[ARCHIVE] Custom Jutsu Submission - II

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Vegeta

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Re: Custom Jutsu Submission

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

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

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

-Reference-
You must be registered for see images
to Scorching Rage approval
to Scorching Berserker approval
-Resub-
(Katon - Shakunetsu no Bakuhatsuha) - Fire Style - Scorching Exploding Wave
Type: Defensive/Offensive
Rank: Forbidden
Range: Mid-Long
Chakra Cost: 50
Damage Points: 90 (-15 to the user)
Description: After using Scorching Berserker to hone and focus the fiery golden chakra, the fiery chakra that rages around the user can be concentrated and drawn in tighter to the users body while molding massive amounts of fire chakra into it. The user will then focus the chakra downwards thru their legs entering into the ground, which will then travel towards the target similar to the Flame Pillars technique. By forming a special 2 fingered seal while lifting their hand upwards, they will cause the concentrated fire chakra to explode upwards violently like a volcano erupting spanning from mid range in width and height causing devastating damage to the field creating a crater short range in depth with golden flames covering the area and debris and smoke littering the air. This is meant as an attack on someone who is avoiding close range or attempting to flee. This cannot be executed on a target that is short range. Due to the fiery aura drawing in so close to the body, the user suffers minor damage from excessive heat.

~Notes~
- This will end the effects of Scorching Berserker, after which Scorching Rage cannot be used again for 3 turns
- No Katon over A rank the next turn due to over using ones Katon chakra
- If caught in the explosion, the user will take the full brunt of it
- Due to the needed process to reach this stage (Ie; using Scorching Rage/Scorching Berserker first) this jutsu can be used 2x per battle
- Must be taught by -Vegeta
-Reference-
You must be registered for see images
to Scorching Rage approval
to Scorching Berserker approval

‡ Approved ‡

(Katon Fuuinjutsu - Shisan e no hai) Fire Style Sealing Technique - Ashes to Asset
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: A unique fuuinjutsu based on chakra flow abilities and sealing tags. This particular technique focuses on the unique aspect of some fire release jutsu, namely those based on explosive ash, such as Asuma's technique he used vs Hidan. By having this explosive ash stored inside a number of sealing tags prior to a fight the user is capable of applying the seals to his limbs or any weapons he owns. By activating this jutsu the user is able to release the ash during taijutsu or other weapon attacks. Though this costs a move slot each time the ash is released. By using the momentum behind physical attacks the user of this jutsu is capable of sending streams of red hot ash from the seals to augment the range of the attacks and cause increased damage in close range. However as to prevent the user suffering from his own jutsu, the ash from this seal can only be caused to explode with a subsequent technique. In regards to scaling each time the jutsu is used, the user may release an amount of ash with a maximum range of mid. If it was to travel in a straight line from the user to mid ranged. A total of 15 meters, this can also be used to form the ash in to smaller patterns that instead have wider ranges provided they follow the initial dimensions. This ash behaves in an adhesive manner sticking to enemy targets similar to boiling sugar.

~Notes~
- Once activated remains active for the rest of the battle.
- Each time the ash is used it costs a move slot.
- Must be taught by -Vegeta

‡ Declined ‡ Applying this to weapons clashes with a seal Scorps owns. Also, I'm not sure why this needs to be a Fuuin technique rather than just a Fire Release one (like the D-Rank). I hope the bolded doesn't mean the ash created through this technique can only be ignited by the below jutsu (Dust to Dusk).

(Katon - Yūgure ni dasuto) Fire Style - Dust to Dusk
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: The follow up jutsu to Sealing Technique - Ashes to Asset, this technique allows the user to supercharge fire chakra in to any ash present on the field from the ashes to asset technique. Causing the ash to become incredibly volatile before triggering a large explosion that causes considerable damage to anyone caught in it's range. The size of the explosion will be entirely dependent on how much ash is present on the battlefield.

~Notes~
- Usable twice per battle.
- Once used the user may not activate ashes to assets abilities for three turns.
- Must be taught by -Vegeta

‡ Declined ‡ Parent technique was declined.
 
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Drayce

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Re: Custom Jutsu Submission

Katon: (Chaor no seifuku) — Fire Release: Conquest of Chaor
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 40 (+10 for every turn if sustaining)
Damage Points: Depends on the technique
Description: A technique made possible by the unique interaction between fire and wind. The user will focus his katon chakra into any pre-existing wind based technique, and preform a single hand-seal. In doing so the user will engulf the wind in flames, the flames taking on the form of the wind and using the wind for nourishment, therefore completely converting the original wind technique into a fire technique being under the control of the user. Physically the technique aside from now being composed of flames looks no different in shape nor size. It's power however is increased by a rank as a result of the flames taking in the wind as nourishment to grow stronger, a natural trait of fire. This technique can be used on any type of wind technique, projectiles, streaming, sentient creatures and ect. Once the technique is converted it would passively take chakra from the user to sustain itself if he were to choose to have it continuously under his control, as to otherwise simply converting the technique. And of course now converted to a fire based technique, it would hold all S&W associated with fire.

Note: Can only be used by Yusei
Note: Can not be used on Forbidden ranked Wind, only S-ranks and below.
Note: Can not be used in consecutive turns
Note: Can only be applied to wind
Note: No Forbidden ranked fire for the rest of the turn
Note: Can only be taught by Yusei

‡ Declined ‡ Similar techniques exist.

Raiton: (Raijin no seigi no genkai toppa) — Lightning Release: Raijin's Righteous Rebirth
Type: Supplementary, Defensive, Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: An advanced lightning infusion technique based off of the effects of Lightning Release: Lightning Blades Levitation, and Sixteen Pillar Bind. The user after preforming an earth based jutsu will cast an additional hand-seal within the same timeframe due to the technique holding no purpose on its own, or using it on any preexisting earth technique albeit not being in the same TF. In doing so, the user infuses lightning based chakra into the earthen based technique/medium (The amount of chakra used of course is proportionate to the rank of the medium). Once infused the lightning based chakra will remain dormant within the technique/medium. It is only when the earth based technique it is used upon is broken or destroyed does the effect of the lightning chakra take effect. Once the earthen based technique is destroyed the lightning chakra will release itself in the form of an electrical discharge carrying the same properties as lightning blades levitation. The discharge takes hold of all the broken fragments of the technique and levitates them back into either the original form of the technique repairing it fully or with an additional manipulation of shape similar to the large scale exhibited by sixteen pillars but at more detailed level.

Note: Can only be used three times
Note: Can only be used on "solid" earth based techniques up to and including S-rank
Note: Can not be used on metals or wood release
Note: No S-Rank or above Lightning Release can be used in the same turn
Note: Can only be taught by Yusei

‡ Declined ‡ Not keen on allowing anymore techniques which regenerate a jutsu after it's been destroyed.

Raiton: (Kami no dorei) — Lightning Release: Servants of the Divine
Type: Supplementary/Offensive/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 ( 5 additional Cp for every turn sustained)
Damage Points: (5-80)
Description: The user will gather a large amount of Lightning Chakra and perform 3 hand seals. The user will then release the chakra, manipulating it to create a creature or creatures composed of extremely focused lightning. These "servants" take on the appearance of small, yellow, white or blue, cylindrical, creatures with either one or two eyes. The lightning composing their bodies is extremely focused, that it makes little to no sound. These servants require constant chakra to stay on the field. The technique revolves around affecting the servants in 3 specific ways. Their first way is through their ability of complete mastery of shape manipulation, allowing the user to freely manipulate their focused body, or parts of it, into any form they desire. For example, the user can manipulate a servants arm to become a spear of lightning (extends to that of mid-range), form both arms into a shield of sorts for both offensive and defensive purposes, or manipulation for supplementary uses such as manipulating their arms into wings to fly and etc. The second ability comes in two forms. The first form involves reverting the focused electrical bodies of the servant(s) into an unfocused electrical current, similar to a Chidori Nagashi, they can revert back to focused form through a handseal. The other form is simply causing their body to explode into an electrical explosion. However, servants that are self-destructed via the electrical explosion method are completely lost afterwards. The final ability allows the user to have the servant(s) passively split and combine following basic Rank Splitting principals (e.g. 1 S-Rank Servant can divide into 4 B-Rank Servant & 4 B-Rank Servant can combine into 1 S-Rank Servant.) A user is capable of forming 1 S-Rank Servant or several lower-rank Servant from the beginning. In the event that a Servant is destroyed, the Rank of the existing Servant do not change (e.g. 4 B-Rank Servant are out on the field, one is destroyed and 3 remain, the 3 remaining B-Rank Servant stay B-Rank). Also due to how focused/concentrated the lightning is, it does not get conducted by liquids such as water (This of course does not apply to when a servants reverts to unfocused electricity).

Note: User can only use lightning based techniques or techniques utilizing basic chakra while sustaining the servants.
Note: The rank of each attack or defense of a servant correlates to the specific rank of the servant
Note: The size of each servant is dependent on the rank
Note: Servants destructing into an electrical explosion are completely lost afterwards
Note: Shape Manipulation is limited to the Servants bodies. As such, they cannot release projectile attacks
Note: The Servants last a maximum of 4 turns
Note: Can be used 2 times per battle
Note: No S-rank lightning in the next turn.
Note: Can only be taught by Yusei

Approved.
Raiton: (Keihatsu no jisshi keitai) — Lightning Release: Embodiment of Enlightenment
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30 (+10 every turn)
Damage Points: N/A
Description: An advancement and variant of "Servants of the Divine". The user instead of creating creatures composed of lightning, instead layers lightning over compatible techniques. This layer of lightning is connected to the user passively sapping chakra from him and like Servants the technique from which it is derived from can passively shift its being or parts of it into anything and extend to a maximum of mid range from its body. This provides an armor of sorts over a technique, granting it an extra layer of defense as well as offense. Also similar to its derived technique it has the benefits of supplementary shifting, such as wings being able to function for flight and other supplementary uses. However the technique holds the weakness of being restricted to the size of the technique being applied to and constantly sapping chakra from the user. Additionally the user can at anytime through a hand-seal choose to have the layer of lightning be released towards the target in the form of a wave of unfocused electricity similar in nature to a chidori nagashi. The technique lasts until the technique it is layered upon is either destroyed or until the user chooses to or is incapable of fueling it with chakra.

Note: Can only be used three
Note: Wind techniques and Gasses or Mists are not compatible
Note: The shape manipulation is limited to the layer and thus can not release projectiles
Note: Can not be used on Forbidden Rank Techniques.
Note: No S-Rank or above Lightning can be used for the remainder of the turn

Declined - first of all asside from the name it's not really related to your above technique. It's basically raiton no jutsu on a larger scale creating layers, shapes and armors of lightning but in any form you like rending almost any other lightnign jutsu useless. Which is more than enough for me to decline it, but on top of that to combine it with anything else would require yin yang as you'd be using and controlling two chakra natures at the same time. But anyway, it's a DNR.

‡ Pending ‡ Leaving for Pervy.
 
