free to utilize any Elemental Kekkei Genkai they possess, as long as one of the two elements that compose that given KG is Lightning.

Note: Can only be used twice per battle
Note: Can only be taught by Hell Autarch
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: The user cannot use Lightning S Ranked or above the turn after deactivating this technique.

‡ Approved ‡ >LoK declines previous update. >Posts another update next cycle. I won't lie, I laughed.

(Katon: Hephaestus Hono Buritt) - Fire Release: Hephaestus's Burning Blade
Type: Offensive/Supplementary
Rank: B
Range: Short -Long
Chakra Cost: 20
Damage Points: 40
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 oponent 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 larged kunai is the same size as the large shuriken used by Toroi
Note: The normal sized kunai spread over an area of 5m when the large one explodes into smaller ones
Note: Can only be taught by Hell Autarch

Approved
(Katon: Hephaestus's Hono Buritt) - Fire Release: Hephaestus's Burning Blade
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user channels their Katon chakra to their lungs and expels 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 choose to have the single kunai explode into hundreds of normal sized ones which would continue to move in the same direction, encompassing an area of 8m. The kunais, regardless of whether it is the larger kunai or the smaller ones will explode when the user weaves a single handseal. Upon exploding, they will release a lot of heat as well as a bright light, covering an area with a roughly 5m radius from the point at which they exploded. The light can lead to temporary blindness for the opponent if he sees it, whilst the heat can deliver first-degree burns.
Note: It depends upon the user whether he chooses to have the larger kunai divide into the smaller ones or not.
Note: The original larger kunai is roughly 5m in length, and 6m in width.
Note: Can be used thrice per battle

Note: Can only be taught by Hell Autarch

‡ Approved ‡ Nice update.
 
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-Albel-

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Re: Custom Jutsu Submission

(Meiton : Kindan no hen'i) - Dark Release : Forbidden Mutant
Type: Supplementary / Offence / Defence
Rank: S
Range: Short - Long
Chakra Cost: 40 (-20 per turn)
Damage Points: 80
Description:
After using Inhaling Maw twice or Ultimate Inhaling Maw once to absorb the physical and spiritual energy of a technique the user bites their thumb and wipes it on one of their dark tattoos as a sort of sacrifice and then claps their hands together, they will then open their hands and expel dark chakra from their marks on both their palms and creates the shape of a man using the chakra. All over the dark purple body there seem to be Absorption Tattoos that resemble those on a Dark user's palms, except from two light blue eyes there seem to be no other features. The mutant has the capability of absorption and will be capable of absorbing the same amount as "Dark Release : Ultimate Inhaling Maw" before taking actual damage (S-Rank Release Strength).

The Mutant is self sustaining, leeching chakra from the user and using 1 out of 3 of the user's turns the Mutant can use "Dark Release : Inhaling Maw" but a more powerful version at A-Rank. The Forbidden mutant is capable of performing ordinary B-Rank strong fist Taijutsu with +10 internal damage bonus and will run at the same speed as the user. So the mutant can run around and jump in front of jutsu for you to keep you alive, or get close and personal to sap chakra from the user with it's passive "Dark Release: Draining Touch" ability whenever it touches them.

The Forbidden Mutant's end game is that if it successfully absorbed a jutsu during it's life it can at any point suddenly grow a light blue and will explode into a fiery maelstrom of blue flames. Depending on how many jutsu the Mutant has absorbed it will effect the range of the explosion, if it absorbs the equivalent of an A-Rank technique it's a short range blast radius, S-Rank is Mid-Range radius, Higher than S-Rank is Long-Range radius. The user can be harmed by the end game if not careful.

- Must be taught by Albel
- Lasts until Defeated or Until the User Wills.
- Can only be used twice per battle
- No Absorption Based Dark for 2 turns
- Only one Forbidden Mutant on the field at a time.
- No Dark Release in the Same turn

Declined - nice idea but his entire body having the seals pushes the boundaries of dark release.

(Meiton : Kindan no hen'i) - Dark Release : Forbidden Mutant
Type: Supplementary / Offence / Defence
Rank: S
Range: Short - Long
Chakra Cost: 40 (-20 per turn)
Damage Points: 80
Description:
After using Inhaling Maw twice or Ultimate Inhaling Maw once to absorb the physical and spiritual energy of a technique the user bites their thumb and wipes it on one of their dark tattoos as a sort of sacrifice and then claps their hands together, they will then open their hands and expel dark chakra from their marks on both their palms and creates the shape of a man using the chakra. All over the dark purple body there seem to be Absorption Tattoos that resemble those on a Dark user's palms, except from two light blue eyes there seem to be no other features. The mutant has the capability of absorption and will be capable of absorbing the same amount as "Dark Release : Ultimate Inhaling Maw" before taking actual damage (S-Rank Release Strength).

