[ARCHIVE] Custom Jutsu Submission - II

Status
Not open for further replies.

Klad

Active member
Supreme
Joined
Jul 13, 2012
Messages
26,122
Kin
13💸
Kumi
3💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Meiton : Dākusutējingu) - Dark Release : Dark Staging
Type : Defensive/Offensive
Rank : A
Range : Short - Mid
Chakra Cost : 30
Damage Points : 60
Description : After having absorbed a technique/chakra before hands, the user activates one of his dark marks before touching the surface he's in. A 7x7 sized pitch black platform is raised from the ground, tearing it apart. Respecting the Strength and Weaknesses of Elements instructions, this platform can block attacks up to A rank by absorbing their spiritual and physical energies. Once something is absorbed, the dark platform rapidly scatters into countless pointy and sharp blue flame projectiles with a simple hand seal from the user. These projectiles are directed towards any direction if the user so wishes, by making hand gestures. If any of these miniature deadly bullets make contact with a target, they will receive a 2nd-degree burn and also many major cuts in their flesh.

Restrictions
- Must have absorbed something before using
- Cannot be used in a consecutive manner
- Must wait for 2 turns to use again and can be used only 3 times a battle
- Can only be taught by Klad

‡ Declined ‡ Is this platform just raised anywhere? or is raised around the user? I would prefer it if it's the latter. Reduce the range to short and make it something that surrounds the user. You can base it off my Surging Flare technique if you want.

Leaving for NK

(Katon: Joushou Taiyou) Fire Style : Rising Sun
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-70 to user)
Description: This technique is a very dangerous and powerful fire jutsu, normally used as a last resort technique created to imitate the sun, by not using the fire as a base for the attack but the heat from the fire. The user will do five handseals creating fire condensed into the size of a baseball short range from his opponent. This baseball will constantly be fueled with the users fire chakra. Once the baseball size fire has enough fire fuel into it, the user will do the tiger hand seal causing the small fire to expand into a miniature sun (twice the size as a basketball). The moment this takes place, the heat from the miniature sun will scorch any and everything within a mid range radius, turning any humans that get caught up in the attack into charcoal while having their flesh burn off in nearly an instant. The heat is so powerful that it will scorch the ground aswell, this restricts anybody to touch that part of the ground unless they will face deep burns on their feet. This is a double-edge technique, cause even though it does all of this to anything and anybody mid range, even those long range will feels the effect of this technique (unless protected). This will not only deal second degree burns to the users body but it will also scorch the air, not allowing the user the user to do any jutsu that comes from the mouth without it dealing damage to their throat due to it being too dry.

Restrictions
- Can only be used once
- Can't use any fire jutsu during the fueling stage or 3 turns after its usage
- The user can fuel this jutsu in 1 move by using up all 3 slots, 2 turns by using 2 slots, or 3 turns once a turn
- User takes -30 damage if they use any jutsu from the mouth (this excludes water jutsus) for 5 turns
- Can only be taught by Klad

Declined - similar to alot of existing jutsu

(Fuuton: Meian Sochi) Wind Style: Shadestep
Type: Supplementary
Rank: B
Range: Short
Chakra: 25
Damage: N/A
Description: Shade step is a wind technique mixed with an evasive movement. Used to not only dodge, but bypass physical damage if need by. The user will channel all of their wind chakra through their body while right after leaping in any direction (only up to 2 meters) while at the same time releasing the wind chakra. By doing this, the user whole body turns into wind as they leap (somersault) making them tangible once the cease movement once again. This technique is used to evade techniques, but in extreme cases bypass physical damage.

Restrictions
- Can only used 6 time per battle
- Must wait one turn before using again
- Can only be taught by Klad

Declined - DNR, exactly the same as my Slicing wind custom

You must be registered for see images
 
Last edited by a moderator:

Penguin

Active member
Supreme
Joined
Feb 15, 2013
Messages
29,919
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

Same/Suiton: Toriton Uragiri Taizu ▽ Shark/Water Release: Treacherous Tides
Type: Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user will release pulses of mist all across the battlefield. The mist itself is intangible, inside the mist are tiny baby sharks, floating around by using the mist as their medium. The mist is infused with the user's chakra, with the purpose of the baby sharks being able to differentiate the user's chakra from the opponents. The purpose of the baby sharks is to remain towards their theme of consuming and growing. Essentially, anything that enters the mist are will automatically be bombarded by the many baby sharks, with the sharks consuming and devouring the substances inside of the mist. The consummation occurs in two ways: if the element/material is solid, they devour it by actually eating the material and chakra away. If the element/material is energy, they will absorb the chakra through their body and skin. This jutsu becomes a hellish defense, difficult to penetrate for the purpose of the user. Sentient beings are not secluded from this jutsu either. And if there so happens to be multiple sources of attack, they will be able to split themselves in accordance to fight off the multiple attacks. All the baby sharks together make up S-Rank related power. The damage inflicted can only be done on contact of the sharks.

▽ Lasts four turns
▽ One turn cool down before re-use
▽ No water S-Rank and above on the turn this is deactivated/destroyed
▽ Can only be taught by Penguin

‡ Approved ‡

Enamel of Ethereal ▽ Īsariaru no Enameru
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: A jutsu Mand'alor Indomitable made that requires summoning a singular part of sharks around the user as a defensive precaution against incoming attacks. The user, through the rapid conversion and release of chakra, would begin to summon quite the amount of shark teeth around himself. The shark teeth always point outwards when summoned, making sure not to put the user at risk, almost fashioning these shark teeth as a spiked armor. The jutsu itself is basic, serving as a rudimentary defense equating to S-rank strength, however, much akin to the (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, the user can constantly manipulate these shark teeth to form basic tools of attack (swords, hammers, mails, etc.) to attack the opponent if they enter short range.

▽ Can only be used twice per conflict
▽ Requires a two turn cool down before re-use
▽ Can only be taught by Penguin
▽ Can only use elemental and non elemental abilities while sustaining this armor
▽ Lasts up to four turns

‡ Approved ‡ No reason for this to restrict you to Water. Edited.

Forculus no Mittsu Unmei ▽ Three Fates of Forculus
Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: N/A
Chakra: 50 (-20 per turn)
Damage: N/A
Description: After becoming a notable user of the shark summoning contract, Mand'alor the Indomitable had set out in making the final ninjutsu to complete his already monstrous arsenal. In one fight with an old ninja named Kakuzu, Mand'alor the Indomitable noted the usages of the threaded man's hearts, each proving to be formidable and useful in their own way. Using Kakuzu's masks as a concept, Mand'alor the Indomitable underwent this overwhelming task on creating the ultimate shark ninjutsu. After surging copious amounts of chakra throughout his being, the Mand'alor would summon three shark heads that protruded out of his back and armor that each had different and unique abilities to aid him during combat, with all three being able to mentally communicate with their summoner and each other. Due to the shark's heads and neck's being made of mostly cartilage, they would have a full range of motion to cover many different areas around the battlefield at once.

First Fate; Freyr ▽ Freyr, The First Fate, is purely supplementary and has no offensive or defensive means to it. However, that in no way means The First Fate has no use in combat. The First Fate's sense of smell is sublime, far superior compared to that of an average shark. The First Fate, much unlike a regular shark, can smell more than just blood to a fantastic degree. The First Fate's ability is to be able to smell metals (can differentiate the iron found in blood and smell that iron in mass produced metals) and chakras on the battlefield much like a shark could smell blood in an ocean. This ability is mainly passive and has no chakra cost, as it's just The Fate's sense of smell.

Second Fate; Fabulinus ▽ Fabulinus, The Second Fate, is rash and offensive in nature. The Second Fate's main ability is that of being able to regurgitate sharp teeth from his stomach in excess, then manipulate them in battle. In other words, The Second Fate's ability is that to grow excess teeth and by the usage of chakra, cause these teeth to attack an opponent or defend from an attack. This ability is S-rank in power, and the creations of these toothen structures are only limited to the user's imagination. The size of these structures, however, cannot exceed that of ten meters in length or width.

Third Fate; Faustulus ▽ Faustulus, The Third Fate, is explosive in personality, much akin to your average loudmouth. However, The Third Fate has quite a unique ability, that being able to release waves of oil from his stomach (similar to that of summon's being able to regurgitate oil from their stomachs). This oil is much darker than regular oil in appearance, almost black in hue. For a secondary application, The Third Fate can also coat objects in this substance and when ignited, gains twenty points of damage. The ignition can vary from a spark, all the way to a hellish fire technique. The first application is A-rank in power and can only be used thrice per battle, reaching up to mid range, while the secondary application can be used twice and not consecutively.​

▽ Can only be taught by Penguin
▽ No shark ninjutsu for two turns after this technique is completed
▽ Lasts four turns
▽ Can only be used once

‡ Declined ‡ Already checked the newest one.

Leaving for NK
 
Last edited by a moderator:

Vex

Active member
Legendary
Joined
Jul 18, 2012
Messages
12,544
Kin
247💸
Kumi
-163💴
Trait Points
10⚔️
Re: Custom Jutsu Submission

1. ( Fuuinjutsu: Hecate's Nekutai ) - Sealing Arts: Hecate's Binding
Type: Supplementary
Rank: C
Range: Short
Chakra cost: 15 ( -5 each turn )
Damage points: N/A
Description: The user forms a Fuuinjutsu that is simple in nature yet advanced in it's applications. Channeling chakra, the user creates a seal that is applied to a weapon of the user's choice. The purpose of this seal is to extend the user's chakra manipulation through an instrument of his choosing. This allows the user to release Jutsu from this instrument or item of choice as long as it's in the form of a streamed jutsu, like Great Majestic Annihilation or a projectile like Water Bullet. A one time use seal, this can be applied either in battle or pre applied before battle by placing in the user's bio. After applied, lasts until the user cancels it. In order for this to work, the weapon has to be in contact with the user's body or said jutsu will be released from their original point of release.
Note: Can only be used on weapons the user owns.
Note: This seal also binds the weapon to the user, meaning it can't be lost unless the user himself throws it away.

‡ Approved ‡ Nice technique.

2. ( Juinjutsu: Kyūshutsu no Soter ) - Cursed Seal: Soter's Deliverance
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60 to opponent
Description: Based on the Sealing Trap Explosion, the user creates a cursed barrier around his person. This skin tight barrier is then made dormant until specific conditions are met. Should a jutsu of foreign chakra approach the user, the armor will react in such a way that, much like the parent jutsu, an explosion is generated. However, the difference between the two is that while the basic version is omnidirectional, this variant is a controlled outwards explosion generated towards the source of the foreign chakra. Due to the layer of chakra in the barrier around the body, the user is left unscathed as the barrier generated explosion disperses any attack of same chakra level or lower. Due to being an actual barrier and not a chakra shroud like with SM or Bijuu Modes, the user is left able to use other mode based jutsu while this lays dormant. Should an explosion occur in a direction, the user is able to release it from his fist instead of his entire front torso.

Note: Can be applied passively and pre-placed on the user's bio.
Note: After using, the user cannot use again for one turn and no S ranked Fuuinjutsu next turn.
Note: Can only be used or applied 4 times.
Note: User is able to release from two spots at once but requires two slots and the only way the user can have double usage at once but this requires one additional turn to the already 1 turn wait in between usages.
Note: Cannot be combined with techniques that increase the chakra cost of this jutsu

‡ Approved ‡ Almost slipped it past me but you made it obvious with the below jutsu. Added the last note.

3. ( Fuuinjutsu: Zōkyō no Bia) - Sealing Arts: Bia's Augmentation
Type: Supplementary
Rank: B
Range: Short
Chakra cost: +10 to jutsu
Damage points: N/A
Description: A purely defensive and supplementary jutsu, the user creates a barrier around a selected shield, armor or other body used for defensive purposes. This can range from chakra armors to physical shields/barriers to raw chakra bodies around the user and various types of defensive jutsu. The purpose of this barrier is to reinforce the defense of the targeted jutsu by means of the barrier around it. What this does is add additional chakra to the barrier when it's created, increasing the power of the jutsu by 20 damage points by making a thin physical barrier around the jutsu made to act as a second layer around the jutsu to allow it to augment it's effects and defensive aspects. While simple, the barrier acts as a small coating that can only be described as skin tight in relation to how close it is to the jutsu it's applied to.
Note: Can be used 4 times with a 2 turn cool down in between usages.
Note: Because this jutsu's effects are reliant upon another jutsu being used, this can be used in the same timeframe as another.
Note: Cannot be used with Cursed Seal: Soter's Deliverance


‡ Approved ‡ Same as above, added a note for good measure.
 
Last edited by a moderator:

Detective L

Active member
Legendary
Joined
Jan 10, 2013
Messages
19,342
Kin
2,224💸
Kumi
3,141💴
Trait Points
0⚔️
Re: Custom Jutsu Submission



(Fuuin: Megurushi no Kyokugaisha) - Sealing Technique: Mark of the Outsider
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will have a seal on their body with symbol below (see spoiler) that lies dormant and will passively activate under a number of different conditions, each with a varying effect. The seal’s overall use constitutes warding off mind-invasive techniques and abilities that seek to influence the user’s mental or emotional state.

The Queen of Thorns: Whenever someone attempts to possess the user’s body or alter the user’s memories, the seal will glow a bluish-white and cast both the user and the opponent in an A-Rank Genjutsu. The illusion will resonate with the Yamanaka/the entity possessing the user due to the self-cast. The illusion consists of a forest of black thorns “growing” from the user’s mind. The thorns ensnare the opponent and open wounds all across their body causing them to bleed out profusely. The mental strain of the illusion will cause the opponent to go unconscious instantly due to being cast in a high-level illusion when they’re in a such vulnerable state (attempting to enter the user’s mind). It will of course break the possession and as soon as this occurs, this technique will seal away the chakra used to cast the user in an illusion, essentially breaking it on their behalf. However, he will still have received mental damage from the illusion but not to the extent of the opponent. It will simply render him unable to use techniques above S-Rank in the same and next turn. This can only activate once per battle.

Wards of the Sorcerer: Whenever the user is forced into an unconscious or near unconscious-like state due to severe mental pain, the seal will glow purple and it’s effects will be two-fold. A seal will manifest on the user's spine and seal away the user's ability to feel or experience the effects of physical or mental pain/damage. It will also seal away the memories of having ever sustained or experienced the mental damage that triggered this seal to activate similar to the canon Ninjutsu technique (Kenboushou Jutsu) - Loss of Memory Technique. This seal will do nothing to prevent the user going unconscious if struck with a technique like Tsukiyomi but upon awakening, they will be not be fatigued or phased in the slightest. It will be as if they were never struck with the technique in the first place. To re-iterate, this technique itself does not allow the user to recover from being knocked out. This can only activate once per battle. This inability to feel pain will only last three turns but once it ends, the effects of any mental pain or damage sustained by the user prior to the seal's use will be negated. The memories of sustaining that pain/damage will remain sealed indefinitely.

Wrath of the Berserker: Whenever the user's emotional state is affected by a technique (doesn't have to be one that implants foreign chakra into the body), this seal will be triggered and glow red. It will act in a similar manner to Wards of the Sorcerer and essentially seal away all of the user's memories to do with any emotions besides that of rage. Illusions that make the user afraid of anything will be rendered useless as the user forgets even the concept of fear. Techniques which attempt to lull the user into a false sense of security or incite sudden nostalgia and remembrance or even subtly affect their mental/emotional state will prove ineffective as the user is suddenly overcome with intense anger and hatred. This will not render the user a mindless animal however, they will simply become overwhelmed with the need to kill anyone nearby (allies or opponents). This technique lasts until the ability attempting to affect the user is countered or deactivated. This can only activate once per battle.
If you seal away all emotions apart from rage, you will resort to being nothing but a beast. Being reasonable is a type of feeling, you will be consumed by your own rage to an extend xd How can you be consumed by only rage and not have more adverse effects, and can you truely seal your own emotions? If you seal memories it shouldn't leave only rage, what about when you were a happy little kid? xd

No Honor Among Thieves: Whenever the user realizes he's caught in an illusion, he can activate this seal. The seal will glow green and instantly absorb the foreign chakra in it's entirety without disturbing the balance of the illusion meaning it will still be active albeit sealed. This isn't to be confused with the user still being affected by the Genjutsu, the sealing of the chakra negates that. A seal with the Kanji for "Dishonored" will form anywhere on the user's body, (a location of their choosing) that will store the absorbed chakra. The user can make contact with another person (even the shinobi who initially cast the genjutsu) and place the seal on them through momentary physical contact. Wherever the seal was initially, the user can passively move it around their body to better ensure it makes contact with the opponent. Once the seal is transferred to the opponent's body, the foreign chakra will be released and the genjutsu will be cast on whomever it was placed on. Absorbing the illusion and creating the seal is passive but placing it on the opponent will count as a move. This can only be activated and used once per battle.

