[ARCHIVE] Custom Jutsu Submission - II

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Silico

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Re: Custom Jutsu Submission

(Jiton: Mage Seishitsu | Magnetic Release: Bend Nature)
Type: Defensive/Offensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: The user will manipulate their iron sand from either the ground under the battlefield or from their gourd to create different types of basic structures through the iron sand which could be waves, pillars, plateaus, pits, spikes and walls etc. The more chakra spent, the more powerful the structures become, dealing more damage and are more tolerant in taking on damage as well. The iron sand is self-sustaining and will stay in shape for the rest of the battle unless destroyed or used for another jutsu.

Note: Must be a potent user of Iron Sand.
Note: A-variation can only be used once/turn. Up to 4 times
Note: S-variation needs a full 2 turn cooldown in between uses as well as cancels the use of lesser variations for the same turn used. No iron sand in the following turn and only useable 3 times
Note: Can only be taught by Skorm.

Approved - made edits




(Jiton: Sabaku no washi | Magnetic Release: Desert Eagle
Type: Defensive/Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user forms the bird handseal and becomes an embodiment of their iron sand. The sand will then form into a large eagle, same size as the user. While in this form, the user can fly through the field but cannot use any other jutsus. The user is able to take on a lot of abuse while in this form as their body is iron sand and will be able to reform after taking on physical hits or even shattered by large gusts of wind. The eagle may even harden itself to be able to withstand water techniques, at the cost of immobilizing themselves and become a heavy statue of compact iron sand. The user is able to reform themselves to normal at any time. Not matter how much the body of the eagle is scattered around the battlefield, it will always be able to reform.

Note: Lasts a maximum of a turn, forcing the user to revert to normal state after that.
Note: Cannot be used by puppets
Note: No pre-existent iron sand is required
Note: Must have knowledge in iron sand up to B rank
Note: Can only be taught by Skorm
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Declined - you can cover yourself in iron sand but not become it




CWJ of [ ]
(Katon/Fuuton: Herushingu no Chakuramōdo | Fire/Wind Arts: Hellsing Chakra Mode)
Type: Supplementary
Rank: S-F
Range: Short-Long
Chakra: 40-50(-15/-20 per turn)
Damage: N/A(+20/30 Katon+Fuuton)
Description: The masters of the Hellsing Gloves will clap their hands together and remain in that position for one full turn, not allowed to separate them. During this process, the user is not able to use any other chakra nature than fire and wind and aren't allowed to use those two either for jutsus requiring handseals as their gloves will have to remain tied together. When activating the mode, the user will get a very intimidating characteristic. Their right eye will glow red and their left eye will glow white. While in this mode, the user will be given the abilities of their Hellsing-gloves without any drawbacks and given a damage boost to wind and fire techniques due to their glove's power. Not only that, but all techniques used in unison with the gloves are staying on the field until destroyed or countered. Entering the mode is providing one major downside though, the user is tied to using these two elements only along with regular ninjutsu. Once per activation, the chakra mode will be able to render the user intangible by either becoming an incarnation of fire or wind making them unable to take physical damage, but being able to be damaged normally by fire/winds natural weaknesses which is fire and water. However, if the user is activating the F-ranked mode, they will be able to do that three times. Activating the forbidden ranked mode requires the user to first have activated the s-ranked mode. Going from s to forbidden takes one move from the users move count in a turn. When the forbidden state is activated, the user will be able to move at incredible speeds(x2 normal speed) and take on physical damage(B-rank) without drawbacks. They are also able to increase their damage output of their fire/wind techniques further than that of the s-variation(+10 extra). Aesthetically, the forbidden version is giving the user a pair of horns growing out of their skull. These horns are quite big and can be used to attack an opponent by charging into them. The left horn is glowing white and the right one is glowing red, same pattern as their eyes. The mode can be deactivated at will in any state.
Note: S-variation can be used twice/battle, requires a three-turn cooldown and lasts four turns.
Note: F-variation can be used once/battle and cancels out the use of the mode further. Lasts three turns.
Note: S-variation grants a single use of becoming intangible, F-variation grants three.
Note: User is only able to use Fire/Wind/Ninjutsu while in this mode.
Note: Can only be used in conjunction with the Hellsing Gloves.

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Declined - dnr, so OP
 
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Venom

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Re: Custom Jutsu Submission

[Fuuinjutsu: Sukuripucha Shussekenteki Kishi] - Sealing Technique: Scripture of the Templars
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: N/A (+15 chakra to all of the user's seals)
Damage: N/A
Description: This is a passive ability that is applied to all of the user's seals that are always active or lie dormant on the user's body prior to a battle (essentially seals stated in one's biography). The sealing script of the Fuuinjutsu seals will be infused with one of the basic five elemental chakras to reinforce, strengthen and enhance them so to make their destruction or corruption more difficult. The seals will now respect elemental strengths and weaknesses of the chosen element and will possess the strength of the chosen element up to their own rank. They will also be infused with 15 more chakra than normal and this chakra cost will be expended whenever the seals triggered or are activated. This technique doesn't make Fuuinjutsu techniques stronger or enhance them in any way, it simply makes the seals on the user's body/clothes/person harder to tamper with or destroy. If the seal's rank is boosted on activation, the strength of the sealing script will now reflect it's new rank.

Alternatively, this technique can be passively applied to seals created in battle rather than those already placed on the user's biography. By infusing one of the five basic elemental chakras into the seal, the user can enhance and fortify the sealing script in the same way as the seals applied to the user's bio. It will now follow elemental strengths and weaknesses of the chosen element and will possess the power of it up to it's own rank. The seal will also be infused with 15 more chakra than normal, which is the cost of applying this jutsu to this technique. This technique doesn't make Fuuinjutsu techniques stronger or enhance them in any way, it simply makes the created seal(s) harder to tamper with or destroy.

In regards to being tampered with it or cancelled, both variants follow the elemental strengths and weaknesses of the chosen element and will require non-elemental techniques (Ninjutsu, Fuuinjutsu, etc) one rank higher than the seal in question for it to be successfully corrupted (e.g. S-Rank Fuuinjutsu required to tamper with an A-Rank elemental seal).

Notes:
Can only be taught by Venom
Must be stated in the user's biography
Must be posted at the beginning of a battle
Must be referenced every time the alternative use is used

Cant be used on the opponent


Approved - Remember to state in your bio with the seals that this is applied to clearly stating which element the seal is imbued with.


[Fuuinjutsu: Shi Kishu no Keiji] - Sealing Technique: Four Horsemen of the Apocalypse
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A (+20 chakra to the applied seals)
Damage: N/A
Description: This seal is essentially one that can be applied to other seals placed on the user’s body, clothes/armour, weapons or person prior to a battle (must be stated in a biography). Seals which otherwise lie dormant but must be manually activated can instead be given a specific trigger from one of the choices below. The seal retains it’s capability to be activated manually but will now be capable of being triggered automatically if the necessary requirement is fulfilled. Only one of the below “trigger seals” can be applied per technique, meaning a technique cannot be given multiple triggers lest they clash or conflict.

Horseman of War: If a seal has this script applied to it, it will activate whenever something moving at a certain speed (3x the user's current speed or higher) comes within five meters of the seal. It will passively activate the seal this is applied to once this condition is met. The seal can sense this as there is constantly an invisible and intangible barrier of pure chakra that encompasses the area short-range around the user (that doesn't interact with techniques whatsoever). When anything "breaches" this barrier, not only will the user be notified where it entered from but the seal this has been applied to will activate if the aforementioned trigger requirement is met.

Horseman of Famine: If a seal has this script applied to it, it will activate whenever a foreign chakra or energy technique is injected into the user’s body. The seal is capable of sensing disturbances in the user’s chakra or rather the entry of foreign entities into their chakra system. When this happens, this seal will activate the technique this was applied to. Unlike Pestilence, this seeks to work solely on Genjutsu and similar abilities that attempt to affect the user’s body through the injection of chakra. This trigger seal can only be placed on seals that are on the user's body.

Horseman of Pestilence: If a seal has this script applied to it, it will activate whenever foreign chakra or energy technique enters the immediate vicinity of the seal (within one-meter). The seal can sense this as there is constantly an “invisible mist” of chakra surrounding the area around the seal. The mist doesn’t interact with techniques whatsoever as its just pure, unmolded chakra. When any foreign chakra or energy makes contact with this blanket of chakra, the seal this was applied to will activate passively. This technique will not be triggered by Genjutsu techniques as they do not travel through the mist on induction but rather manifest the chakra inside of the user's body.

Horseman of Death: The simplest in it's trigger but arguably the most powerful, this sealing script will allow the seal this is applied to activate automatically upon the user's death. The mechanism by which this is triggered is identical to that of the canon technique Reverse Four Symbols Sealing Technique. This trigger seal can only be placed on seals that are on the user's body.

Notes:
Each seal can only be applied to one technique (meaning 4 in total, one per Horsemen)
Must be applied to different techniques and each must be stated in the user's biography

Approved - rechecked

[Doton/Fuuinjutsu: QuatreXoNeuf ] - Earth/Sealing Arts: Quatre Neuf
Type: Supplementary
Rank: S-Rank
Range: Self
Chakra: 40
Damage: N/A
Description: Similar in application to the white strength seal used by Tsunadae and Sakura, the user focuses and stores not only their raw chakra but their earth chakra into a seal placed on the body. This seal focuses mainly on the durability and strength of the user's body. Once activated, the user's body would be flooded with the stored chakra, a chakra surge so to say. This will enhance their body's durability and strength beyond any normal shinobi. The user's strength will be enhance to the state of them creating 5x5 size craters with a simple punch or stomp to the ground. While their durability, thanks to the earth chakra flooding their body, will be pushed to a new limit. Giving them defensive capabilites of the 3rd Raikage. Due to this seal simply using earth chakra, and not forming earthen armors on the exterior of the user's body for defence the user's body wouldn't be hindered when it comes to movement and normal fighting. They also wouldn't be susceptible to Lightning techniques unless the foreign lightning chakra is focused and/or channel through the user's body. An example of this would be an opponent holding the user and successfully channeling nagashi or similar lightning techniques through the user's body to paralyze them or whatever their purpose is. This obviously would break the seal and get rid of the earth chakra within the body and end the seal's ability. The Lightning technique must be of C rank the least since the earthen chakra is equivalent to A rank.

Notes:
Can only be taught by Venom
Can only be used twice
The seal is A rank

Declined - You've basically taken the best bits of cannon jutsu and made them applied to you with earth release. And just having earth chakra in your body wont auto be strength like this.

[fuuinjutsu/lightning: Kensaku] - sealing/lightning arts: Regain
type: Defense/supplementary
rank: A
range: Short - long
chakra cost: 30
damage points: N/a
description: The user will have a seal placed on their body labeled "regain" in kanji form (索). Essentially, whenever the user notices lightning jutsus being used, from the seal, a large scale barrier will immediately erect at speeds rivaling that of kirin. But, it does not provide any damage whatsoever, it's basis of usage is the barrier will immediately act as a lightning rod for the opponent's own lightning jutsu and immediately draw the jutsu inward, attaching itself to the barrier, and after this is done, the barrier becomes drawn back into the users seal. This will not give the user any chakra or property, but rather it will allow the user to use the now unfocused electricity to enhance the users next jutsu attack (lightning composition equivalent to that of nagashi, same with rank and damage as well). Lightning jutsus become enhanced automatically by 10+, with elemental jutsus that coincide with unfocused electricity (fire, earth, water, etc) will have raging electricity running across its body. What also allows this technique to be used in a defensive manner is, lightning is known for its insane speed, due to the speed of the barrier, it will immediately act to "catch" fast moving lightning jutsus (this includes combinations of the sorts) and be used for the user. Armors or lightning jutsus that enhance the opponent's speed will literally be ripped from their body and be used for the users purpose as stated.

notes:
can only be taught by venom.
Cannot be used against venom
only be used four times.
Can work with kg and ce that are primarily lightning such as storm.
Can only work against s-ranks and below.

declined - comparing to kirin is too much, shooting up to long range is too much, you can have it as errecting a barrier short range around you to draw it in then after that it boosts one lightning jutsu by +20 of your choice.

basically did a complete revamp of the jutsu. Couldnt really bold everything. Hope its ok

[fuuinjutsu/lightning: Kensaku] - sealing/lightning arts: Regain
type: Defense/supplementary
rank: A
range: Short - long
chakra cost: 30
damage points: N/a
description: The user will have a seal placed on their body labeled "regain" in kanji form (索). Essentially, whenever foreign lightning jutsus are being used, from the seal, a large scale barrier will immediately erect short range around the user at a fast pace. But, it does not provide any damage whatsoever, this is why its passive and instant in activation, although it can be perform in the same timeframe as another jutsu it still count as a move per turn from the user. It's basis of usage is the barrier will immediately act as a lightning rod for the opponent's own lightning jutsu and immediately draw the jutsu inward, attaching itself to the barrier, and after this is done, the full dome shape barrier becomes drawn back into the users seal. This will not give the user any chakra, but rather it will allow the user to use the now unfocused electricity to enhance the users next jutsu attack (lightning composition equivalent to that of nagashi, same with rank and damage as well). Lightning jutsus become enhanced automatically by 10+, with elemental jutsus that coincide with unfocused electricity (fire, earth, water, etc) will have raging electricity running across its body and will increase by 1 rank due to a veil of electricity covering it. This jutsu being increase doesnt have to be soley from the basic 5. It can be used with kg/ce alike aslong as it is within logic and stems from the user's body or at least short range of them for the electricity to aid the jutsu. What also allows this technique to be used in a defensive manner is, lightning is known for its insane speed, due to the speed of the barrier, it will immediately act to "catch" fast moving lightning jutsus (this includes combinations of the sorts) and be used for the user. Armors or lightning jutsus that enhance the opponent's speed will literally be ripped from their body and be used for the users purpose as stated. Can only work against s-ranks and below, regardless of boosted damage or additional effects

notes:
can only be taught by venom and cannot be used against venom
only be used four times.

declined - a few bits, reduce it to three times, make it so it strips a ranks and below. Anything highter is too much. Rather than saying it boosts your attacks you should say it boosts your next jutsu. And have a cool down between uses.