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Deviation

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Re: Custom Jutsu Submission

Link to spider training:

(Supaidāsēji no Tsūru) - Tools of the Spider Sage
Rank: C-A
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra cost: 30 (-10 per turn)
Damage points: 60 (+10 when infusing with Lightning chakra)
Description: After mastering the use of creating webs from one's sweat pores, the user takes advantage of the amount that is created in the hands during heightened states of emotion, particularly in battle. By channeling his chakra into one's sweat pores on the palms, the user is able to create strong, webbing constructs of steel-like quality, limited only by his imagination. While the constructs are made in short range and through the user's palms, when thrown they can reach up to midrange however it should be noted that the larger the construct, the slower the speed. The webbing constructs are made into dense webbing, maxing at A-Rank strength (strength is divided among tools), gaining added cutting damage (+10 when channeling Raiton through them) and numbing qualities when mixed with lightning chakra however is limited to three times per battle. Upon the user's will, he can cause the constructs to explode into sticky webbing that can be used to trap an opponent or other supplementary uses like blinding him by covering his eyes. The regular contructs (non-lightning infused) follow normal strengths and weaknesses.
Note: A rank usage requires a two turn cooldown in which only the C rank version can be used.
Note: Lightning usage can only be 3x per battle
Note: Must have signed the Spider Contract

Declined - take out the part about the +10, A rank + 10 = S rank really and with the restrictions you have i can't allow it, their are cannon jutsu that infuse weapons with lightning.
*Link to spider training:
*Changed what you suggested & bolded changes
*Tried to clarify some parts
*Link to spider training is in quote if needed

(Supaidāsēji no Tsūru) - Tools of the Spider Sage
Rank: C-A
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra cost: 15-30 (-10 per turn)
Damage points: 30-60
Description: After mastering the use of creating webs from one's sweat pores, the user takes advantage of the amount that is created in the hands during heightened states of emotion, particularly in battle. By channeling his chakra into one's sweat pores on the palms, the user is able to create strong, webbing constructs of steel-like quality, have a blue glow to them, and are limited only by his imagination (within reason). While the constructs are made in short range and through the user's palms, when thrown they can reach up to midrange however it should be noted that the larger the construct, the slower the speed. The webbing constructs are made into dense webbing, maxing at A-Rank strength (strength is divided among tools) however he can only create A-Rank constructs three times per battle. Upon the user's will, he can either cause the constructs to explode into an adhesive webbing that can be used to trap an opponent or other supplementary uses like blinding him by covering his eyes for example or release a sticky adhesive from his palms to use in tandem with taijutsu. The constructs follow normal strengths and weaknesses.
Note: A rank usage requires a two turn cooldown in which only the C rank version can be used.
Note: A-Rank usage can only be used 3x per battle
Note: Must have signed the Spider Contract
Note: Useable 4 times in total

Approved - made edits


(Raiton: Hasshin) - Lightning Release: Oscillation
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra cost: 40 per turn
Damage points: N/A (+10 to Non-Chakra-Enhanced Taijutsu)
Description: This is the epitome of lightning release and one's mastery over it. While the concept is simple and straightforward, it requires the utmost precision. The user oscillates a part of his body, particularly his hands or feet, by precisely fueling it with lightning-type chakra. This allows one's muscle cells, collectively, to move at an increased rate though it is limited to one specific area rather than all his body (i.e. only one foot or one hand). While a normal shinobi merely sees a vibrating area, the user is merely contracting a specific area of muscles over and over again. While its momentary use is of benefit to the user, extended use without specific knowledge on the anatomy of the human body puts the user at a vulnerable state or more specifically, the area affected, allowing S-Rank and above lightning techniques or B-Rank and above Wind and/or Water techniques to cause +20 damage to the user while in this state. The the user cannot outright avoid a technique as he isn't using a movement technique involving his whole body, he can only lessen it's impact damage by taking it head on, being immune to C-Rank and below Lightning Release techniques and non-chakra-enhanced taijutsu. This immunity only applies to direct and precise techniques that target a specific area. The user achieves this defensive mechanism by uniquely contracting the muscles to increase their strength as well as damaging the opponent by using the oscillating, lightning-type chakra to shock him as well, slightly numbing the area that is made contact with, acting as an offensive defense. When used as an attack, the user's strikes, or more accurately the part that is being manipulated, oscillates at an increased rate allowing one to increase the force of one's taijutsu (+10) however because it is already chakra-infused the user is unable to use chakra-enhanced taijutsu with it. It should be noted that this doesn't increase the speed of one's attacks nor defenses - this technique merely attempts at increasing the force impact of it by oscillating an area at a rapid rate through the use of refined lightning mastery and slight muscle contraction - basically shocking a specific area of your body to contract, increasing it's strength.
Note: Lasts three turns
Note: Can only be used once per battle
Note: Unable to use A-Rank and above Chakra techniques for two turns
Note: Unable to use B-Rank and above Taijutsu techniques for three turns
Note: Can only be used by Lightning Specialists

Declined - clashes with existing jutsu


(Genjutsu: Eden no appuru) - Illusion Technique: Apple of Eden
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-10 per turn)
Damage Points: N/A
Description: The user starts by first taking out a golden-designed, flash bomb and holding it in his hand. He first initiates the illusion by making eye contact with his target before holding up the bomb, closing his eyes, then squeezing the bomb to set off the flash. The illusion itself begins as the orb radiates light. The user begins to seemingly hear faded voices of people praying and crying. The voices get louder and the target begins to feel his body forced to kneel down, making him docile. Because of the overwhelming sounds and background music, the user should feel overwhelmed like one would feel when experiencing a traumatic life event. His view becomes darkened slowly until the only light that he can see is from the apple of eden. Used as an interrogation technique, the user's paralyzed state allows one to control their opponent through suggestion and manipulation. Once the target has kneeled, he is already unable to perform any techniques requiring handseals as he is paralyzed...or so the illusion as perceived. It should be noted that maintaining the technique requires the user's complete control and focus. As such he can't perform any other techniques aside from genjutsu above B-Rank or those that require the use of handseals.
Note: Can only be used twice per battle
Note: Lasts until illusion is dispelled
Note: No Genjutsu A-rank and above during and a turn after

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Declined clashes with existing jutsu.
 
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Joestar

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Re: Custom Jutsu Submission

(Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: N/A (-30 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji for "Shield" that passively activates upon being struck with a Taijutsu attack. A barrier instantly forms over the user (before the user can be harmed) and mitigates the damage dealt by the strike and any subsequent strikes encompassed in the technique. Whether a Taijutsu technique deals one single hit or a multitude of them, each activation of this seal will defend one single Taijutsu technique B-Rank or above (will not activate against freeform). It will not activate against freeform as the attack needs to reach a certain threshold of damage (40 points) and freeform deals no quantifiable damage. The effect of the barrier is to reduce rather than eliminate the damage the user takes from being struck physically by the opponent so it will only halve the damage of any Taijutsu technique no matter how low ranked (e.g. S-Ranks will fall to 40 damage, B-Ranks will fall to 20 damage). Due to this seal only reducing damage rather protecting the user completely, it acts as a failsafe more than anything else in case the user is caught unawares by someone much faster than them. The user’s body will sustain the remaining damage after the barrier halves it’s power. Since this seal activates passively and uses chakra stored in it prior to the fight, the user is free to use other techniques in the same time-frame to better defend themselves after being struck.

Note: Can only be used three times per battle
Note: User still takes half the damage
Note: Only applies to Taijutsu techniques

✦ Declined, a max damage this can effect is needed; This won't work on Forbidden power or higher, meaning 90 damage or higher. Can't allow an A rank seal that much power. Also, no to passive activation. It will take a slot in the jutsu as well as timeframe ✦


(Fuuin: Kagirinai Heiki Seiha) - Sealing Technique: Eternal Arms Mastership
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: N/A (-30 on activation)
Damage points: N/A
Description: The user will have a seal on their body with the Kanji for “Mastery” that will activate passively when the opponent tries to seal any of their abilities. The sealing can either be from another Fuuinjutsu technique or any kind of jutsu that would seek to deprive the user of their ability to use any of their elements, skills or techniques. Essentially a “barrier” (not a physical one but rather an intangible one) will form over the user’s body and negate the effect of any and all sealing techniques that fall under the aforementioned category used by the opponent (will not apply to sealing techniques utilized by the user). The barrier will take the form of an aura of chakra the color of the user's choice and it cannot be destroyed by outside forces. This seal has no set time limit and will simply last until the opponent’s sealing jutsu that triggered this technique is cancelled entirely.

Note: Can only activate two times per battle



✦ Declined, Ima need you to start back looking at CJ if you think this is approvable. Besides the fact it's a barrier that somehow prevents a seal from working without any logical reason why, it has no time limit, and can't be destroyed - both reasons to decline this on it's own. Also, an A rank energy based barrier won't allow you to reuse chakra of affinities or skills sealed off from you; I believe medical Fuuinjutsu allows this already ✦
 
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Re: Custom Jutsu Submission

(Suiton: Mizu Serurirīsu) - Water Release: Water Cell Release
Type: Supplementary
Rank: F
Range: Short
Chakra: 50
Damage: 90
Description: This jutsu is applied to the user at birth and allows the user to manipulate their suiton chakra, spreading it throughout their cells which each of their individual cells will then turn into giant, foot-long spikes of water coming straight from their body and skin. When ready, they can activate this technique at will but this will ultimately and violently kill the user. This is mostly used as a "last word" jutsu, aiming to take any opponent with the user as long as they are within short range of the user.

- Can only be used one time per battle
- The user must specialize in water
- Can only be used by shinobi born within a water village/landmark (Amegakure, Kirigakure, Takigakure, etc.)
- Must be applied to a bio to use
- Can only be applied/taught by Moxxi

‡ Declined ‡ DNR.

(Suiton: Umi no Karisuto no Nigiri) - Water Release: Kallisto's Grasp of the Seas
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will exert suiton chakra through their feet and channel it through the ground. They will then lift their in-hand weapon into the air and eight, razor-sharp, octopus-like tentacles of water will uproot from the ground under the target, shredding the target up and then grabbing them, snaring the target. Each tentacle is eight feet long, able to easily grab and shred multiple targets within mid range of their radius. After the uprooting, the user can choose to disperse all of the tentacles in which they will then explode into thousands of small needles of water aiming for the target.

- Can only be used twice per battle
- No Water techniques above B rank the next turn
- Can only be taught by Moxxi

‡ Declined ‡ Similar techniques exist.

(Suiton: Kappa no haretsu suiryoku) - Water Release: Kappa's Rupturing Thrust
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This jutsu is a unique aspect of water release. It begins with the user making a single handseal before focusing their chakra in to the moisture in the air directly around the opponent. Gathering enough of the moisture in the air to create a small wave of water that is relatively unassuming. Before launching the wave at a targeted location on the opponents body. However once the wave strikes the opponent the true damage becomes apparent, due to being such a loose composition of water it's actually able to enter the opponents body directly via the pores of the skin and smash against the water already existing in a human body. Roughly 70% of a humans body is water, this will cause massive amounts of internal damage and rupturing of veins arteries and muscles. The water will proceed directly through the body appearing on the opposite side of the opponent before dispersing in to the air. Leaving no physical external damage but causing tremendous internal damage. This technique can be performed inside the hidden mist or while rain is present on the field, this removes the required handseal. Instead just requiring the hand motion to direct the blast. It can be formed anywhere around the opponent but makes a distinctive low sloshing noise.

- Can only be used twice per battle
- May not use water above S rank the following turn.
- Can only be taught by Moxxi

‡ Declined ‡ DNR.
 
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Re: Custom Jutsu Submission

(Shuradō: Shintoutekidan) - Asura Path: Concussion Grenade
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: While in close combat, the user will access the mechanical abilities of the Asura Path. By opening there mouth, the user will spit out a concussion grenade with great force which will release a near instantaneously blasts outwards 180 degrees up to short range once released from the users mouth. This blast is similar in function to that of a explosive tag but doesn't cause damage to the target, instead is aimed to nullify them. This will knock the target backwards causing them a temporally paralyses that lasts 1 turn.
Note:
-Can only be used by Asura Path or with it active.
-Can only be used twice per battle
-Can only be taught by Serpent

Declined - I need you to explain how a blast like an explosive tag would cause paralyses. Like if it was described as a flash bang grenade that would disorientate them or something along those lines but not paralyze them




(Shuradō: Tokutenrai) - Asura Path: Divine Shield
Type: Defensive
Rank: B-S
Range: Short
Chakra Cost: 20-40
Damage points: N/A
Description: Using the Asura Path, the user will transform one of their extra arms into that of a shield. By charging chakra into this shield, the user can effectively create a form of defense from oncoming attack. The dense concentration of the shield makes it strong enough to play in equal terms to elemental techniques of the same rank. Its power is reliant on the amount of chakra fueled into it. This shield is far from perfect as it can only block attack coming from one direction at a time.
Note:
-Can only be used by Asura Path or with it active
-Can only use S-ranked twice per battle and cannot be used on consecutive turns.
-Can only be taught by Serpent

Declined - Pick a single rank for this, i recommend A rank only explain that the material is metal like as it's asura path, and this shield can't be shot out with the jutsu that allows you to fire your arm.
(Shuradō: Shintoutekidan) - Asura Path: Concussion Grenade
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: While in close combat, the user will access the mechanical abilities of the Asura Path. By opening there mouth, the user will spit out an electrical concussion grenade with great force which will release a near instantaneously blasts outwards 180 degrees up to short range once released from the users mouth. This blast is similar in function to that of a explosive tag but doesn't cause damage to the target, instead is aimed to nullify them. This will knock the target backwards while electricity pulses thought their body causing them a temporally paralyses that lasts 1 turn.
Note:
-Can only be used by Asura Path or with it active.
-Can only be used twice per battle
-Can only be taught by Serpent

Approved

(Shuradō: Tokutenrai) - Asura Path: Divine Shield
Type: Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: Using the Asura Path, the user will transform one of their extra arms into that of a shield generator; the structure of which cannot be detached from the user. By charging chakra into this shield generator, the user can effectively create a dense chakra shield that can be used for defense from oncoming attack. The dense concentration of the shield makes it strong enough to play in equal terms to elemental techniques of the same rank. Its power is reliant on the amount of chakra fueled into it. This shield is far from perfect as it can only block attack coming from one direction at a time.
Note:
-Can only be used by Asura Path or with it active
-Can only be used 3 times per battle and cannot be used on consecutive turns
-Can only be taught by Serpent

Approved - nice jutsu
 
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Re: Custom Jutsu Submission



(Doton/Raiton: Ban'atakku) Earth/Lightning Release: Bang Attack

Type: Offensive, Defensive

Rank: C

Range: Short - Long

Chakra: 15

Damage: 30

Description: After performing "Earth Release: Mud shift"; the ninja transfer their earth chakra to solidify the mud statue into rock then further weave a tiger hand seal and infuse lightning chakra into the mud statue by placing their hand on the ground, then at will cause the rocky statue to explode shooting off irregular sizes of earth at all direction except that of the user. The small rocks travel with a force that can punch a hole through an object delivering fatal hit.