I'm not sure you can seal an illusion in a bubble like that, need to speak to other mods about this.

Notes:
-Can only be taught by Detective L
-Each ability can only be used once per battle

Declined - for one you create an illusion with this so it should be Fuuinjutsu/Genjutsu. Making them go unconscious instantly, horrible wording, so OP xd The second part needs a rank limitation to what effect it can seal. A rank seal, seals A rank mind damage. Like i have a genjutsu, S rank, Mind crush, causes you to see your mind shatter like glass and pass out, would this really seal such a traumatising illusion. AND a few purple notes above xd

You must be registered for see images

(Fuuinjutsu: Yomigaeri no Mikoyose) - Sealing Arts: Resurrection of Sorcery
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 to the main two affinities of the user)
Damage:N/A (-10 to the main two affinities of the user)
Description: This seal must be either stated in the user's bio or placed on him before battle. This seal is linked to the users two strongest elemental abilities and only seeks to make them weaker in order to increase the power of the users Sealing Arts. When passively activated it will drain the user's two main elemental affinities of 10 points of chakra and damage automatically every time they're used, storing it within itself, and making the users techniques using those affinities weaker until its deactivated. It's true purpose will be triggered whenever the user utilizes the art of Fuuinjutsu, it will convert and release this stored power into any Fuuinjutsu technique whenever it is used, filling the technique with the energy it took from the user's elemental prowess. This results in every Fuuinjutsu technique the user uses gaining +1 Rank or +20 Damage for those that are already S ranks or above and offensive. Those that are S ranks and defensive or supplementary will gain the ability to defend against techniques with 20 more damage than it. On the other side, the main two elemental affinities of the user will automatically lose 10 damage and chakra each when they are used. This lasts until deactivated.

-Can only be used or activated once per battle
-Can't be used on bios without two elemental specialties

Declined - it can't work on S ranks and above, if you boost some barriers it's game over, and multiple infinite embraces. Also you should state this effects elements made up for those two elements. If i had water and wind, it would also drain ice ect.
(Fuuin: Bachi no Fukyuu) - Sealing Technique: Bane of the Immortal
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: The user will have a seal on their body with the Kanji for "Eternal". The seal lies dormant and is passively activated whenever the opponent tries to seal or drain the user's chakra and/or abilities. The seal will instantly release an intangible barrier that surrounds the user's body like an armour. Any abilities which act externally such as the canon techniques Multiple Infinite Embraces or Living Barrier will be unable to affect anything inside the barrier, namely the user's body. Seals which act internally will first have their chakra be absorbed by the barrier (happens instantly and so before they can come into effect) and once erected, the barrier will prevent any further insertion of chakra while active. The seal is self-sustaining and will involuntary leech chakra from the user's body. This is for the express purpose of maintaining this technique even when the user can't use or mold chakra. This is possible as the chakra still exists within the user as it is equivalent of their very life-force. This cannot be activated manually and will only ever activate under the aforementioned conditions. It lasts until deactivated or until the ability attempting to seal or drain the user's chakra or abilities is no longer active.

Note: Can only activate a maximum of thrice per battle

Declined - needs a turn limit of how long it can be active, what rank it can counter ect...

‡ All Pending ‡ Leaving for another mod
 
Last edited by a moderator:

Sonnelion

Active member
Veteran
Joined
Nov 29, 2012
Messages
3,337
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Jookaa No Sotokokkaku) Joker’s Exoskeleton
Type: Weapon
Rank: S
Range: Short
Chakra: N/a [+5 per turn][+20 per transformation][+10 chakra blade mode]
Damage: N/a [+15 to Kenjutsu][+15 to Inuzuka Techs.][+10 to Elemental Techs.][+20 for CB Mode]
Description: Joker’s Exoskeleton is a dark colored armor that is composed of chakra metals and a light weight Aluminum alloy, thus making it very tough to pierce through and impervious to normal free-form weapons and throwable items. The armor is skin tight and is connected to the user by a Fuinjutsu seal on the inside allowing it to passively absorb chakra for the abilities while at the same time giving the user complete knowledge over his/her chakra network in case they are under Genjutsu, they still must break free of it on their own/the normal way. One of the abilities of the armor is to transform the appearance of the arms allowing the user to be able to either improve the damage of techniques relative to the weapon used for the Jutsu, naturally a knife for Kenjutsu and Claws for Inuzuka techs. The weapons the suit can transform into are a Bladed Whip, Large Sword, and Claws. The whip can be used with some elemental techniques in place of a sword or the users hand but only offers a small boost to damage due to some chakra mixing in from the suit’s supply. The chakra blade form simply increases the cutting power of the weapons that coming from the armor, allowing the ability to cut through free-form weapons as well as do more damage nothing more. Due to the rank of the weapon as well as the materials the armor provides resistances to C-rank elemental jutsu with the exception of Lightning due to the metallic nature it’s resistance is only D-rank. The suit has sharp claws around the finger area to begin with but they are the equivalent to a free-form sword. The suit has a built in filter allowing it to not be effected by normal pathogens as well as flash bangs and the sort due to the dark 2 way screen that covers the eyes.
Notes:
~Chakra Blade Mode (CBM) requires one turn cool downs and lasts 2 turns.
~CBM counts as one of the jutsu allowed per turn.
~CBM can only be used 4 times a battle
~Transforming or changing weapons can be done as long as chakra is available
~Transformations require 1 turn breaks between uses.
~Transformation lasts 2 turns and counts as 1/3 jutsu allowed per turn.
~The sword is 2 ft thick and 3 ft long.
~The claws are 1 ft long and 3 inches thick.
~The whip can stretch to be 20ft long and is covered in blades.

You must be registered for see images

You must be registered for see images




Claws(enhanced with chakra)
You must be registered for see images

Sword(Forms on back of right or left arm allowing both hands to be used)
You must be registered for see images

Bladed Whip(Forms on back of right or left hand allowing both hands to be used)
You must be registered for see images





Approved - go play prototype in the rp, nicely done :)


(Raiton: Jigoku No Haaku) Lightning Release: Hell's Grasp
Type: Offenseive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will perform four handseals while charging raiton chakra before slamming their hand on the ground or on a scroll while releasing the stored chakra in the form of three clones with dimensions of 3ftx1ft. These clones will charge at the opponent at slightly boosted speed before hugging the target(s) releasing their somewhat solid form, turning into raw lightning and shocking the selected target causing paralyses and a slight numbing effect.
Notes:
~ Can only be taught/used by Sonnelion
~ Requires one turn breaks between use
~ Clones cannot do anything besides charging the target and shock them
~ Paralyses lasts for at most 5 seconds, relative to the opponent’s chakra nature
~ Thrown free-form weapons have no effect on these clones
~ They cannot seperate further than 2 feet and are connected by a thin string of lightning chakra.
~ No lightning S rank or above in the following turn, useable 4 times


You must be registered for see images




Approved - made edits

(Ninpou: Bakuhatsuu ) Ninjutsu: Exploding Rain
Type: Offensive
Rank: D - C
Range: Short - Mid
Chakra: 10 - 15
Damage: 20 - 30
Description: The user will pull out 1 specially marked scroll before focusing chakra into it while performing a small string of handseals, tiger, dragon, dog, and snake, before jumping into the air spinning the scroll around the user similar to Twin Rising Dragons before using the chakra inserted into the scroll to activate the jutsu. The technique allow the user to summon countless, 30 - 50 in total, kunai and shuriken wrapped in explosive tags instantly before throwing them at the enemy (ies) covering a pretty large area in explosives rain. The user will then simply say the phrase, “trigger” to make the tags activate before landing.
Notes:
~ Can only be used by/taught by Sonnelion
~This covers a 10 meter area in explosives capable of blowing thing apart.
~This technique can be used on the ground as well but is more difficult to perform due to the spinning

Declined - pick a single rank for this.
 
Last edited by a moderator:

Heracles

Active member
Regular
Joined
Sep 6, 2011
Messages
1,068
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

( Suiton: Hakari Suika no Jutsu ) – Water Release: Scales of Hydrification
Rank: B
Type: Supplementary/Defensive
Range: Short
Chakra cost: 20 ( -5 per turn )
Damage points: N/A
Description: The Hydrification teachnique is a protean, whole-body technique whereby the user can liquefy their body at will, making it impossible to receive damage from physical attacks. However, Suika is a more controlled and basic application of the Hydrification technique. Instead of turning their body parts into water entirely, the user will apply it only to a thin layer of his skin. In such way, a small amount of the user's skin is the only thing turning into water while the user's body is also oozing out more water on it's own. In doing so, the user can remain solid and be able to interact with objects and virtually do anything he would regularly do. The only diferent, his body is constantly covered on a layer of water. This "skin layer" of water makes the user receive no damage from physical attacks much like the original Hydrification technique, while retaining the ability to counter-attack, and fight back. In doing so, making up for the weakness of the original technique, in which the user cannot do anything in a state of pure water. Of course, because the water is part of the user's body, when performing physical attacks, the Hozuki controls the water to split open for a second to allow the limb to strike without the water layer, immediately upon striking, it coats itself in water again.

Note: Can only be used by members of the Hozuki Clan
Note: Technique can last up to 3 turns and must wait 2 turns inbetween uses.
Note: While using this technique, the user is unable to use Raiton jutsu that directly emerge from their body. The technique otherwise allows the user to act unhindered.
Note: Technique can only sustain and block up to A rank physical damage.

Declined - if you turn your skin to water wouldn't that just leave your raw muscles to hit with which would extremely hurt. If not this is just creating a layer of water of your body which has been done so many times before. Also while focussing water through your body you can't use other elements wihtout y/y

( Suiton: Hisoka Morow ) – Water Release: Elastic Demon
Rank: B
Type: Supplementary/Defensive/Offensive
Range: Short/Mid
Chakra cost: 20
Damage points: N/A
Description: The Hozuki will alter his water chakra's consistency into an incredibly sticky substance somewhat akin to bubble gum, albeit much stronger, given it's made out of water to create the dynamic of Elastic Demon, which is commonly shaped into an endurable thick string. Elastic Demon can both stretch and contract, depending on what the user desires. It can be attached either by pointing at their target or through direct physical contact. It can then be used to pull opponents within punching range for a flurry of rebound pummels. Additionally, Elastic Demon can also be used to cover a greater area by molding it into a sheet rather than a string. It is so reliable and durable that it can act as a shield against attacks or as a means to return them to their original caster, such as a wave of shuriken or other objects. When not attached to the Hozuki's body, Elastic Demon cannot stretch more than 10 meters, this means that when it is not with them, the user can manipualte it by sheer will. The user contracts Elastic Demon at very high speed, hurling whatever it was attached to past himself much like a sling. He can also use it to pull himself to another location, and many more imaginable users. The technique can pull at best, twice the user's weight.

Note: Can only be used by members of the Hozuki Clan
Note: Must wait atleast 2 turns inbetween uses.
Note: Can only be used x4 times per battle.

Declined similar to existing jutsu

Examples:
*The technique is actually blue as it is a water technique.
You must be registered for see images
You must be registered for see images
You must be registered for see images
( Suiton: Suika Mamori no Jutsu ) – Water Release: Hydrification Armory of the Devil
Rank: B
Type: Offensive/Defensive
Range: Short
Chakra cost: 20 (+5 per turn active)
Damage points: 40
Description: Using the Hydrification concept, the user will turn a limb or part of their body into gushing water which immediately takes on the form of the desired weapon or shape that the user wants. Such as making a chainsaw out of their arm to shred apart the opponents, or even to cut apart techniques coming at the user. The technique is rather basic, as it allows for a countless amount of weapons to be made from their body, though only 2 weapons can be made maximum at a time, with each use of the technique. The user's objects cannot reach any further than 12 meters in length (this goes for chains or claws, not for a 10 meter long axe). The technique can change shape at high speed to serve the needs of the user, without wasting another move, however it can only be done if the user hasn't already used a diferent technique before reshaping it. Otherwise, it does count as a new usage.

Note: Can only be used by Hozuki Clan members.
Note: Can only be used x4 times per battle, with 1 turn inbetween uses.

Approved
 
Last edited by a moderator:

Edward

Active member
Legendary
Joined
May 31, 2013
Messages
12,820
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

Pervy, you're too kind. no need to apologize ;-;
Katon: Baningu Dizaya : Fire Style: Burning Desire
Type: Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user focus his fire chakra chakra into an active or passive fuin barrier which he himself is able to see or perceive. Using his fire chakra, he would superheat the barrier so that it expands forcibly. The barrier continues to expand due to the it until it exceeds its expansion limit, breaking apart its structural lattices thus makes the barrier either crumbles, shatter or tear apart depending on the nature of the barrier. Glass-like barrier would like immediately shatter due to them being extremely brittle, More malleable barrier would either tear before crumbling or pop/burst into bits of what they once were. The crumbling of the barrier appears like when a paper is momentarily burned by embers of fire. If the barrier happens to be close to anyone except the user( up to 2m from them), they are affected by the heat emanating from the expanding barrier which is able to give them 3rd degree burns.
NOTE
-Works on barrier of any rank though when used on elemental barriers, elemental -strength and weakness comes to play.
-3x per battle
-2 turns in-between usage

Declined - I'm sorry but im pretty sure a barrier can't be forced to expand in this way to the point of breaking. Maybe it can be done with wind being created in the barrier pushing outwards expanding it but as a barrier is pure chakra not a substance i don't think heat would effect it in that way.

Fuinjutsu: Guresu- Sealing Art: Grace
Type: Supplementary
Rank: B
Range: Short
Chakra: 20(-20% chakra per turn)
Damage: N/A
Description: A fuin seal that activates on the user's person. By pressing chakra into any part his body, the user is able to write the seal. The seal only works on jutsu donned on the user's body. On activation of the seal, the seal become linked to any jutsu present on the user's body and serve as link between it and the user thus making the seal be the one sustaining the jutsu for as long as the seal remains un-destroyed. This does not however add any power to the jutsu in question as the jutsu can still be negated like normal. The only work of the seal is to make the jutsu remain if not destroyed though as long as the user is able to sacrifice his chakra sustaining the seal itself. The seal leeches 20% chakra per turn of the jutsu it is sustaining from the user, meaning if the seal is sustaining an A-rank earth armor, then the seal leeches 20% of 30 chakra per turn to keep sustaining the armor. The seal does not work on basic weapons or body armor, but can work on techniques that forms or mimics them. Works well with techniques like the hardening technique, lightning plasma ball, chakra cloak, etc.
Also since the fuin is now the one sustaining the jutsu, the user now have access to use another jutsu/element if the jutsu in question restricts it beforehand.
NOTE: Can only be used on chakra or elemental techniques connected to/worn on the user's body like armour, bracers, gauntlets, etc.
NOTE: Can not be used on offensive techniques.
NOTE: 3x per battle
NOTE: Can not work on modes

Declined - i'm sorry but this can just be abused so badly and be so OP and helps you bypass the need for Y/Y. If you make it useable once, and only on A ranks and below but give a turn limit for it. So like if you use nagashi, place this seal, lasts for 5 turns but means you can focus other elements, that i can allow at a push

Ototon: Semai Bijon - Sound: Narrow Vision
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user focuses sound chakra into his mouth and spits out a single needle of focused low frequency high amplitude sound. This needle is vey fast due to its tiny size and because it is traversing through a tiny area in air medium. The needle would be moving at very fast speed. The needle can not be clearly seen for those who are able to track it but a small buzzing sound could be heard emanating from the needle and can only be heard once its in short range vicinity. The needle is able to pierce through any physical object with ease leaving a clear cut and precise incision through it while continuing towards the distance except it is actually stopped. The incision is actually a preparation for the main assault that follows. As the needle creates a hole in the solid entity, it transfers its vibration through it making the solid object begin to resonate violently and would begin to decay from inside out due to the vibrational energy tearing through the opened space the needle has created before hand. Decay used in the contest is as a result of the appearance of the affect of the destruction of the object as it crumbles from inside out due to the extreme vibration eating through the objects physical structure.
NOTE
-Cannot work on lightning and fire that does not have solidity within them.
-Can work on multiple objects if they are on a straight line
-2x per battle
-2 turn inbetween usage
-No S-rank sound the next turn this is used

Leaving for NK
Fuuton: Baningu Dizaya : Wind Style: Burning Desire
Type: Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user focus his wind chakra into an active or passive fuin barrier which he himself is able to see or perceive. Using his wind chakra, he would create an invisible thin veil of wind within and all encompassing the entire volume of the barrier. The wind veil is closely embracing the barrier that trying to interact with it, affects the barrier itself. The wind veil then starts to expand from inside out, expanding the barrier until it reaches it breaking limit. The barrier continues to expand until it exceeds its expansion limit, breaking apart its structural lattices thus makes the barrier either crumbles, shatter or tear apart depending on the nature of the barrier. Glass-like barrier would like immediately shatter due to them being extremely brittle, More malleable barrier would either tear before crumbling or pop/burst into bits of what they once were. Alternatively, the wind veil can be made embracing the outsides of the barrier instead of inside and made to expand the barrier inward thus still achieving what it wants to achieve, breaking/destroying the barrier.
NOTE
-Works on barrier of any rank though when used on elemental barriers, elemental -strength and weakness comes to play.
-3x per battle
-2 turns in-between usage
-No wind above S-rank in the same turn.