‡ pending ‡ leaving for pervy as he checked it before.


[Fuuinjutsu/Lightning: Kensaku] - Sealing/Lightning Arts: Regain
Type: Defense/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/a
Description: The user will have a seal placed on their body labeled "regain" in kanji form (索). Essentially, whenever foreign lightning jutsus are being used, from the seal, a large scale barrier will immediately erect short range around the user at a fast pace. But, it does not provide any damage whatsoever, this is why its passive and instant in activation, although it can be perform in the same timeframe as another jutsu it still count as a move per turn from the user. It's basis of usage is the barrier will immediately act as a lightning rod for the opponent's own lightning jutsu and immediately draw the jutsu inward, attaching itself to the barrier, and after this is done, the full dome shape barrier becomes drawn back into the users seal. This will not give the user any chakra, but rather it will allow the user to use the now unfocused electricity to enhance the users next jutsu attack (lightning composition equivalent to that of nagashi, same with rank and damage as well). Lightning jutsus become enhanced automatically by 10+, with elemental jutsus that coincide with unfocused electricity (fire, earth, water, etc) will have raging electricity running across its body and will increase by 1 rank due to a veil of electricity covering it. This jutsu being increase doesnt have to be soley from the basic 5. It can be used with KG/CE alike aslong as it is within logic and stems from the user's body or at least short range of them for the electricity to aid the jutsu. What also allows this technique to be used in a defensive manner is, lightning is known for its insane speed, due to the speed of the barrier, it will immediately act to "catch" fast moving lightning jutsus (this includes combinations of the sorts) and be used for the user. Armors or lightning jutsus that enhance the opponent's speed will literally be ripped from their body and be used for the users purpose as stated. Can only work to 'capture' A rank damage and below (60 damage points), anything above will continue on as normal.

Notes:
Can only be taught by venom
Only be used three times
Requires a 1 turn cool down between uses

Approved - got there in the end, nice jutsu ^_^
 
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Twilight

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Re: Custom Jutsu Submission

(Suiton: Shokubai) Water Release: Catalyst
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user focus his chakra into any water on the battle field, water which can either be a passive water source or water source as a result of water techniques used on the terrain. The user can use this technique to take control of A-rank and below active water jutsu/source. The user makes the entire water body to rapidly sink be absorbed into the ground and while it may seem the user is only making the water vanish, the user would make the water to compress into patches and once again seep out of the ground though a little compact, small but compressed. The water would re-emerge as small several puddles of water scattered around the field. The puddle of water looks gentle and peaceful until any chakra presence comes into a perimeter of 1 meter radius from the puddle. It reacts and releases all the pent up compressed energy within itself as the water undergoes a cataclysmic explosion sending dangerous upthrust of dense water into the sky that quickly expand into a 2m radius column of water geyser. The geyser carries a very destructive force that can break bone with ease and they would affect anything up to short range from its position.
NOTE:
- The puddles last 3 turns before the rescind back to the ground dormant.
- The power of the puddles is divided to the amount of puddles made, ranging from a one to ten.
- 3x per battle with a 2 turns in between usage
- No S rank Suiton the same turn this is used

‡ Declined ‡ Not bad but you exaggerate the effects of this. It's an S-Rank split into multiple components and so each puddle is C-Rank or less. Affecting anything within short-range of it's position is a bit much. You also can't surface any of these puddles directly beneath an opponent.

(Suiton: Yorokobi) Water Release: Rapture
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user after a single handseal, focuses his chakra onto on spot up to 20meters and the chakra acts like a suction to all volatile liquid that has its base as water. This is akin to how one can use his chakra to gather black clouds into a spot, though the user would also need to use his chakra as a transporting medium to guide the volatile liquids to this spot. This includes mist, water droplets, rain, water molecules etc. They would gather from around a long range vicinity into that spot, coagulating and compressing into an unstable ball similar to the unstable water balloon during rasengan training. The unstable ball of compressed water then explode after a turn or prematurely when the user wills it or something punctures it. The explosion however carries an omnidirectional punch that extends to a 10meter radius, a reason why he has to form the ball a little further from himself.
NOTE:
- 2x per battle
- 2 turns in-between usage
- No S-rank suiton in the same turn.

‡ Declined ‡ This is just the manipulation of multiple CEs in one CJ.
(Suiton: Shokubai) Water Release: Catalyst
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user focus his chakra into any water on the battle field, water which can either be a passive water source or water source as a result of water techniques used on the terrain. The user can use this technique to take control of A-rank and below active water jutsu/source. The user makes the entire water body to rapidly sink be absorbed into the ground and while it may seem the user is only making the water vanish, the user would make the water to compress into patches and once again seep out of the ground though a little compact, small but compressed. The water would re-emerge as small several puddles of water scattered around the field. The puddle of water looks gentle and peaceful until any chakra presence comes into a perimeter of 1 meter radius from the puddle. It reacts and releases all the pent up compressed energy within itself as the water undergoes a cataclysmic explosion sending dangerous upthrust of dense water into the sky that quickly expand into a 2m radius column of water geyser. The geyser carries a very destructive force that can break bone with ease and they would affect anything up to 2m from its position.
NOTE:
- The puddles last 3 turns before the rescind back to the ground dormant.
- The power of the each puddles is divided to the amount of puddles made, ranging from a one to ten. So with less puddles the force the geyser carries is more compared to more puddles. S-rank force is only one puddle is made, A-rank each for two puddles, B-rank each for 4 puddles, and so on.
-Puddles cannot be created directly beneath an opponent
- 3x per battle with a 2 turns in between usage
- No S rank Suiton the same turn this is used


(Suiton: Yorokobi) Water Release: Rapture
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user after a single handseal, focuses his chakra onto on spot up to 20meters and the chakra acts like a suction to all volatile liquid that has its base as water. An exception is CEs that has water as one of its components. If the CE is purely water + chakra manipulation, then it would affected. This is akin to how one can use his chakra to gather black clouds into a spot, though the user would also need to use his chakra as a transporting medium to guide the volatile liquids to this spot. This includes mist, water droplets, rain, water molecules etc. They would gather from around a long range vicinity into that spot, coagulating and compressing into an unstable ball similar to the unstable water balloon during rasengan training. The unstable ball of compressed water then explode after a turn or prematurely when the user wills it or something punctures it. The explosion however carries an omnidirectional punch that extends to a 10meter radius, a reason why he has to form the ball a little further from himself.
NOTE:
- 2x per battle
- 2 turns in-between usage
- No S-rank suiton in the same turn.

New Submission


Futon: Tobu Baai Miyou - Wind Style: Let it Fly
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user focuses his wind chakra into his bowels, you know, where the poop comes out from and then while mixing wind chakra with the foul gaseous entity present in there, let's out a thumping one. The wind chakra amplify the gaseous waste and what would be coming out would be akin to spewing a stream of wind technique from the mouth like the "dust wall" technique albeit this is coming out from the user's behind. Aided by wind, the annoying gas would immediately fill the entire vicinity and severely be a form of distraction for those around as the immediate air becomes foul with a orange hue capable of forcing one to hold their breathe, be irritated and be blinded due to the color. Inhaling the gas could cause anyone apart from the user to puke and fill sick. With the annoyance and distraction, chakra focus becomes a bit of a hassle thus reducing the power of techniques used by those with keen sense of smell and taste (Ganmi and Inuzuka only) by one rank. This technique rips a hole in the back of the user's pants.

NOTE
-Can only be used once
-Last 3 turns on the field if not dealt with.
-No S-rank fuuton in the same turn.

‡ Approved ‡ RIP the Ganmi and Inuzuka.
 
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Re: Custom Jutsu Submission

(Fuuin: Wareme) - Sealing Technique: Schism
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will have a seal on their body with the Kanji for “Divide” that will lie dormant and can be passively activated whenever the opponent fuses with another entity e.g. a living being, a weapon, a technique, et cetera. When triggered, the seal will release a pulse of chakra in the form of a wave-like barrier. The barrier will momentarily destabilize the opponent’s chakra and force them to exit their fusion, releasing or being released from the entity they combined with.

Note: Can only be used thrice per battle


 Declined  How can a seal applied to you do something like that to an enemy? This is not in any way a sealing technique as its not how sealing techniques work. Also, considering this would need to be made into a Ninjutsu, it has been done before. DNR.
 
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Re: Custom Jutsu Submission

(Raiton: Ēteru no Ken) - Lightning Release: Ethreal Sword
Type: Offensive
Rank: A-S
Range: Short
Chakra: 30-40
Damage: 60-80
Description: The user holds up his sword and sheath in front of him as he channels lightning chakra to it. As he unsheathes it, a blue glow is revealed. The sword then, when swung is connected with a wave of highly concentrated lightning chakra as if water were flowing from it. Because of the highly concentrated vibrations in the lightning, it is able to slice through most defenses (within reason) especially those of A-Rank and below Earth techniques and B-Rank and below Steel techniques. Lightning Specialists can elect to increase the damage (S-Rank) by using both hands and channeling more chakra however they are unable to use any techniques outside of Kenjutsu and Leg-related Taijutsu (non-chakra enhanced) otherwise a non-specialist can only use the A-Rank version but have a free hand as it only requires one hand to use the A-Rank version. To illustrate, it works similar to adding a ribbon to a stick/pole. While the ribbon itself cannot be manipulated, its path can, giving it the appearance of flowing water.
Note: Can only be used once per battle & lasts 2 turns
Note: Unable to use A-Rank or above Kenjutsu & Lightning for the following turn
Note: Only Lightning Specialists can extend the range and damage (midrange & S-Rank)


Declined - sorry buddy i've seen atleast 3 older jutsu that do this.

(Kumo Soka Nami) - Spider Web Wave
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A (+60 with Lightning Release: Wave of Inspiration)
Description: The user releases a wave of liquid web from his mouth that travels quickly over the terrain. What makes it particularly dangerous is its viscosity and the fact that after a turn on the field, it hardens into webbing. As this covers the terrain, it can trap anything underneath the earth/terrain as it can become flexible like rubber and strong as steel making it hard to escape towards the surface. It is of importance to remember that during the first turn, it can conduct lightning using Lightning Release: Wave of Inspiration, making it quite deadly like water and gaining +60 damage. Because the web is fueled by the user's chakra, the user's senses are linked to it, allowing one to detect minute vibrations to the web however not without its restrictions. In liquid form, the user can sense only in short range of himself while in it's solid state he can sense up to mid-range. The sensing aspect of the wave lasts until the web is either disintegrated by heat (Fire Techniques of B-Rank and higher) or canceled by the user. Regardless, he must spend 10 chakra points per turn to maintain it.
Note: Can only be used 3x times per battle
Note: Must have signed the Spider Contract
Note: Unable to use A-Rank or above Spider Techniques for the following turn

Declined - sorry but a +60 boost is too much for wave of inspiration, it's only a B rank technique. Also when a boosting technique is used it doesn't add the full rank damage only a portion. My expansions are A rank and only cause +25 boost.