Alternatively, the ninja can skip the solidification step and go ahead to explode the mud statue with lightning but the effect is different as the mud will only act as a sticky agent.

Note:

• A lightning master doesn't require the hand seal to perform.

• Must perform Mud Shift Technique beforehand.

• The ninja must be within mid range from the mud statue.





Link to





(Hikari) Light

Type: Weapon

Rank: A

Range: Short (Long when thrown)

Chakra: N/A

Damage: N/A

Description: Light is a basic warrior shield, it is a flat, hexagon shaped steel-made tool with gems mounted on the surface and a double handle with extendable belt on the interior. Surulere has the following function in battle:

* Illumination: By exposing the gems on the shield to direct sunlight or other source of light (natural or artificial) the gems absorb the light and produce bright and colorful light rays that are used to temporary blind the opponent. The gems are also dense enough to withstand B-rank and below attacks.

* Boomerang; the shield can be thrown to perform long distance attack and it returns back to the thrower mimicking a boomerang. The shield can be infused with elemental release before thrown.

Note:

• Must have completed training in Kenjutsu.

• The illumination effect can only be used once in a turn.




‡ Both Declined ‡ The first one is similar to an existing technique and the 2nd has no abilities that haven't been done before.





(Hikari) Light
Type: Weapon
Rank: A
Range: Short (Long when thrown)
Chakra: N/A
Damage: N/A
Description: Light is a basic warrior shield, it is a flat, hexagon shaped steel-made tool with gems mounted on the surface and a double handle with extendable belt on the interior. "Surulere" a nickname given to the sheild by its creator whose name is unknown but however was believed to be from the Ōtsutsuki Clan. Light was created to serve as a shield for battle against tailed beasts but it was considered a failed weapon when it couldn't protect its user but however after encounter with a tailed beast, surulere had picked up some ability that the clan men never foresaw and deem the weapon important and stored it among their clan's treasury. Surulere from that time was passed down from generation to generation and used in the times of war among clans and countries, during the First Shinobi World War the shield was lost and never found until later after the Fourth Shinobi World War, it found its way into the hands of a cloud-ninja.
Surulere possess the following ability:

* Illumination: By exposing the gems on the shield to direct sunlight or other source of light (natural or artificial) the gems absorb the light and produce bright and colorful light rays that are used to temporary blind the opponent. The gems are also dense enough to withstand B-rank and below attacks.
* Boomerang; the shield can be thrown to perform long distance attack and it returns back to the thrower mimicking a boomerang. The shield can be infused with elemental release before thrown.
* Illusion: Taking the light reflecting ability a step forward, the shield can place a ninja in an illusion, where they see the user turn into any of the tailed beast and the user's action afterward is seen as the tailed beast power. The illusion strikes fear into the mind of enemy making them unfocus; weaker ninjas will give up and flee for their life.
Note:
• Must have completed training in Kenjutsu and Genjutsu.
• The illumination and illusion effect can only be used once in a turn.
• It's abilities can only be used four times per battle.

Declined - nothing new in here that hadn't been done before

(Burū sōkyū) Blue Welkin
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This is an advanced ninjutsu that is used to fuel(provide energy to) a lost entity. Following the principles of energy, blue welkin use a sample(dna) of the lost entity and form the entity back to whole. It involve the user to mold chakra and transfer to an almost worn out entity after weaving Boar, Ram and Ox handseals, the user chakra act as a life force and revive the entity back to it's original state. In application, when a fireball is countered with water, steam is produced; from the resulting steam, the user can revive the fireball completely with their chakra.
Note:
• Blue welkin can only be used on elements and non-biological entity like sword.
• Once the entity is completely lost it can not be revived again.
• The entity revived is of a weaker form compare to the original so the more it is revived the weaker it becomes.
• Can only be used three times per battle.

Declined - DNR
 
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Re: Custom Jutsu Submission

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

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

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

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

Declined - still op, two times per hound? Now on top of that, sight, hearing and touch, no touch means you can't hurt yourself to break it, can't see what you're doing and can't hear a thing so while in it you're a sitting duck. You just took out taste and smell from the effects, unless your fighting ganmi taste would of been pointless anyway, and smell, is lik inuzuka only and smell wont help you much in a fight.
Kuchiyose no Jutsu: Jigoku no Banken) Summoning Technique: Hellhounds
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The hellhounds are guardens of Mount Fang. These two hounds are the most devlish looking dogs on the island. The dogs are said be Satan's own personal dogs but really who knows besides the Dogs and Wolves that live on Mount Fang. Each hellhound has its own personal name and can be summon together or separt times. The hounds are mangled black fur, glowing red eyes, and a breath and body odor of death(dead body sitting for over a week). The size of the hounds are roughly the same size as Akamaru Part 3 each.

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

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

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

Declined - rank of the fire released? Restrictions on the gen? Otherwise one hound binds then the other, plus as you have them they are pretty OP, summon two hounds, can both use S rank handseals and both use an extremely strong gen. Tone it down

(Kuchiyose no Jutsu: Kenshutsu) Summoning Technique: Detect
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Detect is a long snake from the cave of Ryuchi. He is lime grime snake with a white bottom. He is a snake of three abilities that make him a very good snake to have on any Snake Sage Mode users besides his normal snake abilities. His first ability is to merge with any one that is in Snake Sage Mode giving them a tail that hangs outside of their lower back but the snake head emerges from the backside of the user's neck looking backwards. The second ability is to absorb natural energy. The third ability is to transfer the natural energy to the user they are merge with via the Transfer Jutsu every turn which leads to the user only have two moves to use per turn.
-Merge only happens twice per turn
-Only two moves per turn
-Transfer Jutsu is a move that counts towards the three moves per turn

Declined - too many snake cj being made that summon snakes that infuse the user with natural energy.

(Kuchiyose no Jutsu: San Baka Taishō) Summoning Technique: Three Stooges
Rank: A
Type: Attack/Defend/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user summons three snakes around the length of an adult anaconda each. The snakes are connected to their users and all come in different colors depending on their user. The snakes have the ability to be manipulated via hand motions from the user. The snakes all would move or specific one(s) at once. The snakes would have the ability to speak to the user in their own language(the user's language). These snakes have all the same ability as snakes normally would. They can even move along or under water because they are ninja snakes.
-hand motion doesn't count as a move unless they are specifically attacking and defending
-Each snake can defend against C rank jutsus without damage
-They move at kage speed

Declined - say they can only use basic snake ninjutsu, and C rank would kill each snake really, A rank devide 3 = 3 weak B ranks, or 1 B rank two C ranks, how would they not take damage?
‡ All Pending ‡ Leaving for Pervy.
 
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Re: Custom Jutsu Submission

(Genjutsu/Kenjutsu|Tanran) - Illusionary Arts/Sword Arts:Avarice
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short-Mid
Chakra cost:40
Damage points:N/A(+20 to the enemy per turn)
Description: This attack is a kenjutsu developed by religious monks who refused to stain their swords with the enemy's blood. This attack is meant to purify the enemy of their greed, the sin of intense desire for material gain. As punishment the user will give unto the selfish desires of the heart and allow the enemy to be bound by his own greed. The user's blade will glow yellow, and then the user will perform a powerful thrust toward the enemy's body. Everything that the user comes into contact with, or is already in contact with, will turn into a hot, heavy, pseudo liquid gold. This includes the enemy's clothing/armor. The golden items cause the enemy to believe he has low level burns which are not enough to break him out of the genjutsu, and they become extremely heavy which makes it difficult for him to move around. If the enemy tries to handle objects (such as kunai, shuriken, swords etc) then he will see the objects transform into the searing gold and lose his ability to handle them unless he gets burned. Because he aslo believes these objects to be extremely heavy he will lose his ability to handle them naturally should he decide to deal with the pain. All in all, the burning gold, and the heaviness of it in the enemy's mind make it hard for him to maneuver in reality. If the enemy were to touch the user, then he would see the user turn into liquid gold as well; however, the user would not be affected by his own illusion. Bound by the weight of his worldly passions, and seared by his wealth the enemy will be cleansed of his greed.

Restrictions/Notes:
-must be taught by Omega
-Can only be used 2 times
-No S rank or above genjutsu for two turns
-No S rank kenjutsu next turn

‡ Declined ‡ I'm liking this set of techniques. I have a few questions though. First, look at the bolded. Why does this deal no damage if you're attacking the opponent? Is the Genjutsu initiated after contact is made or before?

(Genjutsu/Kenjutsu|Okayaki) - Illusionary Arts/Sword Arts:Invidia
Rank: D-S
Type: Offensive/Defensive
Range: Short
Chakra cost:10-40
Damage points:20-80
Description: This attack is a kenjutsu developed by religious monks who refused to stain their swords with the enemy's blood. This attack is meant to purify the enemy of their envy, the sin of intense desire of another's superior qualities, or the desire for the lack thereof. As punishment the user will give his pain to the enemy. When attacked the user's blade will glow green, and he will simply stop the incoming attack with a chakra enhanced blade. The genjutsu is then activated at nearly the same time. After the attack is stopped, the enemy will quickly suffer the wound that mimics the wound the user would have suffered from had the enemy's attack connected. Since this attack is based on the strength of the enemy's attack, the strength of this jutsu varies.

Restrictions/Notes:
-must be taught by Omega
-If S rank application is used then the jutsu can only be used 1 time
-A rank application is used it can be used 1 more time (but S rank application no loner valid)
-B rank and below application can be used 4 times (A rank application no longer valid)
-If S rank application is used no genjutsu S rank or above next turn
-If S rank application is used no kenjutsu S rank or above for next two turns
-This jutsu can block up to A rank elemental jutsu, and S rank non elemental genjutsu.

‡ Declined ‡ Too powerful and too broad as it is. Let's say you use this on an A-Rank fire technique. The opponent becomes charred bones? lmao. Rather than letting this depend on the strength of the technique in question, state what effects occur for each element regardless of it's scale (e.g. first degree burns all over the opponent's body for fire).

(Raiton|Koushoku Ijin) - Lightning Release: Yellow Devil
Type: Offensive/Defensive
Rank:S
Range: Short-Long
Chakra cost:40(-10 per turn)
Damage points:80
Description: The user will utilize the Raiton element akin to that of The Sixteen Pillar Bind jutsu. The user will slam his hands on the ground and then use Raiton to forcefully create a large faceless, humanoid construct surrounded by a bright electric aura. The construct is the same size as the earthen golem and has long range reach, but by using the Raiton it gains new abilities. When it comes into contact with other earthen jutsu/constructs, the Yellow Devil uses the Raiton to break it apart and add it unto itself by using Raiton to control it without much effort as it becomes bigger and bigger. (It does not lose rank breaking down the jutsu and adding it to itself.) Using the same principle the golem can easily reform as well as separate itself into parts without trouble by using the advantage of the Raiton bonds. By separating it's body into smaller rocks the golem can avoid certain attacks and reform. Unless the Raiton/Golem itself is completely destroyed, the Golem will continue to reform. While yellow devil is active the user can only use Raiton based jutsus.

Restrictions/Note:
-Can only be taught by Omega
-Cannot use S rank raiton in the same turn this is activated
-Can only be used twice
-No S rank Raiton in the turn after this is activated

‡ Declined ‡ You need to explain the seperating ability better. It's probably a good idea to use the canon jutsu Lightning Blades Levitation (C-Rank) as a basis on how it reforms. Not sure if I want to allow the bolded though. It seems feasible and after all, who's going to counter Lightning with elements weak to it? Need some time to think about it. For now state that the ability works only on earth-based elements weak to Lightning and those below this technique's power (i.e. S-Rank and below).
 