‡ Declined ‡ Clashes with Hex Breaker.

(Fuinjutsu: Kamei no Gokuin) - Sealing Technique: Command Seal
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal that look like one of the symbols below (see spoiler) on either of their hands that will lie dormant until passively activated. The seal only works on jutsu that transform or are donned on the user's body and can only be activated whenever one of these techniques are in use. On activation of the seal, the seal become linked to any jutsu present on the user's body and serve as link between it and the user thus making the seal be the one sustaining the jutsu for as long as the seal remains un-destroyed. This does not however add any power to the jutsu in question as the jutsu can still be negated like normal. The only work of the seal is to make the jutsu remain if not destroyed though as long as the user is able to sacrifice his chakra sustaining the seal itself. The seal passively leeches 20% chakra per turn of the jutsu it is sustaining from the user, meaning if the seal is sustaining an A-rank earth armor, then the seal leeches 20% of 30 chakra per turn to keep sustaining the armor. The seal does not work on basic weapons or body armor, but can work on techniques that forms or mimics them. Works well with techniques like the hardening technique, lightning plasma ball, chakra cloak, etc. Also since the fuin is now the one sustaining the jutsu, the user now have access to use another jutsu/element if the jutsu in question restricts it beforehand. In escence this seal allows the user to keep the armor and focus on other chakras for the duration.

Note: Can only be used on S-rank and below and it doesn't extend the duration of techniques (e.g. Plasma Ball would still last only last 3 turns)
Note: Can only be used once per battle
Note: Can not work on modes

Approved - made edits

You must be registered for see images

‡ Pending ‡ Leaving for Pervy.

Fuinjutsu: Jagānōto - Sealing Art: Juggernaut
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This is a special fuinjutsu that is marked on the user as unstoppable. The seal activates whenever the user's mobility is hindered by any jutsu that contains chakra. This could be techniques that stops the user's movement or weigh him down or those that decreases his speed and agility etc. The seal activates immediately creating a pair of barrier inside and outside the user. The barrier seals away the chakra causing the inhibition only if it is inhibiting the user's movement in any way. The inner barrier is there so when the hindrance is not something located outside the body of the user but inside. The internal barrier also seals any foreign chakra that might be causing it from the inside.
-The barrier would be active as long as the technique causing the inhibition is active and would only end when it has completely sealed the source of the hindrance.
-4x per battle
-No fuin above A-rank the turn after this is used.

‡ Declined ‡ Again, clashes with Hex Breaker lol.

Ototon: Sairento Nageki - Sound Release: Silent Lamentation
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The is akin to advanced phenomenon where a very high frequency ultrasonic sound wave/pulse/vibration could cause a rip in space time continuum. However, this is not used to affect space and time but rather something close to it. The user would focus his sound chakra into his vocal cord and yell out a sound that supersedes the loudest noise that can ever be made, thus no sound can be heard on a human's audible range. On a third person view, it looks as if the user is giving off a large yawn. However, the user would be releasing a very high frequency ultrasonic sound wave that does not affect anyone or anything directly. This however would immediately(since its high frequency) rip/shatter any fuin barrier present on the terrain. Fuinjutsu not being only technique as a result of space time ninjutsu thus every other active technique that uses or is as a result of space time ninjutsu present on the terrain would be undone. A double edged sword as this also affects the user's techniques should he have them active on the field of play.
-Works on fuin seals only when they are active and working. Would not work on seal that are not in use yet.
-3x per battle
-The user can sustain the yelling to sustain the jutsu though he won't be able to mold any other chakra while doing so. Even at that, he can only sustain the yelling for 3 turns.
-2 turns in between usage
-No S-rank sound in the same turn.

‡ Declined ‡ Not sure what the coloured means, so clarify that. I hope it has nothing to do with summons. Also, the general gist I get from this technique is that it destroys active barriers and not seals themselves. If this destroys seals, whether active or dormant, I won't allow this as Venom already has a technique like this.
 
Last edited by a moderator:

-Albel-

Legendary
Joined
Aug 17, 2011
Messages
11,523
Kin
9💸
Kumi
486💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Meiton: Kuroi Rei ) Dark Release: Black Ghost
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: After having placed either hand onto the ground the user will release his dark chakra into it where it will then take on the form of up to 2 small little parasitic life forms that are no bigger than a common house fly and look almost similar to that of a fetus. These parasites in their current form stay underground until they have absorbed enough chakra(total 60 chakra points) from jutsus(following the strength & weaknesses) that have passed over them from above ground or from the opponent(s)(-30 each turn) themselves. If so the user wishes he will allow the parasites do absorb his own chakra if needed to allow them to grow. Once they have taken in enough chakra they will grown in size and take the form that of a human but slightly larger. They will come above ground and fight on the user's command. Each parasite has their own unique make up be it a different sized torso, legs, head, etc, but they have three similar features. These fetures are their extremely long claws on their hands and feet along with sharp fangs. Being made of dark chakra they are each able to perform any dark jutsus the user knows and are capable of using strong arm taijutsu. Because of the dark chakra they are made of they gain a +10 boost to their taijutsu, and carry the passive ability of Dark Release: Draining Touch. If one is ever to take damage or lose a limb the user spending a little more chakra can restore said damaged area back to normal, except for the head of the parasite. Once the head of one has been destroyed it will cause the parasite to glow light blue and explode into a maelstrom of light blue flames that will burn everything in its path within short range of it. Also if the user wishes he can have the parasite explode any time he wants by performing a single hand seal.
- Can only be taught by Albel
- Can only be used twice and has a two turn cool down
- Restoring parasites to normal after being damaged costs a move and 20 extra chakra points
- Making them explode by choice costs a move
- No Dark jutsus in the same turn they are made and none above A-rank the following turn

Declined - this is just like making a dark release clone which can use dark jutsu which i'm more than sure has been done before.
(Meiton: Kuroi Rei ) Dark Release: Black Ghost
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: After having placed either hand onto the ground the user will release his dark chakra into it where it will then take on the form of up to 2 small little parasitic life forms that are no bigger than a common house fly and look almost similar to that of a fetus. These parasites in their current form stay underground until they have absorbed enough chakra(total 60 chakra points) from jutsus(following the strength & weaknesses) that have passed over them from above ground or from the opponent(s)(-30 each turn) themselves. If so the user wishes he will allow the parasites do absorb his own chakra if needed to allow them to grow. Once they have taken in enough chakra they will grown in size and take the form that of a demonic creature that is about 7ft in height. They will come above ground and fight on the user's command. Each parasite has their own unique make up be it a different sized torso, legs, head, etc, but they have three similar features. These fetures are their extremely long claws on their hands and feet along with sharp fangs. Being made of dark chakra they are each able to perform any dark jutsus the user knows and are capable of using strong arm taijutsu along with the two elements that make up dark(fire&lightning). Because of the dark chakra they are made of they gain a +10 boost to their taijutsu, and carry the passive ability of Dark Release: Draining Touch. If one is ever to take damage or lose a limb the user spending a little more chakra can restore said damaged area back to normal, except for the head of the parasite. Once the head of one has been destroyed it will cause the parasite to glow light blue and explode into a maelstrom of light blue flames that will burn everything in its path within short range of it. Also if the user wishes he can have the parasite explode any time he wants by performing a single hand seal.
- Can only be taught by Albel
- Can only be used twice and has a two turn cool down
- Restoring parasites to normal after being damaged costs a move and 20 extra chakra points
- Making them explode by choice costs a move
- No Dark jutsus in the same turn they are made and none above A-rank the following turn

‡ Declined ‡ A little too powerful as it is and I don't like the mode of creation. I tried something similar in the past before, I know how it can be used. You can use this after absorbing a technique and create it from your dark mark within a meter or so of your position. I'll allow everything else if you change this.

(Meiton: Renga Batto) Dark Release: Brick Bat
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30(-5 to opponent for each bat)
Damage: 60
Description: The user will begin by gathering up his dark chakra and then release it through the marking on their left palm in the form of five rounded, softball sized, dark purple bats that each have two long sharp teeth at the top of their mouths. The moment they are formed they fly over to the target or targets and latch themselves onto them by biting down onto multiple areas of the body. As they bite down and latch on they start sucking out the victims chakra (5 chakra points for each bat for a total of 25), which in turn they will start to turn into a light blue color the next turn if the victim does not get rid of them where they will then explode into light blue flames that burn the areas of the body that the bats were latched onto. The flames themselves are so hot that they cause 3rd degree burns to the areas that they cover making those spots completely useless to the victim.
~ Can only be taught by Albel
~ User must wait one turn before using again
~ Can be used twice

How the bats look:
You must be registered for see images


♠ Approved ♠
Haha, I like the pictures of Moria's bats.
Updating:

(Meiton: Renga Batto) Dark Release: Brick Bat
Type: Offensive
Rank: A(S)
Range: Short-Long
Chakra: 30(-10 to opponent for each bat)
Damage: 60
Description: The user will begin by gathering up his dark chakra and then release it through one of the marking on their palms in the form of five rounded, softball sized, dark purple bats that each have two long sharp teeth at the top of their mouths. The moment they are formed they fly over to the target or targets and latch themselves onto them by biting down onto multiple areas of the body. As they bite down and latch on they start sucking out the victims chakra(10 chakra points for each bat for a total of 50), which in turn they will start to turn into a light blue color the next turn if the victim does not get rid of them where they will then explode into light blue flames that burn the areas of the body that the bats were latched onto. The flames themselves are so hot that they cause 3rd degree burns to the areas that they cover making those spots completely useless to the victim. If the user has absorbed chakra before hand through any means of any dark jutsu he can use that chakra to form one large bat(half the size of a fully grown adult) made of light blue flames instead of five bats. Like how regular bats release sound waves this larger bat does something similar, but instead of releasing sound waves it is able to release a stronger version of Dark Release: Revival Fist from its mouth once per turn. Unlike the smaller bats this larger one is able to stay on the field for three turns and doesn't latch onto the opponent to drain their chakra. Once the three turns have ended or the bat gets destroyed it will erupt into a sea of intense light blue flames burning everything within short range.
- Can only be taught by Albel
- The A-ranked version(5 bats) can be used up to three times, while the S-ranked version(large bat) can only be used twice with a one turn cool-down
- Having the large bat release the dark shock wave costs one of the users three slots
- No dark jutsus above A-rank the following turn of making the large bat

Declined - pick a single rank and this is too OP. The original is OP as it creates 25 bats that take 5 chakra, thats 125 in a turn. In this update 50 x 10, 500 chakra from one jutsu? No thank you xd

(Metion: Doragon Otakebi) Dark Release: Dragon's Roar
Type: Defensive/Offensive
Rank: S-Rank
Range: Short(Defensive), Short-Long(Offensive)
Chakra: 40
Damage: 80
Description: The user will begin releasing a large amount of dark chakra from the markings on both palms to where it surrounds the user in the form of a purple transparent barrier that is the shape of a dragon's head. The barrier follows similar principles to Dark Release: Inhaling Maw, which allows it to be able to absorb S-rank Raw Chakra, Fire, Wind, and Lightning, as well as B-rank Water jutsus within reason. Has no effect on Earth jutsus at all. When the barrier is hit by one of those and absorbs the physical and spiritual properties of said jutsu the barrier will then begin to turn light blue in color and will shoot off towards the opponent as a blue flaming dragon's head. The dragon's head shoots off with enough force that if contact is made not only will the opponent suffer from serious burns but also intense internal damage such as ruptured organs and broken bones. The user is able to move freely around the battle field as the barrier will follow, keeping the user at the center of it.
- Can only be taught by Albel
- Can only be used twice and must wait two turns after the barrier has vanished before using it again
- The barrier lasts for 2 turns until hit or the user decides to remove it
- While active the user may only use A-rank and below Dark jutsus as well as the elements that make up the KG: Fire and Lightning
- As this technique both absorbs the technique and then releases it, takes up two jutsu slots per turn

♠ Approved ♠
Interesting. Made edits pertaining to the Dark Canon release.
Updating:

(Metion: Doragon Otakebi) Dark Release: Dragon's Roar
Type: Defensive/Offensive
Rank: S-Rank
Range: Short(Defensive), Short-Long(Offensive)
Chakra: 40 (-15 per turn to stay active)
Damage: 80
Description: The user will begin releasing a large amount of dark chakra from the markings on both palms to where it surrounds the user in the form of a self sustaining purple transparent barrier extending the entire short range with the user at the center, that is the shape of a dragon's head. The barrier follows similar principles to Dark Release: Inhaling Maw, but as a much stronger version of it. Following the strength and weaknesses of dark release this barrier can absorb S-ranks jutsus that dark is strong against such as Fire, Lightning, Wind, Raw chakra, Storm, etc. Though it can only absorb B-rank and lower water based jutsu. This barrier can't absorb any Earth based jutsus but is capable of stopping B-rank and lower ones, but at the cost of completely destroying the barrier. When the barrier has absorb a jutsu it will gain a light blue hue to it as with then shoot towards the intended target as a light blue flaming dragon's head. With simple hand gestures the user can control the head as it moves towards its target. Being made of dark chakra and made of light blue flames as well as the force behind it, it is capable of causing deadly 3rd degree burns all over the body as well as sever internal damage such as broken bones and ruptured organs. The user is able to move freely around the battle field as the barrier will follow, keeping the user at the center of it.
- Can only be taught by Albel
- Can only be used twice and must wait two turns after the barrier has vanished before using it again
- The barrier lasts until it has absorbed a jutsu and is released or if it is destroyed. Until either happens it will remain active while draining 15 chakra points each turn from the user
- While active the user may only use A-rank and below Dark jutsus as well as the elements that make up the KG: Fire and Lightning
- As this technique both absorbs the technique and then releases it, takes up two jutsu slots per turn

Declined - stick with the original, you made this one too OP
 
Last edited by a moderator:

Corazon

Legendary
Joined
Mar 10, 2014
Messages
12,436
Kin
2,758💸
Kumi
23,218💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

( Fuuinjutsu: Hōmon no Makhai ) - Sealing Arts: The Makhai's Call
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 ( -10 per turn every turn )
Damage points: N/A
Description: Based on the Combination jutsu and the Samehada Shark Fusion Technique, the user applies a seal that contains the Kanji for "merge" on a weapon of his choice. The purpose of this seal is to allow the user the ability to merge with a weapon of his choice. Taking on the properties of the chosen weapon, the main difference between the usage of this and the Shark Fusion Technique is that despite the merging, the user's appearance doesn't change. However, the innate abilities of the weapon itself will be replicated across the user's person, allowing them access to them as if it were the user's natural body able to use said abilities. This isn't without restraint or backlash however, as using the seal takes an additional 10 chakra every turn in order to fuel it. For weapons that are indestructible or impossible to destroy, this doesn't carry over. Only special abilities like Increasing fire damage, or firing blasts of water or other similar abilities are carried over.