(Kumo Kuchiyose: Gantoretto) - Spider Summoning: Gauntlet
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30 per turn
Damage: 60 (+10 Non-Chakra Enhanced, Fist-related Taijutsu)
Description: By drawing his blood, performing the necessary handseals, and clapping his hands, the user summons two medium-sized spiders, one on each hand. They wrap around the user's wrists like bracelets with their spinnerets facing forward. They bite the user and insert a small needle that connects to their chakra circulatory system as well as their nervous system, allowing them to be controlled by the user's will through electrical signals similar to how the Spider Sensory Technique works.

Primary Function: The user will create two short or long spider webs to solidify and conduct lightning through them allowing the user to cut through most earthen materials of B-Rank or lower and steel materials of C-Rank or lower (within reason and following normal strengths and weaknesses). When used in combination with Non-Chakra Enhanced, Fist-related Taijutsu, the user can increase its damage (+10 dmg). The user can also instead shoot the blades that can reach up to mid-range, acting like a sort of projectile launcher however it too costs one move per turn and costs 30 chakra per shot. One must remember that he can't control the web directly as he is only communicating with the spider to launch it, channel lightning, etc.

Secondary Function: The user can also elect to will the spiders to disrupt his chakra flow when caught in a normal genjutsu (non-sharingan & kurama clan empowered) by rushing their own chakra through the connectors to his chakra regulatory system. However they can only do this once at which then they will revert back to their home and cancel the summoning technique. The disruption of chakra can dispel genjutsu of B-Rank and lower.

Note: Can only be used once per battle
Note: Can only be used by signers of the Spider Contract
Note: No other summonings active while this is on the field
Note: Lasts for 5 turns or until canceled and each function counts as a move per turn

Approved - made edits

-My apologies but I didn't word it right which caused some misunderstanding. :(
-Edits in bold.

(Kumo Soka Nami) - Spider Web Wave
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: 60 (+20 with Lightning Release: Wave of Inspiration)
Description: The user releases a wave of liquid web from his mouth that travels quickly over the terrain. What makes it particularly dangerous is its viscosity and the fact that after a turn on the field, it hardens into strong and elastic webbing. As this covers the terrain, it can trap anything underneath the earth/terrain as it can become flexible like rubber and strong as steel, making it hard to escape towards the surface. It is of importance to remember that during the first turn, it can conduct lightning using Lightning Release: Wave of Inspiration, making it quite deadly like water and gaining +20 damage. Because the web is fueled by the user's chakra, the user's senses are linked to it, allowing one to detect minute vibrations to the web however not without its restrictions. In liquid form, the user can sense only in short range of himself while in it's solid state he can sense up to mid-range. The sensing aspect of the web lasts until the it is either disintegrated by heat (Fire Techniques of B-Rank and higher) or canceled by the user and must spend 10 chakra points per turn to maintain it. The user can also alternatively have it burrow, travel underground, and either spread underneath the surface to sense vibrations in both the earth and anything above it or he can make it rise up and attack the opponent. Regardless, it can only be done up to midrange and after a turn the webbing will solidify.
Note: Can only be used 3x times per battle
Note: Must have signed the Spider Contract
Note: Unable to use A-Rank or above Spider Techniques for the following turn


Approved

Approved Gilgamesh Spider Summoning for reference:
Note: Removed being able to see farther distances.
Note: Changes bolded.

(Kumo Kuchiyose: Girugamesshu) - Spider Summoning: Gilgamesh
Type: Summoning
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: The user will summon Gilgamesh, one of the Great Spider Lords, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Gilgamesh's appearance is that of a gray complexion, red/orange armor, and eight arms in which he holds an arsenal of different weapons. Gilgamesh's trademark weapon is a type of polearm known as a naginata, but he also uses rare and powerful swords collected from around the world. He considers himself a master swordsman. Humorously, the decorations on the right side of Gilgamesh's body appear to be wood or cardboard cutouts with arms drawn on them. Like all spider summons, Gilgamesh is able to shoot webbing from his mouth and has a third eye which is hidden by his robe, allowing him to make more accurate strikes when removed. Being very proficient in Bukijutsu and much more with Kenjutsu, he is a skilled close-combatant, having Kage rank speed and agility. As such, he is able to utilize all Kenjutsu, Taijutsu, and Ninjutsu techniques the user knows up to A-Rank. Gilgamesh is 6 ft. tall and due to his strong ex, he immune to to B-Rank and below Ninjutsu, Kenjutsu, and Taijutsu.
Note: Can only be used once per battle.
Note: Can only stay in play for a total of 4 turns.
Note: No other summonings must be active while Gilgamesh is summoned.
Note: Must have signed the Spider Contract.
Note: No summons for two turns after
Note: Shooting Spider web is B rank, can be used once per turn and counts as one of the users jutsu


Approved - Added the blue bits.
(Kumo Kuchiyose: Ōkui) - Spider Summoning: Gluttony
Type: Offensive
Rank: A
Range: Mid
Chakra Cost: 40
Damage Points: 60
Description: The user will summon Gilgamesh above the opponent after performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Gilgamesh will unravel a giant scroll that will summon a medium-sized Buddha statue made of stone, falling down on top of the target. As soon as the statue is summoned, the user will bind the enemy by spitting a large web from his mouth. Once he has been binded, Gilgamesh will take out his bow and shoot a giant arrow that he will shoot down towards the opponent. It will travel toward the statue, causing it to break through and hit the enemy.
Note: Can only be used 3x per battle
Note: Must have signed the Spider Contract
Note: Counts as summoning Gilgamesh & follows his restrictions

Declined - Sorry but it's a bit all over the place. Does this counter as summoning Gilgamesh or do you summon him then after this is one of his jutsu. Then you've just got a scroll that does what you can already do with cannon jutsu and from there you bind them while your summon shoots an arrow. From the wording it's like 4 techniques in one with not much to make it unique.

(Katon: Akurojin-no-hi) - Fire Release: Fire of the God of the Bad Road
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: Using a lighter in their hand, the user channels chakra to it and manipulates the flame as he lights it. Manipulating the fire, the user uses it as either a whip or flamethrower, however in order to maintain it he must keep holding it and fueling it with his chakra costing 10 chakra per turn. The fire itself can also be manipulated like a hose, either becoming focused or spread out but requires the user to hold with both hands as it requires great strength and focus. The lighter is essential to the use of this technique and as such, requires the user to keep holding the lighter otherwise it will cancel the technique.

Note: Requires the use of a lighter
Note: Can only be used 2x per battle/event
Note: Lasts three turns with a one turn cooldown in between
Note: No Fire techniques above A-Rank in the user's next turn.

Pending - it is similar to existing jutsu but using a lighter, ima ask NK on this one

‡ Approved ‡ Similar to a technique Solf has, particularly the fireball part if I remember correctly. The streaming use is fine however. Edited it for you.
 
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Klad

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Re: Custom Jutsu Submission

Meiton: Chijō burēka - Dark Release: Terrestrial Breaker
Type: Offensive/Supplementary
Rank: C - S Rank
Range: Mid - Long
Chakra: 15 (40)
Damage: 30 (80)
Description: Terrestrial Breaker is a prime example of how a simple Dark technique can become lethal. The user slams either palm on the ground and sends Dark chakra underground. Via using shape manipulation, he will manifest said chakra in the form of a basketball sized orb which will lie inches underneath the ground's surface. The lethality of this technique depends on how long the orb will stay active. Each turn, this orb will absorb the target's chakra and any absorbable technique they use (only underground related techniques). The longer this orb stays active, the more it will absorb and this will result in a more powerful release. Once this orb absorbs chakra it will turn into light blue color. The surface of the earth will start to glow a faint blue color hue as soon as the orb reaches B rank in strength. With a single hand seal by the user, he'll trigger the orb and make it explode in an extensive amount of blue flames which will cause internal and external burns to anything caught in it. The orb lasts for 4 turns.

The explosion also leaves a crater behind. The mechanism of this technique goes like this:

Turn 1 - C rank release strength (5-meter diameter crater)
Turn 2 - B rank release strength (7-meter diameter crater)
Turn 3 - A rank release strength (9-meter diameter crater) (2nd degree burn)
Turn 4 - S rank release strength (11-meter diameter crater) (3rd degree burn)

Restrictions
-User can't use Dark techniques while the orb is active
-The orb lasts for four turns
-It has two turns cooldown before used again and can only reach the maximum of S rank only twice.
-Can only be taught by Klad

Declined - Dark's absorbing is based on the Inhaling maw jutsu and conversion, to create an orb of "dark charka" would refer to the flames you create after inhaling a jutsu and converting it to chakra you control as the blue flames. Not creating an orb underground that absorbs chakra.
Resubmitting

Meiton: Chijō burēka - Dark Release: Terrestrial Breaker
Type: Offensive/Supplementary
Rank: C - S Rank
Range: Mid - Long
Chakra: 15 (40)
Damage: 30 (80)
Description: Terrestrial Breaker is a prime example of how a simple Dark technique can become lethal. The user slams either palm on the ground and sends Dark chakra underground. Via using shape manipulation, he will manifest said chakra in the form of a basketball sized orb which will lie inches underneath the ground's surface. The lethality of this technique depends on how long the orb will stay active. Each turn, this orb will absorb the target's chakra and any absorbable technique they use (only underground related techniques). The longer this orb stays active, the more it will absorb and this will result in a more powerful release. Once this orb absorbs chakra it will turn into light blue color. The surface of the earth will start to glow a faint blue color hue as soon as the orb reaches B rank in strength. With a single hand seal by the user, he'll trigger the orb and make it explode in an extensive amount of blue flames which will cause internal and external burns to anything caught in it. The orb lasts for 4 turns.

The explosion also leaves a crater behind. The mechanism of this technique goes like this:

Turn 1 - C rank release strength (5-meter diameter crater)
Turn 2 - B rank release strength (7-meter diameter crater)
Turn 3 - A rank release strength (9-meter diameter crater) (2nd degree burn)
Turn 4 - S rank release strength (11-meter diameter crater) (3rd degree burn)

Restrictions
-User can't use Dark techniques while the orb is active
-The orb lasts for four turns
-It has two turns cooldown before used again and can only reach the maximum of S rank only twice.
-Can only be taught by Klad

‡ Declined ‡ Good technique but this needs to be counterable in some way. You form this orb without handseals, that's fine. As is the absorption of chakra/techniques to grow in size but there needs to be some kind of tell. Using this and triggering an explosion one, two or three turns later without your opponent ever knowing about it is kind of OP. Also, remove the list/rank thing. Just say this increases in rank every turn and it's diameter increases by 2 or 3 meters every time it increases in rank.

(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
Resubmitting. Changes in bold

Meiton : Dākusutējingu) - Dark Release : Dark Staging
Type : Defensive/Offensive
Rank : A
Range : Short
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 conical shaped pitch black platform is raised from the ground, right in front of the user. This platform then surrounds the user omnidirectionally up to 5 meters if so he wishes.. 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

Leaving these two for NK

‡ Approved ‡

New submission

Fuuton: Shigiru no Seishin - Wind Release: Sigli's Spirit
Type: Offensive/Defensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: This technique's usage is restricted to short range only. Usually applied to prevent engagement in close combat activities. The user does a simple hand swing in order to manifest the wind chakra in an almost invisible, gentle air pressure. This is done in front of the user. By adding huge amounts of chakra into the newly created wall, the user is able to increase the density of the air pressure, even though the wall's appearance won't be affected. Any target who clashes with this gentle wall of wind cannot progress any further, and the air will surround them omnidirectionally. Due to the thick density of the air, the target won't be able to move in any direction. This is where the main usage of the technique comes in handy. Taking advantage of all the openings in the target's body, (mouth, skin pores, nose, ears etc.) every air particle will find their way in. These air particles will fill and exceed the lung capacity of the target, and they will be able to breathe less and less oxygen to the point where they won't be able to breathe anymore. This doesn't only let them in a miserable state to only await their death, but since the body will be very low on oxygen and high on carbon dioxide, all operative organs will stop functioning, depending on their durability on working on their own without the help of oxygen. The first organ affected will be the brain, which won't be able to function properly. The target will experience confusion, dizziness, memory loss and unconsciousness. All these will get in the way of the target to focus properly on getting themselves out of the air pressure.

Restrictions
- The air particles will only be able to enter the target's body in the second turn
- Dojutsu users and sensor ninjas will be able to notice the wind wall
- No wind techniques in the same turn this technique is used
- Usable only two times a battle and has a two turn cooldown
- Can only be taught by Klad

Declined - the barrier part clashes with a cfs and cjs effecting the inside of a shinobi like this aren't allowed.
 