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Re: Custom Jutsu Submission

(Fuuton: Kazakama no sōdaina kaze no sheru) - Wind Release: Kazakama's Grand Wind Shell
Rank: A
Type: Defensive/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: +20
Description: This technique is a combination technique designed to be used in conjunction with a water jutsu. Once a water jutsu has been created by the user. They will quickly make two handseals, causing a visible light green shell to appear around the outside of the water jutsu, the wind casing will cause the water jutsu to be encased and compressed rapidly in to a small ball roughly the size of a moderate fruit such as a pineapple or watermelon. The shell of wind will cause the water to violently churn inside it defending it from attack with an A ranked defense. Upon striking an opposing jutsu or an opponent the wind will disperse causing no additional damage itself, but instead releasing the entirety of the compressed water in a churning vortex mimicking it's original intended purpose however now causing more damage due to the influence of the wind jutsu.
Note: Usable thrice per battle.
Note: Must be used while performing a technique and only works on one technique at a time.
Note: Can only be used on S ranks and below.
Note: Will only work on jutsu created from the user directly, and not on those that travel through the earth.

Suiton: Shinatobe no sōdaina mizu no sheru) - Water Release: Shinatobe's Grand Water Shell
Rank: A
Type: Defensive/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: +20
Description: This technique is a combination technique designed to be used in conjunction with a wind jutsu. Once a wind jutsu has been created by the user. They will quickly make two handseals, causing a visible light blue shell to appear around the outside of the wind jutsu, the water casing will cause the wind jutsu to be encased and compressed rapidly in to a small ball roughly the size of a moderate fruit such as a pineapple or watermelon. The shell of water will cause the wind to gather moisture and become more heavy and dense inside it defending it from attack with an A ranked defense. Upon striking an opposing jutsu or an opponent the water will disperse causing no additional damage itself, but instead releasing the entirety of the compressed wind in a churning vortex of mist mimicking it's original intended purpose however now causing more damage due to the influence of the water jutsu.
Note: Usable thrice per battle.
Note: Must be used while performing a technique and only works on one technique at a time.
Note: Can only be used on S ranks and below.
Note: Will only work on jutsu created from the user directly, and not on those that travel through the earth.

‡ Both Declined ‡ No different from existing techniques.

Raiton: Raijū no funsai hana) - Lightning Release: Raiju's Shattering Flower
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: This technique is a variation based on the usage of C's lightning illusion technique. Applied to a lightning technique the user has already formed. He will form two handseals supercharging the electrons within the lightning jutsu with additional chakra. As seen with Chidori high concentrations of lightning chakra can be caused to make distinctive loud noises. This noise however will remain dormant within the charged electrons until the moment the jutsu strikes an opposing jutsu or the opponent. Once it has struck it's mark the dormant addition will cause the lightning jutsu to explode violently creating a deafening cracking noise very similar to a high pitched thunderclap. This can cause temporary loss of hearing and vision to the opponent if he happens to be in short range of the jutsu. However similar to C's usage of the illusion flash pillar the user will be able to cast the opponent in a genjutsu using the loud clap of thunder as a medium. This can be a visual genjutsu using the bright light created by the thunderclap or if the user knows sound release, a sound genjutsu using the loud noise of the thunderclap as a medium.
Note: Usable thrice per battle.
Note: Must be used while performing a technique and only works on one technique at a time.

‡ Declined ‡ Not a bad idea but robbing the opponent of both senses is too much. Also, it's hard to gauge if an opponent will be short-range of a clash due to several factors (speed of techniques, if the opponent is currently moving, et cetera). You can increase this to mid-range and tone down the effects.
 
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Re: Custom Jutsu Submission

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

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

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



NK said I could try this again to keep this into one CW still xd

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Greed is cool, I like this one.

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

(Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type:Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. The user can use this to enter Sage Mode directly after 1 turn of getting hit by enough rain. If the user is already in Sage Mode when the use this jutsu they can use the rain to add 1 turn for each turn in the rain, the turn used not counting. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away.
Note: Must know Sage Mode
Note: Usable 3 times a match, lasting 4 turns each use.
Note: Requires a 2 turn cool down between uses
Note: Must be taught by Korra.

✦ Approved, edited ✦

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

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

Green/Will – When the ring is set to Green Lantern mode they gain certain abilities and is powered by Willpower. By using the user's willpower and having the ring boosting it the user will be immune to B rank and below Gen and Mind Altering jutsu. At the cost of a jutsu per turn, the ring will raise the user's willpower to break out of Gen and other Mind altering jutsu of A rank and below.

Indigo/Compassion – Indigo is powered by Compassion. This emotion has a limited ability to to heal injuries from C rank jutsu and below. The healing is only to the extent of the small injuries and light injuries like surface wounds and slow bleeding. If the user knows Medical Ninjutsu, the ring can also use A rank and below Med Nin at half the cost of chakra.

Red/Rage – When set to Red Lantern Ring the ring is powered by Rage. Using their rage to empower them the user can create stronger constructs that are one rank high than all the other Emotions constructs (offensively and defensively).

Blue/Hope – When set to Blue Lantern the ring is powered by Hope. As fear is the belief of imminent demise, hope is the belief of imminent success. The ring can take the moisture in the air and for a medium water source throughout the entire field for the user to use for water jutsus.

Star Sapphire/Love – When set on Star Sapphire Lantern the ring is powered by Love. The user can use the ring to trap the opponent in a genjutsu (B rank gen, up to Mid Range) where the opponent sees a bright violet light shine from the ring than has them see an irresistible person of the opposite *** of them that they will immediately become attract to and not willingly to harm them keeping them paralyze in real life.

Yellow (Sinestro)/Fear - The Power Ring is unique in that its base of power is fear. The yellow mode can create holograms (like Haze Clone Technique) that are scary looking humanoid creatures that cause paralysis due to fear.. This would help distract the opponent and make him think that they are fighting against different people/beast and different KGs even tho their attacks would be intangible.

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

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

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

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

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Example of using shields and weapons
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‡ Declined ‡ Sapphire, Blue and Yellow need to change. Genjutsu doesn't work like that (not everyone will have the same reaction, you can't compel emotions, et cetera). Same case with Yellow, not all opponents would be paralyzed into fear. The seeing emotions and downloading of memories for Black won't be allowed. Blue just infringes on Tobirama. You need to add a limit to how much each individual ability can be used. There's not enough of a drawback to using White. Specify Red is S-Rank and limit it slightly more than the others. Yeah, that should be it.
 
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Re: Custom Jutsu Submission

‡ New Cycle ‡

The new cycle starts on 05/05/2016 (at 12:00 GMT +1) and ends on 11/05/2016. The thread will be closed up to a week so we can check any remaining submissions and then it will be re-opened.

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

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

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

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

5) Techniques I deem too long for no reason will be declined automatically.

6) If you get a decline don't VM, PM or IM any mods about it. We've been pretty relaxed with the red rule but a lot of people have been taking advantage lately.

Any pending or remaining customs will be checked as soon as possible.
 
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-Haku Yuki-

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Re: Custom Jutsu Submission

Resubmitting

Hyouton/Suiton: Hyouketsu Nami)-Ice/Water release: Freeze wave
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (-20 from the user)
Description: The user will focus his Water and Wind chakra in his belly. There he will use his wind chakra to cool the water chakra down to the point where its extremely freezing with ice crystals inside the water, but are to small for the normal human eye to see. This water will force its way out of the users mouth due to the sheer volume and pressure it puts on the users chakra and body, it must burst out on its own or with the users own intent because otherwise it would freeze inside the user. It will come out as a large wave of waterheading towards the opponent. The water is so freezing cold that any water that touches it will freeze and be shattered into nothing by the waveand any fire jutsu that touches it will have no effect. Once the water settles it freezes turning the entire battle field into a cold lake as high as 10 meters, and as wide as 24 feet. The lake is cold to the touch and can cause numbness on contact slowing down the person that touched it by one speed rank.
Note: No other ice/water jutsus above A rank in the same turn or following turn
Note: Can only be used twice.
Note: On second use the lake will not gain an extra 10 meters, it will simply disappear if a lake from the last use is still present.
Note: The user cannot use fire jutsu next turn
Note: No fire jutsu can evaporate this lake,
Note: The user will be safe from the jutsus cold effects due to his training with ice.
Note: one turn cool down after use.

Declined - you say it turns to a cold lake, does the water freeze and go solid when it settles or remain as extremely cold water?

New

(Ninpo: Goishiki Shatto Umou_-Ninja art: Five senses shut down
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: The user will focus his chakra throughout his entire body and using his chakra will shut down his five senses breaking him out of any genjutsu affecting the senses. Because of this the user will not be able to see, smell, hear, taste or feel anything and cannot be placed under a genjutsu as long as the jutsu remains active. In exchange the user will gain incredible sensing abilities by making the chakra from his body expand outwards from his eyes, ears, and skin, the chakra being used to block out his senses will extrude from the spots they’re blocking and sending chakra from the users body as far as long range. This allows the user to sense any jutsu, person or object ( that has chakra ) on the battle field.
Note: The user cannot be affected by genjutsu, but also cannot use it himself.
Note: lasts 4 turns
Note: can only be used thrice.
Note: user can cancel jutsu whenever he wishes
Note: the user can chose to shut off individual senses to whatever senses is being affected from the genjutsu but will not gain sensorary skills unless all five are shut down.

Declined - similar to things that have been done before.


Doton/Fūton/hyouton: aisu kanketsusan)-Earth/wind/ice style: Ice geyser
Type: Offensive
Rank: S
Range: mid-Long
Chakra: 40
Damage: 80
Description: the user will tap his foot on the ground 3 times, the first time he is using his earth chakra to hallow out the ground beneath the enemy. The second will then create ice shards inside the hole and finally the third will force wind chakra upwards beneath the ice forcing ice come up by sending his wind chakra under the ice forcing it up creating a large barrage of ice shards and wind come up from beneath the enemy tearing them to shreds.
Note: the ice and wind together equal s rank, the earth chakra is for hallowing the ground and that's it.
Note: can only be used twice per battle
Note: no earth, or wind or ice jutsu above S can be used in the same turn
Note: two turn cool down before second use
Note: No ice above A rank in the next turn

Approved - made edits


Updating original approved here.

(Suiton: Mizu Tekishutsu) Water Style: Water Extraction
Type: Supplementary
Rank:B
Range:long-short
Chakra Cost:30(-5 per turn)
Damage Points:n/a
Description: the user will make 1 hand seal and focuses his chakra into the ground using his chakra he will force up any trapped water beneath the ground to surface as high as the users waist, and becomes a usable water source to the user alone aslong as he keeps pumping his chakra into the water every turn to prevent others from using it.
Note: can only be used 3 times per battle

✦ Approved ✦

Resubmitting

Hyouton/Suiton: Hyouketsu Nami)-Ice/Water release: Freeze wave
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (-20 from the user)
Description: The user will focus his Water and Wind chakra in his belly. There he will use his wind chakra to cool the water chakra down to the point where its extremely freezing with ice crystals inside the water, but are to small for the normal human eye to see. This water will force its way out of the users mouth due to the sheer volume and pressure it puts on the users chakra and body, it must burst out on its own or with the users own intent because otherwise it would freeze inside the user. It will come out as a large wave of water heading towards the opponent. The water is so freezing cold that any water that touches it will freeze and be shattered into nothing by the wave and any fire jutsu that touches it will have no effect. Once the water settles it remains freezing turning the entire battle field into a cold lake as high as 10 meters, and as wide as 24 feet. The lake is cold to the touch and can cause numbness on contact slowing down the person that touched it by one speed rank. After 3 turns the lake will freeze due to how cold it is before then the lake can be used for water jutsu that will all be combined with the ice particles inside the water however after the lake settles it is no longer immune to fire, only the use of the jutsu itself is. The enemy will be able to use this water source as well even with the ice particles inside the water.
Note: No other ice/water jutsus above A rank in the same turn or following turn
Note: Can only be used twice.
Note: On second use the lake will not gain an extra 10 meters, it will simply disappear if a liquid lake from the last use is still present.
Note: The user cannot use fire jutsu next turn
Note: No fire jutsu can evaporate this lake In the turn it's made, after that S rank fire will be able to counter it.
Note: The user will be safe from the jutsus cold effects due to his training with ice.
Note: one turn cool down after use.
Note: After the lake it main, the water is treated as normal water that is cold, and so any jutsu made from this water gain no benefits.

Approved - made edits.
✦ Pending, leaving for Pervy ✦

Updating original approved here.