Note: Can only be used three times
Note: User can pre-apply the seal before battle commences by placing it within his bio

Declined - from some of the weapons i've see, no way xd

( Juinjutsu: Dorobō Botsuraku ) - Cursed Seal: Trap Card
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: A Juinjutsu designed to work under the activation of other Fuuinjutsus, the user passively creates a seal that lays dormant until triggered. When a fuuunjutsu is activated within mid range of the user, this seal is triggered and a pulsing release of chakra in the form of a wave like barrier is released from the created seal. The purpose of this is to pulse through any activated Fuuinjutsu of the opponent. Should it be of up to S rank, the pulse would negate the usage of it by dispersing and "corrupting" the chakra present and ceasing it's usage. For elemental Fuinjutsus and barriers, this works up to A rank.

Note: Only works on Fuuinjutsu activated in the last turn
Note: Pulse happens in virtually no time as this is purely defensive and supplementary in it's usage.
Note: Cannot work on Fuuinjutsu that contains higher than 40 chakra naturally
Note: Can only be triggered after other Fuuinjutsus have been triggered and not in consecutive turns. This jutsu can only be used a max of 6 times.
Note: Despite activating passively/on it's own, it still requires a move in the 3 allowed per turn.

Declined - already exists

( Juinjutsu: Dorobō Botsuraku ) - Cursed Seal: Trap Card Reversal
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: A Juinjutsu designed to work under the activation of other Fuuinjutsus, the user passively creates a seal that lays dormant until triggered. When a foreign barrier is eructed within mid range of the user, this seal is triggered and a first pulsing release of chakra in the form of a wave like barrier is released from the created seal. The purpose of this is to pulse through any activated Fuuinjutsu of the opponent, done in no time due to it's passive nature. Should it be of up to A rank, the pulse corrupts the opponent's link to it, their chakra essentially eating away at the opponent's chakra binding the Fuuin. As this happens, a second pulse released touches the seal and it's chakra of the user binds it and allows the user the ability to apply the seal towards his own person or if a harmful, rebound it's effects back onto the opponent. The user can only reverse certain seals, ones who's effects target the opponent in their effects, primary sensory based ones excluded. What this means is seals that hinder the opponent's speed or ability to use something, it's effects will reverse back onto the opponent.

Note: Only works on Fuuinjutsu activated in the last turn
Note: Initial pulse happens instantly as this is purely defensive and supplementary in it's usage. When rebounding and reversing Fuuinjutsu, the user is able to reverse up to A rank seals if he fits the requirements (i.e. able to use Sound if Sound if involved, ability to use Chakra Chains, or Fire for seals or barriers related, etc), costing a move per turn to do so.
Note: Can only be used to reverse Fuuinjutsu every 2 turns and up to 3 in total. These four seals can be placed on the Bio to avoid having to manually place during Battle, defeating the purpose of the jutsu. Despite activating passively/on it's own, it still requires a move in the 3 allowed per turn.

Approved - nice jutsu
 
Last edited by a moderator:

Shady Doctor

Legendary
Joined
Mar 21, 2012
Messages
19,584
Kin
1,504💸
Kumi
20,401💴
Trait Points
40⚔️
Re: Custom Jutsu Submission

[="http://narutobase.net/forums/showthread.php?t=693725&goto=newpost"]Passed SM test[/URL]



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

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

Declined - DNR

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

Declined - DNR

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

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

Permission from pervy to resubmit Burrowing Asp





( Senpō: ēesupī no hitokuchi | Sage Art: Bite of The Burrowing Asps )
Type: Offensive
Rank: S-rank
Range: Short
Chakra Cost: 40 (upon initial activation) (-10 per turn)
Damage Points: 80
Description:
ēesupī no hitokuchi is based off of the frog kata passed down in the toad contract, using Senjutsu mixed with an elemental nature to enhance the user's close quarters combat. The user would make use of the technique by creating an aura of Senjutsu around the limbs; specifically the arms, legs and the head. The aura would take on the shape of many snake heads, each limb having the head of the snake encompassing it, leaving the limb to act as the "tongue" within the snake mouths. On top of being Senjutsu based, the user also infuses the snakes with his wind natured chakra, giving it a slicing wind type of exterior along with having a faint greenish glow to them. Each snake head would be based off a specific species of snake, specifically the Burrowing Asp. The Burrowing Asp has a pair of fangs which are very flexible, enabling them to independently move each fang which in different directions when biting. The snake aura would act exactly like the Asp's bite, using the two fangs to make separate attacks simultaneous to Taijutsu used in conjunction. When the user does an attack, the snake heads extend from the user's limb about 5m (edge of short range), striking with the fangs in the most flexible manner if needed. The fangs would be capable moving around small obstacles to hit the target and even hit places that aren't typically reachable with an average close quarters assault. This allows the sage to become very dangerous, dealing piercing/slicing damage with his blows along with the actual blunt force of taijutsu.

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

Declined - it's still too powerful and it doesn't have any drawbacks. I'd prefer you have it useable one lasting 3 turns, or give it 4 uses lasting once per attack. For example, you're in snake SM, in a tai fight you use this (instead of frog kata) making snake shape kata with slicing wind that extends up to 5m. But you need a restriction saying something like no S ranks or above in the next turn ect

Resubmitting both. Changing wind Voodoo to a pure wind jutsu and Giving the funnel jutsu an option of using it without a clone.

(Fuuton: Kaze no būdo~ū ) - Wind Release: Wind Voodoo
Type: Attack
Rank: S-Rank
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing wind chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large solidified wind pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

• Usable twice with 2 turn cool down between uses
• The jutsu can be performed at long range, but the radius of the pillars is mid range only..
No Fuuton above A-rank next turn.

Declined: I don't really see the use of why you'd change it to solely wind. You made it in the first place to use wind and stone. If you change it to wind alone, you completely change the jutsu and how to defend/build it up, thus making it a new jutsu. If you submit it again, it'll have to be under another jutsu, and not as a resubmission.
Submitting as a new technique instead of an update of the earthen variant i own.

Originally posted here:

(Fuuton: Kaze no Vànô ) - Wind Release: Rise and Shine
Type: Attack
Rank: S-Rank
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing wind chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large solidified wind pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

• Usable twice with 2 turn cool down between uses
• The jutsu can be performed at long range, but the radius of the pillars is mid range only..
No Fuuton above A-rank next turn.

Approved - Nice jutsu, reminds me of old tomb trap xd
 
Last edited by a moderator:

Python

Active member
Elite
Joined
May 15, 2014
Messages
8,255
Kin
2,287💸
Kumi
2,831💴
Trait Points
0⚔️
Re: Custom Jutsu Submission



Shoton Mugendai Ishi/ Crystal Infinity stones
Type: Supplementary
Rank: S rank
Range: short-mid
Chakra:60 (+ 30 to replenish a stone after usage)
Damage: (+20)
Description:
These gems are something that are unique to Guren alone. She had a medic ninja implant special crystal gems implanted into numerous spits on her body . The gems are all unique having four in total. Guren can only extract power of two gems at the same time. Each gems has a unique characteristic that allows her to unlock certain features of power that are unique to her.

Omoi Ishi/Mind stone

This Prism yellow gem stone is able to receive Guren's crystal chakra and in turn compress it and fire it from the prism at the enemy. This will send out a precise stream of a heat blast. This heat blast has S rank damage power is as fast as sound when fired.
This stone will be implanted into the skin on Gurens forehead.
Note: can only be used twice per battle

S rank heat blast that has next to no restrictions? Also it clashes with existing jutsu like Overheat just used through a stone.

Isei Ishi/Power stone
This gem is an oval purple gem stone that allows her to release her to lighten any form of crystal Jutsu making it faster. Similar to how light weight earth Jutsu works this gem once ignited with chakra will be able to make all her Jutsu faster by removing some weight from the crystal structures.
This gem is located between your shoulder blades.
Note:The effect of this Gem can only be used twice per battle. This ability will last a full turn once activated.

Nice effect say how much lighter it makes the crystal, how much fasters and that it reduces the impact damage like when Gaara had it used on his sand.

Aether Ishi /Aether stone
This is a unique red stone that is in oval shape. This stone is quite different from the others as once this gem is ignited with chakra the enemy can no longer sense Guren. This stone works by utilizing the natural sunlight on the battlefield and refracting it around the user, through use of the gem. This will allow the user to camouflage themselves.
Note:This gem stone will be inserted into Guren's non dominant hand and will remain active for up to three turns as long as you feed it chakra.
Can only be used twice per battle and requires a one full turn cool down.

Declined this isn't possible, you'd need to make like a barrier to block sensing or something.

Genjitsu Ishi/Reality stone
This is the last of the precious gem stones that is orange in color and possibly the most convenient one of them all. This stone is unique from the other stones as once every three turns the stone can produce up to three crystal clones without the need of the jade mirror Jutsu. The clones will originate out from the reality stone and be able to access crystal Jutsu up to B rank. The clones will remain active the same as other clones. These clones can only use crystal ninjutsu and will abide by the same rules as the original user. Can only be used once per battle.
This stone is imbedded into the users chest and will be more easily visible.

Tone this down, to 1 cyrstal clone every 3 turns, following the clone limits.

Notes:
+Can only use two stones in the same turn.
+ cannot use the stones for all three moves.
+ power stone cannot be used with S rank and above Jutsu
+ can only be used by a crystal user
+ stones must be medically imbedded into the user.
+ Can only be taught by Python

Decline - all the reasons above and needs restricting.


Shoton Mugendai Ishi/ Crystal Infinity stones
Type: Supplementary
Rank: S rank
Range: short-mid
Chakra:60 (+ 30 to replenish a stone after usage)
Damage: (+20)
Description:
These gems are something that are unique to Guren alone. She had a medic ninja implant special crystal gems implanted into numerous spits on her body . The gems are all unique having four in total. Guren can only extract power of two gems at the same time. Each gems has a unique characteristic that allows her to unlock certain features of power that are unique to her.

Omoi Ishi/Mind stone
This Prism yellow gem stone is able to receive Guren's crystal chakra and in turn compress it and fire it from the prism that quickly forms a round sphere that hovers for a brief moment and Then will send out a precise stream of a heat blast. This heat blast has S rank damage power is as fast as sound when fired.
This stone will be implanted into the skin on Gurens forehead.
Note: can only be used twice per battle
Note: No S ranks in the same turn

Isei Ishi/Power stone
This gem is an oval purple gem stone that allows her to release her to lighten any form of crystal Jutsu making it faster, the crystal would be lightened 100x its original weight. Similar to how light weight earth Jutsu works this gem once ignited with chakra will be able to make all her Jutsu faster by removing some weight from the crystal structures. This makes the crystal move as fast as a kaged ranked ninja but with the weight of the spear the impact will be reduced due to the crystal weight being reduced.This gem is located between your shoulder blades.
Note:The effect of this Gem can only be used twice per battle. This ability will last a full turn once activated.

Aether Ishi /Aether stone

This is a unique red stone that is in oval shape. This stone is quite different from the others as once this gem is ignited with chakra the enemy can no longer sense Guren. As this stone works by utilizing the stone to project a barrier around the user, through use of the gem. This will allow the user to camouflage themselves.
Note:This gem stone will be inserted into Guren's non dominant hand and will remain active for up to three turns as long as you feed it chakra.
Can only be used twice per battle and requires a one full turn cool down.

Genjitsu Ishi/Reality stone
This is the last of the precious gem stones that is orange in color and possibly the most convenient one of them all. This stone is unique from the other stones as once every three turns the stone can produce up to one crystal clone without the need of the jade mirror Jutsu. The clones will originate out from the reality stone and be able to access crystal Jutsu up to B rank. The clone can only use crystal ninjutsu and will abide by the same rules as the original user. Can only be done every three turns.
This stone is imbedded into the users chest and will be more easily visible.

Notes:
+Can only use two stones in the same turn.
+ cannot use the stones for all three moves.
+ power stone cannot be used with S rank and above Jutsu
+ can only be used by a crystal user
+ stones must be medically imbedded into the user.
+ Can only be taught by Python

‡ Declined ‡ Something like this would need to be a CW but none of these abilities will be approved anyway. First of all, fire as fast as sound? Not a chance. The 2nd ability clashes with a custom I have, the third isn't exactly logical unless you have Fuuin but even if you do, it clashes with Zanda's custom. The fourth just seems unnecessary but I guess I would allow it.


(Tekunikku Khonsu-Summoning technique Khonsu)

Type: Summoning
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: Once deemed the protector of the monkey kingdom, Khonsu a highly respected and looked up to monkey due to his many services to the current monkey King. his physical strength and power unrivalled by most and only the highest in the hierarchy can match him; learning to befriend Ermac over time and being a good friend and advisor to him and all who require his help allowing him to be summoned by Ermac when needed and to his who he deems worthy.

Khonsu was once the protector of King Enma himself in his glory days due to his special ability of being able to transform into an adamantine shield; only reaching mid age of his life he hasn't lost any of his physical attributes or power; having brown fur and long spikey golden hair. Easily towering a average man and most big monkeys themselves he stands at 10ft and being blessed with large muscles and size being one if not the biggest monkey, this heavily restricted how quick Khonsu could move though so he trained from a young age to become a defender for the monkey kingdom enduring gruelling and painful endurance training while increasing his body strength.

Due to serving many years under Enma himself he became smarter and learned a lot of his wisdom off Enma, though he was still docile withing his nature while being serious and prideful most of the time to familiar beings and monkeys he is caring and soft speaking. boasting an immeasurable strength and being able to take a lot more damage then the average monkey Khonsu was and still is prized by the monkey kingdom and the fellows who inhabit it. Because being so big and having large hands Khonsu weapons was his fists seeing as many of his punch's could level small structures like small houses, bridges etc. if he was to hit a human he easily break most the bones in their body though being so much slower then the other monkeys. Khonsu learned how to turn his big size and weight into an advantage being able to slam his large fists into the ground and sending a powerful shock wave out of wind sending everything in that direction flying back, this is a B rank move and counts to one of the users moves.

Like many of the influential monkeys within the monkey kingdom Khonsu also has the ability to transform. The Adamantine Shield, A powerful shield that befitting of Khonsu protector status. Transforming into this weapon is a passive maneuverer.

Khonsu do to his big size learned he had an earth affinity and he is able to perform all earth techniques up to and including S rank which the user himself knows with one hand-seal.

Note - User must be a signer of the monkey contract and be taught by Python
Note - Can only be summoned once per battle
Note - Khonsu whiles in monkey form can remain on the field for four turns
Note - No other animals summons may be on the field as long as he is.
Note - Every earth technique used by Khonsu counts towards the users move count

(saru uchini bareru-Monkey in a Barrel)
Type: Supplementry
Rank: B rank
Range: Short-long
Chakra: 30
Damage: N/A
Description: This technique has to been done with a monkey summon on the field, the monkey summon slams both their hands on the ground and a large barrel forms around the user protecting him from most attacks and is able to take one S rank without dispersing. this switch's the user behind his summon, similar to the way summons can reverse summon the user to them. This gives the deception the user is still in the barrel when the barrel is actually loaded with hundreds and hundreds of small monkeys no bigger then 1-2 foot. Each of these monkeys are tagged with an explosive tag. either the user or the monkey summon can form an handseals that will cause the barrel to compress and the monkey to burst out spreading all over the battle field when the user or monkey summon wants. they can cause specific little monkeys explosive tags to explode causing a large chain reaction on where they are heavily located. The user can control the little monkeys when they are dispersed but only just directing them to the targets they want. "the little monkey bombs" can latch onto structures and people alike and the more that pile up obviously the larger the explosion.

+ Notes: Can be only taught by Python
+ Notes: can be used 4 times per battle
+ Notes: this is not passive and costs a move of user allocated 3 turns

Both Decline - link to training and or contract?
 