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Shady Doctor

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Re: Custom Jutsu Submission

NOTE: Can i request that THE PERVY SAGE not check my customs. I personally believe he is BIASED EVER SINCE HE WAS KILLED VIA NW by myself and my partner, and has been dnr'ing almost every one of my techs without reason. I know he doesn't HAVE to state a reason, but I've seen him approve ridiculous cj while simply dnr'ing mine without much thought, seemingly. I might be looking at it wrongly, but I'd definitely feel better if LoK or Nk checked mine even if they are dnr, because imo they aren't biased towards me in a good or bad way.


( Taiguronsamon: Zaraki) - Tiglon summon: Zaraki
Type: Summon/Supplementary
Rank: A-rank
Range: Short
Chakra Cost: 30
Damage Points:
Description:
The user draws his own blood and either wipes it on his Tiglon tattoo or uses the summoning technique in order to summon Zaraki, the best swordsman Tiglon. Zaraki takes on the typical look of a red tiglon but with a small clean mane along with a thick, gold cuffling around his neck and a small one around his tail. Around his paws his fur is very thick and take on the shape of angel-like wings, which allows him to fly but at speeds 1 rank below it's summoner. When he is first summoned he's about twice the size of an average man, And like all the other Tiglons he's able to communicate with the summoner via telepathy. He[/] is also noted to be one of the only Tiglons to be able to walk on it's hine legs to function.
Abilities
Zaraki's abilities are more of a straight forward battle type. He is able to use Kenjutsu and Taijutsu up to and including A-rank with great skill. Along with that, he wears a full body samurai armor which prevents B-rank and below elemental damage and A-rank and below physical damage.
Anytime in battle Zaraki can "expand" himself to become his true size, which stands about 15m tall. This allows Zaraki more power and range in his swordsmanship. Zaraki is known to move at speeds equal to a Kage Ranked Taijutsu specialist. If the user chooses, he can summon Zaraki as a Golden long sword that has a blade that is about 3 feet long. In this form, all of Zaraki's power is compressed into the blade, thus adding +20 to the user's Kenjutsu techniques. If summoned in the blade form, Zaraki's Samurai armor would also be summoned onto the user, giving him identical perks of the armor.

- Only taught by Shady
- only summoned once per battle and lasts 4 turns
-Each move counts as an allotted move per turn, though the change in size is passive.

( Senpo: Sēji no deburigōremu ) – Sage Art: Debris Serpent of the Sage
Rank: S-rank
Type: Supplementary/Defensive/Offensive
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: Sēji no deburigōremu is a rare Senjutsu technique created by Shady and not checked by pervy. It uses the concept of Wind style Underworld debris dragon, but enhanced and personalized with the use of Senjutsu. Using the exact same concept of Shady's own technique, the user will pour Senjutsu into an earth or water source that is already existing. The Senjutsu would rapidly rise, breaking the ground on a small level in order to bring up dirt, rocks and other debris from the terrain, or in the case of water, it would bring the water up. As the Senjutsu rises, the user applies great chakra control in the form of shape manipulation so that they can form a large Serpent, which rivals the size of the water dragon technique. Typically a Senjutsu technique wouldn't be visible, though with the nature of this technique the senjutsu would infuse with the debris or water in order to give it a visual shape. The serpent's composition would be composed of the debris or water in the inside of the Serpent, while the outside is smooth Senjutsu that holds the shape together. Due to the outside being smoothly crafted, it allows the user to ride and interact with it without actually being harmed by his own technique. Once materialized into existence the Serpent uses the chakra that it was created from to sustain itself independently of the users control in order to aid the user while the user holds his own. On the other hand the real power comes from its ability to combine the Senjutsu it's made of with the earthen material or water it brought up with it. From any part of its body, the Serpent can release large streams (similar to the water bullet jutsu) of Senjutsu that carries sharply coated earthen debris; including large rock chunks, dust, dirt etc. Or water. These streams equal to an A-rank (60 dmg) attack and the range of the streams reach up to 15m away from the Serpent. Even though the Senjutsu infuses witumh the water or earth, it gains none of the element's strengths or weaknesses, but instead would still play on equal terms with elements and other techniques according to the strengths and weaknesses of Senjutsu.

☆ Usable twice per battle
☆ Can't be used in consecutive turns after ended
☆ Lasts three turns (unless cancelled)
☆ Each attack used by the Serpent counts as a move
☆ No S-Rank or above Sage arts on the turn this is deactivated
☆ The Serpent can only use his streaming ability 3 times, this so it has sufficient chakra left to sustain its own form.
☆ Decreases Sage mode by 2 turns upon activation

( Senpo: Sēji no kage ) – Sage Art: The Sage's Shadow
Rank: S-rank
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: Sēji no kage is another rare Senjutsu technique created by Shady and not checked by pervy. It uses the concept of creating beings made of chakra, though this being is created purely from Senjutsu. The user will create two beings made purely of Senjutsu, though they are different in minute ways. One would be identical to him in every way; Shape, height etc, though it floats about a meter behind him and would be about twice his size. The second one would be identical also, but half his size and created about meter in front of him. The two beings act on their own, though only when the user does a close combat strike, such as a kenjutsu technique or a taijutsu maneuver. The two beings would follow the exactly motions of the user, striking at the target, though due to their positions in front and behind him, they'd land the strikes at different times and land blows in different areas Each being comes equipped with a close combat weapon of the user's choice, such as swords, Spears, shields etc (made of senjutsu of course) in order to compliment his close combat needs when attacking, though the weapons don't have to be the same for both beings. The beings can also be used in Supplementary ways, being controlled to individually do tasks within their range, such as grabbing scrolls from the users tool pouch or even taking their weights off for them if applicable.

Note: Only usable once
Note: Lasts 4 turns
Note: Decreases SM by a turn upon activation
Note: No S-rank or above Sage arts while active
Note: Each Being does A-rank damage, though it becomes the full 80 damage if used to strike in the same spot at once

✦ All Declined, I'll take over declining your CJ this time then. Contrary to popular belief, you aren't capable of choosing who checks your CJ, that's what we decide. ✦


Shady, i quit that fight in the ninja world as it was more trouble than it was worth, 2 mods validated my move, so why would i old something against you in a fight i quit?

But that aside you believe me to have approve rediculous cjs, report them and bring them to the attention of the other mods and they can be rechecked. None of us are perfect same as we all approve and declined different things, so if you feel that way about and cjs i've checked please bring it to the attention of the other rp mods.

Now as for your cjs. The blue rule says we have the right to decline without reason. Which i tend to always give reasons, in your cases, your cjs have been so far fetched that they just can't be approved, same as other cjs people have made. In this cycle alone someone tried to pump water through their body to make them stronger which i dnr'ed without reason, why? Because it's just not feasable. I'm mature enough to put my feelings aside when i check cjs and if i wasn't capable of doing that i wouldn't check your cjs in the first place. Not only this but i do speak to my checking partner NK about ideas we check and decline through skype all the time.

I'm sorry to say, i'm not out to get you, their is no drama to behold here, your cjs are jutsu DNR-able lol. My world doesn't revolve around you ^_^


"Sēji no deburigōremu is a rare Senjutsu technique created by Shady and not checked by Pervy" :lmao:


( Taiguronsamon: Zaraki) - Tiglon summon: Zaraki
Type: Summon/Supplementary
Rank: A-rank
Range: Short
Chakra Cost: 30
Damage Points:
Description:
The user draws his own blood and either wipes it on his Tiglon tattoo or uses the summoning technique in order to summon Zaraki, the best swordsman Tiglon. Zaraki takes on the typical look of a red tiglon but with a small clean mane along with a thick, gold cuffling around his neck and a small one around his tail. Around his paws his fur is very thick and take on the shape of angel-like wings, which allows him to fly but at speeds 1 rank below it's summoner. When he is first summoned he's about twice the size of an average man, And like all the other Tiglons he's able to communicate with the summoner via telepathy. He[/] is also noted to be one of the only Tiglons to be able to walk on it's hine legs to function.
Abilities
Zaraki's abilities are more of a straight forward battle type. He is able to use Kenjutsu and Taijutsu up to and including A-rank with great skill. Along with that, he wears a full body samurai armor which prevents B-rank and below elemental damage and A-rank and below physical damage.
Anytime in battle Zaraki can "expand" himself to become his true size, which stands about 15m tall. This allows Zaraki more power and range in his swordsmanship. Zaraki is known to move at speeds equal to a Kage Ranked Taijutsu specialist. If the user chooses, he can summon Zaraki as a Golden long sword that has a blade that is about 3 feet long. In this form, all of Zaraki's power is compressed into the blade, thus adding +1 rank to the user's Kenjutsu techniques A rank and below and +10 to S rank and above.

- Only taught by Shady
- only summoned once per battle and lasts 4 turns
-Each move counts as an allotted move per turn, though the change in size is passive.

Approved - I changed the boosting and removed that you gain that aror. The boosting is enough but to gain such an armor at the same time, plus then you could have your cw at the same time with you, just a bit much for my liking.

Link to underworld dragon:

( Senpo: Sēji no deburigōremu ) – Sage Art: Debris Serpent of the Sage
Rank: S-rank
Type: Supplementary/Defensive/Offensive
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: Sēji no deburigōremu is a rare Senjutsu technique created by Shady. It uses the concept of Wind style Underworld debris dragon, but enhanced and personalized with the use of Senjutsu. Using the exact same concept of Shady's own technique, the user will pour Senjutsu into an earth or water source that is already existing. The Senjutsu would rapidly rise, breaking the ground on a small level in order to bring up dirt, rocks and other debris from the terrain, or in the case of water, it would bring the water up. As the Senjutsu rises, the user applies great chakra control in the form of shape manipulation so that they can form a large Serpent, which rivals the size of the water dragon technique. Typically a Senjutsu technique wouldn't be visible, though with the nature of this technique the senjutsu would infuse with the debris or water in order to give it a visual shape. The serpent's composition would be composed of the debris or water in the inside of the Serpent, while the outside is smooth Senjutsu that holds the shape together. Due to the outside being smoothly crafted, it allows the user to ride and interact with it without actually being harmed by his own technique. Once materialized into existence the Serpent uses the chakra that it was created from to sustain itself independently of the users control in order to aid the user while the user holds his own. On the other hand the real power comes from its ability to combine the Senjutsu it's made of with the earthen material or water it brought up with it. From any part of its body, the Serpent can release large streams (similar to the water bullet jutsu) of Senjutsu that carries sharply coated earthen debris; including large rock chunks, dust, dirt etc. Or water. These streams equal to an A-rank (60 dmg) attack and the range of the streams reach up to 15m away from the Serpent. Even though the Senjutsu infuses witumh the water or earth, it gains none of the element's strengths or weaknesses, but instead would still play on equal terms with elements and other techniques according to the strengths and weaknesses of Senjutsu.

☆ Usable twice per battle
☆ Can't be used in consecutive turns after ended
☆ Lasts three turns (unless cancelled)
☆ Each attack used by the Serpent counts as a move
☆ No S-Rank or above Sage arts while this is active
☆ The Serpent can only use his streaming ability 3 times, this so it has sufficient chakra left to sustain its own form.
☆ Decreases Sage mode by 2 turns upon activation

Approved - made it so you can't use sage arts above S rank while this is active. You've got a sage dragon that is on equal terms to all elements that lasts 3 turns and can act on it's own, you don't need to be able to use higher sage jutsu while it's acitve


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
( Senpō: ēesupī no hitokuchi | Sage Art: Bite of The Burrowing Asps )
Type: Offensive/Defensive
Rank: A-rank
Range: Short
Chakra Cost: 30
Damage Points: 60
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 only be used 4 times per battle/event, lasting one turn each use
Note: Will shorten Sage Mode by 2 turns upon each activation. Must wait 1 turn to use it again
Note: The Fangs power are A-rank damage split into two, unless only using one fang, which would cause the full 60dmg
Note: No Senjutsu based techniques above A-rank are usable the turn after this is used

Approved - As it's based on frog kata, the chakra control requires it to reduce sm by 2 turns with one turn between uses.
 