Toukan no Wa | Frost Ring
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description:
The ring of the frost giant king of the north. Its made of a special metal that can channel Water, Wind and Ice chakra. Wielding the ring gives the user greater power for his Water, Wind and Ice jutsu and gives him the unique ability to materialize a weapon made of either one of these elements in the hand the ring is. For example, the user can materialize a hammer, a sword, a whip, a glove, a bow, etc. User must choose which weapon is materialized, and only one weapon may be used per turn.In the case of a bow, both the bow and arrows are formed with a max of 4 arrows made alongside the bow.
Abilities:
+5 damage to Wind and Water
+10 damage to Ice
The elemental weapons that can be created are equal to S-Rank elemental jutsu
Restrictions:
Creating the weapons counts as a turn
Weapons maintain themselves until destroyed or released
While wielding an elemental weapon, user can't make hand seals. Should the user have a Haku bio, he is able to make one handed seals for some Ice jutsu but can't use fire jutsus while holding the weapon.
Weapons can be thrown but to use another one, the thrown one must be destroyed or released.
Note: Can't channel fire chakra while using elemental weapons
notes: credit goes to scorps for the originals creation

✦ Approved, edited bits and removed the last line you added.✦
 
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Re: Custom Jutsu Submission

Sandā Kiba | Thunderfang
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description:
Thunderfang is an ancient Sword, about 50 cms long, it is light enough to allow it's wielder to carry it with one hand.The blade is black, with two sharp edges. The handle is also black, with yellow patterns on it that look like thunder. It was known among the old clans of the land of Lightning. It is said that it has been forged from an ancient metal that was found after lightning struck the ground multiple times in a row. A lightning master from the land of lightning, who took part in the forging of this sword, fused and sealed his chakra inside of it, making it specifically stronger for any Lightning user.
Thunderfang is usually carried on the back of its owner inside a black sheath made specifically for it.
Thunderfang has 3 abilities that mostly revolve around the Lightning element.

Picture:
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Abilities of Thunderfang:

(Zeusu no isan) Legacy of Zeus:
The metal of the sword can block most attacks of solid matter, and it is strong enough to block one S-rank Earth jutsu, if the wielder attempts to block any more jutsus, the blade will break.
If anyone tries to pick up the sword other than its original wielder, the sword's handle will be encased in lightning, which shocks and paralyzes them.

This is too OP of an effect

(Zeusu no ishi) Will of Zeus:
This sword was known as an ancient Sword among the people of the Land of Lightning, it was passed down only to members that swore to protect the innocent and have proven themselves worthy. This sword requires high strategy for this ability to be effective. The wielder must keep fusing chakra with the chakra within the sword to keep this ability active, and it deactivates if the user stops fusing, or if the sword no longer has any chakra within it.
This sword enhances lightning jutsus by +5 Damage.

+5 is a weird number, and this kinda takes away from the swords of the mist

~Notes:
-Requires the wielder to fuse 20 chakra per turn with the chakra within the sword to keep this ability activated.
-This sword only has 50 chakra sealed within it, and it loses 10 per turn as the ability is active.
-Cannot be used while "Wrath of Zeus" ability is active.

(Zeusu no ikari) Wrath of Zeus:
By channeling their lightning chakra into the sword, the wielder can activate this ability, causing the sword glow a light yellow color, and it allows the sword to absorb lightning jutsus of A-Rank and below, only if the wielder was able to block the jutsus with the sword, which might be hard for a normal Shinobi to do, but if the wielder possesses the Sharingan, they can use this ability more perfectly. The blade of the sword can absorb up to 3 lightning jutsus. After a lightning jutsu was absorbed, the user will have the ability to channel more of his lightning chakra and focus it into the blade, which causes it to overcharge, releasing the lightning that was absorbed and causing a very bright Lightning Flash to shine from the blade. The flash can blind anyone that has vision of the blade up to long range.
The power of the Lightning Flash depends on how many jutsus were released at once:

Releasing 1 jutsu causes bright light to occur. (a slight blindness, quicker to recover from) Requires 20 chakra.
Releasing 2 jutsus causes a stronger blindness. (similar to a flash bomb) Requies 15 chakra.
Releasing 3 jutsus causes stronger blindness followed by unclear vision for 1 turn. Requies 10 Chakra.

~Notes:
-This ability requires 40 Chakra to activate + 20/15/10 if the wielder performs the Lightning Flash.
-The sword must make contact with the jutsus before absorbing them.
-This ability ends after 4 turns of its activation, or if the wielder performs the Lightning flash.
-Absorbing lightning jutsu or releasing it, takes a move slot.
-Can only be used 2 times per battle.
-This ability has 4 turns cooldown between uses.

-Can only be taught by Bobokittyduck.

Declined - i like the last effect just tone it down and read above notes
Notes: Removed first 2 abilities until i can figure out a way to balance them, and balanced the last ability more.

Sandā Kiba | Thunderfang
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description:
Thunderfang is an ancient Sword, about 50 cms long, it is light enough to allow it's wielder to carry it with one hand.The blade is black, with two sharp edges. The handle is also black, with yellow patterns on it that look like thunder. It was known among the old clans of the land of Lightning. It is said that it has been forged from an ancient metal that was found after lightning struck the ground multiple times in a row. A lightning master from the land of lightning, who took part in the forging of this sword, fused and sealed his chakra inside of it, making it specifically stronger for any Lightning user.
Thunderfang is usually carried on the back of its owner inside a black sheath made specifically for it.
Thunderfang has an ability that mostly revolve around the Lightning element.

Picture:
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Ability of Thunderfang:

(Zeusu no ikari) Wrath of Zeus:
By channeling their lightning chakra into the sword, the wielder can activate this ability, causing the sword glow a light yellow color, and it allows the sword to absorb lightning jutsus of A-Rank and below, only if the wielder was able to block the jutsus with the sword, which might be hard for a normal Shinobi to do, but if the wielder possesses the Sharingan, they can use this ability more perfectly. The blade of the sword can absorb up to 3 lightning jutsus. After a lightning jutsu was absorbed, the user will have the ability to channel more of his lightning chakra and focus it into the blade, which causes it to overcharge, releasing the lightning that was absorbed and causing a very bright Lightning Flash to shine from the blade. The flash can blind anyone that has vision of the blade up to long range.
The power of the Lightning Flash depends on how many jutsus were released at once:

Releasing 1 jutsu causes bright light to occur. (a slight blindness, quicker to recover from) Requires 25 chakra.
Releasing 2 jutsus causes a stronger blindness. (similar to a flash bomb) Requies 20 chakra.
Releasing 3 jutsus causes stronger blindness followed by unclear vision for 1 turn. Requies 15 Chakra.

~Notes:
-This ability requires 40 Chakra to activate + 25/20/15 if the wielder performs the Lightning Flash.
-The sword must make contact with the jutsus before absorbing them.
-This ability ends after 3 turns of its activation, or if the wielder performs the Lightning flash. The ability to use the Lightning flash remains active one extra turn if not used.
-Absorbing lightning jutsu or releasing it, takes a move slot.
-Can only be used 2 times per battle.
-This ability has 5 turns cooldown between uses.

Approved - I like this, it's simple but effective, reminds me of the abilities on my own cw.

-Can only be taught by Bobokittyduck.

(Raiton: Ten no Nami) Lightning Release: Wave of the Heavens
Type: Offensive
Rank: B-A
Range: Short
Chakra: 20-30
Damage: 40-60
Description:
After concentrating their lightning chakra in their body, the user must perform 3 hand seals and then claps his hand together, causing a wave of lightning to be released in a 360 radius around the user up to short range, the wave is released from the user's body, meaning it has the user's height.
This jutsu travels on the ground, causing damage and slightly destroying the earth it traveled on, depending on how much chakra the user focused into this jutsu.
The electricity released from this jutsu isn't strong enough to knock an opponent back, but anyone struck by this jutsu will be paralyzed for one turn.
This jutsu can be escaped by going underground, or by jumping high enough over it.

~Notes:
- No B-A rank or above lightning jutsus for the following 2 turns, depending on which rank the user performed.
- Can only be used twice per battle.
- This jutsu has a 3 turn cooldown between uses.

Declined - it's pretty much a nagashi 360 lightning attack and alot of these have been done before.

- Can only be taught by Bobokittyduck.

(Raiton: Furui kamigami no muchi) Lightning Release: Whip of the old Gods
Type: Supplementary/Offensive
Rank: B-A
Range: Short
Chakra: 20-30
Damage: 40-60
Description:
After concentrating their lightning chakra around their dominant hand, the user must perform the Tiger hand seal, causing a short lightning Whip to form in his hand, the user can wrap it around his fist which makes his close range attacks deal more damage and to result in numbness if the opponent is struck. If the user concentrates more chakra into this jutsu, the whip that forms will be longer, it will reach about 4 meters long. The long Whip can be used offensively as a semi ranged Weapon, if the user manages to get a grip on one of the opponent's limbs with the whip, he can concentrate more lightning chakra through the whip, paralyzing the opponent for 1 turn.

~Notes:
- The whip can be cancelled out, if blocked by other jutsus, like any other Elemental jutsu.
- Requires 15 extra chakra to activate the second effect of the A-Rank jutsu.
- The B-Rank of this jutsu lasts 3 turns, while the A-Rank one lasts 2 turns.
- The B-Rank of this jutsu cannot be used in a combo with Taijutsu.
- Can only be used 3 times per battle.
- This jutsu has 2 turns cooldown between uses.

- Can only be taught by Bobokittyduck.
Declined - similar to cannon jutsu

✦ Pending, leaving all for Pervy ✦
 
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Re: Custom Jutsu Submission

(Jūho:Tamashii no Hairetsu) Gentle Step: Soul Array
Type: Defensive
Rank: S -ranked
Range: Short
Chakra: 40 (-10 chakra per turn)
Damage: N/A
Description: A technique that was inspired by the Hyuga’s Eight Trigrams Absolute Heavenly Spin which was created to deal/handle with faster moving opponents. The user will channel there chakra from all tentektsu’s in an emergency and release the chakra instantly as a layer of chakra over the user’s body. This layer of chakra manifests as an extension of the clan’s “absolute” defense technique. The layer of chakra leaves a light blue hue of chakra resonating around them. This actual nature behind this technique is that much like the rotation this chakra is constantly spinning around the user’s body and limbs rapidly to the point that it’s hard to notice. The spinning layer of chakra acts like a constant shield which the user can use to defend against techniques that directly target the body. This adds some protection to the natural blind spot of the user’s Byakugan. When clash against an enemy in close rnage combat, the revolving chakra will “push” off the enemies back and allows some distance to be cleared for the user(5m). The revolving chakra can play on equal terms with elemental chakra up to S-rank.

*Can be used once per battle, lasting four turns*
*No jutsu above A-rank in same turn*
*Can't use elemental jutsu while active*

Approved - made edits.

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(Kansō: Za Naito)Requip: The Knight
Type: Weapon
Rank: S-Rank
Range: Short(Self)
Chakra: - 10 per change
Damage: N/A
Description: Requip is a special made armor designed for warriors who excel in the art of weaponry. The weapon isn’t constant of one form but various different armors and weapons which are summoned and reversed summoned constantly through the battle so as long as the user desires. This is achieved by channeling chakra into the armor which in turns responds to the user’s chakra with special summoning tattoos located on the insides of the armor in order to summon and reverse summon weapons and armors of different shapes, sizes and colors. This can also be used on normal clothing encase the user wishes to summon one for specific climates, outings etc. The tattoos are located in four places: the palms of the armor, the back of the armor and the clothing the user wears at the given time. This allows them to easily summon them, passively with only a payment of - 10 chakra each time. The most common and base armor is known as Heart Kreuz Armor which as no abilities on its own minus the ability to summon weapons or new armor. The armors summoned has no abilities naturally however, specific armor that are summoned have abilities (to be made as separate techniques). They gain the abilities once chakra is channeled into them by the user in which the “true” hidden functions of these special armors will take effect. The base armors without abilities are strong enough to with stand basic ninja tools and can easily deflect them but also provides a defense against B-rank and below physical elements(Water, Earth , Wind) but would be destroyed from A-ranks and above but as long as the seals remain intact the user can simply summon new armor in replacement. Extra cosmetic stuff such as hats, shoes , ribbons or event hair style changes are included but are purely cosmetic.