The Mutant is self sustaining, leeching chakra from the user and using 1 out of 3 of the user's turns the Mutant can use "Dark Release : Inhaling Maw" but a more powerful version at A-Rank. The Forbidden mutant is capable of performing ordinary B-Rank strong fist Taijutsu with +10 internal damage bonus and will run at the same speed as the user. So the mutant can run around and jump in front of jutsu for you to keep you alive, or get close and personal to sap chakra from the user with it's passive "Dark Release: Draining Touch" ability whenever it touches them.

The Forbidden Mutant's end game is that if it successfully absorbed a jutsu during it's life it can at any point suddenly grow a light blue and will explode into a fiery maelstrom of blue flames. Depending on how many jutsu the Mutant has absorbed it will effect the range of the explosion, if it absorbs the equivalent of an A-Rank technique it's a short range blast radius, S-Rank is Mid-Range radius, Higher than S-Rank is Long-Range radius. The user can be harmed by the end game if not careful.

- Must be taught by Albel
- Seals on the body are purely cosmetic
- Lasts until Defeated or Until the User Wills.
- Can only be used twice per battle
- No Absorption Based Dark for 2 turns
- Only one Forbidden Mutant on the field at a time.
- No Dark Release in the Same turn

‡ Approved ‡ Awesome technique.

(Meiton : Kurai tagu) - Dark Release : Dark Tag
Type: Supplementary / Offence / Defence
Rank: B (A - S)
Range: Short (Mid)
Chakra Cost: 20 (-40 points to the enemy per turn + turn it is applied)(-20 for activation)
Damage Points: N/A (40-80 for activation)
Description:
Much like the Dark Release : Draining Touch this will require the user to touch the opponent with their palm, unlike Draining Touch the user will leave a print of Dark Release upon them that will start off as B-Rank in strength absorbing some chakra from the opponent to begin with, and then it will go up a rank each turn sapping more chakra from the opponent. The maximum rank this technique can reach is only S-Rank, however the tag can keep sapping chakra until the print is activated with a hand seal.

If activated at B-Rank strength (After it's applied) the Mark will Sear itself with intense heat into the opponent's skin, causing a terrible burn that doesn't kil but causes a significant amount of pain capable of interrupting concentration. At A-Rank strength the Mark will set fire to the opponent and spread from the Mark of origin. At S-Rank strength the Mark will melt through the opponent's body, leaving a large hole in the shape of the Dark Tag all the way through the section applied.

- Must be taught by Albel
- Can be used four times per Battle
- Requires Contact with Opponent
- Dark Mark will track the opponent it is applied to.
- Dark Mark is the size of the user's palm and is any shape they wish#

Declined - even though it's dark your placing a absorbing seal and would need to be fuuinjutsu.
(Meiton : Makai Souhou) - Dark Release : Hell's Touch
Type: Supplementary / Offensive / Defensive
Rank: B (A - S)
Range: Short (Mid)
Chakra Cost: 20 (-40 points to the enemy per turn + turn it is applied)(-20 for activation)
Damage Points: N/A (40-80 for activation)
Description:
Much like the Dark Release : Draining Touch this will require the user to touch the opponent with their palm and channel their dark chakra through the opponent's clothing, once that has been achieve the absorbing dark chakra will start off as B-Rank in strength absorbing some chakra from the opponent to begin with, and then it will go up a rank each turn sapping more chakra from the opponent. The maximum rank this technique can reach is only S-Rank, however the dark chakra embedded into the clothing will keep seeping chakra until the hand seal is made.

By forming a hand seal the user will active the dark chakra in the opponent's clothing which will then cause the Dark chakra to burst into blue flames, setting the entirety of the clothing the opponent has on fire upon activation. Depending on the strength the opponent will receive deadlier damage, at S-Rank they would die in a second from the intense heat; whereas A-Rank would leave major burns if not dealt with, B-Rank only causes minor burns if not dealt with. Flames will keep burning until the opponent is dead if left undefended.

- Must be taught by Albel
- Can be used four times per Battle
- Requires Contact with Opponent

‡ Declined ‡ Shit, turns out I read the quote rather the technique. Alright, take two. There needs to be some kind of "tell" to this technique such as the opponent's clothes darkening in colour. Otherwise the opponent could "die in a second" if this is allowed to reach S-Rank.
 
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Cyber

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Re: Custom Jutsu Submission

(Yūzachoisu) User's Choice
Type: Offensive
Rank: S Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user begins by weaving 2 hand seals, the opponent having seen the hand seals is instantly caught in the genjutsu as the genjutsu is cast from the users hands. After the opponent is in the genjutsu they will see the user exhale an extremely large fireball at them. This fireball is identical to Great Fire Majestic Annihilation in both size and speed at which it travels. In reality the user weaves the 2 hand seals and then proceeds with their move while the opponent is paralyzed. Due to the amount of chakra and focus put into this, the opponent will begin feeling heat inside the genjutsu, it will not harm them however.

Restrictions
- Can only be used once per battle/event
- No genjutsu above B rank for 2 turns
- The user can not use genjutsu for the remainder of the fight
- Can only be taught by Sam Uchiha

‡ Declined ‡ I like how you threw in "the opponent is paralyzed" just because. This is just a more advanced version of a canon technique with wrong chakra info.
 
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