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The Mockingjay

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Re: Custom Jutsu Submission

Jakana Mantö's Child of Haunt.
Type: Weapon
Rank: S
Range: Short - Long
Chakra: N/A (+10 to any 'transmitted' sound jutsu)
Damage: N/A
Description: The Child of Haunt is the final beautiful creation of an old musical ninja from the Land of Moon that fell into Tayuyas hands on a mission one day. The flute is made of silver and has pink decals, looking like branches running down the entirety of its body. The flute is paired with a set of four small paper tags that work much like radio transmitters. These tags can be placed anywhere that the user sees fit and are used to transmit the sounds of the users flute from numerous locations simultaneously. Tags work underwater and project sounds long range of their location. Tags are capable of projecting the sounds of any of Tayuyas 'Musical Manipulation' techniques, allowing her to control her Doki from very long ranges as well as through obstacles that could otherwise distort or block her flutes melodies.
The flute itself is special in that it binds with its user and can almost become a replacement for their voice. This is because the flute is capable of being used as a source for any sound techniques that would otherwise emanate from the users throat and mouth.
This ability can be used in conjunction with the flutes transmitters in order to launch sound jutsu from locations other than that where the user is standing, although unlike with musical manipulation techniques, sound techniques cannot emanate from more than one location at one time. So the user must choose to originate the jutsu in either her flute, or one of the placed transmitters on the field.
The final ability of this flute is that it is able to become the source of any genjutsu the user chooses to use, turning the medium of which the genjutsu is inflicted into sound.
-Tunes played by the flute or projected by transmitters outside of a water source cannot break the waters surface. Equally, a transmitter placed underwater cannot have its tune heard outside of the water source.
-Transmitter tags are modified paper bombs and can be destroyed as such.
-Can only be used as a source of A-Rank and below genjutsu.
- Genjutsu melodies are transmitted between the flute and its transmitters, allowing the user to inflict genjutsu on opponents who are out of earshot of the actual flute, should they be in range of a transmitter.
- Flute cannot be cloned.
- Sound Jutsu or Genjutsu can only be 'transmitted' 3 times each.
- Can only be held by The Mockingjay


‡ Declined ‡ The tags part can't be accomplished without Fuuinjutsu. I also can't allow the bolded.
Jakana Mantö's Child of Haunt.
Type: Weapon
Rank: S
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Child of Haunt is the final beautiful creation of an old musical ninja from the Land of Moon that fell into Tayuyas hands on a mission one day. The flute is made of silver and has pink decals, looking like branches running down the entirety of its body.
The flute is brilliant in its creation as it is deadly, even when silenced. The flute develops an internal link with any creature summoned, or controlled by the flute. This internal link makes the possessed creature/summon able to hear the flute even when otherwise impossible, as it hears the sound in its mind and not with its ears like others would. Linked creatures are able to hear the flute at any time that the user is playing, even if the sounds of the flute have been silenced somehow. Flute can be heard by controlled monsters/summons in their mind up to incredibly long ranges and through any environmental obstacles be it a wall, ocean or roaring winds.
The internal link is special in other ways too, such as giving any linked creature the ability to play the flute themselves, providing of course they have the means of doing so (mouth, fingers, etc.).
Secondly, the flute can be cloned, however, only the original is capable of using any jutsu. They can however use their tunes in order to manipulate any creature that is under the possession of the original 'Child of Haunt'.
As well as initiating this internal link with creatures or summons that it controls, the flute is able to become a replacement in sense for the users voice when it comes to sound jutsu. This is because the flute is capable of being used as a source for any sound techniques that would otherwise emanate from the users throat and mouth, allowing them to use the jutsu without ceasing to play the instrument.
- Flute(s) are capable of controlling up to 5 creatures/summons at any one time.
- Only 2 cloned flutes can exist at any one time.
- Cloned flutes are unable to use any jutsu. They will however be able to control creatures that are linked to the original through 'Demonic Flute: Warriors Requiem Technique'.
- Creatures will only hear one of the flutes at a time, with the order of priority being 'True flute > first clone > second clone'. First and Second clone must be named and stated by the user on creation.
- A creature playing a flute will not perform the actions that it dictates while playing.
- A creature playing the original flute will have it act as though a clone. Meaning they are unable to perform techniques, they will only control already linked creatures.
- Can only be used as the source for S-rank and below sound techniques that emanate from the mouth/throat.
- Clones are destroyed as any normal clone would be and are a lot weaker than the original in that sense.
- Can only be used as the source of a sound technique once every two turns
- Flute is only usable by The Mockingjay.

‡ Declined ‡ Other Custom Weapon was approved.

Dropping my if approved.

(Ongaku Sōsa/ Ototon: Bōkyaku no chaimu) Musical Manipulation/ Sound Release: Chimes of Oblivion
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: N/A (+10)
Damage Points: N/A
Description: This technique stands as the ability to change the medium of a Genjutsu to that of sound, utilizing sound chakra to cast the Genjutsu. This can be done by users of instruments by playing a short 3-chord sequence, sequence can be played on a loop for additional effectiveness.
- Loop must be continuously played without any falter in the rhythm for additional effects to be maintained.
- Can only be used 4 times for A rank and below Genjutsu, and 2 times for S rank Genjutsu
- The genjutsu used through this technique must be posted alongside this technique. The chakra cost will still stand for both ( 10 + Genjutsu ), but it will count as 1 jutsu
- Once initiated, the genjutsu will see through its effects without the continuation of the starting sound.
- Continuous playing of the sound that was used to initiate this genjutsu will raise the genjutsu's rank by 1 level for B-rank and below genjutsu providing that the target can hear the sound whilst trapped within the genjutsu.
- Continuous playing of the sound used to initiate this technique will result in the genjutsu being re-initiated once broken as long as the sound can still be heard by the target upon release. this happens without the need for a second tehcnique usage.
- Can only be used once every 3 turns

‡ Declined ‡ Write this in the normal style for techniques rather than using this list format.

(Ototon: Dorifutāzusukēru) Sound Release: The Drifters Scale
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: By initiating contact between a part of their body and a solid object in the environment around them the user releases a wave of sound chakra which travels extremely quickly and ricochets back and forth between the limb and the solid object used. This creates a pressure of sound which pushes outwards in two opposite directions, the force generated by this sound wave is easily able to lift a grown male 6 feet into the air if used with a stamp on the ground.
-Only taught by the Mockingjay-
-The connection between limb and solid must be capable of making some level of sound for this technique to work.-

‡ Declined ‡ Clarify the description. I have a vague idea of what you're trying to do but the description is too ambiguous.
 
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Hell Autarch

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Re: Custom Jutsu Submission

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.
Resubmitting. Removed the increase to track speed and fixed the spelling for cancelled

(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. 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: Once activated, it lasts 5 turns and can be used twice. 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

Approved - made edits

New Submissions

(Genjutsu: Yoru Wa Yamideari Kyōfu no Furu) - Illusionary Arts: The Night is Dark and Full of Terrors
Type: Offensive/Supplementary
Rank:
A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The technique is a simple and straightforward illusionary technique that affects the opponents senses. The technique works with the user expelling smoke from his mouth which instantly materializes into a 'shadow figure', with the shadows face being that of whoever the user chooses. The shadow-figure is completely capable of manifesting weaponry from its body and the user can choose to have the original one divide into two or more shadow-figures. Alternatively however, the user can choose to 'give birth' to the shadow figure; more or less for aesthetic purposes. It depends entirely upon the user how he chooses to expel the shadow figure, with the size of the shadow being slightly larger than that of the user. Once this has been done, the shadow figure disperses and disappears from the field. This begins the second stage of the Genjutsu which continues until the Genjutsu is broken. It allows the user to materialize the shadow figure at any place on the field for any purpose at all, such as to stab the opponent or to bind the target in place. Any damage dealt by the shadow figure is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them incapable from using that particular limb. However, this would in a sense be mental damage and not actual damage inflicted on the target.
Note: Can be used on mental targets at once
Note: The effects of the illusion disparate when/if the illusion is broken.
Note: Can only be used four times per battle
Note: Can only be taught by Hell Autarch
You must be registered for see images

Declined - reminds me of GOT. But in this you don't actually have a method of inducing the genjutsu here. For example, a sound, handseals a flash of light ect...

(Raiton: Kami Baishū) - Lightning Release: Divine Takeover
Type: Offensive/Supplementary
Rank:
S
Range: Short - Long
Chakra Cost: 40 (-10 per turn to maintain)
Damage Points: 80
Description: The user focuses his lightning chakra into his open palm before releasing an extremely fast moving focused orb of lightning. The speed of the orb is equal to the users speed when he releases the orb. The technique works with the orb exploding into a sudden burst of unfocused lightning upon any sort of contact with the opponents limbs, momentarily paralyzing that particular limb and leaving behind an aesthetic 'X' mark. The burst of lightning is completely capable of bypassing any armor or clothing worn by the target, and as such does not need direct contact with the skin to affect the limb. In the case of the target wearing a protective armour or any similar chakra cloak, the lightning can force and break it's way through. What makes the technique unique is that it renders the opponent incapable of using that particular limb, and in fact removes the brains control over that limb. The unfocused lightning is directed to target the nerves present in that particular limb, practically allowing the user to take control of it by focusing their chakra into the nerves. With the limb in complete control, the technique allows the user to either keep that particular limb in a 'dead' state or even alternatively manipulate to harm the target. It leads to a great deal of versatility as it is entirely dependent on the user how he chooses to control the limb. The technique however specifically allows the user to control only a single limb at a time, thus completely negating the possibility of the user gaining total monopoly over the targets body. In the case of a summoning animal however, the user is capable of completely manipulating it by aiming for the animals head. The effected limb of the target remains under control of the user for the next 2 turns, after which the technique deactivates on its own. The user can alternatively however choose to cancel the technique earlier if he so chooses. Whilst the technique itself costs a move slot, the manipulation of the opponents limbs afterwards is passive and does not cost a move slot.
Note: Can only be used thrice per battle
Note: The user cannot use any S Rank or above Lightning technique in the turn after this technique ends.
Note: Can only be taught by Hell Autarch

Declined - at first i was like no due to it bypassing armor, but we could change that to suit ranks ect, they you stated it gives that dead feeling to the limb, which needs rewording but is possible by interupting signals like that, but to take control of the limi is a no xd
 
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Shinobi B

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Re: Custom Jutsu Submission

(Raiton: Zappurīshu) Lightning Style: Leashed Lightning
Type: Offensive
Rank: C
Range: Short - Mid range
Chakra: 15
Damage: 30
Description:
Manipulating his chakra around his hand, Benn will ignite his blade in a blue lightning chakra aura before jamming it into the ground. Letting go of his blade, the lightning around his hand and the blade form a leash like chain between both he and his sword.
Within reasonable distance, Benn can run around the field with lightning trailing back to his blade. His whole objective being to get the target between him and his blade. With this technique active, Benn will try to jump over, cross paths or strike the target to attack.
Basically, the user is the dog. The blade is the dog owner. The dog owner doesn't move and the dog controls the leash(Lightning).


  • Cannot utilize Kenjutsu while this is in use
  • Lasts for up to 3 turns
  • Cannot use Yobidashimasu during this. The leash interferes.
  • If a leash is formed AFTER firing a bolt from Yobidashimasu to your hand, Jutsu duration is halved (See Yobidashimaru).
  • Can only be taught by Shinobi B and only use lightning while controlling the leash

Example
You must be registered for see images

Approved - made edits


(Raiton: Yobidashimasu) Lightning Style: Calling Light
Type: Offensive
Rank: B
Range: Short - Mid range
Chakra: 20
Damage: 40
Description:
After manipulating lightning chakra into the palm of his hand. Benn un sheaths his blade and en fuses it with lightning. As he does, the lightning leaves his hand and begins filling up the shape of the blade, covering it in lightning chakra. He then slams the blade into the ground and continues his fighting. When he sees a need to utilize the lightning blade, Benn will manipulate lightning chakra back into his hand. Forming a fist calls a zap of lightning from his blade, back to his hand, similar to how lightning strikes the earth in the rain. This lightning is short lived but if utilized at the right moment, it can really shock an opponent.
Benns objective is to either strike the target with his chakra infused hand, causing the lightning from the blade to strike the user in the back in the exact same spot Benn hit them in the front.
He can also utilize the opponent being in between him and his blade, in which he would form a fist and aim the hand at the target, telling the blades lightning where to meet his hand.




  • Cannot utilize Kenjutsu while in use.
  • While activated, can only use C & B rank Raiton.
  • Can shoot up to 4/4 bolts of lightning from blade to users hand.
  • Zapprishu's leash can be formed once a lightning shot reaches the users hand.
  • Activating Zapprishu requires 2/4 bolts remaining
  • User has a 2 post after activation or calling a bolt to themselves before the lightning in the blade deactivates.
  • Can only be taught by Shinobi B


Declined - similar to existing jutsu


Also don't use all the listing in your submissions.