Last edited by a moderator:

Method

Active member
Elite
Joined
Feb 8, 2012
Messages
8,150
Kin
1💸
Kumi
3,000💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

Meiton: Aku no gitai |Dark Release: Evil Mimicry
Type: Supplementary | Offensive | Defensive
Rank: S
Range: Short - Long
Chakra: 40 (??)
Damage: 80 (??)
Description: Performing this release technique relies on the user first absorbing an opposing jutsu performed by the opponent. Limited to Wind, Fire, Lightning & Raw Chakra sources. After absorbing the chakra & having converted to Dark, the user manipulates & releases it just as the opponent had, mimicking the jutsu. Being of it's own nature, the attack cannot copy the nature of Wind or Lightning. Though this does exclude Raw Chakra & Fire, as Dark chakra is made up of light blue flames. This technique takes on the same shape & form of the original & as such with Fire & Raw Chakra, is able to copy the effects caused from the technique, for Fire as an example, the ability to burn & radiate heat from the technique. The unique yet simple aspect of this jutsu is the fact that the strengths & weaknesses of Dark jutsu apply, even if having copied a technique & it's form & effects are of Raw Chakra, the strength & weakness would be that of Dark Release.
The effects of Wind copied techniques also has a unique twist, having been spread around or directly toward the opponent, as they breathe in, particles(Dark Chakra) from the Dark release technique are then inhaled too, but only if the opponent is caught within the attack. The Dark chakra spreads within the opponent's body, causing internal damage which scales depending on the amount of chakra inhaled. Within the same turn, they suffer minor damages, nothing dangerous, though their next turn the opponent would have absorbed a larger amount, causing them to suffer more injury & left being unable to manoeuvre as effectively due to this. Lightning jutsu has no remaining affect & simply results on a brute force attack on contact.
The Colour of the technique is the same mix of blue that certain Dark Release jutsu have, same has Hiruko's jutsu. In accordance to additional chakra or damage that the original may have, the user is entitled to the same benefits & as such must pay any extra chakra needed to fuel the technique, whether it be once or every turn depends on the original. If the original technique requires constant chakra every turn, just as the original the user would be unable to perform other jutsu while active.
- Unable to perform A Rank & Above Dark jutsu next turn
- Can be used 3 times
- Taught by Method

‡ Declined ‡ The wind usage isn't feasible and the fire one is essentially already possible with Dark Release. If you want to copy the form/size/structure of a fire technique with this, then that's fine too. You also might wan to make this multi-ranked i.e. B to S Rank.

Raiton: Haka meisho |Lightning Release: Grave Attraction
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 (+5)
Damage: -
Description: This technique requires the user to manipulate his chakra from within, gathering it to a single point. The user is surrounded by short bursts of currents that orbit around them as the chakra gathers. Upon release, a surge of electricity spreads out all around the user, reaching up to a mid range distance. At most the surge is enough to shock the opponent though not it's main intention. Any metallic object that comes in contact with the surge during or after, is covered with the user's chakra & currents from the surge. from then on & lasting up to three turns, any of the metallic objects used by either side are forcefully drawn to the ground. This is due to the attraction form the surge continuously running through the ground & the chakra & currents spread across the object. The user is required to focus on the surge across the ground to allow it to continuously stay active & also keep an active attraction between the object & ground.
- The user is unable to use anything other than Lightning, & normal Ninjutsu while active.
- Last 3 turns
- Taught by Method

‡ Declined ‡ Similar to an oldie custom I've read before. Also infringes on Magnetism release.

Meiton: Eien no kiga |Dark Release: An Eternal Hunger
Type: Supplementary
Rank: A
Range: Long
Chakra: 30 (-30 chakra per turn to maintain)
Damage: -
Description: This technique requires the user to have absorbed chakra from an opposing technique with the use of "Inhaling Maw" or Dark Release variants able to absorb chakra. Having done so, which ever palm has the diamond symbol is placed against the ground to release the chakra into it. A network of tunnels begin to form throughout the ground, spreading up to long range & covering a majority of the earth. After forming, the tunnels are active for as long as the user supplies it chakra, dispelling completely afterward. Whenever the opponent performs an Earth Release jutsu or a underground related technique, the tunnels absorb the chakra as it travels through the ground, completely disabling the technique from forming. Though Dark Release is weak against Earth Release, this technique absorbs the chakra on contact with the tunnels, before the technique is able to even develop. For this jutsu to stay active without an opposing chakra source to absorb, the user is required to supply chakra after the first turn. Any technique used that is A rank or above, is reduced by two ranks (Earth Release one rank). 30 Chakra is required each turn to keep it active. whenever the user desires, the user places his palm against the ground, absorbing half of the total chakra siphoned into the tunnels. The user is able to use the chakra to perform other Dark related techniques during or after the ban period lifts.
- No Dark Jutsu for two turns after this technique ends
- Can only be used twice.
- Taught by Method

Leaving for NK

‡ Approved ‡ Not bad. I'll allow it.

‡ Declined ‡ Turns out this clashes with LonelyAssassin's Leeching Network.
 
Last edited by a moderator:

-Broly-

Active member
Legendary
Joined
Jan 27, 2012
Messages
13,102
Kin
1,179💸
Kumi
6,686💴
Trait Points
40⚔️
Awards
Re: Custom Jutsu Submission

Kangae raremasen (Unthinkable)
Type: Weapon
Rank:S
Range:Short
Chakra:N/A
Damage:N/A
Description: Unthinkable is a full silver colored suit of armor. created by a genius shinobi. Sometimes it features small different cosmetic changes in different battles, such as the occasional bezel or regalia on the user's shoulders or elbows, but no matter what, it is always a full body silver suit made of chakra metal. Unthinkable was designed to be the users ultimate weapon, his only weapon that he'll ever need, his sword and shield. It is specialized to be utilized in Fuuinjutsu, and as such is sealed to the users body by an unbreakable seal (unless undone by the user) on the inside of the suit. Not only that, but it is also sealed with another seal of such magnitude that so intricately ties the suit to the users body and chakra system that it may as well be the users skin. Due to this seal, the user may create jutsu directly from the suit, just as if it came from the users actual body. The real beauty of the suit comes in the utilization of Fuuinjutsu techniques, however. Any seal that must be applied to the users body, can instead be applied to the suit due to it being so close to the users skin. Finally, the user may keep different types of Sealing tags within the suit that can be pushed out through the hands and feet of the suit to tag whatever he may need. At times, when the user is utilizing fuuinjutsu through the suit, it has been known to glow a dull red all over it with ancient symbols. The creator of this suit really meant it when they wanted it to be the users only weapon. Every single inch of Unthinkable is extremely sharp, as the chakra metal it was created with is microscopically serrated in order to achieve this goal, and as such it is essentially one giant blade. As such, every technique that can be used with a bladed weapon (except "Shuriken Shadow Clone Jutsu") can be used to enhance Unthinkable. The creator also made the limbs of Unthinkable extremely sharp, like a sword. Therefore the user can use any Kenjutsu technique through the limbs of Unthinkable. Unthinkable only offers protection against basic C rank techniques but only D rank Lightning due to its metallic nature. Due to the seal that basically makes the suit the user's skin, it won't come off unless the user wills it in any circumstances. However, beyond C rank damage, the user will be hurt by any attacks that hit Unthinkable just as he would as if he were wearing nothing. Unthinkable is almost just like the user's skin due to it's tight bond with the user. As such, it does not hinder his movement at all.
Unthinkable glowing red the power of fuuinjutsu
You must be registered for see images
Looks of the suit
You must be registered for see images

‡ Approved ‡ Nice weapon.

(Doton/Fuuinjutsu: Saidowaindā) Earth Style/Sealing Arts: Sidewinder
Type:Supplementary
Rank:A
Range:Short
Chakra:30
Damage:N/A (+40 to all physical techniques when activated at the time of the strike)
Description: The brother technique to "Sealing Arts/Earth Style: Morality", of course used in a similar manner. Whereas Morality lightens the body in aid of a Taijutsu or Kenjutsu attack, Sidewinder makes the body heavier and more dense. Sidewinder comes in the form of a seal that is passively applied to the user's body before battle that is filled with a very heavy type of earth chakra, similar to that of "Earth Release: Super Added Weight Rock Technique". When the user wills it, the seal will passively activate alongside a taijutsu or kenjutsu move, increasing his weight many times over as well as momentum at just the right moment to deliver a devestating strike. The increased weight will cause a large jump in the amount of damage that the user can create while utilizing this technique. While this jutsu may be used in combination with a taijutsu or kenjutsu move in the same time frame, it of course takes up a move slot. Needless to say, at the moment of activation this will alow the user down in certain situations, leaving a possible opening for the opponent when this is used.
-Can be activated 5 times per battle.
-Can only be used with Taijutsu or Kenjutsu techniques

‡ Declined ‡ Clashes with Better's CFS.

(Fuuinjutsu: Meiji no mokushiroku) Sealing Arts: Revelation Of The Mage
Type:Supplementary
Rank:C
Range:Short
Chakra:15
Damage:N/A
Description: Fuuinjutsu usually comes in 3 variations, Barriers, Sealing Tags, and Scrolls. The important thing to note with scrolls, and sealing tags, is that they are almost exactly the same, save for the fact that the scroll has a longer sealing inscription on it. They both are inscribed with kanji that release the effect of the kanji when they are fully revealed. As such, the creator of this technique realized that scrolls were difficult to utilize once the user had some sort of body armor on him, due to the fact that the armor may slow him or leave him without access to his scroll holder. With this in mind, the creator found a way to seal the inscription of any scroll based technique onto his body, armor, or weapon so that he would save an immense amount of time between actually retrieving the scroll and using it. In this way, the scrolls now function as if it were a sealing tag inscribed onto the user's body, armor, or weapons. They require no extra preperation or seals to use, and can be used directly from whatever point they are sealed on. The user must actually have these scroll based jutsu on his person to utilize them before this. Even when using this technique, all restrictions of the scroll based technique used must be followed.
-This technique is always active but must be posted in the users bio or before the fight
-Any sealed scrolls must be posted before the fight or within the user's bio
-The scroll techniques used must be posted as normal in the fight, taking both a move and timeframe slot, the only difference in usage being that they come from the sealing point.

Declined - Really nice idea but need to limit it to a max of 4 seals in totla on your bio, which must be stated in your bio or at the start of the fight. You can have these replenish after each nw fight though if you have to time to.

‡ Pending ‡ Leaving for another mod.
Fuuinjutsu: Aserureddo-ō no noroi Sealing Arts: Curse of The Unready
Type:Supplementary
Rank:D
Range: Short-Long
Chakra:10
Damage:N/A
Description: In the ever evolving struggle to bridge the gap between Taijutsu, Kenjutsu, and ninjutsu, this technique was created. This is only useful when the user is advancing of retreating towards or away from the target when the target attempts to use handseals to form a technique of some sort. When the opponent attempts to use a handseal, the user can create a small barrier around their hands. The barrier can be used only for small things like stopping a finger from lifting, moving a hand slightly out of place, or other things like that. Things that will otherwise cause the handseal to fail and thus the jutsu, giving the user more time to close the distance and deliver a strike or get to safety as the opponent must rebuild the chakra and redo the handseals from the start. This allows the user to advance or retreat due to the fact that he remains moving during all of this. The first catch to this is that if the user attacks the opponent in any way in combination with this the opponent may attack or defend they wish (given proper logic of course), like nothing happened. This is due to the fact that stopping a handseal would only be seen as a nuisance at best as far as an attack or defense situation, and that this, again, is only useful for advancing or retreating from your positions. The second is that, of course, the user must be moving fast for this to be effective in the slightest way. In order to move five meters, the user must be moving at least the speed of a Kage Ranked Tai Master (not specialist). If moving at twice that speed the user can move 10 meters while using this move, and if moving at 3 times this speed the user may move 15 meters, et cetera. Also, if the user is going to attack in combination with this technique (unless interrupted by the opponent) they must do so with either a Tai, Ken, or otherwise an physical body attack. Otherwise they may simply use this technique to advance or retreat as usual. The seal only lasts for the single moment of handseal disruption and vanishes after.

-Can be used in the same time frame or followed up by taijutsu or kenjutsu techniques unless the user is interrupted
-Can only be used five times per battle
-Can't be combined with anything that enhances barriers
-Can't be used to hurt the opponent in any way.
-One turn cool down between uses

‡ Approved ‡ I know it's a D-Rank but interrupting your opponent's handseals without limit like this is a bit much. Added a usage limit.

‡ Declined ‡ This technique is hereby revoked. It's usage offers no counterplay and completely undermines any counter which involves handseals. Techniques like this which interrupt the opponent's handseals are no longer allowable. Existing ones will be revoked upon usage.

(Fuuinjutsu: Meiji no mokushiroku) Sealing Arts: Revelation Of The Mage
Type:Supplementary
Rank:C
Range:Short
Chakra:15
Damage:N/A
Description: Fuuinjutsu usually comes in 3 variations, Barriers, Sealing Tags, and Scrolls. The important thing to note with scrolls, and sealing tags, is that they are almost exactly the same, save for the fact that the scroll has a longer sealing inscription on it. They both are inscribed with kanji that release the effect of the kanji when they are fully revealed. As such, the creator of this technique realized that scrolls were difficult to utilize once the user had some sort of body armor on him, due to the fact that the armor may slow him or leave him without access to his scroll holder. With this in mind, the creator found a way to seal the inscription of any scroll based technique onto his body, armor, or weapon so that he would save an immense amount of time between actually retrieving the scroll and using it. In this way, the scrolls now function as if it were a sealing tag inscribed onto the user's body, armor, or weapons. They require no extra preperation or seals to use, and can be used directly from whatever point they are sealed on. The user must actually have these scroll based jutsu on his person to utilize them before this. Even when using this technique, all restrictions of the scroll based technique used must be followed.
-This technique is always active but must be posted in the users bio or before the fight
-Any sealed scrolls must be posted before the fight or within the user's bio
-The scroll techniques used must be posted as normal in the fight, taking both a move and timeframe slot, the only difference in usage being that they come from the sealing point.
-The user can only utilize 4 scroll techniques in this manner
-Scrolls must be stated either in the user's bio or before the fight. After a fight the Scrolls may be replenished however

Approved
‡ Pending ‡ Leaving for Pervy.

(Fuuinjutsu: Iden misuto) Sealing Arts: Genetic Mist
Type:Offensive
Rank:A
Range:Short-Mid
Chakra:30 (then -10 per turn)
Damage:60
Description: This is a seal that is placed on the user's bio or before a battle that passively releases a dormant chakra (invisible to the naked eye) that is imbued with a seal similar to that of "Sealing Trap Explosion". This chakra spreads across the environment to mid range and simply lies dormant until it's trigger condition is met. Whenever any type of chakra or energy passes through this chakra it will carry some with it and whenever such energy is absorbed into an opponents body, the chakra becomes active as it reacts with the opponents chakra and starts to detonate on the opponents skin, glowing bright red on it and giving the opponent warning of the detonation beforehand.
-Detonation can only occur 2 times per battle
-Must go two turns between Detonation
-Useless against preta paths absorption

‡ Declined ‡ Clashes with a seal Joker has.
 
Last edited by a moderator:

House

Active member
Legendary
Joined
Sep 4, 2010
Messages
17,702
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Jūho : Sonzai Suru Koto o Yamemasu) Gentle Step: Cease to Exist
Type: Defensive/Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: Using one of the unique traits of Hyuugas, the basic principal of disturbing chakra flow, the user charges massive amounts of raw chakra into their palm or the sole of their feet. Once done, they'll make contact with the ground and flow their raw chakra towards the intended target. As raw chakra flows through a medium instantly, the hyuuga using their scope of excellent and accurate vision, collects their chakra into one point of the target. Using a universal advantage of a technique where having a spread out effect instead of a very concentrated one, the hyuuga is able to mass their manipulated chakra into one concentrated main chakra pathway thus paralyzing it or shutting it down like destroying a pillar and the bridge falling in a domino effect. As the chakra starts disturbing the flow of the intended target and either make it immobile and introducing immense amounts of chakra at one point thus creating a shock in the target.
Notes:
-2 times per battle
-paralyzed for one turn if not disabled
-No gentle fist techniques above A-ranks in the same turn
-Taught by House

Declined - State that it can only be used on solids or liquids and not people. The chakra flow breaking through the jutsu is fine like structures but wont have it enterering a ninjas chakra system through the ground at a range.