*Base armor must be mentioned in the user’s bio or beforehand in a match in order to use this*
*Can only be taught by Nakiri*
*Special Armors will be made into separate techniques*


Declined - first off i hate it when people make passive things in their cjs. Also remember the summoning of weapons, you might want to mix it all in with the base armor so it doesn't come off as yu're making like 20 custom weapons.
Sample Base Armor
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Dropping:

Zekkendō: Mazāzu Rozario | Way of the Absolute Sword: «Mother's Rosario»
Type: Offensive
Rank: A -ranked
Range: Short
Chakra: 30
Damage: 60
Description: A sword technique which is based on the concepts of the Hyuga Clan’s main style of fighting, Gentle Fist. This while it was developed by said members of the clan, it can be used by anyone but not towards the extent of which a Hyuga can. The user will channel chakra into their blades, where they manipulate the chakra mostly towards the tip of the blade. The user will then make five consecutive stabs towards the target’s tenketu’s using ones Byakugan , forcing them to be closed and sealed. The user will then unleash another five strikes perpendicular striking five more chakra points and sealing them away. The impact will create an X shaped pattern on the chest of impact in which the user dealt. Once down, the user will deal one last strike towards the chest directly in the center of the X and cause a burst of chakra to push the enemy back a few feet away. This sword technique emulates the Gentle Fist by using the chakra in the sword to insert and forcefully close the tenketsu’s. In the case of non Hyuga users, they will simply stab into the chest of the target normally without sealing away the chakra points of the enemy.

*100 chakra points will be sealed after attack for two turns*
*Can be used twice per battle*
*Can be used by non Hyuga bios, however don’t gain the chakra sealing due to lacking knowledge of Gentle Fist and the Byakugan.*
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‡ Pending ‡ Leaving both for Pervy.

Declined - nice jutsu, only others i'd allow to use this is samurai though due to chakra control through kenjutsu. Also, need to research this but how does it seal 100 chakra? It's not fuuin, it would more likely block their chakra system up stopping jutsu A rank and below for two turns.

(Sukārettogen : Chou no Odayaka na Fukkatsu) Scarlet Illusion: Gentle Rebirth of the Butterfly
Type: Supplementary | Offensive
Rank: B -ranked
Range: Short - Mid
Chakra: 20 (-10 chakra to maintain)
Damage: N/A
Description: The user will make two hand seals before channeling chakra into the brain of the enemy inducing an illusion. Once this happens, the effects of the illusion will not occur right away as it would rather stay dormant until the trigger is met. When the user attacks the with a ranged ninjutsu and they managed to counter it, the illusion kicks in at this time where the technique when countered will “repair” itself and reform after being destroyed. This allows the user to fool the enemy into thinking that their techniques have a sort of self-revival mechanism behind it. The user however is in full control of the illusion, and as such can control the minor details such as the technique turning paths to re aim towards the enemy , all the way to splitting the technique down into small versions after it revives. This adds uniqueness towards the illusion’s power and allows for many different forms of tactics from the user.

*Can be used four times per battle*
*Remains dormant for two turns before dispersing naturally, lasts two turns once the effects are triggered*
*No Genjutsu above B -rank in the same turn*

How the "repair" would look like
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‡ Declined ‡ Not keen on allowing something like this especially since this is just a Genjutsu version of existing techniques.
(Kage no Megami) Yin Goddess
Type: Weapon
Rank: S-ranked
Range: N/A
Chakra: N/A
Damage: N/A
Description: Yin Goddess is an ancient tool formed many years prior to the current world; in a small continent outside the shinobi world. This continent is exists in its own plain as has highly European themed life styles. This tool which comes in the shape of a small ring, was forged by witch named Medea during her times being alive. She was an immigrant of this nation, as she was actually a shinobi who came from the Ōtsutsuki Clan. This ring was her personal weapon which benefited her style of fighting and favorite art; Genjutsu. At first glance the ring has a simple purple stone with black and gold design but when its worn by someone with an affinity of illusions, the ring can be of great power towards them. It has several abilities mentioned below:

Lacie’s Song – This ability is a passive ability that is achieved with chakra control. As the ring and user are in constant contact with each other, the ring acts in response to the user’s chakra. When foreign chakra enters the body of the user, the ring is able to pick up on this due to constantly monitoring the chakra flow of its user. This will then active a small mechanism inside of the ring, this being a miniature music box. The music box plays in response to the foreign chakra and plays a simple tune known as Lacie’s Song. This unique system thus allows its user to recognize when there chakra flow is infected with foreign chakra(Genjutsu, Yamanaka Clan Techniques etc) but even with this, they still need to break the technique logically as any other person has to.

Serenade of Medea – This ability is an active one, which uses the chakra that is embedded into the ring. The user will channel his/her chakra into the ring while casting the hand seals of a genjutu technique. Using the ring’s own chakra and the user’s own at once amplifies the chakra reach and thus allows the user to cast an illusion up to mid Range away. This can be done up to four times per battle, each one costing a move but done in the same timeframe as the genjutsu technique. After each use, the ring requires a small cool down of two turns before using Serenade again. This ability has a passive effect as well, by simply only using half the chakra needed for an illusion and using the ring to fuel the other half, reduces the cost of genjutsu by ½ but despite being passive it can only be used twice per turn. Passive effect can’t be used in the same turn as the active effect.

*Can only be used by a bio with Genjutsu Affinity(Primary or Secondary)*
*Can only be taught by Nakiri*

Approved - removed last note, was pointless and made minor edits

Dropping this:

Kuchiyose no Jutsu: Nairuzu no Kyasarin (Summoning Technique: Katherine of the Niles)
Type: Summon
Rank: S-Rank
Range: Short
Chakra Cost: 40
Description: The user will wipe blood onto their palms and after making four hand seals will clap their hands in order to summon forth Katherine of the Caracals. She is one of royalty among the contract and considered one of the most talented. She is roughly the size of a human standing at 5’5 feet tall covered in black fur with her symbolic white patch on her right ear. She is highly skilled in the art of Genjutsu like most summons among the contract however she is able to utilize it up to A-rank instead as well as being a highly acute chakra sensor by nature. Katherine’s most symbolic ability is her ability to use the Henge no Jutsu in order to passively change her appearance into a scarf or back to her Caracal form. Many are lead to believe this as a mere joke but Katherine’s power lies in her ability to sync her chakra with her summoner, most notably Nakiri due to the special bond they share. She has her own form of chakra transfer to which while in her scarf form wraps around the user’s neck and allows her to join chakra with the user. This chakra transfer allows the wearer to be use Genjutsu at lesser costs of chakra being ½ due to Katherine infusing the remaining half of chakra into the technique. While she is in her special scarf form, she loses her ability to detect chakra and cast genjutsu in order to focus on helping the summoner. The chakra transfer costs a separate move but can be done in the same timeframe of the user casting an illusion.

*Can only remain for four turns, five in the case of Nakiri due to being her personal summon. Can only be summoned once er battle*
*Changing forms is done passively however if she attains her special scarf form; she loses her ability to utilize genjutsu and sense chakra*
*All Genjutsu done by her counts towards allowed three techniques per turn*
*Scarf Chakra Transfer uses ½ the amount of chakra needed for original technique but counts as a move*
*Nakiri can enter into combat wearing Katherine in Scarf Form but lasts four turns instead of five*

Signed Contract Here:

Declined - the genjutsu i'm fine with in the first part, sensory is a push and joining chakra with the users is too much
 
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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.
(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, although cutting the normal duration of Snake Sage mode by 2 turns, meaning the user can have sage mode active for the duration of 4 turns. 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. If however, the user wants to sustain snake sage mode for it's full duration (6 turns), Draco must wait one full turn after he has been summoned on the field while absorbing sufficient natural energy in order to inject the user with sufficient natural energy to sustain Snake Sage Mode's full duration. 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 as soon as he is summoned, he can sustain Sage Mode for 4 turns max.
Note: If the user commanded Draco to inject him with natural energy to sustain Sage mode's full duration (6 turns), Draco must absorb natural energy for 1 full turn (while being perfectly still) to inject the user with sufficient natural energy.

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.


Declined - i say only 4 turns so you go to add extra to get the full siz turns? That's not how this works <_< It's easy enough for snake SM users to enter sm, now y'all trying to copy us epic toad users in using summons to extend it. Keep it as i said before.


(Senpō Fūin: Seijin no Ishi) - Sage Sealing Art: Will of The Sages
Type: Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 50 (+40 to per turn to keep active)
Damage Points: N/A (-20 to the opponent's techniques)
Description: This is an advanced and extremely powerful sealing technique developed by many of the most skilled and powerful Sealing techniques users in the history of the Uzumaki clan, and is considered a forbidden sealing technique. After forming a set of 5 handseals in rapid succession, the user hands glow with a resonating red aura as a sealing formula activates, then releasing the sealing formula by clapping their hands together to form a barrier made of hostile and extremely condensed natural energy. spanning up to Mid range around the user's initial location and remaining stationary. This barrier is constantly active for a limited amount of time and takes a huge amount of natural energy and chakra to maintain active. While the barrier is active, any technique, no matter what the elemental chakra is used to form it is reduced in power. Basically when the opponent utilizes an S-Rank technique which passes within the barrier, the natural energy existing within the barrier absorb some of the technique's chakra, causing the technique used by the opponent to be reduced one rank, making it an A-Rank technique instead of an S-Rank, and reduces it's damage points by (-20), so if an S-Rank technique has 80 damage points, it will be an A-Rank with 60 damage points instead. Not only that, but the barrier reduces the speed in which the technique used by the opponent travels, cutting it's speed by half of its original speed. The user of this barrier is able to control which technique the natural energy absorbs and reduces its speed. After two turns passes after the initial activation of the barrier, the user of this barrier is able to use all of the absorbed chakra, and sending an omni-directional wave of natural energy mixed with the absorbed chakra all at once, leveling basically everything around him. This omni-directional wave of natural energy can be seen as a feint black aura, and its power is equivalent to a forbidden ranked technique, but after it is used, the barrier is deactivated afterwards leaving the user drained of chakra. After the sealing barrier deactivates, the user's body becomes extremely exhausted and his speed is cut in half, and cannot use any sealing technique for two turns.
Note: Can only be used once per battle and while the user has Sage Mode active.
Note: Lasts as long as Sage Mode lasts, max of 4 turns.
Note: Cuts Sage Mode's duration by 3 turns after it is activated.
Note: No Fuinjutsu techniques for two turns after the barrier deactivates.
Note: Can only be used by Advanced Uzumaki clan bios with access to Sage Mode.

Leaving for another mod

✦ Declined, I understand it's a Forbidden ranked seal, but I can't allow all three of these abilities in one; reduction of jutsu 20 points, reduction of jutsu speed by 50% as well as releasing the absorbed chakra in a giant burst and the only real drawback you have is you get tired and cant use Fuin for two turns. Pick two of the abilities and while this is in effect, other A rank and above barriers cant be used ✦
(Senpō Fūin: Sennin no Ishi) - Sage Sealing Art: Will of The Hermits
Type: Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 50 (+40 to per turn to keep active)
Damage Points: N/A (-20 to the opponent's techniques)
Description: This is an advanced and extremely powerful sealing technique developed by many of the most skilled and powerful Sealing techniques users in the history of the Uzumaki clan, and is considered a forbidden sealing technique. After forming a set of 5 handseals in rapid succession, the user hands glow with a resonating red aura as a sealing formula activates, then releasing the sealing formula by clapping their hands together to form a barrier made of hostile and extremely condensed natural energy. spanning up to Mid range around the user's initial location and remaining stationary. This barrier is constantly active for a limited amount of time and takes a huge amount of natural energy and chakra to maintain active. While the barrier is active, any technique, no matter what the elemental chakra is used to form it is reduced in power. Basically when the opponent utilizes an S-Rank technique which passes within the barrier, the natural energy existing within the barrier absorb some of the technique's chakra, causing the technique used by the opponent to be reduced one rank, making it an A-Rank technique instead of an S-Rank, and reduces it's damage points by (-20), so if an S-Rank technique has 80 damage points, it will be an A-Rank with 60 damage points instead. The user of this barrier is able to control which technique the natural energy absorbs. After two turns passes after the initial activation of the barrier, the user of this barrier is able to use all of the absorbed chakra, and sending an omni-directional wave of natural energy mixed with the absorbed chakra all at once, leveling basically everything around him. This omni-directional wave of natural energy can be seen as a feint black aura, and its power is equivalent to a forbidden ranked technique, but after it is used, the barrier is deactivated afterwards leaving the user drained of chakra. After the sealing barrier deactivates, the user's body becomes extremely exhausted and his speed is cut in half, and cannot use any sealing technique for two turns.
Note: Can only be used once per battle and while the user has Sage Mode active.
Note: Lasts as long as Sage Mode lasts, max of 4 turns.
Note: Cuts Sage Mode's duration by 3 turns after it is activated.
Note: No Fuinjutsu techniques for two turns after the barrier deactivates.
Note: No Fuinjutsu techniques A-rank and above while the barrier is active.
Note: Can only be used by Advanced Uzumaki clan bios with access to Sage Mode.