Example:
You must be registered for see images
 
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Kamishiro

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Re: Custom Jutsu Submission

(Mokuton: Hayashi no Coucy) - Wood Release: The Forest of Coucy
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: A technique based on "(Doton: Uitenpen) - Earth Style: Wheel Of Fortune". While Forest of Coucy has the same concept as it, in which the user would summon a large amount of rocks and during the process, he would manipulate the topography according to his liking with a scroll, but that would only include the first usage of the technique, which is the most common one. With Wood Release: The Forest of Coucy, the user would bite his thumb and slam his hand on the ground, on the scroll. By doing so, the user would summon a large amount of derived creations of wood, from blossoming flowers that are capable of releasing pollen to render the opponent unconscious to roots covering the ground to the regular trees and branches. The ground would also appear as if it turned into wood, however, what happened was a large portion of wood was summoned below whoever is on the battlefield, and covered the ground completely so that the user and the opponent(s) would have nothing but wood below them for hundreds feets long. The ground would be basically this portion of wood as well as whatever is covering it, which would mean none of them is capable of using earth from the ground, or any other element/kg other than wood. Of course, that is just for the ground based ones. The secondary usage is a more uncommon one. Since the first usage and Wheel of Fortune technique depends on a combination of element and summoning technique, the second usage rather depends on reverse summoning. The user would do the same which is biting the thumb and slamming his hands on scroll on the ground, which would cause anyone within the area of reach (Unless the user specifics otherwise) to be reverse summoned to Hashirama's castle, The Forest of Coucy. While it isn't technically a castle, it is just an area fully made of wood, the ground is wood covered by roots, blossoming flowers and surrounded by trees all over the place. Such place for any wood user is a castle. Whether the user chooses to use the first or second usage, he can manipulate the topography of all creations of wood through the scroll with which he can defend, attack or just supplement himself. Snake handseal could be used as an alternative to the scroll, but the user would have to perform it whenever he makes a change to the area.

Note: Can only be used thrice per battle
Note: The technique lasts until all the wood is destroyed or 5 turns, whichever comes first.
Note: The change of the topography can only be used thrice per usage
Note: Can only be taught by Kamishiro

Pending – need to discuss with NK

Declined - for the scale of it it needs to be useable once as it's like a scroll jutsu too.



(Mokuton: Mokuton no Ketsuro) - Wood Release: Wood Condensation

[/B]Type: Supplementary
Rank: A-rank
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+1 rank to wood techniques)
Description: Using advanced natural transformation with Mokuton chakra, the user is able to change the properties of wood itself. Since any organic molecule pretty much consists of organic and non-organic substances, this technique relies on the manipulation of the organic ones. With Wood techniques being special organic techniques that are basically alive, the user would use his chakra to increase the concentration of the minerals inside a wood technique and thus decreasing the amount of time for the wood to solidify and age. This would allow the user to increase the power of Mokuton techniques with the said boost due to the increase solidity such as creating the wood denser like Oak.
Note: Can only be used four times per battle

Approved - made edits



- Reworded, made it more clear.


[Genjutsu: Tamaranai Dan'atsu] - Illusionary Arts: Unbearable Pressure
Type: Offensive/Attack
Rank: A-rank
Range:Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: While performing a technique that requires so much focus and would put pressure on the person such as Raikiri, Chidori, any variation of Rasengan or any other technique that would put pressure on the opponent, the user puts his chakra into the opponent's nervous system in the opponent's mind, leaving the opponent trapped in an illusion. This illusion is different than most of the other illusions, it won't cause the opponent to see something happening which in reality it doesn't exists or any thing of that sort. This illusion will cause the opponent to feel pain in the organ(s) which he uses the technique through ( the hand in Rasengan's, Raikiri's and Chidori's case). The illusion the user casts would cause the opponent to believe that the cause of this pain is that he misused the technique or did something wrong which caused him not to be able to control the technique completely and therefore the strain the technique causes effected their organ. This pain causes the user not to be able to use this organ for what it could be used at (i.e throwing shurikens with hands, kicking with legs, etc..) as long as the technique is active.

Note: No other genjutsu technique while this technique is active on the opponent
Note: Lasts 3 turns
Note: Can only be used three times per battle
Note: Can only be taught by Kamishiro
Note: The technique the opponent is performing would be cancelled.

☼ Declined ☼
You're using the word "organ" but I believe you mean limb. Organs are things such as the stomach, heart, liver, etc. It sounds like you're trying to say the technique requires they focus a lot of chakra to a specific limb or location of the body. If that's the case, make it clearer as right now its a little confusing.
Changed it's effects and reworded.

[Genjutsu: Tamaranai Dan'atsu] - Illusionary Arts: Unbearable Pressure
Type: Offensive
Rank: A-rank
Range:Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: While performing a technique that requires so much focus and would put pressure on the person such as Raikiri, Chidori, any variation of Rasengan or any other technique that would put pressure on the opponent due to the high concentration and chakra manipulation of the technique, the user puts his chakra into the opponent's nervous system, leaving the opponent trapped in an illusion. This illusion is different than most other illusions, it wouldn't cause the opponent to see something happening which in reality doesn't exist or any thing of that sort. This illusion would cause the opponent to feel pain in the limb which he uses the technique with (hand in Rasengan's, Raikiri's and Chidori's case). The illusion would cause the opponent to see the technique they are performing fading or maximizing (depending on the user's will) due to the misuse of the chakra manipulation of the technique. The aftereffects would depend on the the way the user chooses the technique to go with. If he chooses to make it so that the opponent's technique maximizes, it would cause the technique to explode in the illusion, leaving the opponent with mental pain. If, he chooses to make it so that the technique would fade, the damage would be at the limb performing the technique, which would cause it's paralyzes as well as mental damage.

Note: No genjutsu technique higher than A-rank the same turn
Note: Lasts 3 turns
Note: Can only be used three times per battle
Note: The technique the opponent is performing would be cancelled and he wouldn't be able to use the limbs that was damaged in the illusion in either usages.
Note: Effects of the illusion lasts the technique's duration.
Note: Can only be taught by Kamishiro

Declined - how would reducing the jutsu cause mental damage? The rest is fine and not sure on the paralysis part
 
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Robot Boy

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Re: Custom Jutsu Submission

Link to Bat contract:

(Kuchiyose: Būmu) – Summoning: Boom
Type:Summon
Rank:S
Range:Short
Chakra:40
Damage:n/a
Description: After drawing blood, the user will either weave the signs before slamming their hand on the ground or wipe the blood on their bat tattoo to summon Boom. Boom is a large, calm, and analytical bat. He is the same size as Gamahiro and communicate with other via ultrasonic waves and verbally. He has an affinity for the wind element and can perform them by exhaling through his mouth or flapping his wings, up to S-rank. He also carries a pair of daggers that are cloaked by a mini cutting edge tornado and he holds with his feet and uses them for cqc. The daggers can shrink for the summoner to wield as well and the increased sharpness of the blades enhances the user’s kenjutsu. Though this only applies to the summoner. Boom also possesses a sonar-like power that allows him to detect sound up to mid-range and alerting the summoner of possible threats, using his ultrasonic waves. By biting the user (he transforms first into a normal sized bat), Boom can transfer his chakra and restore +15 of the summoner’s chakra.
-Can only be summoned once per battle.
-Lasts for four turns.
-His wind techniques count as a move. Shrinking the dagger counts as a move as well as restoring the user’s chakra.
-In order to summon him, the user must’ve have not summoned any other bats before him in battle.
-Must have signed the Bat contract.

Approved
 
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Tsuki

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Re: Custom Jutsu Submission

(Raiton: Shunkō - Raijin Senkei) - Lightning Release: Flash War Cry - Thunder God War Form
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User Forms a Lightning in the Shape of Raijin's Drums behind their back and stretch their arms and hands in front of themselves as if about to clap vertically, calling forth a giant column of energy about 5 meters in diameter down upon the Battlefield to smash into the earth/water surface or directly onto their target. This would easily tear the earth apart, however the technique does not finish here, once it hits the ground, it spreads out while conducting lightning through the battlefield up to a 15 meter radius. The Lightning that branches outwards, through the ground, will rise up as lightning walls that look like flames. The lightning walls do not necessarily spread out omnidirectionally, there will just be many of them scattering around, so the user can have the walls of lightning miss their mark. However, what those within the area of effect cannot dodge is the omnidirectional paralysis caused by the harmless lightning travelling through the ground which happens instantly the moment this giant column of energy touches the ground. This also effects those within range once the giant column hits the ground, causing only the lower half of their body to be paralyzed. It is only the lightning with paralysis effect traveling through the ground that causes no harm. The giant column of energy and the rising walls of lightning do cause harm.

- Usable twice.
- No A-Rank and above lightning in the same turn
- Has a two turn Cooldown
- Paralysis doesn't work on Lightning Specialists

‡ Declined ‡ The instant paralysis is why I can't approve this.


How the technique looks like around the user:
You must be registered for see images
- Made it so the lightning that paralyses will now progress at the same pace as the lightning walls (= non-instant)
- Deleted the part about paralysis only affecting the lower part of the body (= full body)

(Raiton: Shunkō - Raijin Senkei) - Lightning Release: Flash War Cry - Thunder God War Form
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User Forms a Lightning in the Shape of Raijin's Drums behind their back and stretch their arms and hands in front of themselves as if about to clap vertically, calling forth a giant column of energy about 5 meters in diameter down upon the Battlefield to smash into the earth/water surface or directly onto their target. This would easily tear the earth apart, however the technique does not finish here, once it hits the ground, it spreads out while conducting lightning through the battlefield up to a 15 meter radius rapidly due to its nature. The Lightning that branches outwards, through the ground, will rise up as lightning walls that look like flames. The lightning walls do not necessarily spread out omnidirectionally, there will just be many of them scattering around, so the user can have the walls of lightning miss their mark. However, what those within the area of effect cannot evade is the omnidirectional paralysis caused by the harmless lightning travelling through the ground which spreads out at the same pace as the lightning walls the moment this giant column of energy touches the ground. This also effects those within range once the giant column hits the ground, causing their body to be paralyzed. It is only the lightning with paralysis effect traveling through the ground that causes no actual harm beside the paralysis. The giant column of energy and the rising walls of lightning do cause actual harm.

- Usable twice.
- No A-Rank and above lightning in the same turn
- Has a two turn Cooldown
- Paralysis doesn't work on Lightning Specialists


How the technique looks like around the user:
You must be registered for see images

Leaving for nk as he checked it last time
 
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Vex

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Re: Custom Jutsu Submission

1. ( Kuchiyose: Perseus ) ♆ Summoning: Perseus
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A (-10 per turn in weapon form
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons, Perseus. Perseus, when on all fours, is 1.5x size of a grown man standing and when Perseus is standing on his hind legs, he is close to 3 meters taller than a bear on it's hind legs and proportionately sized also. Dressed in traditional Ancient Greek armor, Perseus is as fast as most Ligers, with speed on the same scale as Jason and the ability to use Fuuinjutsu up to S rank, as well as Taijutsu, a trait common to Ligers due to their size. Perseus carries a traditional sword with him and a special shield called Aegis with him when summoned. With the head of the figure Medusa on it, the shield has a passive ability that works as soon as he is summoned; based on the myths of the Gorgon's petrifying abilities, the Aegis shield causes a "petrifying" effect on enemies when summoned, slowing them by one rank each turn until dispersed (up to a maximum of 4 ranks below). This works by a passive seal triggering on summoning, causing those enemies in a mid range vicinity to become gradually slower, as if they are becoming stone like as their weight increases due to wave-like chakra pulses that affect the target by opposing their motion. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. In line with this, Perseus is able to turn into the Aegis Shield itself, this time using his basic Fuuinjutsu ability in a way that allows him to affect and seal the usage of chakra of the target. By "petrifying" a type of chakra within the target, this ability called Medusa's Glare allows the Aegis shield to glow and activate a Fuuinjutsu that causes those in mid range that the user designates to lose access to high ranking chakra (A rank and up) of a specific field until Perseus disperses; this works similarly to the Gourd of Sealing, preventing usage of the nature and elements associated with said nature if elemental chakra is applied up to the aforementioned rank. This cannot be used to seal a broad field like Ninjutsu in order to remove every field related to it. After dispersing, the opponent regains the ability to move at normal Speed as well as full access to their chakra.

Note: Can only be summoned once in Liger form or once weapon form.
Note: Lasts four turns. If summoned in Liger form and turned into shield form, it's duration will still be four turns.
Note: Medusa's Glare can only be used in shield form and once per opponent. Freeform usage of the shield is able to block basic attacks and chakra fueled ones of similar rank once per turn.
Note: The Glare of the Gorgon is an A ranked ability

‡ Approved ‡ Spoke to Pervy and Genjutsu can't be added as an additional ability. Toned it down.