(Jūho : Akusei Pāmutoraiaru) Gentle Step: Malignant Palm Trial
Type: Offensive/Supplementary/Defensive
Rank: S - Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: Based on the principle of closing and opening chakra points, the user starts letting out raw chakra from all of his points around himself having an invisible cloud of raw chakra within mid range of him. The raw chakra that's been released constantly by the user being manipulated to have attributes of shutting down or opening chakra points of whatever is within their space. Their target will only feel slightly weakened within mid range due to the raw chakra placing a minor pressure on their chakra points. While advancing closer, their target will feel massive pressure being placed on their chakra points, having great difficulty to channel their chakra due to the massive effect of the raw chakra cloud they're in on short range. Hence this raw chakra has an affect on chakra, when a technique enters their range, it'll be slowly nitpicked due to the nature of the user's chakra.
Note:
-Can only be used 2x
-Last for 2 turns
-No A-ranked or higher same turn and no s-ranked or higher the next turn
-Taught by House
-Has to be Kage or higher to use this due to the expertise needed

Declined - make it short range only. And say how it effects them rp wise like does it take them twice the time to release chakra from their chakra points ect?
resubmit:

(Jūho : Sonzai Suru Koto o Yamemasu) Gentle Step: Cease to Exist
Type: Defensive/Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: Using one of the unique traits of Hyuugas, the basic principal of disturbing chakra flow, the user charges massive amounts of raw chakra into their palm or the sole of their feet. Once done, they'll make contact with the ground and flow their raw chakra towards the intended target. As raw chakra flows through a medium instantly, the hyuuga using their scope of excellent and accurate vision, collects their chakra into one point of the target. Using a universal advantage of a technique where having a spread out effect instead of a very concentrated one, the hyuuga is able to mass their manipulated chakra into one concentrated main chakra pathway thus paralyzing it or shutting it down like destroying a pillar and the bridge falling in a domino effect. As the chakra starts disturbing the flow of the intended target and either make it immobile and introducing immense amounts of chakra at one point thus creating a shock in the target.
Notes:
-2 times per battle
-paralyzed for one turn if not disabled
-No gentle fist techniques above A-ranks in the same turn
-It can be only used in matters such solids and liquids and it cannot be used on humans.
-Taught by House

Approved

resubmit:

(Jūho : Akusei Pāmutoraiaru) Gentle Step: Malignant Palm Trial
Type: Offensive/Supplementary/Defensive
Rank: S - Rank
Range: Short
Chakra: 40
Damage: 80
Description: Based on the principle of closing and opening chakra points, the user starts letting out raw chakra from all of his points around himself having an invisible cloud of raw chakra within mid range of him. The raw chakra that's been released constantly by the user being manipulated to have attributes of shutting down or opening chakra points of whatever is within their space. Soon as their target enters within short range, the target will feel massive pressure being placed on their chakra points, having great difficulty to channel their chakra due to the massive effect of the raw chakra cloud they're in on short range. The nature of the chakra will either close or open their chakra points forcefully, leaving their target with the feeling of weakness and having an abnormal control over their chakra due to having an immense pressure on their chakra points. For example, if they try to perform a simple chidori it'll explode in their hands or if they try to create an armor it'l just fall apart due to the inability over chakra control. Once the target manages to get away from the user's range, it'll take a turn to return to their full chakra control.
Note:
-Can only be used 2x
-Last for 2 turns
-No A-ranked or higher same turn and no s-ranked or higher the next turn
-Taught by House
-Has to be Kage or higher to use this due to the expertise needed

Declined - reword it, saying that a chidori will explode is too much. You can say the chakra will disipate in a burst of light pushing the target back like a mini blast. And say it only effects A ranks and above, as lower chakra uses should still be easy to control

(Jūho : Akusei Pāmutoraiaru) 10 Quadgrams: Judgement From the Heavens
Type: Offensive/Defensive
Rank: Forbidden
Range: Short [Long on Explosion]
Chakra: 50
Damage: 90
Description: This is a jutsu originating from the combination of the (Hakuro Tenbu) – Heavens Dance of Hazy White and the cannon rotation. Being the Sage of Hyuugas, Dante earned the highest rank of his clan due to his immense power and knowledge of the Gentle Fist. His travels through various spread of Hyuuga Monks allowed him to gain knowledge of the ultimate rotation. But it came with a big price. The user will start rotating in an instant like he would with a normal rotation but instead, what's different about this rotation is the speed the user rotates, the density of the matter of the very chakra being created while rotating, and the structure of the barrier increases above dangerous measure to the user's body. Instead of having an irregularly emitted chakra at equal places, the user will condense it even move and manipulate the very movement of the raw chakra to look like a perfectly condensed shaped barrier shining bright with a blinding blue hue. Kind of like how chidori was perfected into the raikiri. The user will condense it even move, clinging onto dangerous measures. What really makes this jutsu deadly is once the barrier is condensed and shaped into a perfect dome enough, if the user chooses to, it'll able to release either an omnidirectional blast which explodes upon contact or a one wide directional explosive blast towards the intended target. This logic is following Hinata's Heavens Dance of Hazy White where she condensed her chakra into measures of having explosive abilities. The explosive ability makes it an ultimate devastating technique and the final rotation. Once all the manipulated and very condensed chakra is released, the user is left in a great crater feeling fatigued and very exhausted.
Note:
-Can be used 1x
-Leaves the user unable to perform Gentle Fist for 2 turns and cannot perform Taijutsu above C-ranks for the next turn.
-Decreases the user's speed by 1.5x for the next turn
-Leaves the user greatly fatigued and weakened, having his Byakugan deactivated for the next turn.
-Can only use one other jutsu in the same move.

Pending, i'm fine with this, just need to check with NK if it clashes with existing jutsu/

(Hakke Shatā tamashī) 10 Quadgrams - The Sage of all Generation
Rank: S
Type: Supplementary
Range: Himself
Chakra Cost: 40 (-10 in each turn)
Damage Points: N/A (+20 Gentle Fist / +10 Taijutsu) (-10 damage to user)
Description: The Sage of Gentle Fist had traveled through many mountains and sections where he looked for ways to uncover more secrets about what chakra points really are, their limits and if they are expendable. Expendable in a way to push them beyond any shinobis' imagination. When a chakra point is being closed by hitting tenketsu points, it'll shut off a targets chakra pathway. When a chakra point is opened forcefully, the targets jutsus would naturally fail. Dante with his vast knowledge and beyond capability of Gentle Fist and precise chakra control to open his own chakra points to the point of letting his chakra pathway system surround him and conjure with his own flesh. While the user still somewhat remains his own physical form, the raw chakra fused with his body allows him to not only speed up his execution of Gentle Fist but a unique feature of draining chakra from his victims with each contact. While lesser users are able to drain chakra using Gentle Step Twin Lion Fist, Dante took his affinity further and applied this feature into his technique. In this state, he is able to be one with Gentle Fist techniques like the Twin Lion Fist or any rotations and is able to resists physical damage up to a certain degree. While his opening of chakra points and letting his raw chakra fuse with his own flesh offers him a degree of defense from B-rank and below techniques, he's limited to only techniques that doesn't require handseals. While active, the user's appearance expands significantly and looks dark blue raw chakra which suppose to make up the user's body. Any contact will cause burning and drained sensation hence the degree and quality of chakra.
Note:
~The user won't be able to mold any of the 5 elements while this is active
~The user won't be able to do jutsus that require handseals till this active.
~While this is active, it counts as one of the 3 jutsus per turn
~Can be taught by Dr. House
~Useable twice per battle
~Lasts 2 turns
~User won't be able to use taijutsu or gentle fist above b-rank for two turns if the mode has lasted for 2 full turns.
~When this ends, user may only use elemental chakra up to A-rank for the next turn.
~The jutsu puts so much strain to the users body, it'll put -10 damage per turn to the user.

Declined - just needs rewording in how it works, you mention absorbing then about boosting, just make it clear and to the point of how this works
 
Last edited by a moderator:

ZK

Active member
Legendary
Joined
Oct 1, 2010
Messages
16,237
Kin
821💸
Kumi
46,283💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Hagane Hie no Ikkō) – Chilling Steel of the Militant Buddhist
Rank: B-Rank
Type: Defensive
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: This technique is a general execution of the hard style, martial art exercise known as the ‘Iron Shirt’. It is not so much a technique as it is the product of other exercises and years of training. The execution of Hagane Hie no Ikkō simply requires the user to find his central equilibrium using Zhang Zhuang and then aligning his breath, movement and chakra circulation. These actions, combined with the user’s general physique and resistance to damage, can lessen the damage taken by an attack by 20 damage points.
-Can only be used by a Taijutsu Master.
-Can only be taught by Zero Kelvin.


 Declined  ZK we cannot approve a technique that you can apply to all your bios and which will render you unaffected by anything D-Rank and lower all damage to you by one rank... It has to have a limited use as per what you're explaining, if I hit you more than once, it becomes less efficient. Muscles can be made strong but even a strong muscle will eventually be damaged if repeatedly hit. So you need to limit it in that regard. Also, this will be something you'll need to use every time you want to have said defense and it will only work for physical impacts (earth, water, wind ok...lightning, fire, lava, etc no).



(Fūinjutsu: Shikkoku Ya no Ryūseiza) – Sealing Technique: Jet Black Arrow of the Draco Constellation
Rank: A-Rank
Type: Supplementary
Range: Short/Mid
Chakra cost: 30
Damage points: N/A
Description: Through an infusion of chakra the user will mark a limb with an intricate Seal that remains visible regardless of its status. The seal functions as the focal point of the Black Arrow and only activates when two energy-based techniques of C-Rank and above collide and are about to cancel each other out. The techniques in question must contain a reasonable amount of energy. When the two techniques clash; thin and black arrows will protrude from the Seal and appear at the point of collision almost instantly. The arrows function as sponges, absorbing all remaining chakra with a foreign chakra signature and storing it in ‘glyphs’ that will appear on the user’s body, while storing all absorbed chakra with the user’s chakra signature in smaller sub-Seals that surround said glyphs. If the user is about to be hit by an energy-based technique; the arrows have a secondary property in draining the technique of a part of its energy just before it connects, resulting in a -20 damage reduction that can save the user's life in a critical situation. This ability is activated by the Seal recognising chakra with a foreign signature coming within five meters of the user. The Seal activates automatically and drains a small amount of chakra from the user to support its approach, but the same amount of chakra is given back when the arrows return to form glyphs and sub-Seals, since the Seal is a closed circuit. The ranks of the techniques absorbed decide how much chakra the Black Arrow can gather. C-Ranked techniques leave five points worth of chakra to be harvested, B-Ranked leave ten and so on.
-The Seal remains active until deactivated.
-The user only needs to spend thirty chakra points when creating the original Seal, not when it activates.
-After using an ability pertaining to this technique one must wait one turn before using the same ability once again.
-Can only be taught by Zero Kelvin.


 Declined  This collides with existing techniques ZK. Also, its a bit streched and the concept isn't working for me. The things you want to achieve have been made/tried but whats mainly getting me to decline this is how you explain this is all happening. Its not making sense and is, in my eyes, farfetched. Then when we take into consideration what you want to do with it... hum...



(Ryūgūnotsukai ♦ Gōnomono) – Messengers of the Dragon Palace ♦ Atticus the Brave
Type: Summoning
Rank: S-Rank
Range: Short
Chakra cost: 40
Damage points: N/A
Description: The Ryūgūnotsukai are snakes whom have used the Shadow Mirror Body Change Method (Kage Kagami Shiten No Hou) to permanently alter their appearance, assuming a different, more regal form. The group, commonly referred to as Naga, believe they have evolved to become ‘dragons’ in their own right.
Atticus the Brave is a 5 meter tall Myrmidon with 6 arms and a great mane of soft, fin-like spines that run along the length of his back. As one of the oldest Nagas alive Atticus is considered one of the most important and influential Myrmidons in Naga society and his council is valued even by Naginis older than himself. Atticus’ scales are a vibrant cyan in color, his features are sharp and his body is bulging with muscles. Specializing in the defense of Naginis Atticus carries an enormous, plain tower shield that requires the use of all his arms to carry properly. The shield can withstand 140 points of damage and Atticus himself can withstand 120 points of damage before he will attempt to flee and 130 before he dies.
-Atticus can be summoned 2 times per battle, but can only remain on the field for a total of 5 turns.

Of the Messengers:
The Naga is a reptilian creature with 2-6 limbs and a humanoid torso merging into a serpent hind section. Myrmidons and Naginis, males and females respectively, are somewhat aquatic in nature, with a large set of lungs in what would be the equivalent of the human chest and a larger, secondary lung posterior to the intestines. The species also has two large hearts – the primary one in the chest and the secondary one posterior to the intestines – that keep their blood oxygen-rich, allowing them to use their hind section to slither across land at high speed and maneuver perfectly in water. With their thick, smooth scales and large, partially-webbed hands to boot; the Naga are fast at land and even faster at sea.
The Ryūgūnotsukai appear to be part humanoid and part serpent. Their physical appearance varies greatly from Naga to Naga and some have bizarre mutations. The powers and effects of the Shadow Mirror Body Change Method are unpredictable and the mutations manifest in different ways. Many of these mutations are cosmetic in nature; soft spines running down their backs, or, unique to males; thick tendrils coming out of their chin in resemblance of facial hair. Some mutations, however, are more extensive and a number even appear suitable for combat. In this way; the Naga have ‘evolved an array of genetic variations and defenses.
Generally, Naga only marginally resemble the snakes they once were. Their reptilian features are warped and twisted. They are powerfully built and the heads of the Myrmidons are reminiscent of dragons. The group averages in a height of 20 feet (6.1 meters), but a minority has shown the ability to reach heights of up to 40 feet (12.2 meters). Both males and females store very little fat in their bodies, having two stomachs, two livers and a very high rate of metabolism.
Due to only having existed in nature for some twenty years Naga prefer to settle in environments where they can integrate into the food chain with little to no fuss. This means that humans are very unlikely to find a tribe anywhere near their dwellings. Coupled with their aquatic nature, Naga habitats are usually found in humid, thickly jungled or forested areas with large bodies of water nearby.
Naga society is dominated by Naginis. Myrmidons – stronger (able to lift 3 times their body weight) and tougher than Naginis and capable of withstanding a great deal of bodily injury – act as frontline soldiers and guards. They are strong melee combatants and willingly come to grips with the enemy. They are also seen as expendable compared to fertile females, whose standing in society correlates with how many eggs they lay. Female Naga are also physically unsuitable for hard labor, their bodies designed with flexibility and guile in mind instead of brute force. They are tall and slender, with fine scales covering their angular features.
Despite technically still being a part of the Snake Contract, the Ryūgūnotsukai share little kinship with Manda’s faction of reptiles. Their coming into existence through a complex technique only fuels the Naga’s arrogance and has led them to become beasts of pride; they consider snakes and other reptiles inferior and often compare themselves to Dragons and Wyverns in terms of strength and power. Through the few years of human contact they’ve had with what would later become their summoners; the Naga have developed a sophisticated written and spoken language of their own, which they, in return for texts and lessons on human linguistics, teach humans they deem worthy.
In practical terms: a Ninja whom has signed the Snake Contract can, through many trials and hardships, establish a connection with the Naga Tribes. With such a bond, the Ninja can learn to summon Naga to their aid. Due to their aquatic nature, Naga, as a variation of the ‘Food Cart Destroyer’ technique, can be summoned in large bodies of water.

(I've made the summoning a snake that transforms. I'll make each Naga individually. The 'General Info' thing is just me not wanting to waste 2000 words. The make-it-a-transformation-thing was suggested by Scorps and Cali to avoid a loophole-issue.)