✦ Approved ✦

-Removed the speed reduction portion and added a note.

(Kuchiyose: Ryuchi no Allister) - Summoning Technique: Allister The Legendary Sage
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Allister is one of the three legendary snake sages, said to be the most powerful snake of the Ryuchi cave and the most dangerous one. He is a gigantic pitch black colored cobra snake with blue glowing eyes, rivaling the speed and size of Manda when he was summoned by Orochimaru. What makes him feared as one of the strongest snakes to ever be summoned is his ability to utilize natural energy, unlike his two snake relatives, he is capable of using natural energy in his attacks and basically all techniques that he can use are considered a Sage technique. When summoned on the field, he always appears to have Sage mode active. Allister can use any water technique up to S-Rank without requiring handseals to perform them, his skills with water release grew to the extent that he can use any water technique without the need for a water source, using his powerful senjutsu chakra in order to compensate for having to use a water source. Also the water techniques he uses, as mentioned before, are labeled Sage techniques instead, basically nullifying the weakness that water techniques have towards other elements as they are now Sage technique, but they are not boosted in damage points. Allister's most unique and deadly skill is that he can induce a venom inside any and every water technique he and his summoner use while he's on the field, having the said water technique to induce an acidic like effect when touching the skin, delivering blisters and up to third degree burns on contact. Allister's tough scales that are usually surrounded with natural energy make him immune up to B-Ranked techniques.
Note: Can only be summoned once per battle.
Note: Lasts 4 turns on the field
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Declined - hell no, just seriously... no no no haha, any water jutsu, no water source or handseals, and all are sage jutsu so it's no longer weak to earth, now you want to out venom in all water jutsu (instant decline as it's borderline med with poison control) how could you think i'd approve this? xd
 
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Re: Custom Jutsu Submission



(Kuchiyose : Thel' Vadam, ābita) - Summoning : Thel 'Vadam, the Arbiter
Type: Supplementary/Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra Cost: 40
Damage Points: 80
Description:
This is another Barnacle Community comprised of many Thoracica Barnacle to form the shape of a creature, Thel 'Vadam stands an intimidating seven feet and ten inches including the calcite armour from the acorn barnacles, and possesses huge fingers, two middle fingers, and two opposing thumbs on the outside for grasping on each hand. He is very strong and can lift a person and throw them across the floor with ease, making his close combat attacks very strong and capable of knocking out a human with a punch across the face or even a headbutt. His jaws are quadruple-hinged, with an upper jaw, a greatly reduced lower jaw which are four mandible-like "lips." These mandibles are generally shown with six teeth each; used for speaking through and even capable of savagely biting the enemy, though this is rare. His legs are , with short upper and lower legs, and elongated tarsals which gives him great agility - making his running speed faster (almost double than user x1.75) and jumping distance much farther than the average shinobi. The Arbiter is renowned for his great strength and intelligence, and are praised for his bravery and honour, he is known to be summoned instead of the Summoning Boss - to do his Judgement upon the enemy as his "Arbiter" title confirms.

The Arbiter carries two swords, they act like normal blades with a few exceptions, their hilts are bladeless until activation and remain on each leg seemingly stuck to each side. When Activated it seems like the blades are made of energy, the only difference it has from a normal sword is that when it cuts an enemy it also burns and the fact that ignores any armour the opponent may be wearing (unless armour is made of ninjutsu). The swords have a very unique design, when the hilt is activate two blades are formed on eitherside of it extending hoizontally out of it in the same direction away from the user's arm as like an extension ( . One of these swords can be given to the user, but only remain active when The Arbiter is on the field, they would disperse when he does. To compliment The Arbiter's swordsman ship he can use Kenjutsu up to S-Rank and also can use the " " - and Technique without hand seals - Only these two Wind Techniques.

The Arbiter's Armour is special and different compared to the other Barnacle Summons, though it's not the strongest. The Armour can take 60 points of damage (A-Rank) before he can be hurt on the inside, however if he loses some or all of those 60 hitpoints they will "regenerate" every turn by 20 because of the Thoracica Barnacles that make up his armour using their chakra to restore it again. The Arbiter once his armour has gone is susceptible to any attack even a normal sword through his body could kill him.


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Arbiter (Left) Shown with his Sword and Speaking threw his four mandibles.

- Must Know Barnacle Contract
- Must be Taught by LonelyAssassin
- Using the Wind Techniques costs a turn as usual
- Armor Regeneration costs a Turn to regenerate each turn
- Can only be summoned 1 per battle, thrice per event


Declined - no turn limit on the field?

(Kuchiyose : Moyashi, Kokoro no Haka) - Summoning : Sprout, The Grave Mind
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description:
The user will wipe blood against their blade and will stab it into the ground, though it can also be summoned by wiping blood on the Barnacle Tattoo and a couple of hand seals being made to finish. From the earth a Thoracica Goose-type barnacle will be summoned, it's hard shell of a head will smash through the earth From Below and it's long stalk will boost it higher into the air like a long neck. The Grave Mind can be summoned under their target and will snap it up from underneath on the initial summon, this can chop the opponent in half cleanly or crush them within the mouth to be digested. Moyashi's huge neck stretches all throughout the earth all up to Mid-Range around the user when initially summoned. Moyashi can retract it's head back into the Earth at any time after summoning and travel through it, popping out again wherever it likes. Swamp of the Underworld is Ineffective against a Summon of this Size, though will stop him from being able to move through the earth if created.

Grave Mind has Rhizocephelia Type Barnacles living all over his body, though they have become a part of him - they respond to him mentally and so the user can also do this when Grave Mind is on the Field. The Rhizocephlia Parasites Capable taking control of part of Moyashi's flesh which seperates from him, they dig through the ground and appear from it. Up to Four flesh beings also known as "Kōzui" totalling A-Rank can be created at the cost of 1/3 of the user's moves. The Kōzui have a Humanoid form and they are the size of the average human - If only one flesh monster is created it can be four times that size, looking like a Mountain Troll. The Flesh beings can be spawned with Weapons made of Calcite shell, which are freeform. Through the Kōzui the user can use and , the Kōzui also Wield .

The Gravemind's Flesh can take up to large scaled A-Rank damage before he is de-summoned, for example a smaller scale fireball wouldn't do much as the Gravemind is very large. Moyashi adapted to his Parasites and will heal overtime if not enough damage is done to him within a turn, each turn he remains undamaged the next will take a full A-Rank to defeat him. The Shell that cover's Moyashi's head has an A-Rank defence Against Elements before his flesh is revealed, the shell can't be regenerated.

- Moyashi is very large in thickness, being an easy 5 meter in diameter.
- Kōzui costs one of the three moves and up to four can be made Power is split between them as explained.
- Kōzui will remain on the battlefield for two more turns after Moyashi has Despawned
- A Single Kōzui can be summoned as a "Generic Summon" through the ordinary summoning Technique and will follow the same rules as that technique rather than this.
- Must know the Barnacle Contract
- Can only be summoned Once
- Lasts for Four Turns

Approved Contract :

Declined - the purple
Approved Contract :

(Kuchiyose : Moyashi, Kokoro no Haka) - Summoning : Sprout, The Grave Mind
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description:
The user will wipe blood against their blade and will stab it into the ground, though it can also be summoned by wiping blood on the Barnacle Tattoo and a couple of hand seals being made to finish. From the earth a Thoracica Goose-type barnacle will be summoned, it's hard shell of a head will smash through the earth From Below and it's long stalk will boost it higher into the air like a long neck. The Grave Mind can be summoned under their target and will snap it up from underneath on the initial summon, this can chop the opponent in half cleanly or crush them within the mouth to be digested. Moyashi's huge neck stretches all throughout the earth all up to Mid-Range around the user when initially summoned. Moyashi can retract it's head back into the Earth at any time after summoning and travel through it, popping out again wherever it likes. Swamp of the Underworld is Ineffective against a Summon of this Size, though will stop him from being able to move through the earth if created.

Grave Mind has Rhizocephelia Type Barnacles living all over his body, though they have become a part of him - they respond to him mentally and so the user can also do this when Grave Mind is on the Field. The Rhizocephlia Parasites Capable taking control of part of Moyashi's flesh which seperates from him, they dig through the ground and appear from it. Up to Four flesh beings also known as "Kōzui" totalling A-Rank can be created at the cost of 1/3 of the user's moves. The Kōzui have a Humanoid form and they are the size of the average human - If only one flesh monster is created it can be four times that size, looking like a Mountain Troll. The Flesh beings can be spawned with Weapons made of Calcite shell, which are freeform. Through the Kōzui the user can use and , the Kōzui also Wield .

The Gravemind's Flesh can take up to large scaled A-Rank damage before he is de-summoned, for example a smaller scale fireball wouldn't do much as the Gravemind is very large. Moyashi adapted to his Parasites and will heal overtime if not enough damage is done to him within a turn, each turn he remains undamaged the next will take a full A-Rank to defeat him. The Shell that cover's Moyashi's head has an A-Rank defence Against Elements before his flesh is revealed, the shell can't be regenerated.

- Moyashi is very large in thickness, being an easy 5 meter in diameter.
- Kōzui costs one of the three moves and up to four can be made Power is split between them as explained
- A Single Kōzui can be summoned as a "Generic Summon" through the ordinary summoning Technique and will follow the same rules as that technique rather than this
- Must know the Barnacle Contract
- Can only be summoned Once
- Lasts for Four Turns

‡ Approved ‡

(Kuchiyose : Thel' Vadam, ābita) - Summoning : Thel 'Vadam, the Arbiter
Type: Supplementary/Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra Cost: 40
Damage Points: 80
Description:
This is another Barnacle Community comprised of many Thoracica Barnacle to form the shape of a creature, Thel 'Vadam stands an intimidating seven feet and ten inches including the calcite armour from the acorn barnacles, and possesses huge fingers, two middle fingers, and two opposing thumbs on the outside for grasping on each hand. He is very strong and can lift a person and throw them across the floor with ease, making his close combat attacks very strong and capable of knocking out a human with a punch across the face or even a headbutt. His jaws are quadruple-hinged, with an upper jaw, a greatly reduced lower jaw which are four mandible-like "lips." These mandibles are generally shown with six teeth each; used for speaking through and even capable of savagely biting the enemy, though this is rare. His legs are , with short upper and lower legs, and elongated tarsals which gives him great agility - making his running speed faster (almost double the user's base speed - x1.75) and jumping distance much farther than the average shinobi. The Arbiter is renowned for his great strength and intelligence, and are praised for his bravery and honour, he is known to be summoned instead of the Summoning Boss - to do his Judgement upon the enemy as his "Arbiter" title confirms.

The Arbiter carries two swords, they act like normal blades with a few exceptions, their hilts are bladeless until activation and remain on each leg seemingly stuck to each side. When Activated it seems like the blades are made of energy, the only difference it has from a normal sword is that when it cuts an enemy it also burns and the fact that ignores any armour the opponent may be wearing (unless armour is made of ninjutsu). The swords have a very unique design, when the hilt is activate two blades are formed on eitherside of it extending hoizontally out of it in the same direction away from the user's arm as like an extension ( . One of these swords can be given to the user, but only remain active when The Arbiter is on the field, they would disperse when he does. To compliment The Arbiter's swordsman ship he can use Kenjutsu up to S-Rank and also can use the " " - and Technique without hand seals - Only these two Wind Techniques.

The Arbiter's Armour is special and different compared to the other Barnacle Summons, though it's not the strongest. The Armour can take 60 points of damage (A-Rank) before he can be hurt on the inside, however if he loses some or all of those 60 hitpoints they will "regenerate" every turn by 20 because of the Thoracica Barnacles that make up his armour using their chakra to restore it again. The Arbiter once his armour has gone is susceptible to any attack even a normal sword through his body could kill him.


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Arbiter (Left) Shown with his Sword and Speaking threw his four mandibles.

- Must Know Barnacle Contract
- Must be Taught by LonelyAssassin
- Using the Wind Techniques costs a turn as usual
- Armor Regeneration costs a Turn to regenerate each turn
- Can only be summoned 1 per battle, thrice per event
- Last four Turns on the Field

‡ Approved ‡ If you use something like Leg Weights or Berserkergang before summoning him, his speed will still only be x1.75 your base speed.