( Fuuinjutsu: Shukufuku no Macaria ) - Sealing Arts: Macaria's Blessing
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: Equal to jutsu
Description: When an energy wave touches the user, be it the effects of a foreign ninjutsu or a defensive pulsating effect, a dormant seal triggers. The purpose of this seal is simple in it's usage and execution: when the foreign chakra nears the user's body, this seal triggers and a thin, unnoticeable to the human eye, layer of adhesive like chakra is released. The purpose of this is to "catch" the chakra of the aforementioned ninjutsus and bind it in place, preventing it from continuing it's actual effect. By doing this, the user both stops it as well as holds the chakra in place while the adhesive chakra quickly corrupts and eats the chakra within the jutsu, before rebounding it as a pure of raw chakra (travels at the speed of an average Wind jutsu), aiming to blast backwards in the direction it was released. Should the jutsu the user contained with this be of a defensive or supplementary nature, this jutsu will cause no damage to the target, instead it will negate it's usage.
Note: This is able to affect Ninjutsu of S rank and lower.
Note: This seal can be released up to 4 times per battle with a two turn break in usage.

Pending – im sure this clashes with a cj that another rmember submitted last cycle.

‡ Approved ‡ Checked and there isn't a technique which does this. Edited.
 
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Zaphkiel

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Re: Custom Jutsu Submission

(Fūton: Ōdo no Yobidashi)- Wind Release: Ode to Aether
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: A true testament to the might of Fūton, Ōdo no Yobidashi draws inspiration from the primeval god of the upper air, and behaves as such. With two hand seals (Dog, Boar) the user will rile his chakra in and around himself, which will become evident as any lose objects/debris that may be lying around within short ranged is suddenly caught in a powerful updraft that sends them way up into cloud height. This is only a side effect of the updraft and serves no true purpose but for aesthetics and lacks the power to even lift a small animal. As the wind rises the user governs it with great skill to have it shape into a mighty, serpentine creature with a green hue and translucent body. Due to the atmosphere suddenly being infiltrated with warm air (ground level air), thick clouds would soon form which the user will manipulate to bring "life" to the serpent. This creature is so large that it would cover the entire of the battlefield with its coiled up body, looking down on the foe. However, this is just the first step. At the user's command he may have this serpent swoop down onto the field to attack--but not in the way one would expect. The serpent lacks any true physical properties (it's made up of clouds) but what it 'attacks' is the atmosphere around the opponent(s). The serpent is composed of cool, thin, and moist air due to the altitudes at which it was created. With these properties, if the serpent should swoop over the opponent, he/she would suddenly be subjected to very thin air that is naturally low on oxygen and very cool to the touch. Thin air has a variety of effects on the human body such as drowsiness, shortness of breath, and nausea. When the serpent swoops down and over, the enemy will be left literally out of breath as their body struggles to maintain the regular upkeep it is used to. Because of this, coupled with the creeping drowsiness of being suffocated, the opponent will fall unconscious if the serpent is not removed or he/she does not get to some place else within one turn. Even if unconscious, and the opponent is not removed from this type of environment, permanent brain damage can occur which lowers their speed and reactions by a whopping two ranks. When approaching the terrain, the serpent has a body length of about 20 meters (the rest of its body is in the clouds) and a girth of 15 meters. The last and probably most important ability of this sky serpent is its ability to deprive Katon techniques of oxygen with its high altitude, moist and thin air. If the serpent dives in on a fire technique (A ranked and below) it can cause said technique to suffocate and die out.

Note(s):
- Can only be done 2x a match
- Lasts 4 turns on each usage
- Each use of the Serpent counts as a move
- No Fūton techniques above A ranked next turn

‡ Declined ‡ This is beyond the applications of Wind Release and infringes on the Cloud Release CE. The general concept is fine but trying to make it composed of clouds and have all those effects on the respiratory system is taking it too far.

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(Katon: Purometeusu no Inori)- Fire Release: A Promethean's Prayer
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: 30 (+10 per turn upkeep)
Damage Points: N/A (+20 to Wind Techniques)
Description: Developed by an Uchiha who had gotten a frightening dream of the Sage of The Six Paths, Purometeusu no Inori describes the power this man had felt as soon as he had woken up. The technique begins by the user expressing his Katon chakra on the air directly around his body causes small, whisp-like flames to form. A thin halo of flames would crown his head, resting just a few inches above the hair to prevent any harm, while two small balls of fire will form at the back of each hand, they too resting just a few inches above the skin to prevent harm. These flames are generally harmless and only serve to warm the air around the shinobi, enveloping him/her in an invisible pocket of warm air (5 meters in diameter) for the duration of technique. This pocket is at temperatures enough to not harm the user on the inside. On the outside of the pocket is actual fire that would give anything/one that touches it some slight burns. The pocket, being composed of warm air, allows a slight form of levitation to the user, raising them a few feet off the ground (5 meters) and allow them to maneuver about the terrain at this height and lower. However, the true purpose of this technique comes to light whenever it is confronted with wind techniques. While the user, inside this bubble, uses wind techniques that originate from his body or short ranged around him, said wind technique is immediately made into a Fire/Wind combination one after being woven with the fire from the barrier as it leaves the pocket, boosting the wind technique(s) and causing them to explode like Katon techniques when dispersed. However, if foreign wind techniques come in contact with the pocket it will explode, but not in a way to harm the user. As a fail safe mechanism, the pocket explodes as pure fire in an outward manner due to its orb-like shape. This pushes the heat and damage away from the user and onto the environment around him up to 5 meters in all directions and is applicable to foreign Wind techniques up to S rank.

Note(s):
- Can only be used 3x with a 2 turn cool down between uses
- Lasts 3 turns with each use
- Cannot use Suiton techniques while active

‡ Declined ‡ Fire wouldn't boost the damage of Wind techniques, it would simply weaken them or potentially cancel them out on passing through. I get what you're trying to do but there are a lot of things wrong with this. The heated air thing can scarcely be accomplished without incurring self-damage. Not to mention the fact that this is verging on CE territory by trying to make this applicable of every technique. I understand individual Fire/Wind combination techniques but I'm not inclined to allow something as broad as this.

(Kōan Genjutsu: Nana Sanzu, Nana Kokoro)- Koan Illusion: Seven Sons, Seven Different Minds
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage: N/A
Description: The second installment to the Koan Illusion series, this technique follows with the concept of phaneron to induce the true meaning of questionable existence in the minds of those affected. The term phaneron explains the existence of the world around us being as real as we are able to discern with the senses given (sight, hearing, touch, etc). If something exists that we are unable to sense through any means, phaneron dictates that that "something" doesn't exist at all. By using this concept, the user will form the Boar hand sign and trigger an illusion on his foe(s). The illusion begins by recognizing all the senses the opponent(s) has active at the moment of the triggering. This includes his/her's sight, hearing, sense of touch, smell, taste and even extra sensory methods like chakra sensing. Once these senses are observed the illusion begins to govern them as long as it is active. Whenever the user or the opponent performs a technique the user has the ability to tamper with these techniques by changing how the opponent senses them. For example if the opponent spits a fireball the user may have that fire ball suddenly feel really cold or if the user performs a water wave he can make that wave 'invisible' which would prompt the opponent to rely on his other senses. However, where this illusion really ups the ante is its ability to trick the opponent into believing reality is an illusion or vice versa. For example if the user performs a technique that damages the opponent like a sword cut, by removing the sense of pain from the attack the opponent can be lead to believe that the cut isn't real, simply because he isn't feeling it. And in the same light, by creating imaginary attacks like water, and supplying it with necessary sensory information, the opponent can be lead to believe it is real. But the illusion is also capable of then switching some of this information around; the user can have water emanate as Doton chakra, or burn like acid, or even look like fire. However, none of these creations will truly be complete as the illusion's job is to either subtract or add only one piece of information. Meaning this fiery looking water only looks like that, it will still feel, sound, taste, and even register to sensors as normal water. When used on multiple opponents, the user has the opportunity to switch up or remove one piece of sensory information for each opponent to experience individually. Again, the senses this illusion is able to tamper with are those the opponent(s) have active during the time frame the illusion is triggered.

Note(s):
- Can only be used 2x on one person, but if used on multiple opponents the technique cannot be used again for the remainder of the match
- Lasts 3 turns with each use
- No Genjutsu above A ranked during and for one turn after this ends
 
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Punk Hazard

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Re: Custom Jutsu Submission

Fuuinjutsu: Do~ūmu no hōrei Sealing Arts: Doom's Decree
Type:Supplementary
Rank:S
Range:Short-Long
Chakra:40 ( Then -10 per turn)
Damage:N/A
Description: The user will passively form a seal on his person that constantly sends out pulses of dormant chakra in all directions around him. The pulses serve to feed the seal information, but only do so under the condition that the opponent is utilizing some sort of physical and chakra based armor or covering around himself. Once the chakra pulses find this, the information will immediately reach the seal and it will activate. When it does, a dark red seal will appear in the sky with the kanji for "Bare" that will suck all the chakra from all of such armors or coverings and leave them to crumble to pieces, devoid of chakra. This will only work on armors that are made of physical chakra based elements such as Earth, Water, or the Steel KG and cant be used on regular non chakra based armor. This technique only drains the chakra from the technique itself and not the opponent themself. Being that it drains the chakra and doesn't actually directly clash with the armor, this will work on any armor regardless of strength or damage. Due to the seal working regardless of the user's input, the user is still able to use another technique within the same timeframe
-User can also have this technique pre formed on his bio
-Lasts 3 turns
-Able to be used twice per battle
-No S rank fuuin and above in the same turn

‡ Declined ‡ The bolded doesn’t make any sense. It worked for Anti-spell as that worked on supplementary cloaks with no inherent defensive properties e.g. Ion Particle Armour. Absorbing chakra doesn’t let you bypass the rank or chakra of technique entirely. Since this is an S-Rank fuuin, it will work on S-Rank and below armours. This also has no reason to be passive. What if they form an armour to counter a technique heading towards them and you use this? Is their defence negated before the attack even reaches them? That’s OP.

( Fuuinjutsu: Kakuchō no Minosu) - Sealing Arts: Extension of Minos
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage points: N/A
Description: A simple seal created to get the most out of a Fuuinjutsu's potential, the user creates a seal with the kanji for "Range" marked across it. By applying this to other Fuuinjutsu, the user gains the ability to extend their reach one range. However, this isn't the only thing that it's capable of doing. By applying the seal to another seal, the crossing of chakra and kanjis forms an effect that adds more chakra to it, increasing it's power as well by +1 rank. How this happens is the chakra stored into this seal works by attaching itself to another seal and in an almost sybmiotic way, this seal allows itself to be "eaten" at, the chakra being siphoned into the parent Fuuinjutsu. Due to this overload, it allows for an increase in power and range naturally. This can be applied either passively in the case of extending the range of a seal, or actively to obtain both a range and rank increase. The active use, however, still is able to be applied to another seal within the same timeframe due to it's effects only being applicable when applied towards other seals.
Note: Passive usage has no usage duration due to the rank as well as usage of it. Active use, however, can only be used 4 times in all, each with a 2 turn cool down break.

‡ Declined ‡ The way you accomplish the rank raise isn’t feasible and even if it was, I wouldn’t allow it for S-Rank and above techniques. The range increase can also be OP depending on what it’s combined with. The passive use has no duration limit? You seriously need to restrict your techniques properly.

( Fuuinjutsu: Gekido no Enyo) - Sealing Arts: Enyo's Wrath
Type: Supplementary/Offensive
Rank: S
Range:Short
Chakra: 40
Damage: 80
Description: Based on similar concepts to the (Fūjutsu Kyūin) - Blocking Technique Absorption Seal and the Chakra Transfer technique and the canon Sealing Tag, the user activates a seal that lies dormant until triggered and absorbs the chakra and dispersing it the seal on the user's body by spinning the chakra within it in the opposite direction, inspired by the Preta Path. As a result, this technique can absorb any ninjutsu based technique, regardless of power, without harming the user because it creates essentially a pocket dimension within the seal, storing the chakra in the seal to call upon at a later time, reminiscent to Dark Release. Should the user use a jutsu of the same nature of the one he absorbed, he is able to use the chakra absorbed in conjunction with this attack to augment the power of the attack, increasing it's mass and power. For example, should the user absorb a Katon jutsu, he is able to add the absorbed Katon chakra to the new attack, adding onto it's power equivalent to double the chakra absorbed. This allows the user to release the absorbed chakra as a "phantom" attack, releasing a second version of the released attack, equivalent to the chakra absorbed. For example, if the user absorbs an A rank Flame Pillar attack, he is able to release this excess chakra when Fireball Shower is used with the same power it had when absorbed, but in the same appearance and manner of a second released Fireball Shower, the seal releasing the chakra as the user creates the Ninjutsu. Of course, this jutsu is with it's own limitations. After the absorbed chakra has been released, the user is unable to use that same nature in the following turn and cannot use this seal for 3 turns afterwards.
Note: If a stream jutsu is used, then the user cannot release the additional chakra at the same time. This only works with projectile style attack or other, non streaming ones.
Note: Can only be used once every 3 turns and at max 5 times a battle.
Note: After using, the user cannot use that same nature for two turns.