 Declined  Lets tackel this by parts.
I'm ok with the transformation they did on themselves, ok. But no summon can be summoned more than once and no summon can stay on the field more than 4 turns if it has abilities. AS for the defense, saying it can defend 140 damage is not enough nor that he can take virtually 2 A-Ranks and still be in the field. You need to explain exactly what the shield can defend and how. Also, you can't forget that shields can only defend stuff of a given size. When using a shield to defend, size is of the outmost importance. Still, his defense needs some sort of limitation. What else can he do? And the usage of the shield is freeform? No move cost? As for the general info, incorporate it in the beginning of the description, then in the end part explain each summon as you submit them. But substitute the word Species. Its not a species. Its just a group of snakes that use a given form through a transformation technique. I know its a detail but you know why I'm mentioning it.
Resubmitting:

(Ryūgūnotsukai ♦ Toji) – Messengers of the Dragon Palace ♦ The Lady Vashj
Type: Summoning
Rank: S-Rank
Range: Short
Chakra cost: 40
Damage points: N/A
Description: The Ryūgūnotsukai are snakes whom have used the Shadow Mirror Body Change Method (Kage Kagami Shiten No Hou) to permanently alter their appearance, assuming a different, more regal form. The group, commonly referred to as Naga, believe they have evolved to become ‘dragons’ in their own right.
The Naga is a reptilian creature with 2-6 limbs and a humanoid torso merging into a serpent hind section. Myrmidons and Naginis, males and females respectively, are somewhat aquatic in nature, with a large set of lungs in what would be the equivalent of the human chest and a larger, secondary lung posterior to the intestines. They also has two large hearts – the primary one in the chest and the secondary one posterior to the intestines – that keep their blood oxygen-rich, allowing them to use their hind section to slither across land at high speed and maneuver perfectly in water. With their thick, smooth scales and large, partially-webbed hands to boot the Naga are fast at land and even faster at sea.
The Ryūgūnotsukai appear to be part humanoid and part serpent. Their physical appearance varies greatly from Naga to Naga and some have bizarre mutations. The powers and effects of the Shadow Mirror Body Change Method are unpredictable and the mutations manifest in different ways. Many of these mutations are cosmetic in nature; soft spines running down their backs, or, unique to males; thick tendrils coming out of their chin in resemblance of facial hair. Some mutations, however, are more extensive and a number even appear suitable for combat. In this way the Naga have ‘evolved’ an array of genetic variations and defenses.
Generally, Naga only marginally resemble the snakes they once were. Their reptilian features are warped and twisted. They are powerfully built and the heads of the Myrmidons are reminiscent of dragons. The group averages at a height of 10 feet (3 meters), but a minority has shown the ability to reach heights of up to 20 feet (6 meters). Both males and females store very little fat in their bodies, having two stomachs, two livers and a very high rate of metabolism.
Due to only having existed in nature for some twenty years Naga prefer to settle in environments where they can integrate into the food chain with little to no fuss. This means that humans are very unlikely to find tribes anywhere near their dwellings. Coupled with their aquatic nature Naga habitats are usually found in humid, thickly jungled or forested areas with large bodies of water nearby.
Naga society is dominated by Naginis. Myrmidons – stronger (able to lift 3 times their body weight) and tougher than Naginis, and capable of withstanding a great deal of bodily injury – act as frontline soldiers and guards. They are strong melee combatants and willingly come to grips with the enemy. They are also seen as expendable compared to fertile females, whose standing in society correlates with how many eggs they lay. Female Naga are also physically unsuitable for hard labor, their bodies designed with flexibility and guile in mind instead of brute force. They are tall and slender, with fine scales covering their angular features.
Despite technically still being a part of the Snake Contract the Ryūgūnotsukai share little kinship with Manda’s faction of reptiles. Their coming into existence through a complex technique only fuels the Naga’s arrogance and has led them to become beasts of pride; they consider snakes and other reptiles inferior and often compare themselves to Dragons in terms of strength and power. Through the few years of human contact they have had with what would later become their summoners the Naga have developed a sophisticated written and spoken language of their own. A language that they, in return for texts and lessons on human linguistics, teach humans they deem worthy.
In practical terms a Ninja whom has signed the Snake Contract can, through many trials and hardships, establish a connection with the Naga Tribes. With such a bond, the Ninja can learn to summon Naga to their aid. Due to their aquatic nature Naga, as a variation of the ‘Food Cart Destroyer’ technique, can be summoned in bodies of water.
Lady Vashj is a 2.5 meters tall Nagini with 6 arms, turquoise skin, glowing red eyes and snakes instead of hair on her head that serve effectively as extra eyes. The Lady possesses delicate features, fine scales and an uncommonly long tail. She is considered exceedingly beautiful by Naga standards, yet has rejected all of her suitors for reasons known only to her. Lady Vashj is one of the most skilled healers of her people, but the vast anatomical differences between Naga and humans means her abilities translate somewhat anachronistically when used on her summoner.
The Lady Vashj is an expert toxicologist and thus intimately knowledgeable about all toxins. Specifically her ladyship is able to produce one toxin that slowly paralyzes a target over the course of two (2) turns and another that causes wet gangrenous necrosis on affected areas rendering them effectively ‘dead’ over the course of three (3) turns. Her biology supports a variety of glands that allow her to produce these two types of toxins as both venoms and poisons that she can cycle through her system and excrete from specific points on her body. Both types of toxins are produce naturally in her body, but her ladyship can will her body into producing vast amounts of the toxins within a short span of time. The toxins can diffuse perfectly into most liquids and contaminate them, but no matter the manner in which they are used the toxins are always classified as being unranked.
As a healer the Lady Vashj is able to neutralize her toxins with but a touch, though she is unable to counteract any damage already inflicted as she would normally do with Naga patients. Her ability to neutralize toxins extends to all toxins and toxicants, though, as mentioned, she cannot heal actual damage delivered to her summoner.
-Can only be summoned once (1) and remains on the field for a maximum of four (4) turns.
-Can only be taught by ZK.


‡ Approved ‡ An interesting read. Made me forget I was checking a CJ for a minute there.

Resubmitting an old technique:

(Hagane Hie no Ikkō) – Chilling Steel of the Militant Buddhist
Type: Defensive
Rank: B-Rank
Range: Short
Chakra cost: N/A (-10)
Damage points: N/A
Description: This technique is a general execution of the hard style martial arts exercise known as the ‘Iron Shirt.’ The execution of Hagane Hie no Ikkō requires the user to find his central equilibrium using Zhang Zhuang and then aligning his breath, movement and chakra circulation. These actions, combined with the user’s general physique and resistance to damage, can lessen the damage taken by the physical elements of an attack by 40 damage points the first time the user utilizes this technique. The second time this technique is used its effect will be reduced to 30 points and by the third use the effect will be only 20 points. Using Hie no Ikkō more than thrice is possible, but the user must invigorate his muscles with chakra and can only replicate the effect of the third use, that is to say a 20 point reduction in damage.
-Can only be used by a Taijutsu Master.
-Can only be taught by Zero Kelvin.


 Declined  Same problems I pointed last time still apply. And you even made it stronger. One more go.



(Ichimonji) – Straight Line
Type: Defensive/Supplementary
Rank: A-Rank
Range: Short/Mid
Chakra: N/A
Damage: N/A
Description: This technique is used to minimize the damage inflicted upon its user by some large-scale attacks. The user, faced with an incoming technique of great size, will utilize the significant speed and dexterity he possesses as a Taijutsu Master to jump, roll, or otherwise pass through the incoming technique as quickly as possible while exposing his body to as little of the technique as possible so as to avoid injury. Though this technique is of no help against concentrated techniques it can reduce the damage inflicted upon the user by up to -50 points for an S-ranked technique, -40 points for an A-ranked technique, -30 points for a B-ranked technique and -20 points for a C-ranked technique. Because of the extreme nature of Forbidden-ranked techniques and the smaller size of D-ranked techniques Ichimonji has no effect on either. Furthermore, the technique can only be used effectively against techniques that cover a wide area and consist of an element that can be passed through, and each use of the technique will decrease its ability to reduce damage by 5 as the user becomes progressively more damaged.
-Utilizing Ichimonji on liquid-based attacks will halve the damage reduction.
-Can only be used by a Taijutsu Master.
-Can only be taught by Zero Kelvin.


Leaving for other mods.


 Declined  DNR. Collides with countless existing things.
And:

(Fūinjutsu: Hagane Hie no Ikkō) – Sealing Technique: Chilling Steel of the Militant Buddhist
Type: Defensive
Rank: B-Rank
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a general, sealing-assisted execution of the hard style martial arts exercise known as the ‘Iron Shirt.’ The execution of Hagane Hie no Ikkō requires the user to find his central equilibrium using Zhang Zhuang and then aligning his breath, movement and chakra circulation. This immediate stress plus the spike in heart rate, will activate a small seal that is passively applied to the users chest. This seal further assists the flow of chakra, spreading it and adding a dense sort of chakra to flow around users muscles and body, strengthening it. These actions and chakra flow, combined with the user’s general physique and resistance to damage, can lessen the damage taken by the physical elements of an attack by 20 damage points. The seal functions autonomously, requiring no input from the user.
-Must be included in the user’s bio or stated at the beginning of a fight.
-Can only be taught by ZK.
-Can only be used by a Tai specialist.

‡ Approved ‡
 
Last edited by a moderator:

Serpent

Active member
Legendary
Joined
Aug 25, 2010
Messages
15,650
Kin
6,188💸
Kumi
39,603💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

(Kinjutsu Katon: Hinote Doki) Forbidden Fire Art: Infernal Wrath
Type: Attack
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 50
Damage points: 90 (-30 to user)
Description: The user makes one hand seal holding it as he charges his Katon Chakra, A symbolic ring of flame will form around a mid range area with the user in the center. The user will then rise his hands in the air releasing the Chakra in an all out blaze. anyone within the ring will be burned as columns of Flame rise from underneath them. Because of the intense heat the user will be chard causing damage upon himself. Because of the output of chakra, the user will feel drained, leaving them in a dizzy state and because of the pain of the burns, the user will have limited movement.
Notes:
-Can only be used once per battle.
-Must have Mastered Fire Element.
-No S-ranked or above Fire Next 2 turns.
-User moves at half speed for 2 turns.
-Must Charge for 10 seconds.
-User takes 30 damage.
-Dizziness last 2 turns
-Can only be taught by Serpent.

wasn't that the point of the dizziness was to limit my movement? lol

±± Approved ±± Well, i've seen people walking and jumping around at immense speeds with stabbed legs from releasing from genjutsu so we need clear expressions regarding those "little" questions.
Updating:

(Kinjutsu Katon: Hinote Doki) Forbidden Fire Art: Infernal Wrath
Type: Attack
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 50
Damage points: 90
Description: The user will focus his chakra around themselves and an opponent(s) and clasp his hands together creating a symbolic ring of flame that will manifest and entrap the user and target within it's high walls. The user will then rise their hands in the air releasing the Chakra in an all out blaze. Anyone other then the user (summons, ally's, opponents, etc.),will be burned as columns of flame rise from underneath them. The columns will then form into massive serpents that can further be directed at the opponent as they condense and smash into them before dispersing into a mighty blaze. The intense heat will be enough to char flesh while even in close proximity to the flames. It is for this reason the user will be chard as well. The output of chakra will cause the user to feel drained, leaving them in a dizzy state, With the added burns the user will be limited on his overall movement. This will cause him to move two ranks slower for a short time.
Notes:
-Can only be used once per battle
-Can only be used by a Katon specialist
-Cannot use Katon above A-ranked for 2 turns
-Dizzyness and Limited movement lasts 2 turns
- No jutsu above A rank in the following turn
-Can only be taught by Serpent.

Approved made edits



(Shinhihou: Kageken) Sacred Treasure: Shadows Bane
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A (-30 per turn to wield)
Damage points: N/A (+10 to Kenjutsu)
Description: Shadow's Bane is a powerful chakra blade forged from the ashes of the ancient Chakra Tree. This blade consumes enormous amounts of chakra when used, so much so that one must have a large chakra reserve or run the risk of it draining them of chakra. Shadows Bane is known as the "Counter" sword. this is because it's unique ability to counter attacks using the chakra it drains from it's user. It does so by using three different methods known as "Full Counter", "Counter Vanish" and "Revenge Counter". Each similar in nature but used to different affects.
Full Counter: The user will swing this blade against an incoming attack to activate Full Counter; enabling its user to reflect the attack aimed at him, including physical and elemental, back at the enemy with greater power as an unfocused, 180 degree blast that reaches out to short range; this blast will have similar characteristics of the reflected attack. (I.E, if the reflected attack is fire/water/etc, the blast will be made up of fire/water/etc.) therefore, the stronger the opponent's powers are, the stronger the user's power becomes. This is due to the massive amount of chakra drained by using this ability being mixed into the countered blast, boosting an additional 20 damage. However, there are also many drawbacks to Full Counter: the user would not be able to reflect attacks if the opponent does not allow them to read the nature and timing of their attacks, and only attacks that use chakra can be reflected; the ability is useless against indirect attacks and Taijutsu. Full Counter can only be used against one technique at a time.
Counter Vanish: With Shadows Bane facing an incoming attack, the user folds his thumb and little finger as he holds the blade. He then, rather than reflecting an attack, completely disperses the attack used against him up to Mid-range, rendering the attack useless. This ability drains even more chakra then the Full Counter method and as such cannot be used as often.
Revenge Counter: The user will activate this ability before or as they have taken damage, this charges the blade with influxes of chakra allowing them to use the Revange Counter. By stabbing Shadows Bane into the ground the user will release this attack as a powerful flash. Causing the ground up to a Mid-ranged area to erupt with massive amounts of chakra like a violent explosion incinerating all in it's wake. The wielder can be found in the epicenter of the blast, protected from the blast by the blades chakra. This is known as Shadows Banes ultimate attack boosting 120 damage.
Note:
-Full Counter can only be used 4 times per battle and cannot be used on consecutive turns. It can only affect techniques up to S-rank and costs 50 chakra points.
-Counter Vanish can only be used 3 times per battle and requires a 2 turn cool down before it can be used again. It can only affect techniques up to S-rank and costs 75 chakra points.
-Revenge Counter can only be used 1 time per battle and requires the user to take S-ranked damage and survive beforehand to activate. User cannot use techniques above S-rank next turn. Costs 100 chakra points.
-Can only be taught by Serpent

Declined - abilities clash with those of the Command arts belonging to Keotsu

(Shuradō: Jigokuarashi) - Asura Path: Hellstorm
Type: Weapon
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: Through the Asura Path, the user is able to create a cannon from one of his mecha arms. This "hi-tech" looking weapon is nothing more than a chakra cannon. It shoots a very dense and concentrated sphere of chakra that travels at blazing speeds. The dense concentration of the sphere will then explode outwards releasing countless chakra "bullets" that rain down upon a mid-ranged area littering the battlefield like a Hellstorm. If the user is within range of the hellstorm, they will need to defend from this technique as well.
Note:
-Can only be used by Asura Path or with it active.
-Can only be used twice per battle
-Requires a two turn cool down
-Can only be taught by Serpent
-No jutsu above A rank in the following turn

Approved - made edits
 
Last edited by a moderator:
  • Like
Reactions: Xicer

Negative Knight

Active member
Legendary
Joined
Jun 8, 2012
Messages
17,240
Kin
806💸
Kumi
5,938💴
Trait Points
0⚔️
Awards
Re: Custom Jutsu Submission

(Meiton/Fuuin: Kishou no Nai) – Sealing/Dark Release: Insignia of the Fallen
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: Through his knowledge of Fuuinjutsu and Dark Release, the user will create replicas of the dark marks on anything they touch or are already in contact with (e.g. their clothes) without moving. For example, these marks could be applied to a handheld weapon in the user’s grasp or to the soles of the user’s shoes. The dark marks will work exactly the same way as the originals and the user will be capable of using all types of Dark Release techniques from them. The marks can be activated remotely and so the user could throw a kunai with a dark mark applied towards the opponent then activate a technique like 'Inhaling Maw' from a distance. The user will still have to abide by all of the restrictions and limitations of the technique when used in this way. For example, the mark will have to be within short-range of a technique/attack to perform certain absorption-type techniques. As dark marks are essentially "portals" to a separate space/dimension that can contain a virtually infinite amount of energy/chakra, techniques absorbed by these replica marks will enable the user's main body to use release-type techniques. Following this same logic, the user can use release-type technique from any of these replica dark marks after one of them or one of the originals performs an absorption.

Note: Can create up to two dark marks per use and have up to four dark marks active at a time
Note: Can only be used five times per battle and must be within mid range of these seals for them to work.