(Shōkeimoji-Fūton : Neko no Shosa) - Heiroglyphic-Wind Release : Cat's Dance
Type: Offensive/Defensive/Supplementary
Rank: C - A
Range: Short - Long
Chakra Cost: 15 - 30 (-5 for movement)
Damage Points: 30 - 60
Description:
The user in the air creates a out of the air with a green-ish hue, the pattern of the glyph is custom as long as it's Circular and has the Kanji of "Jiyū" within it. When created it spins and grows into view. Even though the glyph is almost transparent it can clearly be seen, it is also solid and acts like a wall, the Glyph can be created vertically or horizontally. The glyph incorporates both offensive properties of Wind, Flat side of the glyph causes blunt damage whereas the edges are sharper than a Katana blade. The user can essentially "grab" the initial glyph by placing their hand on it and throw it like a Shuriken, the maximum size a Glyph can be is 2 meters in diameter and the minimum size is as big as the user's hand.

The Glyph can be manipulated to move vertically or horizontally after creation or by the command of the user later after creation, this costs 5 chakra points. If the user wishes they can "grab" like they would to throw it but because it's moving they will be taken by the Glyph that they are manipulating, they can also just jump on the flat surf it and esentially ride it like a surfboard. The user can if he wants jump from one glyph and create another glyph to perform a quick switch whilst "surfing" as per say, however if another glyph is create of course this would count as another move.

The user can thrust their arm towards their glyph with their hand spread open and the Glyph will disperse into spinning sharp 1 foot mini-glyphs with the Kanji "Kusaru" that barrage from the original. The user can manipulate them to move however he wants, they can float around to defend him or go forth to attack. The Mini-glyphs are very sharp and can easily cut through a thick tree. If used immediatedly after Glyph creation it doesn't count as a move, if it is then it costs a turn.

- Remains active for three turns, Glyphs are self sustained until their turns are up.
- A-Rank version can only be used four times and has a two turn cooldown
- Movement of Glyphs saps 5 chakra from user per turn.
- Max of four Glyphs on the field at a time
- One use of this technique means one Glyph Created
- Mustbe Taught by LonelyAssassin

‡ Approved ‡ If multiple glyphs are created, the power of this technique is split between them.
 
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Arudora

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Re: Custom Jutsu Submission

(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.
(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. The clothing that has been embedded with the chakra will gain a light purplish/black hue. For B-Rank the clothing with just gain the light purple/black hue, at A-Rank the clothing will darken up to a regular purple/black hue, and S-Rank it will turn a dark purple/black hue.

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

‡ Approved ‡

(Meiton: Hellion Ude) Dark Release: Hellion Arm
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20(-10 per turn; -40 to opponent per hit)
Damage: 40(+10 to all punch based attacks)
Description:
Focusing their dark chakra in one of the markings on either palm the user will release it having it completely cover their arm and take the form of a large demonic looking claw. The claw is self sustaining and leeches chakra from the user to stay formed. The claw being made from dark chakra gives it a similar ability to (Meiton: Dassui Fureru) Dark Release: Draining Touch allowing for passive draining of opponent's chakra when contact is made. This allows for the user to perform other dark jutsus later on or if the user wishes can use that chakra to fuel the claw. If and when the user makes contact with the opponent and absorbs chakra the arm will glow a light blue for a brief second while causing minor burns to that area touched. Because of the properties of the dark chakra it not only is able to absorb chakra but it gives a +10 damage to all punch based attacks. Sending the same amount of chakra into the claw it took to form it or by absorbing the same amount of chakra or higher, the user can slam the claw into the ground allowing it to extend and travel through it towards the opponent. The user would have the claw burst through the ground either behind, in front, beside , or under the opponent grabbing them binding them in place while draining their chakra.

- Must be taught by Albel
- Stays active until the user releases it or runs out of chakra
- Extending the arm cost one of the users 3 slots and can only be used once every turn.

‡ Approved ‡

(Fujitsuboātsu : ) - Barnacle Arts : Organs of the Thoracica
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+10 chosen affinity)
Description:
The User bites their thumb and wipes it on their barnacle tattoo and is used when another Barnacle Summon made of a community (like Oregon) is on the field. There will be extra barnacles infused into the community, and these barnacles will have a certain elemental affinity of the user's choice as long as it's the 5 basic elements and only one elemental affinity can be chosen at a time. The Summon with these infused can use all Techniques of their chosen element with no hand seals up to B-Rank. If you infuse barnacles of the same affinity as the summon then they will be able to use techniques up to all ranks with a +10 damage boost.

- Cannot be used on the same summon twice.
- Cannot be infused whilst an element using this technique is already active
- Must have signed Barnacle Contract

‡ Approved ‡

Signed Barnacles:
Permission from LonelyAssassin to submit Barnacle Arts:
 
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Summer

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Re: Custom Jutsu Submission

Fixed format.

Magnhild
Type:Weapon
Rank: S rank
Range:short
Chakra:40
Damage:80
Description
This giant hammer was passed down from a woman named Nora Valkyrie. It is a long handled hammer with a big head and a long haft (handle) the length of 5 feet, and weighs in at 20lbs. The head of the hammer is round and flat on the front side and on the back side it comes to an hollowed out Spike like point . Seen as how this hammer is quite a big and heavier weapon then most it is normally stored in a scroll unless the user states at the beginning of battle that they are carrying it.
Tempest strike
The user can channel wind chakra into the head of the hammer, and use it to propel the backside of the hammer. This gives it a burst of speed that is harder to visually time an attack. This release of wind will help to propel the hammer swings and or rotational swings of the hammer.
The boosting speed is similar to that of a powerful wind burst released from its backside. Having a speedy swing will give extra momentum for crushing blows.
Talley Hoooo!
Due to the size of the hammer the user can place a foot on the head of the hammer, while it is upside down. The user holding the haft and standing on the head will be able to release the wind from the spike end. This will propel you through mid air combat by jetting you around on the hammer. As seen in the video the she was able to lift herself into the air or around mid air on the battlefield. this ability has enough propelling force to move you from short range to long. It all depends on the users description as to where they end up.

Note: every time an ability is used it uses a Jutsu slot.
Note: Tempest strike requires a full turn cool down between usage. Note: Considering the force of an enhanced speed swing this gives a +10 damage boost.
Note: wind Talley hoooo can only be used twice in the same turn.
Note:wind Talley hoooo requires a full turn cool down after the two usages.
Note: can only be used by Juha and those he allows.

Declined - you say it gives +10 damage boost but what if you just swing the hammer and release a blast of wind, what rank is it? S rank with +10? Explain this better
Dropping this:

Magnhild
Type:Weapon
Rank: S rank
Range:short
Chakra:40
Damage:80
Description
This giant hammer was passed down from a woman named Nora Valkyrie. It is a long handled hammer with a big head and a long haft (handle) the length of 5 feet, and weighs in at 20lbs. The head of the hammer is round and flat on the front side and on the back side it comes to an hollowed out Spike like point . Seen as how this hammer is quite a big and heavier weapon then most it is normally stored in a scroll unless the user states at the beginning of battle that they are carrying it. Regular strikes or freeform in nature will have minimal damage dealing only up to C rank damage and will not require added chakra to fuel. These attacks however will be considerably slower without the extra propulsion speed.

Tempest strike
The user can channel S rank wind chakra into the head of the hammer, and use it to propel the backside of the hammer. This gives it a burst of speed that is harder to visually time an attack. Using the extra propelling force of A rank wind will also give this swing a crushing + 10 damage boost. This release of wind will help to propel the hammer swings and or rotational swings of the hammer.
The boosting speed is similar to that of a powerful wind burst released from its backside. Having a speedy swing will give extra momentum for crushing blows.

Talley Hoooo!
Due to the size of the hammer the user can place a foot on the head of the hammer, while it is upside down. The user holding the haft and standing on the head will be able to release the wind from the spike end. This will propel you through mid air combat by jetting you around on the hammer. As seen in the video the she was able to lift herself into the air or around mid air on the battlefield. This ability has enough propelling force to move you from short range to long. It all depends on the users description as to where they end up. Using Talley Hoooo will require A rank chakra to be used to propel you up to long range

Notes:
every time an ability is used it uses a Jutsu slot.
Tempest strike requires a full turn cool down between usage.
Tempest strike gives the hammer a +10 damage boost to the A rank damage
wind Talley hoooo can only be used twice in the same turn.
wind Talley hoooo requires a full turn cool down after the two usages.
can only be used by Juha and those he allows.


‡ Approved ‡ Edited.

[Fuin: Guruo Subashikoi Clergy - Sealing Art: Mockery of a Nimble Clergy
Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage: N/A
Description: This is a seal that is already placed on the user before hand. There are three of them at the back of the user's neck, at the back of his cardiac plexus.
The seal whenever the user speed is prematurely reduced or hindered by an external factor which is not of the user's. The seal activates, coating the user with a sealing barrier as well as discharging lightning chakra into the user in the barrier. The sealing barrier syphons the obstacle into itself if its an elemental technique. For example if the speed hindering medium is a wind jutsu that supplementarily inhibit the user's speed by becoming dense etc. The second but simultaneous effect of the seal which is the lightning chakra on the user within the barrier implies the seal as also a mocking one. It mocks the jutsu that intends to inhibit the user's speed by increasing the user's speed drastically by the amount at which it was reduced in the first place, the level of speed inhibition which would be measured by the barrier as it absorbs it. This is done via the lightning chakra that was discharged through the entire system of the user, buffing the user's muscles beyond what it once was though for a very short period of time.

3 seals present so it can only be used 3x per battle
The barrier lasts for 3 turns
The lightning buff lasts 2 turns
No fuin above A rank the turn after this ends
No fuin above S rank the turn this is used

‡ Declined ‡ DNR.

Fuin:Jinkei Yukashii Teisou - Sealing Art: Charity's Charming Chastity
Type: Defense/Suplemmentary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user taking sealing release to a more grand level. On a normal day, to release a seal would require making contact with the seal, the user can now use a sealing barrier that reaches up to mid range. Any sealing technique, mark, or tag which is not of the user that is within the barrier would be undone immediately as the barrier serves as a remote sealing release technique. Alternatively, the user can remotely use this barrier as a medium to apply seals without the need of making hand contact. This is bar explosive tags or those that does offensive damage. The barrier though can not be destroyed but avoided as it does not interact with any real matter just the Boundary Barrier Jutsu.

Usable 4x per battle
Last 3 turns
Can be used to release fuin seals upto A-rank in nature
Applying seal through the barrier counts as a move

‡ Declined ‡ The bolded is legitimately OP with existing seals (both canon and custom). The rest has already been done (the remote cancelling of seals).
 
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Panthalassa

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Re: Custom Jutsu Submission

( Aburame no Jutsu: Torikae ) Insect Technique: Gens

Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: This technique stems from Phoresy, and behaves similarly to a summoning technique. The user will aggregate their insects into a clone within 5 meters radius, or focus chakra onto a previously created insect clone. In Aburame, the insects have a sort of swarm mentality and identity, which is what allows part of the swarm to drain chakra and immediately transfer it across the rest of the swarm, even without direct physical contract. Tapping into that phenomenon, the user will swap himself with the clone. When a physical attack is directed at the user, he can swap himself with the clone, which can tank or dodge the attack.

Note: Can only be used 4 times per battle.
Note: Aburame users for more than 6 months can use this twice at mid-range.
Note: Can only be used once every 3 turns.

‡ Declined ‡ This is basically your own version of FTG lol.

Phoresy Approved:

( Aburame no Jutsu: Kuchisaki ) Insect Technique: Proboscis

Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will manipulate a great swarm of insects and form them into a large beam. The beam can be made as thin or as wide as the user requires, up to a maximum of 5 meters radius, though with one particularity that sets it aside from other insect techniques. Every insect in the swarm will synchronize it's wing motion, instead of chaotically fly around. In rhythm, the bugs will beat their wings in a wave pattern, initiated in the front and following through the back, which will displace the air around the beam. As the bugs contact a target, they will naturally drain their chakra, and the synchronized motion will allow them to drain more chakra than normal, as the very motion of the swarm will pump chakra faster. This allows the technique to steal 3 times more chakra than the average insect technique.

Note: Can only be used 4 times per battle.
Note: Can only be used every 3 turns.

‡ Approved ‡

( Kenjutsu/Aburame no Jutsu: Iriguchi ) Sword/Insect Technique: Maxilla

Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will coat his sword with insects, which will arrange themselves so that their mandibles are lined up over the edge of the blade, creating a second edge made with their teeth-like appendices. While it does not increase the damage of the technique, it is, though, capable of draining chakra with every slice, as the insects will feed an amount equal to the average insect ( 14 chakra ) per slash. This technique is comprised of 10 freeform motions, which potentially grant a drain of 10 times the average insect ( 140 ), if the user avoids evasion motions or other non-slashing movements.

Note: Insect coat lasts up to 3 turns, though only 10 motions can be performed.
Note: Can only be used 3 times per battle, 4 times if every single usage lasts only 1 turn.

‡ Approved ‡
 
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