‡ Declined ‡ Where do I even begin? Not only is this a rip of all the abilities you mentioned, it’s actually more overpowered. You can’t absorb techniques regardless of rank or damage. That just isn’t happening. Then you go on to say this can boost your techniques by adding a “phantom attack” that’s now twice as strong as the absorbed attack? An S-Rank that can be used five times per battle? The only restriction is you can’t use the absorbed element in the following turn? Completely ridiculous. DNR.
 
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Re: Custom Jutsu Submission

(Koton: Tokui no Tristan) – Steel Release: Triumph of Tristan
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: This technique essentially allows anything that's inanimate and solid in composition touched by the user to be converted into black steel. As a result the user can make use of anything he classifies as a weapon, from sticks to the weapons of others (excluding Custom Weapons). If used on multiple tools/objects collectively they all amount to the power of an A-Rank. Alternatively, the user can apply this ability to the next steel release technique they use. The steel technique will become capable of transforming anything inanimate (so doesn't apply to living beings) that comes into direct or indirect contact with it into steel. The ability can be infused into the technique on creation and hence be used in the same time-frame as the jutsu it's applied to. Rather than lasting three turns, when the technique is used in this way it will last as long as the jutsu it was applied to lasts.

Note: Lasts three turns
Note: Can only be used four times per battle

Declined - keep it as lasts for three turns. The rest you changed is fine
(Koton: Tokui no Tristan) – Steel Release: Triumph of Tristan
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: This technique essentially allows anything that's inanimate and solid in composition touched by the user to be converted into black steel. As a result the user can make use of anything he classifies as a weapon, from sticks to the weapons of others (excluding Custom Weapons). If used on multiple tools/objects collectively they all amount to the power of an A-Rank. Alternatively, the user can apply this ability to the next steel release technique they use. The steel technique will become capable of transforming anything inanimate (so doesn't apply to living beings) that comes into direct or indirect contact with it into steel. The ability can be infused into the technique on creation and hence be used in the same time-frame as the jutsu it's applied to.

Note: Lasts three turns
Note: Can only be used four times per battle

(Kōton: Sakae no Galahad) – Steel Release: Glory of Galahad
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (-15 chakra per turn)
Damage Points: N/A (+20 damage to physical Taijutsu attacks)
Description: This technique is often seen as a close counterpart to Steel Release: Impervious Armour. The user will use their koton chakra to turn their whole body into black steel, making themselves invulnerable to virtually all types of basic weapons and physical taijutsu attacks (up to and including S-Ranks). While in this state the user is immune to A-Rank and below techniques of neutral elements (S-Rank and below of elements weak to Steel, B-Rank and below for elements strong to steel). However while this technique is active, the user can only use Steel, Fire, Earth, any KG/CE combination of the aforementioned elements and non-elemental abilities.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Steel techniques on the turn this is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn this is deactivated

✦ Both Approved ✦
Same base technique but completely rewritten to clarify ambiguous things. No bolded changes since it's been rewritten.

(Kōton: Sakae no Galahad) – Steel Release: Glory of Galahad
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (-15 chakra per turn)
Damage Points: N/A (+20 damage to physical Taijutsu attacks)
Description: This technique is often seen as a close counterpart to Steel Release: Impervious Armour. The user will channel and release their koton chakra from every chakra point on their body to turn their entire body (not just their skin) into black steel, making themselves invulnerable to virtually all types of basic weapons and physical taijutsu attacks (up to and including S-Ranks). While in this state the user is immune (remains completely undamaged like the Third Raikage) to A-Rank and below techniques of neutral elements/abilities (S-Rank and below of elements weak to Steel, B-Rank and below for elements strong to steel). This technique transforms everything on the user’s body or person into steel including their clothes, weapons and seals. Seals remain usable, the sealing script simply becomes as hard as the user’s body in this state. Even when the user merges with techniques via abilities like Kindess of Kay or Arrogance of Agravain, the seals will not be disturbed or compromised. They will also “rise” to the skin/surface of the user’s new/merged body to retain their usability. Due to transforming into steel, for the duration of this technique the user loses all of the disadvantages associated with a biological body (e.g. paralysis, poisons and feeling pain). They will still be capable of moving, performing handseals, placing seals on their transformed body and molding chakra/using techniques as well as anything they were capable of before the transformation. However while this technique is active, the user can only use Steel, Fire, Earth, any KG/CE combination of the aforementioned elements and non-elemental abilities.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Steel techniques on the turn this is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn this is deactivated

Both Approved
 
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Re: Custom Jutsu Submission

(Genjutsu/Ototon: Dansukatto) - Illusionary Sound Release: Slicing Dance
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: N/A
Description: The user will project their voice upon any part of the target making it sound like they have been cut by an unknown force. This cutting sound will trigger an illusion in which the target will see a gaping cut upon the targeted location of their body with blood pouring out. They will also feel the pain of the wound, however this is purely mental damage and isn't real pain. In reality the target would feel all feint and dizzy from the imagined blood loss, increasing overtime. This limits the targets movement, causing them to move two ranks slower on the first turn, and three ranks slower on the second turn. The intend of this technique is to trick the opponent into believing they have somehow been damaged. Working as a detraction and hindrance until the illusion is dispelled.
Note:
-Can only be used twice per battle
-Genjutsu lasts two turns
-Requires a four turn cool down
-Can only be taught by Serpent

Declined – I tried this before and it was declined for already existing

(Genjutsu/Ototon: Kirema Jinsei no Jutsu) - Illusionary Sound Release: Shattering Life Technique
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: N/A
Description: The user will open their mouth releasing a loud screech that will quickly spread out around the battlefield. Anyone whom hears it will fall under an illusion. This will cause the victims to feel their bones shattering and ears bleeding as the screeching sound echos through them. Causing extreme pain and preventing them from movement. This pain isn't real and only mentally damages the opponent while the illusion is in effect. In reality, the victims of this technique will be paralyzed until the illusion is dispelled.
Note:
-Can only be used twice per battle
-Genjutsu lasts two turns
-Requires a four turn cool down
-Can only be taught by Serpent

Declined – already exists just not as a sound jutsu

(Ototon: Shakishaki no Jutsu) Sound Release: Precision Technique
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 15
Damage points: 30
Description: The user will whistle while in close proximity to a target, releasing a sharpen sound wave that can slice through flesh. This sound wave isn't very powerful and cannot cut through targets of greater density such as tough leather, metal or other types of armor/protection. This technique was designed to hinder a target. For example, if locked blades with an opponent, the user can use this technique to slice an opponents hand, causing them pain disarming them.
Note:
-Requires a two turn cool down
-Can only be taught by Serpent

Approved – simple but useful
 
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House

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Re: Custom Jutsu Submission

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
resubmit:

(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 executing his Gentle Fist techniques in a more advanced shape manipulated and concentrated manner. This unique feature that the state provides enables the user to use Gentle Fist on par with more advanced techniques like elemental techniques. 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 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.

Approved

Note for the checker: I removed the draining and boosting and put a more concentrated chakra which will ultimately achieve the same effect I wanted.

resubmit:

(Jūho : Akusei Pāmutoraiaru) Gentle Step: Malignant Palm Trial
Type: Offensive/Supplementary/Defensive
Rank: A - Rank
Range: Short
Chakra: 30
Damage: 60
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 will disipate in a burst of light 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:
-Only affects A-ranked and above.
-Can only be used 2x
-Last for 2 turns and must wait two turns to use again
-No s-ranked or higher Gentle Fist after this technique deactivated.
-Taught by House
-Has to be Kage or higher to use this due to the expertise needed

Approved - made edits

(Jūho : Shinpan no Tsūka) 8 Trigrams: Passage of Judgement
Type: Supplementary
Rank: B
Range: Himself
Chakra: 20
Damage: N/A
Description: Hyuugas are well known for their instant release of raw chakra. Though activating this state, if the user wishes, the user manipulates his raw chakra for the intended Gentle Fist technique which enables his techniques to pass through mere solid objects. Hyuugas are excellent at chakra control and hence they're able to perfectly release the right amount and density of chakra. Just like how any raw chakra release will pass through a human body, the user will thin his chakra enough to pass through objects that are only liquid and solid in form. Just like how Neji was able to push his Mountain Crusher through his own self image and through the ground to kill all the White Zetsus underground. However, the drawback of this technique is that hence their raw chakra will be thinned out, it'll lose a rank in power for whichever technique the user thinned out.
Note:
-Lasts 3 turns
-Can be activated 2x
-Taught by House

Declined – make it a bit clearer of how it works, give an example, like if you use this on A rank earth golem.
 
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Nathan

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Re: Custom Jutsu Submission

(Chuu Doragon) - Kiss of the Dragon
Type: Offensive
Rank: B
Range: Short - Long (thrown)
Chakra: 20
Damage: 40
Description: Kiss of the Dragon is an assassination technique created Kirigakure and is most frequently used by Hunter-nin. In order to use this technique effectively the user must have knowledge of the vital areas and must be precise and accurate. The user will come into close quarters of the target and pierce a specific vital point in the back of the neck that if punctured causes the immediate death of the target. For more skilled users they can use this technique at a distance by throwing senbon and striking the spot. The deadliness of this technique can be augmented by lacing the needle with poison.
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Notes:
- Can only be used six times per-match.
- Can only be taught by Nathan.

Declined – instant death needs a higher rank and restrcitions to match it

.


(Gurifon Gijutsu: Gurifin no puraido) - Griffin Art: Griffin's Pride

Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Because the lion is traditionally considered the king of the beasts and the eagle the king of birds, the griffin is thought to be an especially powerful and majestic creature. The griffin is also thought of as king of all creatures. The Griffins take a lot of pride in whatever they do. They keep training so much, until they feel they are worthy of that title. Because of this, the Griffins have developed a strong mental stability, that makes them fear nothing. Even if they are outmatched, they will take up that fight, and go down with honour. Over time, this mental strength, gave them an ability, that would help them tackle the modern day ninjas. The Griffin's pride is more of an innate ability of a Griffin, than a jutsu itself. They inherit this ability right from birth, and develop it more with their training. When fighting against an opponent, the Griffins gain a passive immunity against any illusion (up to A-Rank), that might bind him/her. Human summoners, having enough training with the Griffins, mimic this ability by mentally summoning and channeling Griffin chakra throughout their body in a surge, gaining the Griffin's Pride. However, unlike the Griffins, humans never get the immunity to illusions. But their mental strength does give them immunity to damage against (A-Rank and below) any illusions. Not only that, their Rank increases by one during the time the chakra remains in their body (Sanin becomes Kage, Kage becomes Sage etc.), and thereby giving them abilities assocociated with it (except increase in chakra).
Note: The initial surge acts as Kai, and will get the user out of A-Rank and below genjutsu.
Note: Can only be used thrice.
Note: Last for 4 turns.
Note: Needs to have signed the Griffin contract.

Declined – why would being fearless stop binding gen? Fear and training doesn’t stop gen in this way, at best this would probably help against paralysing fear and maybe nekura

(Katon: Zansho) - Fire Release: Lingering Heat
Type: Offensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Fire Release: Lingering Heat (火遁・残暑, Katon: Zansho) is a highly advanced technique that allows the practitioner to remotely convert fire-chakra into raw heat. While this technique effectively extinguishes the targeted flames in question, the near instantaneous transition of all of the energy of the chakra-based fire into natural heat can provide a surprising additional effect to any fire technique. This is primarily due to the rapid conversion to heat forces the surrounding air to forcefully expand, generating a secondary searing wave of explosive force. The destructive potential of this technique is determined by both the quality and volume of the flames being converted. An, example is that converting even a single small concentration of fire can release an explosive force that easily dwarfs an explosive tag several times over. Furthermore, this technique relies nearly completely on the chakra concentrated in the targeted fire. Therefore, this maneuver's performance necessitates only negligible amounts of chakra, and instead requires masterful chakra control. When this technique is triggered in a chakra rich environment, the conversion process into heat can inadvertently be transferred to non-elemental chakra. While the release of heat isn't quite as intense as the transition of flame to heat, the effect is still extremely potent. This additional effect was discovered when the user attempted to interrupt an opponent absorbing one of his fiery skills, which resulted in a surge of heat tearing through the opponent's chakra network, searing the victim's forearm beyond repair and permanently damaging the aforementioned pathway.
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Notes:
- Can only be used twice per-match.
- Cool down of one turn before reuse.
- No other fire techniques in the same turn as this.
- Can only be taught by Nathan.

Declined – the first part I feel infringes on scorch and c.es and the second part explaining it mixes with blast release.
 
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