✦ Approved ✦
 
Last edited by a moderator:

System001

Active member
Legendary
Joined
Apr 15, 2011
Messages
19,385
Kin
6,209💸
Kumi
10,911💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

37/37 - Rip Scaze

Katon/Fuuinjutsu: Kuro Sanshō̄o no Seimei-Sen | Fire Release/Sealing Technique: Lifeblood of the Black Salamander
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (Fire jutsu with this effect applied cost 10 more chakra to create.)
Damage Points: N/A
Description: This technique was developed in response to the chakra draining and chakra absorbitve abilities displayed by certain water and earth techniques. Made in an attempt to achieve a similar effect for fire, the resulting technique was deemed too destructive and was classed as a jutsu too dangerous to be used. Like the chakra draining properties of earth and water, the developed technique was highly effective at targeting chakra in its incorporeal states - however instead of draining or absorbing chakra this technique invoked the most fundamental property of Katon - Burning, and applied it to incorporeal interactions. Under the influence of this technique the flames of produced fire jutsu will be sculpted and recoloured so that the Kanji for 'Burn' will appear embossed and patterned across the surface of the flame. As a result the affected fire techniques will burn away foreign chakra within their proximity. There will be little noticeable change for physical clashes such as fire against earth or water, although a sensor will be capable of discerning that the chakra of the technique clashing against the flame is disappearing even before the techniques physical body fades. Against techniques that fire would not have much interaction with however, such as lightning or sound, or techniques that it would not affect at all - such as incorporeal chakra barriers, the true strength of this technique is displayed. As the flames come into 'contact' (Not physical as it generally cannot directly interact with these techniques, but instead overlapping on the same area or being in the same vicinity/pane) the opposing chakra will be burned away, as under the influence of this technique the users fire natured chakra will adopt a singularly destructive property when it encounters opposing chakra and, true to its nature, will not absorb but will rather burn - flooding out to attack the chakra and erasing the opposition completely. When such a flame encounters the body of a living being such as a Summon or Human, it will burn away at their chakra supply for as long as they remain near the flame (short range), destroying more of their chakra each turn, starting at the amount of chakra used to create the fire technique for the first turn, and increasing by double each turn (i.e, 40 the first, 80 the second, 160 the third and so on) until they have absolutely nothing left - and as such fire techniques under the influence of the Black Salamander serve as the bane to beings that cannot be burned or posses powerful regenerative abilities. Against techniques however, elemental weaknesses and strengths will apply, and the strength of the fire technique will reduce accordingly as it expends the very chakra that comprises it to burn away at enemy techniques. Upon the first use of this technique on a fire jutsu, a crest of ash will appear on the users chest, appearing as a salamander that, like an ouroboros is seen to be devouring its own tail. The Salamander Crest will act as a medium for sustaining this technique, should the crest be destroyed then this technique will also end, likewise, for as long as the crest persists, so too will this jutsu. Should the chakra of a fire technique under the influence of the Black Salamander be absorbed, then then absorbed fire chakra will act as a virus - rapidly burning away at the chakra of its new host until nothing is left. The only counter then, is to produce a full bodied chakra surge equal to or greater than the amount of chakra absorbed. (Starts at double the chakra cost of the technique this time, i.e a technique costing 30 chakra would burn away 60 the first turn, and so on, this time as it is directly within an opponents chakra system and as such can wreak havoc more easily). The chakra burn is easily detectable however as an opponent will feel as if their chakra is 'boiling' (a little like the discomfort that Naruto felt upon his first uses of the Kyuubi chakra), although an infected can still produce techniques as usual, albeit they cannot utilise forbidden ranks.

Note:
- Made of ash the crest is virtually immune to any technique that will smash or break it apart as it can simply reform and regenerate, and is counted as a fire/fuuinjutsu combination, A ranked in power, that can only be destroyed by water - which is the natural enemy of fire, or techniques that can completely burn or blast it from existence such as fire or lightning. After four turns the crest will fade, signifying the end of this technique. If Symphony of the Dragon is either active or used afterwards, the Crest of the Black Salamander will combine with the Crest of the Unburnt Dragon, the Salamander wrapping around the Dragon's head and, the two crests will combine, becoming destroyable only by techniques equal to or greater than their now combined strength. When they combine, the crest of the Black Salamander, being weaker, will adopt the turn limit of the Dragon's Crest, if it has two turns left then this crest will also crumble in two turns and so on. While it makes the crest harder to destroy, it also has the drawback of potentially ending the duration of this technique prematurely depending on how, and when the crests are created.
- While this technique is active the user is capable of, once per turn, producing raw blasts of S ranked fire chakra from any point of their body which - incapable of interacting with physical substances, will instead interact with and destroy those made of chakra, for instance if used against earth the blast will phase into the earth, erasing it of all the chakra that fuels it and, by destroying its source of strength will also undermine the earth's corporeality, leaving it to crumble to dust. (Although it does not interact so much on a physical level, it can still be countered by a technique of equal power as the flame will attack the chakra within the technique, and respecting elemental weaknesses and strengths, will falter when overwhelmed or equalized.) The chakra is visible as it takes a translucent gold or black hue, and be can form various shapes and sizes at the users whim, and the user can maintain control over it should they so wish, however they will be limited to non elemental and fire elemental jutsu during this time. This count as one of the user's three moves per turn.
- When this technique ends it cannot be reactivated again for the next two turns, and no fire techniques above S rank can be utilized during this period. It can also only be activated 2x, and the user is immune to have their own chakra devoured by their flames.
- This technique is also capable of working against chakra, or uses of physical/spiritual energy that have a slightly different make-up than usual, such as Senjutsu chakra and Kiyoshi energy. However it cannot target physical or natural energies in their raw, un-combined state; it can do so for spiritual energy however.
- The user can choose to not apply this effect to a created fire technique, and affected fire techniques will appear an imperial black, red and gold in colour.
- As this technique has no effect on its own, its activation is instant and can be performed in the same timeframe as the following technique. The crest will appear upon the creation of the first Black Salamander Fire technique, and this works on ash too.
- When used by an Inuzuka this technique will not adversely affect their Ninken as, accustomed to their presence, this jutsu, while largely indiscriminate, will have the users Ninken labelled as something related to and bound to the user, as a result just as the user is immune to the effects of this technique, so too will Ninken be. (Same for cursed seals as they are a part of the users being)
- Can only be taught by Scaze

‡ Approved ‡ One of the best techniques I’ve read in a long time.
 
Last edited by a moderator:

Hell Autarch

Active member
Legendary
Joined
Apr 7, 2013
Messages
10,137
Kin
113💸
Kumi
64💴
Trait Points
0⚔️
Re: Custom Jutsu Submission

New Submissions

(Raiton: Ni~Tsu Zheners Fuanteina Denki Bunkai) - Lightning Release: Sun Zheners Erratic Electrolysis
Type: Offensive/Defensive/Supplementary
Rank:
A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This technique is a unique aspect of lightning release that is used via control of the positive and negative electrons of lightning, by injecting lightning release in to either earth or water techniques the user is capable of taking hold of them and separating them in to their composing elements. In the case of earth it will split the porous nature of earth apart causing techniques to turn in to sand or dust. Against water it will cause the techniques to separate in to oxygen and hydrogen. Against earth and water combinations such as mud or swamps the technique will separate it back to it's base elements causing the ground to harden while the water would seep out on to the battlefield almost like squeezing a wet sponge to drying point. This technique once activated will remain active for the duration of the battle but each usage costs a move slot. For offensive use the technique requires direct contact so is best used in conjunction with taijutsu. Upon striking the opponent the user will charge the opponents body with raiton chakra triggering the same effect and causing paralysis. Against a human being it's unable to separate all the water in their body but it will separate enough to cause lasting damage in the form of a lack of oxygen to the brain causing the opponent to lose 20% of his speed and tracking ability for four turns. This technique can also be utilised to enhance the users own water mud or earth techniques by taking advantage of the splitting of techniques to swiftly change mud or swamp techniques in to a solid or by turning water techniques in to wind quickly by performing two handseals and focusing chakra in to the jutsu they have used. This adds no damage by can quickly change the dynamics of a technique from one element to another.
Note: Once activated, remains for the duration of the battle.
Note: Every usage of the jutsu costs a move slot regardless of defensive offensive or just supplemental use.
Note: The technique is inherently lightning based thus it follow the S/W of lightning.
Note: Usable thrice per battle.
Note: Can only be taught by Hell Autarch.

Declined - Just no lol, would be a great idea but not gonna approve this in the rp.
Resubmitting. Changes in bold. Putting my poor knowledge of Chemistry to the test ;-;

(Raiton: Ni~Tsu Zheners Fuanteina Ionka) - Lightning Release: Sun Zheners Erratic Ionization
Type: Offensive/Defensive/Supplementary
Rank:
A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: This technique is a unique aspect of lightning release that is used via control of the positive and negative electrons of lightning, by injecting lightning release in to either earth or water techniques, the user is capable of injecting electrons into individual atoms and seperating them into ions. In the case of earth it will split the porous nature of earth apart causing techniques to turn in to sand or dust. Against water it will cause the techniques to separate in to hydroxide and a positively-charged hydrogen ion. Against earth and water combinations such as mud or swamps, the technique will separate it to individual ions, causing the ground to harden while the water would be divided into ions. The presence of these ions would exist for a single turn during which Lightning techniques performed by the user passing by the ions would receive +1 rank (excluding S Rank techniques) due to the ions acting as a conductor for the lightning. The ions would then proceed to disperse into the air after the turn. This technique once activated will remain active for the duration of the battle but each usage costs a move slot. For offensive use the technique requires direct contact so is best used in conjunction with taijutsu. Upon striking the opponent the user will charge the opponents body with raiton chakra triggering the same effect and causing paralysis. Against a human being it's unable to separate all the water in their body but it will separate enough to cause lasting damage in the form of a lack of oxygen to the brain causing the opponent to lose 20% of his speed and tracking ability for four turns. This technique can also be utilised to enhance the users own water mud or earth techniques by taking advantage of the splitting of techniques to swiftly change mud or swamp techniques in to a solid or by turning water techniques in to wind quickly by performing two handseals and focusing chakra in to the jutsu they have used (part of the same timeframe). This adds no damage by can quickly change the dynamics of a technique from one element to another.
Note: Once activated, remains for the duration of the battle.
Note: Every usage of the jutsu costs a move slot regardless of defensive offensive or just supplemental use.
Note: The technique is inherently lightning based thus it follow the S/W of lightning.
Note: Usable thrice per battle.
Note: Can only be taught by Hell Autarch.

Declined - dnr

Bombardier Beetle Contract approved
New Submission

(Bakugeki-te Geijutsu: Hon'nō) - Bombardier Arts: Instinct
Type: Supplementary
Rank:
A
Range: Short - Long
Chakra Cost: 30 (-5 to maintain)
Damage Points: N/A
Description: The technique was originally developed by the Bombardier Sage, seeking to aid the signers of the Bombardier Beetle Contract in keeping track of their enemies. It is on par with the Inuzukas enhanced sense, granting the user x1.5 to their tracking speed. The technique primarily revolves around the sense of smell of a beetle and the general ability of beetles to detect pheromones that have been secreted from the body. Similarly, this technique works on the same principles and allows the user to detect pheromones secreted by any person in their surroundings; allowing the user to pinpoint the location of a person or otherwise even detect their presence. The technique however does not successfully work if the users sense of smell is hindered. Given that the scent in pheromones secreted by the human body differ from person to person, the user can easily differentiate between the pheromones of different people. The technique however is extremely specific, being designed simply to aid the user in detecting and tracking a person. It does not allow the user to sense chakra in any possible way.
Note: Can only be used once per battle
Note: Once activated, it lasts until canceled. Activation costs a move slot, the technique however passively remains active afterwards.
Note: Must have signed the Bombardier Beetle Summoning Contract
Note: Can only be taught by Hell Autarch

Declined - i'll allow you to have the sense of smell but not the increase to your tracking speed like that.

(Suiton: Baundomisuto) - Water Release: Bound Mist
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra Cost: 30 (-10 ever turn)
Damage Points: N/A
Description: An activation technique created to cover an exploitable weakness of mist based techniques, namely their ability to be blown away. The user upon preforming a mist based technique will preform an additional hand-seal imbuing it with additional chakra acting within the same time-frame as the original due to its effect only taking place in accordance with another technique. Granting the mist the ability to take in moisture from its surrounding and itself in order to bind itself in place. The mist becomes incapable of be blown away due to the technique trying to pull its own moisture in place and that of the surroundings at the same time. Causing a stationary effect where the mist is bound to its location, and heavier then normal. Making it immune to the effects of being blown away regardless of the strength of the winds, as it will simply be pulled back into place. The latter allows mist techniques to remain on the field for their intended duration rather then being forced to end prematurely.
Note: Can be used three times
Note: No water techniques above S Rank in the same turn or turn after
Note: Can only be taught by Hell Autarch

Declined - similar to a jutsu yusei has
 
Last edited by a moderator:

The_Empire

Supreme
Joined
Jan 8, 2009
Messages
23,544
Kin
6,343💸
Kumi
3,510💴
Trait Points
18⚔️
Re: Custom Jutsu Submission

Fuuinjutsu: Hekkusubureikā (Sealing Arts: Hex Breaker)
Type:Supplementary
Rank:A
Range:Short-Long
Chakra:30
Damage:N/A
Description:*Hex Breaker may only be used when an opponent erects a barrier type Fuuinjutsu of their own. Whenever this happens, the user can make the Dragon handseal and immediately cause 2 barriers of his own to form on the immediate inside and outside of the opponent's jutsu. Both of these barriers will have the Kanji for counter "カウンタ" all over them in bright red lettering. As they appear, they immediately begin pushing towards each other, breaking the erected barrier they formed around as they do so due to the crushing pressure. Furthermore, knowing that there are many types of barrier fuuinjutsus, the creator developed this technique with an added measure. By making an additional handseal, the user can infuse his elemental chakra into these counter barriers that he creates. He may infuse any of the 5 basic chakras (Fire, Earth, Wind, Water, Lightning) into them, and while they really do nothing as far as extra effects go, they do allow the counter barriers to be able to counter any barrier up to 1 rank stronger than it. This is, of course, only as long as it is made of raw chakra, and not an elemental barrier in itself. Should the opposing barrier be an elemental infused barrier, the elemental. weaknesses and strengths take hold. For example, a counter barrier with a fire infusion would be able to stop an S rank wind infused fuuin barrier, but only a B rank water infused fuuin barrier.
-Can be used 5 times per battle
-Requires a 1 turn cool down between each use

‡ Declined ‡ Make this something that requires contact with the ground (similar to Multiple Infinite Embraces) since these barriers don't form from a seal or your body. The elemental part needs to go as this clashes with Joker's Five Colored Barriers.
Fuuinjutsu: Hekkusubureikā (Sealing Arts: Hex Breaker)
Type:Supplementary
Rank:A
Range:Short-Long
Chakra:30
Damage:N/A
Description:Hex Breaker may only be used when an opponent erects a barrier type Fuuinjutsu of their own. Whenever this happens, the user can make the Dragon handseal and immediately cause 2 barriers of his own to form on the immediate inside and outside of the opponent's jutsu. Both of these barriers will have the Kanji for counter "カウンタ" all over them in bright red lettering. As they appear, they immediately begin pushing towards each other, breaking the erected barrier they formed around as they do so due to the crushing pressure. This can counter up to B rank elemental barriers
-Can be used 4 times per battle
-Requires a 1 turn cool down between each use
-User must be on the ground when using this

‡ Approved ‡ Edited. You can't counter elemental barriers, which were made for the express purpose of overpowering ordinary ones, with a technique of equal rank.





Fuuinjutsu:Gādowandā Sealing Arts: Wonder Guard
Type:Supplementary
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:*Created primarily to guard the user against gentle fist users, before battle the user will apply this seal to their body, which will create tiny barriers around each of their chakra points which lie dormant until triggered. When any amount of foreign chakra interrupts the flow of chakra between one chakra point to the next, the seals will absorb the foreign chakra and, If the opponent is touching the user, spit it back out at the opponents nearest chakra point, instead closing one of theirs and causing a brief stun that results in the opponent needing to spend 10 more chakra to use techniques for the next two turns due to the strain this puts on them. This technique can guard up to B rank Elemental techniques and up to A rank techniques of non elemental chakra
-Can be used twice per battle
-2 turn cool down between uses

‡ Approved ‡ Same as above.

Fuuinjutsu: Oitsume u~izādoSealing Arts: Cornered Wizard
Type:Supplementary
Rank:B
Range:Short - Long
Chakra:N/A (varies, explained in jutsu)
Damage:N/A
Description:*This is a taxing seal to use, but one that may save a shinobis life if he finds himself alone. With this technique, the user is able to use other Sealing techniques that require multiple users by himself. He does this by simply making 1 handseal and focusing his chakra into the areas needed. When he does this, he will seal his chakra into these areas and thus he will be able to activate the technique as if the other number of ninja required were there. For example, "(Shishienjin ) - Four Violet Flames Battle Encampment" requires 4 people to use, but with this technique, the user will simply seal his chakra into 3 other areas and then he may use this it. The cost to this is that the user must pay the cost of the number of people using the technique. So for the above mentioned technique, this seal would drain the user of 60 X 4 chakra. Due to the nature of this technique, it may be used in the same time frame of the seal that it sets up for.
-Can be used 3 times per battle
-Two turn cool down between each use

Declined - nice concept, but the restriction for such barriers to need more users is what's needed, this would just make them too easy to use and with that more OP

‡ Pending ‡ Leaving for another mod.
 
Last edited by a moderator:
Status
Not open for further replies.
Top